Post by Myrddin on Nov 4, 2014 19:23:29 GMT
[attr="class","ws"] [attr="class","h"]IN GAME NAME: Myrddin [attr="class","fc"] [attr="class","bi"]REAL NAME: Dion Tavarie [attr="class","bi2"]REAL GENDER: Male [attr="class","bi2"]GENDER: Male [attr="class","bi2"]AGE: 27 [attr="class","bi2"]SEXUALITY: Pansexual [attr="class","bi2"]FACE-CLAIM: Jackson Hyde (Aqualad), DC new 52 (picture by Autumn-Sacura) [attr="class","bi2"]PLAYED BY: John: The King of Lame [attr="class","bi2"]FACTION: Adventurer [attr="class","h2"]Appearance [attr="class","b"] 33.media.tumblr.com/3ebc2efeb61a15d9f00c2504a3a2649b/tumblr_mvtru4VC5B1st3k82o6_500.jpg Real World: Dion Tavarie has a somewhat boy-ishly young look to him. He stands around five feet, ten inches and weighs around one hundred seventy pounds. His body was in rather impressive shape given his love of being outdoors. However due to depression and lack of motivation since the accident he has fallen into mediocre shape. Dion is still somewhat aesthetically pleasing to the eyes despite his current lackadaisical outlook towards fitness. His dark hair is shaped into medium length thin braids, which he keeps in surprisingly good condition and his eyes are a almost a type of chocolate brown. On his right arm is a tattoo of a somewhat tribal design. In Elder Tale: Dion's avatar appearance changes little in comparison to the real world; preferring to keep his looks and make the avatar as close to his appearance as he could. He is still five feet, ten inches. Still somewhat boy-ish in looks except for his eyes are a bit bluer, like murky water. His hair, still done up in those thin braids, is a bit longer, hanging an inch or two passed his ear lobes. The biggest difference would be the athletic build he has. Chosen for its similarity to his old body type no doubt. While he wasn't able to have his tattoo he did get some that was rather close to the same design. Since he is paralyzed in the real world Dion takes great pleasure in his ability to walk in Elder Tale. His stride is a bit longer than normal with a bit of a swagger to his step. W hen he has an option to sit or stand he'll normally pick to stand, even if it's for a long event. When he is standing and thinking something important over he tends to close his fingers into a loose fist and places it against his lips and resting his left elbow on the back of his right hand for stability. When sitting at a table or counter he will place his elbows on the table or counter and lace his fingers in front of his mouth. [attr="class","h3"]Personality [attr="class","b"] Dion is a rather simple person to understand, treat him and those close to him nicely and you'll probably get on well. Chose to knowingly harass and be aggressive towards him or those close to him and he'll do what he can to make sure you learn not to do it again. He has never considered himself particularly skilled or smart, he thinks he's more determined and foolish. When given an obstacle, no matter what it is, he will keep trying different ways at surpassing it. Hence why he thinks he thinks of himself as such. While he doesn't consider himself smart Dion has a surprising aptitude for understanding and learning quickly. Since his accident Dion has become more jaded when it comes to people. He has seen the look of hollow pity and feign care they have held towards him. However jaded he has become part of him still clings to the hope that people are genuinely good. This doesn't mean he believes everyone is good. No, he knows that there are good and bad within all, he just has the hope they will do right over wrong. His people skills haven't seemed to degrade much since the accident. He can still spark up conversations with people on a whim and talk for a while. Although it does sometimes take him a while to warm up to people. When it comes to facing tough situations Dion normally isn't the tip of the spear. Rather he's more of a backup sort of guy, preferring to be part of the group that does the work than the one's making the plans. Which is why his choice of an Enchanter in Elder Tale is a big change from his norm. He hopes to grow in some ways from being forced to think outside his comfort zone. Due to his time in the military Dion has earned some valuable skills. One such skill is to never take everything at face value. Don't do something just because it came from a "superior officer". It's much better to think for yourself and choose to follow than to follow blindly. Another is even when things are bad, it's the people that can make them good. The most important he had learned was not to place blame on another. Acknowledge what had gone wrong and understand it so that it possibly doesn't happen again. When it comes to Dion's friends he is always on call. He would do a great many things for those that have earned his trust and friendship. He hasn't been burned by his friends in the past so it could be why he goes to bat for them so much at the drop of a hat. Should anything befall one of them he will drop anything to assist, should they need it. Dion isn't one to normally complain, or let people know what he's thinking or feeling easily. Having been the oldest of the children growing up he learned how to shoulder responsibility and handle stress rather well. [attr="class","h3"]History [attr="class","b"]Simple is a good word to describe Dion's life. He grew up with his parents in the US and had a dream of helping people. He grew up immersed in a culture of comics and heroic movie titles. He wanted to be someone that his two siblings could look up to and possibly idolize. Due to these reasons he put his nose to the grind stone and made good grades and did what he could to stay out of trouble. However, he did what he could to have an enjoyable childhood. His teenage years were filled with school, work and the normal teenage drama. Before his graduating year he did get into an altercation with a classmate making unwanted sexual advances toward his little sister. The altercation ended with Dion getting arrested and the other boy being admitted to a hospital. An investigation was executed which proved that Dion was acting in defense of his sister and got the charges against him dropped. Two years after his graduation Dion enlisted into the military and after he completed basic training and his follow on training he was stationed at Hickam Air Base in Hawaii. He spent the next few years there before he received orders to Milden Hall, England. Unfortunately not long after he arrived in England, Dion was in a bad accident on the road way. He woke up two days later in a hospital and quickly realized he couldn't move the lower half of his body. Dion was medically discharged from the military and given full disability. Unwilling to go home and face his family he spent the next year or so recovering from the accident and dealing with depression and thoughts of suicide. If not for a friend of his he may not have go on living. His friend stayed by his side and got him interested in Elder Tale. His friend made him promise to play it and they set out to get the game the day it was released to them. With his friend more experienced in the game, having played it in japan for a short time, decided to be a tank. While Dion, whom normally played a agile character in games, decided on a support class for "the challenge". They agreed to meet up the next day in cyber space. Dion agreed and chose to do the tutorial that night so he would have a decent grasp of the game before his friend joined him. He was almost halfway through with the tutorial when the Catastrophe occurred. [attr="class","h3"]Extra [attr="class","b"]Dion is left hand dominant except when it comes to eating with a fork and knife. Due to his time in Hawaii he has learned a few Hawaiian words. When thinking over an important decision Dion taps the toe of his right boot against the ground a few times. He has a bad habit of biting his finger nails. Dion is known to bust into song at a moments notice should a song he like come to mind. He makes corny jokes at the drop of a hat, even in some of the worst of times. Dion is also a comic book fan and a mythology fan. He believes in magic in the real world. Dion has a knack for sarcasm and a bit of sardonic humor too. Oh yes, while we're at it, after you post up your completed character app, you might want to stick it in archive.org/web/. Go to the bottom right of the page, paste in the link to your profile and then save the page. That way you can recover it in case it gets accidentally deleted or overwriten.) |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Half-Alv [attr="class","bi4"]CLASS: Enchanter [attr="class","bi4"]SUBCLASS: Apprentice [attr="class","bi5"]CRAFTING CLASS: Scribe [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"]Skill Name: Astral Bind: Astral Bind is best known for its quick casting speed, causing magical chains to shackle the target's limbs and restrict any movement further than about a meter. Because of this, it's especially effective against DPS melee fighters, but not so much for ranged or magic classes. It normally wears off after 6 seconds, but can be resisted against to reduce its duration by roughly 2 seconds. A target who chooses to resist may not perform any offensive skills for 2 seconds after the binding is lifted. This skill's debuff classification is Mind. This skill has a casting time of 1.5 seconds and a cooldown of 10 seconds. [attr="class","skill"]Skill Name:Keen Edge: A spell that allows the Enchanter to increase the physical attack power of the party's weapons. This spell only affects the weapons that are currently equipped, so weapons in the auxillary slot or inventory do not get this bonus. If the weapon is deequipped or if the character dies, the buff is canceled. Because the effect of Keen Edge lasts for almost an entire hour, it's often casted at the beginning of an expedition and before major fights. Recasting this skill causes its effect to return to the full duration. This skill has a casting time of 10 seconds and a cooldown of 60 seconds. [attr="class","skill"]Nightmare Sphere: Tier I Skill The enchanter summons a violet orb of mana and throws it in a direction. Afterward, the sphere expands to a few meters in radius, where it will greatly slow down the movement speed of all occupants within its boundary. Even gravity seems to slow down, causing all falling objects to act as though they were on the Moon. This skill has a casting time of 2 seconds, a duration of 10 seconds, and a cooldown time of 15 seconds. [attr="class","skill"]Skill Name:Telepathy: The Telepathy system is by far one of the most useable functions of the interface. Initiating Telepathy requires that the recipient be on your Friends List and an option will appear when you toggle over their name. While Telepathy is active, if you hold a finger to your ear as though conducting a telephone call, your character will not speak aloud. Instead, everything you would otherwise speak becomes sent as an audible message that the other party may receive and reply to. [attr="class","skill"]Mind Shock: A spell that launches a single orb to cause minor damage and disorientation on nearby opponents within 5 meters of the point of contact. While under the effect of this spell, the side-directional movements of an opponent are reversed - attempting to jump to the right causes the body to jump to the left instead. Because of this, targets have their accuracy and evasion partially compromised. This skill has a duration of 30 seconds. Mind Shock's casting time is 5 seconds and its cooldown time is three minutes, making it a usually one-time spell in most battle situations. This skill's debuff classification is Mind. [attr="class","skill"]Astral Hypno: Tier I Skill Astral Hypno is a spell that induces a sleep debuff on the target, preventing them from making any actions until they are struck or after ten seconds have passed. The higher a target's wisdom stat, the higher their chances of resistance. It has a fairly low cooldown time for its effect, making it a very useful spell to be used for incapacitating an opponent. This skill's debuff classification is Sleep. Every time this skill is used on a target that was previously targeted by it, the sleep duration is reduced by 2 seconds. This skill has a casting time of 4 seconds and a cooldown of 15 seconds. [attr="class","skill"]Astral Torment: Tier I Skill The Enchanter shoots an indigo bolt at a target, causing semi-transparent chains to appear and surround their body like a chain of guilt. Although not movement restrictive like other similar Enchanter abilities, this skill places an oppressive atmosphere upon the target and causes extremely minor damage over time for the next minute. However, this skill can be stacked on a target up to five times, each time multiplying the effect's potency. This skill's effect is considered a Mind debuff, and a five-chain effect is on par with low-rank poison effects. This skill has a cast time of 1 second and subsequent cooldown of 5 seconds. [attr="class","skill"]Mana Channeling: Tier I Skill The Enchanter takes a few moments to link with targeted party members, connecting their psyche. All party members within this link have their MP distributed evenly. If a party member's MP is restored to full, their connection is severed and remaining MP is redirected to another character. The activation of this skill causes a temporary strain upon the body as though part of the body's consciousness is being transferred. This skill has a casting time of 3 seconds and a cooldown of 30 seconds. [attr="class","skill"]Mana Trance: Tier I Skill Using this skill, the Enchanter enters a trance which increases MP regeneration. Incoming sounds will appear slightly muffled. Using any other skill or taking an action such as moving will cancel the skill. Entering the trance state will also cancel the effects of Mana Channeling. This skill has a casting time of 3 seconds and a cooldown of 30 seconds. [attr="class","skill"]Inversion: A spell that shoots a white beam of light forward at a target. When a target is struck by this ability, they are immediately spun in the opposite direction from which they were facing. It isn't really an ability that possesses any real effect other than temporarily disrupting an opponent's advance (perhaps it might even cause them to trip), but it's at least a spammable annoyance. Inversion does not change a target's trajectory and is ineffective on foes with the Immobility skill. This skill has a casting time of 1 second and a cooldown of 5 seconds. [attr="class","skill"]Skill Name:Orientation: The apprentice's talent is their eagerness to learn from others. By using this skill and selecting a party member controlled by another RPer, Orientation transforms into one of the target's Level 1 Subclass Skills. This lasts until the end of the thread. This skill cannot be used to perform crafting or research outside of the Apprentice's crafting class. [attr="class","skill"]Skill Name: Scribe: Scribes handle all sorts of tasks when it comes to physical documents. Their primary ability is to create virtual copies of any document by simply having an available reference. This allowed a small population of scribes to take up roles as lawyers by writing up and officializing contracts. One of their greatest applications, however, is in their ability of cartography. By observing their surroundings, a scribe can record their environment in the form of maps, which allows them to navigate the world without any fear of getting lost. Their power serves as a compass, making them very common companions when navigating through fog or on the high seas. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor:Cloth Armor [attr="class","skill"]Left Hand:Starter Staff [attr="class","skill"]Right Hand:N/A [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"](If your character's subclasses allow another item, such as arrows/bolts/puppets, place them here. Otherwise leave blank.) |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY |
Coded By Archetype=Luna
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