Post by Rook on Feb 1, 2015 11:20:29 GMT
Rook Saten
Character Info
REAL NAME: Robert Aldridge
REAL GENDER: Male
GAME GENDER: Female
AGE: 25
SEXUALITY: Religiously unexplored.
FACE-CLAIM: character, Original
PLAYED BY: Rook
RACE: Ritual
FACTION: Adventurer
Appearance A private and secretive individual, her appearances could rightly be described as infrequent and wait, did she just cast 'call of home', town is right there and she only just got here. A woman of medium height and large jacket. Most people would know her by her coat, a too-large hooded duster which hides almost all of her attributes except her face and long brunette hair. Unless she's playing with her hair, you would have to get uncomfortably close to notice she's of the race of ritual. The runic marks are hidden artfully by her hair and less artfully by her excessive eye-liner. As you could imagine, she doesn't change her hair often. Without the duster her body is like a living bishoujo statue of Yomiko Readman right down to the measurements that so awkwardly pop up from time to time in the places where people find information about bishoujo statues. Voluptuous and curvy, she wears a maroon sweater vest over a business shirt. A green tie has been done up in a bow at her collar. Through the magic of game physics, though the sweater is clearly too large at the bottom, it snugly shows off the aforementioned curves. Thankfully the coat does not have this problem. Her shirt is often not tucked into her slim fit dark grey jeans. Her boots are large and clompy, they seem a good match for the coat. One could describe her native aesthetic as a designed beauty. One could describe her current aesthetic as a hodgepodge of clothes found in a thrift store with a person hidden somewhere underneath. | Personality In order to function in society one must be polite. Saying polite things, keeping a polite distance. They say isolation is toxic, certainly being shut in changes a person. Somehow the basics of being social become a tremendous effort. Polite is about as far as it goes for most people who meet her, and if she wasn't so emotional that's as far as anybody would ever know her. Within her polite bubble she's a melting pot of insecurities which at the flip of a switch become fury Homicidal, impotent fury without a target and to others seemingly without reason. The stress just builds and builds, her only relief to be found here, playing the 'game'. And even that is a double edged sword, She knows she is not the kind of person who can solo this kind of life... being an adventurer can erode a person's humanity. Without even realising, one more mob became one too many, her spirit leaked away. If this was a game, it would have been uninstalled. She has already changed her class once. People who speak to her now say her voice is strained, her smile fake her manner jumpy. She doesn't really want to talk about it, but the apocalypse has had a huge impact on her life. |
Extra
Rook has a compulsion to behave in a acceptable way in order to smooth things over.
Among strangers and crowds She will accept that they see her as female and try not to shock them by acting the part.
There is no malice in it, no will to deceive. She just wants to avoid the stigma associated with a gender swap, something she feels quite keenly even if it does not exist.
Among strangers and crowds She will accept that they see her as female and try not to shock them by acting the part.
There is no malice in it, no will to deceive. She just wants to avoid the stigma associated with a gender swap, something she feels quite keenly even if it does not exist.
Biography
Robert Aldridge moved from the colonies to England to help in the family's business.
At the time he wont deny he had thoughts of preferential treatment and rapid promotion.
Maybe he wasn't the man for the job, but things didn't quite work out that way. Still, it was stable work in a first world country with comfortable if small digs, he wasn't complaining.
Day Zero:
Another day or sweat-less toil into the air-conditioned paradise of work. Pushing papers up a sisyphean slope and dealing with a range of petitioners from the level and civil to the self-consumed and deranged.
And then the day was done. A quick bite to eat in the staff cafeteria and then stepping out to the electronics emporium.
Today was a new day, and he had decided that it was time to try something new. Elder Tale, popular among his online social circle but a game he'd never thought to play.
This expansion seemed interesting though, something new indeed. Heck, if he didn't like it it was just a few dollars down the drain and he could go back to JRPGs.
He'd pre-ordered the basic physical copy because it came with a few novelties that the online edition did not. He was sure they would all be useless tat but it would be fun to check them out.
Robert hurried back into the company dorm and straight to his room.
He shed his coat at the door, it was too damn cold here in England. If the game gave him the choice he would start in a tropical paradise... or maybe a snow lodge with fire and coco.
The soft whirring of fans and the familiar glow of his desktop background. A huge day 0 patch... lovely.
He hit up the wiki checked the classes a solo class is best, no waiting for parties.... streamed an episode from Crunchy Baguette.
Then hit up the sub-riteit to chat about his favourite show.
50%, alright, time to think long and hard about a character... an avatar, always. It irked him when people called them toons, they are your window of expression in the new world, 'toons' didn't fit that. No, his characters were avatars.
A male avatar, always. Female ones made him self conscious. But what class? DPS, tanks are fun, but even the unyielding can be whittled down. DPS, something with strong solo potential. Monk! Yes, take the tank and use it in a way that it shouldn't work. A unique style, that would be great.
The game was ready, but it was down to maintenance. Not unexpected, the new content launched at midnight.
At least they let him play with the character creator.
Sliders and charts and color, oh, movable tattoos and a cat race, adorable. This was going to be awesome.
Hours passed in moments, avatars were made to perfection. Unmade and made again.
He kept one or two just so he could look at them on the loading screen. Nothing wrong with filling your virtual space with something beautiful.
A work friend stopped by to talk, the conversation went straight to the game, and an agreement was made to meet up inside and party a dungeon if they could find one.
Robert hadn't felt this excited to try an MMO since the first time, and it was almost time to login.
This would be brilliant.
Click-click.
“Ugh, mis-clicked, it'll be fine, I'll just log out in the starter instance.”
Inventory
EQUIPMENT
Left Arm | Armor 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. | Right Arm Apprentice Grimoire: A one-handed apprentice’s book of spells designed for novice mages, made out of cheap materials. Doesn’t particularly have too many pages, but it is better than nothing. If used by a magic class, you get the ability to shoot a basic magic attack with a range of 2 meters. |
Accessory #1 | Accessory #2 | Accessory #3 |
Accessory #4 | ||
Vanity #1 | Vanity #2 | Vanity #3 |
CLASS SKILLS
Main Class: Enchanter
Calm Mind: Beginner Skill:
The enchanter's presence in a party results in an unconscious calmness to come over the party, increasing passive MP recovery. It is not enough to effect battle much, but it will speed up resting periods. Multiple instances of this skill do not stack.
The enchanter's presence in a party results in an unconscious calmness to come over the party, increasing passive MP recovery. It is not enough to effect battle much, but it will speed up resting periods. Multiple instances of this skill do not stack.
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.
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.
Astral Bind: Tier I Skill:
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.
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.
Keen Edge: Tier I Skill:
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.
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.
Heal: Tier I Skill:
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
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.
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.
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.
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.
Magic Light: Tier I Skill:
The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled.
The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled.
Roleplay Class: Courier
Checkpoint: When you're supposed to be delivering items all over the country, you need to be able to keep track of where your clients are supposed to be! This toggle skill scans the Courier's quest log and notifies them of each destination point or individual they need to meet with in order to complete the quest. This works as a tall pillar of light that can be seen from up to 100 meters away. Additionally, if the Courtier possesses a map of the list, these points are marked with a [QUEST] icon. Only the Courier is able to see these details.
Crafting Class: Scribe
Transcription: Scribes are known for their ability to copy and examine documents carefully. This allows them to obtain the Adventurer skill [Mythic Script] as a Beginner-level skill without it taking up a skill slot. Their knowledge also allows them to use and read grimoires in the Ancient Text, allowing them to use grimoires without penalties and perform some basic magic attacks depending on their Magic stat. If the character can already use grimoires through racial or class bonuses, grimoire damage increases by 10%.
Change Log
MM/DD/YYYY -- Info
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