Joey Donuts

Joemandius Coldiron Donuts is a nineteen year old second year student at the Joonda North College of Applied Wizardry. Six foot nothing and about 110 pounds soaking wet with shoes on. Since being mana purged and kidnapped off campus, Joey Donuts has demonstrated an incredibly resourceful and open minded approach to problem solving. From befriending a goblin (the same one that got him kidnapped and nearly turned into soup) to setting up peaceful negotiations with a corrupt half elf (who was the one whose idea it was to turn him into soup) Joey has made some fascinatiing but apparently worthwhile decisions.

Outside of his schooling and his parents species, little is known of Joeys life before the quest. He doesn't seem to have particularly nostalgic feeling for his schooling or his simpler life. He had not yet picked a school of magic to major in and had apparently given thought to taking a gap year and exploring the world even before he was given no choice in the matter.

With that said, he has expressed some desire to return to Joonda, if only to collect his things and lets his parents know he is okay.

Personality
For a character controlled by numerous, occasionally conflicting players in a quest thread, Joey Donuts has demonstrated some remarkably consistent personality traits.

His defining characteristic may be his ability to adapt. Having never really met a goblin prior to Highball, he quickly befriended her, used each other's skills to work out a plan and was even happy to maintain the new friendship when he found out she was the one responsible for his predicament. Though comparatively sheltered and naive, he is always eager to learn new things about the world and those around them.

He has also demonstrated an impressive amount of decisive ruthlessness. Being unphased, even celebratory over dissolving a man (who had not yet attacked, but was probably going to) into a pile of sludge with an excruciatingly powerful acid. More recently he used supercharged magic to atomise 4 thugs armed with only knives and their fists, who at that point had only threatened him. In both instances it could be fairly argued that Joey felt appropriately in danger and was merely using what he could.

It is worth noting that his ruthlessness extends also to his own well being. Joey seemed to think nothing of wracking himself half to death in order to recover his mana.

Outside of combat, Joey has generally not taken opportunities to kill others when he had the chance, even if he has thought about it.

Most interestingly, when he is with Highball (particularly if he is alone with her) Joey becomes noticeably more flirtatious and shows a confidence that borders on arrogance. He is also far more relaxed and perhaps at his most honest and open around her.

He consistently shows a sense of concern and mindfulness towards his new business and its employees, which occasionally gets the better of him and makes him forget other things. His misdeeds to those he cares about have always been accidents.

Role
Joey Donuts is the player character in the quest thread. The vessel in which anon inhabits to determine the way we explore, who we meet and what we do. Within limits (not many limits) he is whatever the players want him to be. Chiefly, he is currently both the leader of the company and the party leader. He is controlled by the players via dialogue choices and suggested actions. If more than one course of action is suggested, then which ever course of action is the first to get supported three times will be the action taken. It may sometimes be more or less. But it is generally three.

The world is his oyster.

Mechanics
COMBAT

Joey does not have to roll anything to cast his spells, but if he tries to cast a spell that he does not have the mana for, it will knock him unconcious.

There are no rolls for either shooting guns or swinging weapons, but his effectiveness with these weapons will improve if he practices.

SPEECH

Occassionally, when Joey has a dialogue option, particularly one that will give him an advantage, there will be a percentage next to it.

For example: '''>D. I will pay you 500 gold. ANd not a coin more. Take it or leave it. [25%]'''

For this dialogue choice to succeed, not only must 3 people select it, but two of the three who do must also roll under the percentage listed by rolling a 1d100 in their post.

OTHER

Joey can check his status and gold at any time by checking his WALLET

Joey can check his current inventory by checking his POCKETS

Abilities
Though physically weak, Joey has demonstrated a measure of aptitude towards physical conflicts, using a combination of whatever he has available (ketchup, acid, a goblin) and an adaptaple attitude to see him through.

Presently he brandishes a crowbar for melee combat and a 6 shot revolver for ranged attacks. He has not used either, but he has practiced with the gun, meaning most of his shots will hit.

Slightly naievely, Joey has recently developed aspirations of becoming a MUSCLE WIZARD and someday casting FIST. He has yet to learn what a long path that is, but may continue down that path in the future.

For the moment, he is focussed on lifting weights to become less of a weakling, and improving his unarmed abilities. Not a terrible start.

He is not a terrible negotiator, but he needs a little work on his speechcraft.

For a directionless college boy, he has achieved quite a lot. And can be pretty smooth when he wants to be, apparently.

Sphere Spells
Joey currently knows 6 spells from the basic spheres of magic

BLAST - Does 6d6+20 energy damage. Hits multiple enemies if they're close enough. Ignores armor. -MP 20

DRAW - 10+2D6 mana from a target that has mana. If the target has no mana the spell costs nothing, but you will still waste a turn trying -5mp

WRACK - DO 10 damage to yourself to gain 12 MP -free

WIZARD HAAAANDS - Manipulate an object you can see but not reach. As strong as you are - MP 10

DOUSE - Extinguish any fire up to the size of a campfire. Can be cast a reflex if it is suggested after initiative but before the enemy gets their attack in. It can does the ignition of a pistol, for example. - MP 5

HELLS HEART - Instantly doubles the damage of any ranged, physical or magical attack - MP 16

EARTHS HONESTY - Can tell if some one he is physically near is lying when they talk. MP 6

Gun Techniques
HAMMER TIME

Joey draws his trusty revolver and empties the cylinder into the target(s) of his choice. This is an all or nothing attack done by fanning the hammer so Joey will always fire as many shots as he has remaining. Keep this in mind and consider what sort of rounds you have loaded at this time. If you have any DWARFSTOPPER or TROLLSTOPPER rounds in the cylinder, they will also be fired as part of this attack.

Keep in mind, Joey has a speedloader loaded with normal bullets, that he can load into the gun as a free action. You may want to do this before utilising HAMMER TIME.

To perform HAMMER TIME, a player must declare the attack and the intended targets and roll a d100, scoring 60 or under. Because HAMMERTIME rolls need to be low and INITIATIVE rolls need to be high, they should generally be done by two separate players.

It is strictly first come, best dressed unless there is overwhelming protest taken over the action.

If the HAMMER TIME attack is declared but the roll fails then Joey will simply shoot the first enemy targeted. It can be attempted next turn, albeit with one less bullet.

HAMMER TIME can indeed be combined with HELLS HEART for a truly devastating attack. However, each bullet will cost more mana. So firing all six shots with HELLS HEART will cost 84 mana.

EXTREMELY IMPORTANT. This particular attack is extremely risky. If Joey is going to cast HELLS HEART HAMMER TIME - it must be declared by the person rolling for HAMMER TIME you can't pass a HAMMER TIME roll then decide after the fact that it's going to have HELLS HEART applied to it.

If HELLS HEART HAMMER TIME is declared, but the roll fails, Joey will only fire a HELLS HEART bullet but it will still cost him as much mana as it would if he has emptied the cylinder. This is unforgiving, but it would be dangerously unbalanced otherwise.

Use this wisely.

KNEECAP

A little easier.

KNEECAP can only be done to a single target at a time unless something (like a potion or buff) has allowed Joey to make multiple attacks in one turn.

After initiative is rolled. A kneecap attack can be declared. Simply select the enemy you wish to use it on and in the same post that you pick your target also roll a d100 with the intention of rolling 55 or under.

If successful it does the damage of whatever round is currently loaded in the gun and ignores armour.

Additionally, any enemy shot with it will miss a turn.