Albert "Merlin" Francis

Basic Info:

Player: Karaoke

Demeanor: He is small, joyful, and desperate for attention, and tries to gain as much of the needed attention by trying to do what he thinks are amazing things, and then failing spectacularly in ways you didn't even expect! Yet every time he fails, he laughs, brushes the dirt off his robes, adjusts his hat, and starts to think about what he is to do for his next trick.

Nature: His joyful demeanor on the outside acts as a desperate plea for love and friendship. In his thoughts, lonely nights were the worst kinds of nights, as it would leave him alone with his thoughts and the voices that spoke to him, dragging him lower and lower into his depression. Yet the next day, he would put on his mask, and the world would be none the wiser.

Description: This young boy appears to be 12 years old due to the remaining amounts of baby fat on his face and his regrettable tiny stature, only being 4' 10" tall and weighing about 100 pounds. He always had a mischievous smile and a happy twinkle in his eyes and a cute little button nose that did not help his viewed age. He wore a tall brown wizard's cap that had a large red patch sewn onto it as well as long and faded blue robes with more red patches, almost as if he decided to take his ensemble straight from a video game. He wore a large leather belt with a brass belt buckle that prevented his robes from swishing all over the place, and tucked into his belt is a tick that he found and insists is his wand. He wears rugged leather fingerless gloves and normally walked around with shoes that curled up at the toe, much like how a genie's shoes.


HP and Psyche start at 6, can't raise during creation, but add 1/2 of Brawn to HP.
Brawn, Agility and Brains start at 1 each, starting cap 4, total cap 6, and you get 5 points to distribute among them.

HP: 7

Psyche: 6

Brawn: 2

Agility: 3

Brains: 3


Things your character is good at, things normal people can do
Skills rolls add their associated stat as well (Brawn, Agility or Brains). You get 12 points to spend on skills at creation, with a starting cap of 4 and total cap of 6.

  • Social Skills - (3) Brains He can talk to even the most stubborn of brick walls for hours!
  • Quick Learner - (4) Brains From the new spell he found in a dusty spellbook to memorizing historical dates, he seems to be able to memorize and learn in a flash! Except for math. He still struggles on addition.
  • Parkour - (3) Agility If he can't outsmart his opponent, then he may try to run away quickly if he can't use his blink spell!
  • Scout - (2) Brains He can survive in the wilderness no problem due to his years of being in a boy scout troop before learning of his magical talents.

Supernatural Abilities:

These are things you're character accomplishes via their power.
Abilities/Powers should be fairly broad, but look at other characters for good examples. They can grow over time, so don't worry if you start on the small side! You get 7 points to spend on powers at creation, with a starting cap of 4 and total cap of 7. Powers add your Tier to their rolls, usually.

Big Book O' Spells: Combat - 3 - The Big Book O' Spells is a spellbook he had found from an old library with all sorts of spells in it that he thinks he is able to learn. From it, he has expanded his mind and his powers to be split off into different combat spells.

-Fireball: A concentrated blast of fire that can deal moderate fire damage to the target.

-Zap Tap: He rubs his hands together and charges them with electricity. The first person he touches will receive Moderate lightning damage. The damage will be reduced if the victim is wearing rubber soles.

Heal: He can regain 1 point of HP. Cannot be used again for two turns without taking major exhaustion penalty.

Ward: He can deflect long range magic attacks.

Big Book O' Spells: Utility - 3- The spell book is not just good for combat purposes. It can allow him to do many different things that he can use on a daily basis to improve his life in a pinch!

-Blink: He can teleport to any location he can see and is within 100 meters. Takes an hour before he can safely do the spell again.

-Feather Fall: He can slow his descent and allow him to land on his feet completely harmlessly. Takes 30 minutes until he can safely use it again.

-Water Walking: He can walk on water for the next 10 minutes. It takes 30 minutes for him to safely use it again.

-Minor Telekinesis: He can lift objects up to 20 feet away that weigh no more than 30 pounds. Has a direct relation to his own physical strength and stamina.

-Repair: From a hole in his robes to broken glasses, he is able to magically repair anything with a simple spell. Requires 15 minutes to recharge.

Enchanting - 3 - He can enchant many things with his magical energy, if given the right amount of time and materials, all performed in a large ritual spell. An object may only have one enchantment at a time. Due to the time requirement of the enchanting process, Merlin has discovered a means to not need any sleep at all so he can stay up all night to perform these enchantments.

-Increased Capacity: Can be used on bags, bottles, drawers, boxes, tents, and suitcases. It requires a balloon full of helium, a cork, a can opener, and 12 bottle caps. The enchantment requires 36 hours to perform and will double the holding space of the enchanted object permanently.

-Glow: Can be used on any material object. Requires a glowstick, a AA battery, and a lightbulb. Takes only 10 minutes to enchant, but enchantment only lasts two hours. It will cast a light on the surrounding area, equal to that of a budget desk lamp.

-Conceal: Can be used on any material object, if you can find it afterwards. Requires a hand mirror, 3 dryer sheets, a pillowcase, and a pair of reading glasses. The enchantment requires 48 hours to perform and the enchantment will last one week. The object in question will turn invisible and all odors associate with it will also disappear.


Things that cause problems for your character, often side effect of your powers (or of having your powers), not necessary. Not just 'limitations' of your powers.

  • Schizophrenia: The voices speak wonderful and terrifying things.
  • Weak Will: He believes the voices. He believes anything anybody says. Susceptible to mind control.
  • Depression: He believes the negative things the voices tell him more than the positive things. Requires him to be on suicide watch.


List everything your character carries on their person here. Be reasonable.
*Tattered leather bag with Increased Capacity enchantment.
*Big Book O' Spells by Abraka Dabra
*Flip Phone
*Water Bottle
*Glass jar
*Enchanting and You by Preston Changelin

And everything that they keep in their dorm at SunnyBrook. Anything that's not listed here or in the section above will be difficult for the character to retrieve.

  • A large book case filled with multiple books on difficult historical and fantasy subjects.
  • Parchment, quills, ink bottles (increased capacity) and a teddy bear (glow) on his desk.

Personal History:

Albert was born on June 26, 2002 in Salem, Virginia to a very broken family. His mother disappeared shortly after he was born, and was left to be raised by his incredibly poor father who could not hold a job no matter how hard he tried. The father's only goal for the newborn child was to give him a happy life and to be able to feed him and keep him alive until the next day. This was difficult for him due to his crippling alcoholism and his addiction to cocaine, often leaving him in violent tantrums that impressed upon the child a cynical view of the world and led him to believe that the world and the universe did not care whether or not he lived, and it did not care whether or not he succeeded or failed and rotted away in a ditch.

To try and take his mind off of things, he would travel to nearby libraries and listen to parents who were reading aloud to their children, reading along if he could find another copy of the book. Through this method, he had taught himself to read and he had tried to make it his goal to be well liked by the library by staying behind to talk to the librarians and helping clean up. Noticing his son's actions, his father decided he was not doing a very good job on his own and had decided to let the young Albert go into a public school and tried to help him. His school life was miserable, however, and would often be singled out due to his tiny size, his dirty clothes, or the fact that he was talkative towards the teachers and other classmates to a very very annoying level. The truth was that this talking was to distract the young Albert from the voices that were in his head, telling him of how powerful he was and how he held the power to kill everybody.

Eventually, he joined cub scouts and started to expand his knowledge with survival based ideas as well as learning about the world around him. The voices told him how he foolishly bent to its will. He discovered his powers around this time as well thanks to a talent show he signed up for. He had wanted to do magic ever since he read the Harry Potter books and wanted to try and be a magician. He showed up to the show in a wizarding outfit and cast his first spell on a can set on a stool: Fireball. The audience cheered him on and the adults chalked it up to him using some special effects due to the smell of gunpowder in the room, yet the students quickly gave him the nickname Merlin. Since then, he had worn that old wizard outfit every day to class and would try his hardest to impress his peers with magic tricks that he would make up. Yet the nights were dark and scary, as Merlin had never needed to sleep, leaving him alone with the voices that were louder than ever when the laughter died down. They talked to him about how he would be found. He would be taken away. He would be burned at the stake. He would be better to take his own life while he had the chance. Thus began his suicide attempts. With each spell he cast, he tried to make it go wrong so that he would die in a spectacular show that looked like an accident. He had always gotten close, but never succeeded. In his first year of high school, he was taken to the counselors by an English teacher who had just read a poem written by Merlin.

The counselor put Merlin on a suicide watch and due to the constant supervision, he was reported to the GWU when it was found the magic he cast was no trick. A quick flight and compensation to the father, Merlin found his way to sunnybrook to start fresh.


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