Post by Shuwen on Jan 18, 2015 16:58:56 GMT
Shuwen
Character Info
REAL NAME: Jarred Christopher
REAL GENDER: Male
GAME GENDER: Male
AGE: 22
SEXUALITY: Heterosexual
FACE-CLAIM: Lancer - Cú Chulainn, Fate/Stay Night
PLAYED BY: Anvilman
RACE: Wolf Hair
FACTION: Adventurer
Appearance Standing at 5’3 and weighing around 135 lbs. His hair is dark blue; short and spiky on the top and sides, but long in the back. It goes to about mid-back, and he in a ponytail. He has red eyes with slightly cat-like pupils. As a wolf-hair, when enraged or in combat, he grows blue dog ears and a tail, while his eyes shrink down into slits. He has an enlarged canine on each side of his upper jaw. His arms are somewhat long for his size. In real life, he’s about six inches shorter, has brown hair, green eyes, and lacks the canine traits of a wolf-hair. He also wore glasses. | Personality A mildly autistic introvert that’s prone to mood swings. His outward demeanor can change greatly on his mood, but he usually alternates between acting hyperactive and immature and being snarky and analytical. He usually tries to have minimal human contact, broken by somewhat frequent bouts of desire for the opposite. He’s unskilled in reading the atmosphere in a social situation, and at reading body language unless it’s detecting signs of impending violence, so he tends to make stupid mistakes and misinterpretations in conversations, especially if there’s more then two participants. He can sometimes compensate for this with logic, but its usefulness tends to be rather conditional. The lack of laws and the means to enforce them in the world he’s found himself in has scared him greatly, leading him to try and become relatively self-sufficient in case of mass social breakdown, though he’s probably just being paranoid. He has a strong dislike of pvp, due to it being a zero sum game, and a fear of desensitization, something some might consider odd considering he’s an mmo player, a paradox he’s solved through compartmentalization, and a distinction between “fighting” and “hurting” he learned while taking martial arts. He doesn’t consider himself competitive, but has a fierce dislike of losing he tries to avoid tripping or at least hiding (usually unsuccessfully once it’s been tripped) by avoiding competition. Friendly rivalries he doesn’t mind, unfriendly ones he hates as they’re very easy to get caught up in. |
Extra
Though he was nearsighted in real life, it became a non-issue once the apocalypse occurred.
Biography
: A somewhat intellectual child of intellectuals; well paid professionals that are financially comfortable but still work hard. He was diagnosed with mild autism at an early age, something that plagued him throughout primary school. He got into video games mainly as a way of killing time, but ended up getting a little too obsessed with them, leading to it conflicting with school and his parents, though he’d eventually learn to balance it out (relatively).
He started taking martial arts classes in middle school. Partly so he could exercise in a way he genuinely found enjoyable, but also to help teach himself self discipline and give himself another social circle. It managed to fulfill all of those roles, and he kept up taking lessons right up until the apocalypse, even through college.
Once he graduated from high school, he began to take classes at a local college. He found most of his classes to be either really easy or really hard, depending on the subject material, which he found somewhat awkward. Even though he’s old enough to drink, he has mostly avoided doing so as he’s found he dislikes the taste of alcohol and hasn’t attended enough social gatherings to make himself acquire a taste for it.
Inventory
Hamburger (Level 1): A plain hamburger consisting of a beef patty and bun, made by a beginning chef. It retains its taste, though many probably won't care for it. Eating this food provides a slight HP restoration. Eating them provides a slightly greater HP restoration, but makes the character more vulnerable to sickness debuffs for the duration of their next post. Eating too many may also cause weight gain.
Potato Chips (Level 1): Thin potato slices that have been salted and fried in a skillet. Somewhat crispy. Eating them provides a slightly greater HP restoration, but makes the character more vulnerable to sickness debuffs for the duration of their next post. Eating too many may also cause weight gain.
Potion of Nighteye - 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. [-1 Toxicity, +25% Potency]
Coconia Cookie (Level 10): A special cookie made during the Coconia Event. A large sweet-tasting cookie. Upon consuming it, it gives one the urgent sense to confess their feelings about something they love. If it’s given to and used by another player, both that player and the original item's owner as well as the user receive a 10% bonus to physical/magic attack and physical/magic defense when they are within 5 meters of each other for 10 minutes.
Monster Bait: A food item that is more appealing to monsters then humanoids. Does not provide any bonuses from being eaten, but can lure monsters to a specific location, draw agro when held, or act as a distraction. May not effect monsters whose level is higher then the item’s.
Casual Wear: Level 1 Vanity Clothing. A outfit consisting of a white t-shirt and long black pants. The kind of outfit one would wear when they aren’t doing anything important.
Party Shirt: Level 1 Vanity Clothing. A loose-fitting, wild looking tie-dye button-up t-shirt, meant to be worn over more othering clothing.. The kind of thing one would expect to be worn to a casual party.
Doughnut Hole: Level 30 Dessert. The heart of an unfortunate doughnut, cut out from its core in the most grotesque manner- LOL! Not really. It's a dough ball, deep-fried and then rolled in powdered sugar. It provides slight HP and MP restoration.
AA Effect: Small MP regen for 10 seconds.
Unmentionable: Level 30 Monster Bait. An unpleasant mixture of peanut butter and uncooked meat. Practically inedible for humans, but rather attractive to many monsters. Does not provide any bonuses from being eaten, but can lure monsters to a specific location, draw agro when held, or act as a distraction. May not effect monsters whose level is higher then the item’s.
Starter Throwing Needles: Throwing needles that come in a set of about 12 a pack. They are roughly the length of an average human hand. Be careful not to use your supply, as they can be easily lost and require one to return to town and resupply.
Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. 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.
Red Tree: Level 30 Martial Arts weapon. A wooden tonfa with a red cloth wrapped around the shaft, fashioned from a branch found in the Green District forests. It’s damage output is rather low, but has a high rate of damage interception.
Reforge Effect: 1.5 meter AoE increase for Aura Kick (Level 30)
3x Healthy Citrus Pastille: Level 40 Medicinal Pastille. A chewy, sugary fruit snack made from lemon, lime, and orange juice. Restores HP.
3x Magical Citrus Pastille: Level 40 Medicinal Pastille. A chewy, sugary fruit snack made from lemon, lime, and orange juice. Restores MP.
Mount Whistle [Level 30]: A wooden whistle used to summon trained animals for mounting. Mounts summoned this way have very little HP and will dismount their rider and run at the first sign of danger, followed by a long cooldown. Cavalier personal mounts remain unaffected by the use of Mount Whistles.
Portable Cooking Stove: Level 10 A small box-like stove used for cooking while out in the field. Powered by a mana-shard battery. Very useful when heading into dangerous dungeons where one cannot find good wood or tinder to light a fire. It is not large or powerful enough to heat a person or prevent them from freezing. The mana-shard battery only lasts for a short while, so use it wisely. (5 posts per battery)
Cooking Gear: Level 30 Metal Accessory. A set of pots, pans, utensils, and other things meant to be used while preparing food in the field. They’re quite useful for chefs that spend lots of time away from civilization. When not in use, most of them fit inside each other for convenient storage.
Reforge Effect: Lv 30 Chef Production Quality Increase (+3 Levels)
Lemonade: Level 50 Ordinary Beverage. A lemon-flavored drink sweetened with sugar. Drinking it provides a slight HP restoration. Increases the character's maximum HP by 7.5% when drunk. Drink effect active for the next 5 post cycles, cannot be used in battle and overrides any existing drink buff.
Wine Cooler: Level 50 Basic Wine. An alcoholic beverage made from carbonated water, a mixture of fruits, and low-grade wine. Drinking this drink provides a slight HP restoration, and increases the character's maximum HP by 12.5%, but reduces accuracy by 5%. Due to the qualities of this item as a cooking ingredient, it can not only be used by a brewer to make beverages, but also a chef to give a distinctive flavor to their cuisine.
Weatherproof Cloak: Level 40 Weatherproof Cloak
A level 40 accessory cloak by Tailor Aeon that can be worn over one's armor, possibly for aesthetic purposes but mostly for its utility use in protection against the weather.
Satchel Bag: Level 70 Satchel Bag
A level 70 small satchel bag suggested by Tailor Aeon that can store items for quick access without needing to open the inventory menu. It's mostly used by Couriers and individuals who need to grab a quick potion from the heat of battle.
Soft Blanket: Level 70 Soft Blanket
A level 70 soft blanket that's essential for getting a good night's sleep during the winter months.
EQUIPMENT
Left Arm Stratford Arms Throwing Knives: Level 30 Throwing Weapons. A set of throwing knives from the Stratford Warden inventory. Reliable equipment that can be brought into the Miasma realm. These particular knives consist of a steel blade about eight inches long, a brass cross guard about two inches wide, and a wooden handle about six inches long. The blade widens near the base, and the tip is oddly circular | Armor Kame Gi - (Level 30) Reforge Effect: Lv 30 HP increase (+7.5%) Level 30 Cloth Armor. A martial arts gi consisting of an orange top and pants, and a dark blue undershirt.. Suspiciously similar to the uniform worn by the heroes of a classic anime. | Right Arm Loa: Level 30 shield. A small circular shield made from painted wood. It’s held in place by leather straps that wrap around the user’s forearm, and is about eighteen inches in diameter. It’s been adorned with the fist icon of the monk class on a red field. Its small size is intended to increase the user’s defense without noticeably weighing them down. Reforge: Level 30 Physical Defense increase (+7.5%) |
Accessory #1 Journeyman’s Boots: Reforge Effect: Lv 30 Movement Speed Increase (+7.5%). Level 30 Cloth Accessory. Simple boots designed for traveling long distances. | Accessory #2 Metal Spaulders: Level 30 Metal Accessory. Metal spaulders made from riveted metal plates. Oddly enough, they aren’t meant to provide protection, but to brace the shoulders while performing stressful actions. Reforge Effect: Lv 30 Melee Damage Increase (+7.5%) | Accessory #3 Amulet Of The Typhoon Selkie lvl 30 Reforge [magical defense increase] Legend states that the Typhoon Selkie, a mystical being long forgotton by the people of the land, once existed within the oceans around the Unfounded Kingdom. Selkies are said to live as seals in the sea but shed their skin to become human on land. One such selkie shed her skin and fell in love with a fisherman. They lived together for many years, but the selkie always longed to return to her home within the sea. One day the farmer awoke to find that she had left, in her place an amulet she always wore, she said as long as he wore the amulet, he would always be surrounded by her love. This magical amulet is said to be handed down to a selkie when she finds her true love. Hand painted leather designed to look like something only the beautiful powers of the ocean could create. A pure white glossy pearl from the deepest part of the sea sits in the centre surrounded by leather hand painted fins and coral structures. |
Accessory #4 Ammunition Belt: Level 40 Accessory A level 40 cloth accessory that can be either worn around the waist, or slung diagonally across the torso. Has a large number of small sleeves sewn onto it, so that if the user has throwing projectiles equipped, they can be stored here if they aren't needed immediately. Reforge: Level 30 Missile Strike AoE Increase (+1.5 meters); Level 10 Maximum MP Increase (+2.5%) | ||
Vanity #1 | Vanity #2 | Vanity #3 |
CLASS SKILLS
Main Class: Monk
Iron Body:Toggle skill. The monk flexes their body, causing their skin to transform into an iron-like color for the duration of the skill. It provides additional offensive and defensive power at the slight cost of agility. As long as it is maintained, the monk's MP is gradually reduced.
Tiger Echo Fist: The user punches the ground, unleashing a powerful shockwave that damages nearby enemies and sends them flying. The effect is obviously variable depending on the targets' size and weight. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
Zoom Attack: Usually called Zoom Punch or Zoom Kick by players who use it in the respective way, the Monk launches a punch or kick at the target as their limb extends for an additional meter forward for a few moments. The suddenly extended range of attack catches most melee opponents off guard. This skill has a cooldown time of five seconds, making it a viable fighting style for unconventional Monks who want to fulfill a mid-ranged role. It's said that a Monk named Dhalsim on the India Server popularized this skill by suggesting a build based on being able to use it with greatly decreased cooldown. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
Aura Kick: The user jumps into the air and deals a powerful kick at the ground, creating a shockwave that damages nearby enemies and draws aggro. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
Equipment Mastery: Shields: Passive. An Adventurer skill that provides armor proficiency of shields of all types. Normally, classes that are incompatible with shields suffer from decreased defense and mobility which wielding the shield, making it feel abnormally heavy. Possession of an equipment mastery skill negates this penalty. Generally, there are reasons behind why certain classes focus on certain armor types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use shields normally.
Rafting Taunt: Tier I Skill
The user poses aggressively and baits enemies' attention. For a few seconds, all enemies within the surrounding area can only select the monk as a combat target. This is often used as a means of managing consistent aggro control. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
The user poses aggressively and baits enemies' attention. For a few seconds, all enemies within the surrounding area can only select the monk as a combat target. This is often used as a means of managing consistent aggro control. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
Beatdown: A toggle-activated monk ability that grants the monk a gradual increase in damage and attack speed for every opponent they defeat. This skill utilizes a combo system, where after about a minute if the user had not gotten another kill, the effect is canceled.
Covering: Despite a Warrior class's bulky appearance, their agility in the midst of battle can sometimes be very surprising. When an ally is about to be targeted by an attack, this skill allows the character to switch places with the target and take the force of the attack. It can also be activated in response to an area of effect attack, taking all the damage from affected party members onto oneself. Obviously, as good as the character's reflexes may be, this requires that the ally be in very close proximity. This skill has a maximum range of 3 meters, an animation time of 1 second, and a cooldown of 15 seconds. If used by a character other than a Warrior-based class or Warden, the cooldown is doubled to 30 seconds.
Wyvern Kick: The user takes to the sky by performing a high jump, then kicking down toward a target. Often, the monk will then perform another jump to maintain the height advantage. This skill is particularly taken by monks for its vaulting properties. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
Hearing Aptitude: A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.
Drunk Monkey: A passive monk skill based on the Drunken Fist fighting technique. It is activated when the monk uses an alcohol-based drink made by a Brewer. While inhibition by alcohol would normally lower fighters' coordination, this skill causes a heightening of some of the monk's natural reflexes, raising their evasion rate and providing a small chance for the monk to passively dodge attacks entirely. Still, this status only lasts as long as the effect of the drink. So please drink responsibly.
Bullet Punch: The user enters a frenzy by launching multiple punches after another, each punch launched at a faster than usual rate without losing very much momentum from a regular punch. The only disadvantage is that the user's arms are locked into performing this punching animation for four seconds straight, preventing them from doing anything else until the animation has completed. This skill has an animation time of 4 seconds (each individual punch has an animation time of 0.5 seconds) and a cooldown of 10 seconds.
Battering Ram: The Monk's localized version of the Samurai's Zantetsuken skill, only balanced to provide better combat uses. Battering Ram attempts to slam a target with a punch of high momentum. Inanimate objects such as walls and doors take heavy damage from contact with this attack, while opponents' weapons and armor suffer damage and defense debuffs if used to guard against this attack. Direct contact with an opponent, however, deals only a medium amount of damage akin to what one would expect from a strong punch. But maybe you can deal psychological damage to people with this attack. Breaking a table in half with a single punch will make enemies think twice about arguing with you. The animation time of the skill is 2 seconds and its cooldown is 6 seconds.
Lightning Straight: A skill that covers the fist in an electrifying glow as the Monk targets an enemy, smashing them for lightning-elemental melee damage. After this skill's animation time is resolved, the Monk will quickly dash over toward the target and deliver a straight punch directly to the target. Lightning Straight is known as one of the fastest skills to initiate upon a foe in close range and its special dash effect allows the Monk to even strike faraway enemies more easily. Lightning Straight's animation time is equal to a minimum of 0.5 seconds plus 0.25 seconds for every 1 meter away the target is. This skill has a cooldown of 12 seconds.
Incarnated Assault: Mana surges around the user in a golden aura as their body leaves behind spirit-like doppelgangers. The user then launches a series of punches forward and the doppelgangers follow suit, bashing at the target from other angles. A target struck by this attack is thoroughly pummeled as though they were being beat up on all sides. This skill uses 10% of the user's maximum MP per use. The damage from this skill is treated to be 2x effective rather than 1.5x effective against physical-weak targets. This skill has an animation time of 4 seconds and a cooldown of 20 seconds.
Heated Combat: A Monk's toggle skill that behaves similarly to the Beatdown skill in that its effects become more pronounced with repeated combos. However, rather than accumulate power through enemy kills, Heated Combat is a skill that gains power through individual attack combos. As long as the Monk keeps striking the enemy with blows and does not get interrupted for more than two seconds, their punches and kicks will gradually increase in damage. The aesthetic effect of this skill is that the skin around the fist or foot becomes hot to the touch, but this skill does not actually deal fire elemental damage.
Missile Strike: A skill that can only be used with an equipped physical ranged weapon such as a bow, firearm, or throwing weapon. The user takes a moment to whisper a spell onto the weapon, enchanting it for the next shot. When that weapon is used to deliver a ranged attack, the number of projectiles fired is multiplied several times fold so that a literal rain of projectiles will strike the target. Missile Swarm is thus very effective either for hitting a bunch of targets packed close together or poking a poor enemy full of holes. After the duplicated projectiles make contact with anything, they will disappear back into the mana that formed them. This skill has a casting time of 3 seconds and a cooldown of 15 seconds.
Dragon Rising Uppercut: To initiate this skill, mana starts to diffuse into the surrounding atmosphere for two seconds. Then, the user performs an uppercut and jumps three meters into the air. At this moment, mana surges from the user's body and diffuses into the force of the uppercut, causing opponents struck by the attack to be blasted away from the impact. Dragon Rising Uppercut reduces the physical resistance of the target by 1 stage (Physical resistant becomes physical neutral, physical neutral becomes physical weak, etc). This skill uses 10% of the user's maximum MP per use. This skill has an animation time of 2.5 seconds and a cooldown of 20 seconds. When performed while in Manawyrm Stance, this skill's cooldown is 10 seconds instead.
Eye of the Tiger: A skill with a namesake representative of the level of concentration that the Monk undergoes. The Monk's pain tolerance is increased, allowing them to shrug off attacks that would otherwise cause them to flinch or stagger. Additionally, the Monk's movement speed is increased by 25% within under the effects of this skill. The activation of Eye of the Tiger causes the Monk's eyes to glow with an orange-red light which starts to flicker when the skill is about to wear off. This skill has a duration of 20 seconds which increases to 30 seconds when the Monk becomes Level 60. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
Roleplay Class: Priest
Holy Aura: A skill that places holy protection upon the target, lasting for an entire hour. Characters affected by Holy Aura recover from Mind/Curse status effects twice as fast as usual. Additionally, Corruption from Miasma and Heretic skills will now start to decrease two cycles after exposure, instead of three. This skill has a casting time of 4 seconds and a cooldown of 60 seconds. Recasting the skill causes its duration to reset.
Spiritual Boundary: The Priest takes two fingers and swings their arm, drawing a 3 meter line in the ground in the direction their fingers were pointing. This line emanates spiritual energy which rises upward to form a 2 meter wall of light. Darkness-based attacks have their damage halved when passing through this ability and non-boss monsters of darkness attribute are unable to pass through the wall. Both this skill's duration and cooldown is 10 seconds.
Crafting Class: Chef
Iron Stomach: Not even food poisoning can stop a dedicated chef! This skill can be toggled, allowing chefs to become immune to status debuffs caused by drinks and food. They also passively recover from sickness status effects twice as quickly.
Picnic: One of the joys of cooking is the ability to share it with others. When this skill is toggled and the Chef summons a food item, it is duplicated among all party members. Duplicated food items share the same effect, but disappear after a minute if not eaten before then. This skill has a cooldown time of 30 seconds after each activation.
Aroma Analysis: Toggle Skill. As a Chef, it is important to control the flavor. Not too strong, yet not too weak. By smelling any food or ingredient, a window appears, showing 5 gauges representing the quality of the food in the 5 flavor types: Bitter, Spicy, Sweet, Dry and Sour. This information automatically updates for meals being cooked. Due to the useful information provided by this ability, a Chef may customize the effects of their dish without much trouble. When performing a craft for Ordinary Food in a craft thread (cannot be a speed craft), the Chef may add any one of the following effects to the finished item: small HP regeneration, small MP regeneration, cancels poison effects, cancels sickness effects, raises movement speed by 10%, raises attack speed by 10%, raises physical damage by 10%, raises magic damage by 10%, raises defense by 10%, raises accuracy by 10%, reduces the current cooldown of any skill by 5 seconds. Except for instant effects and cooldown, the duration of most of these effects is 10 seconds by default.
Food Critic: Even after a food has been cooked, the words of an experienced Chef can often change everyone's perceptions about that food. The Chef is able to substitute a food item's effect with any of the effects listed under Aroma Analysis. The Chef must directly look at the food item when this skill is activated. Alternately, they may take the list and apply an opposite effect (the food can reduce HP when eaten, reduces accuracy by 10% for 10 seconds, raises the current cooldown of a skill by 5 seconds, etc). This skill has a casting time of 5 seconds and a cooldown of 20 seconds.
Flavor Adventure: A truly experienced Chef is able to turn even the oddest food combinations into something that is appealing to the eye and taste. When this skill is used, the Chef may select 3 food or drink items from their inventory. Those items are consumed for the duration of the thread and the Chef receives an item that is a composite of all three dishes' effects. If a dish's effect would otherwise be identical to another dish's effect, the effects will stack. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
Flavor of Love: Any dish cooked with love will always turn out better! Effects of any food item crafted by the Chef have their duration doubled and benefits increased by 50% as long as the Chef is participating in that thread. When the Chef performs a craft in any craft thread (cannot be a speed craft), the Chef may apply this skill as a bonus to increase the level of the item by 5. This skill may boost an item's level past their own crafting level. No item can be boosted past Level 90 by this effect. If the item's level is 90 before this effect is applied, the Chef's Material Fees are reduced by 25% instead when performing this craft in a craft thread.
Change Log
02/19/2015 -- [Hunter] [2 AP] > [Priest] [0 AP]
03/01/2015 -- Added six main class skills upon approval of Shuwen AP claim [3] -- Amaterasu
03/10/2015 -- Added Stratford Arms Throwing Knives to Left Arm and Starter Throwing Needles to inventory upon approval of Stratford Arms Purchase -- Amaterasu
03/12/2015 -- Added one item to inventory upon approval of Temple Rewards -- Amaterasu
03/26/2015 -- Added two Main Class, one Crafting Class and one RP Class skill upon approval of Shuwen AP Claim [4] -- Amaterasu
04/28/2015 -- Removed Iron Rhino Stance and added Equipment Mastery: Shields upon approval of Skill Change -- Amaterasu
Coded By Saber of L33T T3@M