Post by Hanelli on Mar 3, 2014 3:25:35 GMT
[attr="class","ws"] [attr="class","h"]HANELLI [attr="class","fc"] [attr="class","bi"]REAL NAME: Yoshizawa Momiji (birth name) | Keira Alexandria Ravensdale (adopted name) [attr="class","bi2"]REAL GENDER: Female [attr="class","bi2"]GENDER: Female [attr="class","bi2"]AGE: 19 [attr="class","bi2"]SEXUALITY: Heterosexual [attr="class","bi2"]FACE-CLAIM: Yuffie Kisaragi, FINAL FANTASY VII [attr="class","bi2"]PLAYED BY: Hanelli [attr="class","h2"]Appearance [attr="class","b"]Unlike most of the Elf-race that are tall and graceful, one can say that Han here is a bit... pudgy. Since she just stands at the squat height of five feet and four and a half inches tall, she's always been the target of in-game pranks. Her actual, real-world height is almost the same—she practically based most of her in game appearance on her real-world appearance, save for some minor details that may not be noticeable. Normally she’d have a butterfly tattoo hidden somewhere on her back as well as a longer head of chocolate-brown hair, but she decided not to carry those over to the game; but otherwise everything is almost the same—with those exceptions. The elfin-ears are something she’ll never get used to having (since they’re long and pointy) so she decided to hide as much of the ears as she can with her now-shorter hair in game; but even that’s proving to be difficult because all fellow Elven-kin will recognize one of their own on sight. She does this so that she can be able to blend in with any crowd; so that she won’t be seen whenever she’s going undercover. She would normally choose to wear comfortable clothes that are of the darker shade of the spectrum, but as of now she’s stuck in the drab, standard in-game starter adventurer set, and she’s working hard to rectify that. Since she had chosen the Elf as her main race, she gains certain aptitude at moving around much quickly, something she couldn’t do out in the real world. Her body is of the lithe stature, and her hands are quick to explore any and all sorts of hiding places to see if there’s something, anything hidden within those crevices. (the elf ears are hidden by her hair, short as it may be) [attr="class","h3"]Personality [attr="class","b"]Her personality is much like her real-world self: rebellious. Whenever she’s issued orders, she’d go as far as her powers can reach to actually break said orders and do things her way, she believes in the saying that “either it’s my way or the highway” and won’t take to orders very nicely. She’s quite finicky with details, and if need be, she can go into detailed explanations (if one has the nerves to ask her). Since she’s quite the rebel, her temper is also quite short as well; it’s something she’s trying to fix, but is so far proving to be unsuccessful. As for interacting with people, she can ‘go with the flow’ and blend in with whatever crowd, but she also has this sense of right and wrong—her loyalties would lie somewhere on the ‘Chaotic Neutral’ scale. One would deem it wise not to get her engrossed in something—because once she gets hooked on something, then she’ll pursue that activity until the ends of the earth…whichever comes first. Her specific attention to detail always gets her out of trouble; but there are unavoidable times that it can and will get her tangled up in something that she’s normally not supposed to be involved in! Underneath the rebellious exterior, she’s the sweetest person you’d ever meet, and would defend her friends to the last moment. She also believes in the concept of trust: one must work hard to earn it; and she’s a tough customer when it comes to giving out her trust to other people, because you’d never know if they would stab her in the back when the time comes. [attr="class","h3"]History [attr="class","b"]Momiji, or Momo as she’s known in the real world, is the product of a broken family; a workaholic father and a stay-at-home mother. Little much had happened in her childhood, except for the fact that she was raised with a lot of love (bordering on spoiled) so it came as a surprise when her workaholic father suddenly up and left them without another word, when she was just six years old. There was no other explanation for it, but now she only had one pillar to lean on instead of two—and that’s when things started spiraling downwards, what with the money being used on other things, and they’d been broken into several times and lost a lot of belongings in between that. It came to a point that she came home and the house was silent—when she looked for her mother, she could not find her at all—only when she thought of going up to the bedroom she saw that her mother had died in her sleep. Momo was an orphan at the age of eight years, and nobody else from both sides of her family would take her in—and she was then thrown into the local orphanage with all the other ‘runaways’ and ‘stray youth’. It was at this point she had an epiphany—if she was to get out of the sinkhole that she’d been tossed into, then there was no way for it but to study and hope to get an exclusive scholarship to one of Japan’s most prestigious universities. She then immersed herself with nothing but books, and she also noticed that her grades drastically rose up; so from being one of the delinquents in the class, she suddenly became one of the smartest and best in the class. By the time came that she graduated from high school, her turnaround story was described as ‘from zero to hero’, as roughly placed by her favorite literature professor. Still there was nobody who wanted to adopt her, and there was an age limit with the people staying in the orphanage (as they could only stay until they were eighteen years of age) and that time was closing in fast. She secretly prayed each night and hoped that someone, anyone would get her and take her out of the orphanage… or out of the country altogether. This came true some time when she was already at the age of seventeen; when she came home from classes that fateful day—a foreign couple who couldn’t have children had come by their orphanage and was looking to adopt a young lady and take her home with them. Momo immediately caught their eye, and after some negotiations, the papers were signed—and she was finally out of the orphanage that she’d considered ‘home’ for the last nine years. The caveat here was that since the couple lived in the United Kingdom, she had to go with them back to their home country; and she was pulled out of school, and transferred over to one of the richer, more refined schools in the United Kingdom upon her arrival. Now that she’d been taken from the Eastern side of the world and was living in the West, the “family” that had adopted her decided to give her a new name—and to teach her all the fine mannerisms and ways that a British woman should embody. Of course, things went crazy when they realized that she couldn’t understand English at all. When they were finally able to find her a language tutor who could teach her English, that’s when a new world was opened up to her as well—the world of online gaming. Her tutor was a big fan of online games, and since said tutor was looking for a companion to join this new game called ‘Elder Tale’ with, she decided to go ahead and follow her mentor’s footsteps. What she was not prepared though, was the disaster that happened—with everyone getting trapped in the game, was there going to be a way out? She had gotten separated from her tutor, who also acted as her ‘interpreter’, and now she wanders lost through the game, wondering if anyone could understand her, an ‘alien’ dropped in a foreign world. [attr="class","h3"]Extra [attr="class","b"]
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[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Elf [attr="class","bi4"]CLASS: Assassin [attr="class","bi4"]SUBCLASS: Hunter [attr="class","bi5"]CRAFTING CLASS: Pharmacist [attr="class","h4"]Stats (DO NOT EDIT THIS SECTION) [attr="class","b3"] [attr="class","lt"] [attr="class","lt1"]character level [attr="class","lt12"]001 [attr="class","lt2"]subclass level [attr="class","lt22"]001 [attr="class","lt2"]crafting level [attr="class","lt22"]001 [attr="class","hm"]HP [attr="class","hm2"]---- [attr="class","hm"]MP [attr="class","hm2"]---- [attr="class","st2"]Strength [attr="class","st22"]--- [attr="class","st12"]+00 [attr="class","st2"]Dexterity [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Agility [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Intelligence [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Wisdom [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","rt"] [attr="class","h3"]Skills [attr="class","b2"] [attr="class","skill"]Spark Shot: Magical Ranged Attack. One of the few attacks under the Assassin Repertoire that deals magic damage. By charging their projectile with lightning magic, the Assassin is able to create a small electrical burst upon collision. The projectile itself does physical damage, but the electrical burst deals magic damage. [attr="class","skill"]Accel Dance: Physical Attack. The sister skill to Deadly Dance, focusing in increasing the Assassin’s speed rather than their power. As the Assassin strikes their foes, they enter a state of mind where they can release some of their body’s natural limiters, allowing them to increase the speed of their attacks. The repeated usage allows the Assassin to descend deeper into this state and increase their attack speed even further. While originally designed for melee attacks, as it is more of a state of mind, the technique can be applied to ranged attacks as well. [attr="class","skill"]Deadly Dance: Physical Melee Attack. A skill that uses the Assassin’s angular momentum in order to increase the damage of their attack. The Assassin jumps and spins in the air while gripping their weapon, then lands onto the opponent and delivers a downward slash. The key of Deadly Dance is to accumulate angular momentum, so users might find it advantageous to use the skill multiple times in succession. [attr="class","skill"]Hide Walk: Self Buff. Even the novice Assassin must be adept at stealth. Known for being able to meld into shadow or disappearing behind cover, Assassins can become invisible to the naked eye for just a moment before dealing a deathly blow. It is not a perfect technique however, as those carefully watching the Assassin can see through their tricks. [attr="class","skill"]Hiding Entry: Self Buff. One of the basic stealth magics of the Assassin. A signature move of the Assassins, known for being able to hide in plain sight, that allows them to bend light around them and become invisible to the naked eye for an extended period of time, up to ten minutes. Offensive actions, stabbing a target for instance, immediately break the magic used to hide the Assassin. The spell itself can be a bit taxing to the Assassin and can only be used sparingly. [attr="class","skill"]Shadow Bind: Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely. [attr="class","skill"]Quick Draw: A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise. [attr="class","skill"]Detox: Pharmacists have developed a certain resistance around drugs and are immune to status debuffs caused by potions. Additionally, they recover twice as fast from poison status effects. [attr="class","skill"]Therapeutic Index: The Pharmacist's growing skill in creating potions has improved to the point where the very close gap between treatment and side effects has widened enough to allow for a safe range. Lower the Toxicity Rating of all non-poison items created by the Pharmacist by 1 and increase their potency by 25%. [attr="class","skill"]Pharma lv21: Placeholder [attr="class","skill"]Pharma lv31: Placeholder [attr="class","skill"]Pharma lv41 Placeholder. [attr="class","skill"]Marksmanship: Passive skill. The Hunter's bow damage passively increases by 10% to all monsters and an additional 10% to beast-type monsters. Additionally, if the Hunter's main class would normally penalize them from using bows, this skill allows them to use bows without penalty. [attr="class","skill"]Atrophy Break: Debuff Ranged Attack. While Assassins primary favor physical attacks, they have adopted some minor magic in the past to keep up with the advances of magi. By enchanting a projectile with a spell, the Assassin can cause a spectral chains to bind their target on contact, the projectile itself only deals normal physical damage however. Weaker enemies with little resistance can completely paralyzed by the chains, while stronger enemies are merely slowed. This skill has an animation time of 0.5 seconds and a cooldown of 15 seconds. [attr="class","skill"]Bank Shot:An Assassin's skill that expends mana to allow the Assassin to change the trajectory of a fired arrow to adjust for a target's change in position. The arrow will now redirect its movement in an attempt to strike the target directly. Understandably, this skill is most effective against opponents who like to dodge but is near useless against enemies who prefer to block the attack altogether. This skill has an casting time of 0.5 seconds and a cooldown of 5 seconds. [attr="class","skill"]Rapid Shot:A physical ranged attack. While adventurers normally favor the blade in combat, some prefer striking from afar, staying unseen even as their victims breathe their last breaths. As the user is somewhat limited by the strength of their bows, unable to apply their full strength at time, Rapid Shot was designed to increase the number of arrows that can be fired. In the time that it takes for most of fire one arrow, a user of this technique can fire two. Accuracy is slightly reduced however, as the user cannot take the time to focus their aim with this technique. This skill has an animation time of 0.5 seconds and a cooldown of 10 seconds. [attr="class","skill"]Quick Swap - Tier I Skill A skill that facilitates the quick switching of weapons from the user's equipment to their inventory. While many characters use quick slots in order to swap out their weapons, this requires a manual action. The use of Quick Swap does this exchange automatically. This switching can only be done with two equipment sets at a time, both of which are registered prior to the start of battle. When Quick Swap is used, the current equipment set will be swapped out to the other set designated by the skill. Due to the nature of this skill, it is best used by characters of the Weapon Specialist classes. This skill has an animation time of 1 second. Its cooldown if used by a Weapon Specialist class is 30 seconds which increases to 60 seconds if used by any other class. [attr="class","skill"]Congregating Arc - Tier II Skill The Assassin fires a projectile which disappears midway as it travels toward the opponent. In place of this original projectile, many replicas of the original projectile are copied into overlapping arcs that float a few meters in mid air above the target's position. Then, after half a second, these projectiles are all shot at the target to pierce them from practically all angles. Because these duplicated projectiles congregate based on the target's current position at the time this skill is used, it is less effective against speedier enemies. Also, the nature of this skill means that it is quite possible to transform into an area of effect skill if targets are standing very close together. Still, due to this skill's otherwise unimpressive activation animation, it is usually too late for an opponent to notice the rain of projectiles headed their way. Congregating Arc is most popularly used using arrows or bolts, but it is growing popular for throwing weapons to be used given their otherwise limited ammunition. This skill has a 0.25 second animation time from when the first projectile is fired and then 0.5 seconds until the arc-aligned projectiles are fired toward the target's position. This skill has a cool down of 20 seconds. [attr="class","skill"]Shadow Wires - Tier II Skill A skill evolved from the Shadow Bind ability. From the duration this skill is activated, the Assassin utilizes their own shadow to create thin and nearly invisible wires wherever they move. Anyone who gets caught in one of these wires takes minor darkness-attribute damage as well as a movement binding effect for 5 seconds. Keep in mind that it is possible for teammates to receive this debuff, so be careful when activating this skill in party oriented play. This skill has a duration of 5 seconds, the invisible wires last for 10 seconds, and this skill has a cool down of 30 seconds. [attr="class","skill"]Stealth Strike - Tier II Skill A skill that cloaks the user in a pale blue aura, making their figure slightly less opaque. This skill has a duration of five seconds and is automatically canceled upon a direct hit with the opponent. While Stealth Strike is active, the Assassin's next melee or ranged attack deals damage as though the target's Physical resistance was reduced by one stage (Physical neutral becomes physical weak, physical resistant becomes physical neutral, etc). The five second cooldown of this skill makes it so that an Assassin can activate the skill after almost every other attack, although the one second skill animation lapse might add up over time when it comes to DPS purposes. [attr="class","skill"]Substitution Arts: - Tier II Skill The Assassin places their hands together as though making a hand seal from a popular ninja anime that was airing throughout the course of Elder Tale's PC days. At the same time as the gesture is performed, they will look in a particular direction. Immediately after the hand gesture is made, the Assassin's current position will emit a small burst of white smoke. If the Assassin's position should then be attacked by anything within the next two seconds, a wooden log dummy will be struck by the attack instead. Meanwhile, the Assassin's body is teleported 3 meters in the direction they were looking at. Beginner users of this skill should be mindful of their surroundings, however. Many have tried this skill to teleport onto a tree, only to find themselves teleported onto a flimsy branch and subsequently falling like a fool. This skill's cooldown time is 15 seconds. [attr="class","skill"]Hazecloud Vault - Tier II Skill This skill generates a cloud of smoke that immediately covers the Assassin and shrouds the nearby 2 meters. This effect has immediate benefits by lowering the accuracy of all attacks that should target the Assassin while they are within this smoke. The smokescreen lasts for roughly 10 seconds and will not dissipate unless blown away by a wind-elemental attack. In addition to this defensive bonus, the Assassin's jumping ability is tripled for the next 5 seconds, allowing them to chain directly into an offensive strike or a defensive retreat. This skill has a casting time of 1 second and a cooldown time of 30 seconds. [attr="class","skill"]Scopet:Toggle skill. Scope is widely known among Hunters as a helpful targeting tool for those without ranged weapon experience in real life, although it's said that the most experienced Hunters prefer their own senses over this system-assisted action. When this skill is turned on, crosshairs appear in the Hunter's vision whenever they are equipped with a ranged weapon. The trajectory of the Hunter's throw or shot will automatically be adjusted in the direction of the crosshair. There is a certain level of deviation associated with this skill, which gradually decreases every 10 levels. [attr="class","skill"]All Terrain:Toggle skill. The Hunter class is best known for its increased adaptability with bows. This aptitude can even allow the subclass to mimic the actions of other main class fighting techniques by adjusting one's shooting trajectory. The Hunter is allowed to use main class melee thrusting skills or throwing weapon skills using projectiles from a bow or crossbow. This skill only works best when used at point-blank, so its maximum range is 1 meter if used to activate a thrusting skill. Additionally, skills that involve bows or crossbows have their cooldowns reduced by 20% when this skill is active. After a thrusting, throwing weapon, or bow skill was used while All-Terrain is active, there is a cooldown of 30 seconds before it can be activated again. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Starter Leather Armor:: A basic set of soft leather armor made from cheap leather. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it. [attr="class","skill"]Senkou [L10]:: A white bow crafted from the whitewood of a spruce tree, this bow has engravings that almost make it seem like it belongs to the elements of wind and light. As such, it's named 'Senkou', as if to lead the way and charge ahead. The bow itself is of the longbow type and its arrows are fletched to promote speed. Well, it's still just a level 10 weapon. [attr="class","skill"]Right Hand:: [attr="class","skill"]Accessory#1: Leave blank [attr="class","skill"]Accessory#2: Leave blank [attr="class","skill"]Accessory#3: Leave blank [attr="class","skill"]Accessory#4: Leave blank [attr="class","h3"]Inventory [attr="class","b2"] Impure Poison: A fairly diluted poison suggested by Pharmacist Polio. It has a toxicity rating of 5. Drinking it directly will lower the character's current HP by about 100. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute. Its potency depends on the average level of the materials used to make it. Burn Cream (L5): Based on Pharmacist Capsule's recipe. A thick, yellowish paste that can be applied to minor burns. The paste provides a cooling and minor healing sensation when applied to the affected area. Its potency depends on the average level of the materials used to make it. Potion of Nighteye (L5): Researched by Pharmacist Icyferno. A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it. Medicinal Formula (L5): A basic healing potion that restores 188 HP. At low levels, this amount is essentially a player's entire amount, but higher level players will require a few in order to heal back to full HP. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Sleeping Potion (L5): Based on Pharmacist Capsule's recipe. A potion made from herbs that are famous for their ability to induce slumber. Drinking it results in an almost instantaneous sleep that can last up to a minute or until the target is struck. Its potency depends on the average level of the materials used to make it, with monsters whose level is higher and sleep-resistant monsters suffering noticeably fewer effects. Lesser Mana Potion (L6): A recipe by Capsule. A basic mana potion that restores about 75 MP. It's good for lower levels, but lacks the oomph higher levels need. Anti-Poison Poultice (L5): A recipe by Capsule. A poultice made from herbs that counteracts poisonous substances, by applying it to the affected area. The poultice has a very minor healing effect that should not be relied upon, nor should it be ingested. Ingesting it has a chance of worsening the poison debuff. Windsor Antiqua Longbow: Lv5 bow. A wooden bow reinforced with a bit of leather for good gripping. It is a mass-produced generic weapon created by the People of the Land, and so is a little more expensive to buy than if one were to normally craft a similar-quality weapon. If you buy this item from the Shop, please post in the Market Center in order to change it to an item that you can add to your inventory. Nightshade: A vanity clothing set that consists of a a headband, blouse, vest, skirt, a sleeve, a wristband, socks, and boots. The headband is black with the edges colored white. It is tied at the forehead and extends all the way to the shoulders. The blouse is a navy blue with stylized flowers on it and ends above the navel. On top of the blouse there is a grey vest with a single zipper to zip it up when it gets colder. It is somewhat shorter than the blouse. On the right wrist a white wristband is worn to catch any sweat from her arms. On the left arm, a black sleeve is worn that goes from the bicep to the palm of her hands. It is stylized with white lines at the edges. The skirt is partly leather and partly cloth. It is tan and goes from the hip and covers the butt. The socks are similarly stylized as the sleeve and end above the knees. The boots go to the calves and are also leather, with several straps to keep it in place. Each of the particles of clothing have a stylized F either imprinted or stitched in where it is hidden. Wooden Arrows: Basic wooden arrows. Starter Kunai:: A starter weapon designed for novice adventurers, made out of cheap iron. It doesn't have much of a blade, but possesses a passably sharp point. This weapon is attached to about 10 feet worth of rope, allowing it to work as a temporary ranged weapon if necessary. Just be careful not to lose it in the process, else you'll have to spend some time retrieving it. As far as weapon categories go, this starter weapon counts as a one-handed dagger rather than a throwing weapon. Starter Dagger: A starter weapon designed for novice adventurers, made out of cheap iron. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can. Fairy Gate Pass [The First World Fraction] - A quest scroll, currently in progress. Sarum Map 3 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine these fragments together, something might happen? Sarum Map 3 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine fragments 1-3 together, something might happen? Sarum Map 4 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine these fragments together, something might happen? Sarum Map 5 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine these fragments together, something might happen? Sarum Map 8 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine Fragments 7-9 together, something might happen? Basic Mechanic Wrench - A mechanic's Basic Upgrade Tool that allows for repair and assembly of more complicated parts. Allows a Mechanic to craft Level 11-20 Mechanic materials by combining together lower-leveled materials through the Basic Material Upgrading recipe. Colossal Enchant Scroll - Rank D enchant. Enchants on 2-handed equips. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the prefix enchant "Colossal" to the equipment's name and applying the following effects: - When over Level 20, increases the user's physical resistance by 4 levels. - When under Level 15, decreases the user's physical resistance by 4 levels. Adventurer Enchant Scroll - Rank E enchant. Enchants on any equip. A scroll that can be enchanted onto an existing piece of equipment by using it in the Market Center. The scroll is consumed upon use, adding the suffix enchant "Adventurer" to the equipment's name and applying the following effects: - When over Level 5, increases the user's physical damage by 1 level. - When over Level 5, increases the user's magic damage by 1 level. Anti-Stun Tablets (L10): A tablet that can be quickly ingested while in the heat of battle, this can help recover against the Stun debuff, allowing whoever has taken it to move right after being inflicted with the Stun debuff. Normally comes in tablet form, but instead if it being chewable, it is soluble, because once the player ingests this, it dissolves and becomes a liquid form, therefore allowing movement once the body has absorbed its liquid form. |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) |
Coded By Archetype=Luna
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[newclass=.fc]float:left;width:100px;height:100px;border:5px solid #2b4a2b;margin-top:20px;margin-left:10px;[/newclass]
[newclass=.bi]float:right;color:#D8D8D8;font-family: arial; font-size: 9px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-right:10px;[/newclass]
[newclass=.bi2]float:right;color:#D8D8D8;font-family: arial; font-size: 9px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 2px; margin-right:10px;[/newclass]
[newclass=.bi3]float:right;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 20px;margin-right:10px;[/newclass]
[newclass=.bi4]float:right;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 2px; margin-right:10px;[/newclass]
[newclass=.bi5]float:right;color:#D8D8D8;font-family: arial; font-size: 12px; margin-bottom: 2px;width:350px;border:2px solid #2b4a2b;margin-top: 2px; margin-right:10px;margin-bottom: 40px[/newclass]
[newclass=.h]text-transform: uppercase; width:490px; padding-left: 10px; font-family:arial;font-size:22px;background-color:#2b4a2b;color:#D8D8D8;border-bottom:1px solid #6f8c6e;[/newclass]
[newclass=.h2]text-transform: uppercase;width:490px; padding-left: 10px;font-size:16px;background-color:#2b4a2b;color:#D8D8D8;border-bottom:1px solid #6f8c6e;border-top:1px solid #6f8c6e;margin-top: 40px[/newclass]
[newclass=.h3]text-transform: uppercase;width:490px; padding-left: 10px;font-size:16px;background-color:#2b4a2b;color:#D8D8D8;border-bottom:1px solid #6f8c6e;border-top:1px solid #6f8c6e;[/newclass]
[newclass=.h4]text-transform: uppercase;width:490px; padding-left: 10px;font-size:16px;background-color:#2b4a2b;color:#D8D8D8;border-bottom:1px solid #6f8c6e;border-top:1px solid #6f8c6e;margin-top: 90px[/newclass]
[newclass=.b]color: #D8D8D8; font-size: 9px; font-family: verdana; width: 460px; height: 200px; overflow: auto; padding-left: 20px;padding-right: 20px;padding-top: 5px; padding-bottom: 5px; text-align: justify;[/newclass]
[newclass=.b2]color: #D8D8D8; font-size: 9px; font-family: verdana; width: 460px; height: 230px; overflow: auto; padding-left: 20px;padding-right: 20px;padding-top: 5px; padding-bottom: 5px; text-align: justify;[/newclass]
[newclass=.b3]color: #D8D8D8; font-size: 9px; font-family: verdana; width: 460px; overflow: auto; padding-left: 20px;padding-right: 20px;padding-top: 5px; padding-bottom: 10px; text-align: justify;[/newclass]
[newclass=.ws ::-webkit-scrollbar ]height: 5px; width: 5px; background-color: #122811;[/newclass]
[newclass=.ws ::-webkit-scrollbar-thumb]background-color: #87a386; border-left: 1px solid #87a386; border-top: 1px solid #87a386;[/newclass]