Post by Rinee on Feb 4, 2015 16:32:20 GMT
Rinee
Character Info
REAL NAME: Kendra St. Claire.
REAL GENDER: Female
GAME GENDER: Female
AGE: Seventeen
SEXUALITY: Pansexual
FACE-CLAIM: Melty Do Granite - Shining Hearts
PLAYED BY: Rinee
RACE: Half-Alv
FACTION: Adventurer
Appearance In terms of her appearance, there is nothing that unusual about Rinne. She is somewhat short for her age, clocking in at about five feet and four inches but other than that she appears to be an ordinary person. Her hair is a very light shade of pink that is almost white from a distance. It has a habit of reflecting the sunlight. It is quite wavy and long, coming just past her waist in a fanning way. Rinee is relatively thin as well, not having much of a bulky look about her. Her eyes are purple, like two amethysts and they are often rather engimatic or half-asleep. In combat, she always looks aware and on alert. In real life, Kendra wore dresses and other feminine like things. This sort of extended to her game avatar which wears a black mini-dress with leggings and her witch hat. In public, Rinee acts with an almost dignified and noble air tinged with her usual energy but in private situations or combat she is a lot more relaxed and laid back with her energetic side in full swing.. This translates to her posture and other things. Most of the time, Rinne has a bounce to her step as she walks. Her game avatar and real life appearance are practically the exact same. The only difference being that in real life Kendra does not wear the hat and her hair is black. | Personality Rinee is a social butterfly in some senses. She is happy to talk to other people and often comes across as very friendly and energetic despite the dignified air she sometimes can have. A lot of people say her eyes are quite enigmatic which is something her personality can occasionally support. Rinee can be very intuitive when it comes to the way she observes and calculates the world. Because of this, she may go quiet for a few short moments while she observes but she quickly turns back to her usual happy and carefree self. Despite this energy, she can still have her intelligent side when it's needed. When people are involved, Rinee is definitely more of an emotional thinker however if it is a battle situation she tends to be more on the thinking side of things. Rinee is flexible when it comes to how she wants the world to work. Her friends and the people she knows happiness usually comes before her own. She tries to be as honest as she can but she does recognize the need for some form of lying sometimes though she might not always be comfortable with it depending on the motivation for lying. Rinee will try and believe in people, but there is a difference between true trust and being friendly with someone. Like it has been previously stated, Rinee is a social butterfly and is always willing to make new friends. Large or small, Rinee tackles each social event with a smile of willingness and a word or twelve to say in return. Rinee treats everyone the same regardless of who they are. She is a very very competitive person and is always striving to do the best she can in whatever it is. |
Extra
Extra Trivia:
Blood Type: AB -
Ambidextrous
Blood Type: AB -
Ambidextrous
Biography
Kendra was born into a rich and esteemed family, the St. Claire family. The family prided itself on success in life. Because of this, Kendra was brought up with an astounding education with a variety of skills being to taught to her. Yet despite all this, Kendra never truly applied herself to her studies the way the rest of her family did. Her parents and two brothers were the best at what they did in the academic world or the world of work. Yet Kendra was always a step or two behind them, never quite as clever. In comparison to most children, she was a naturally gifted genius but she was overshadowed by the rest of her family. Kendra grew up to become friendly and happy, despite all this however. This was mostly due to the influence of her friends. Kendra quickly began to grow up, skipping through the academic world like it was nothing yet still the shadow of her family loomed over her. But, she was a shining light in this large shadow cast by her family. Her family didn't quite know what to think about Kendra. They loved her dearly but she wasn't a bit like them and that much was apparent to everyone.
In her teen years, Kendra graduated from secondary school to pass through college to begin university a year earlier than most, since she took her exams a year early. Studying Chemistry as a degree, she was relatively happy with what she was doing. One of her close and dearest friends from college was an avid gamer. Since she wasn't able to take her exams early, she suggested that the two keep in touch via e-mail and a game she had been playing known as Elder Tales. One of the more recent expansion packs was coming out, she said. Kendra had always been curious about the gaming world but had always been pressured by her family during her time at home to study. So now at university, she had the freedom to try out gaming. She quickly became quite proficient at some other games, eventually trying out Elder Tales a while later. Then, she became trapped in the gaming world, a world she had grown quite fond of. Armed with nothing but her wits, smile and the ability to cast deadly magics, she headed out into the world.
Inventory
EQUIPMENT
Left Arm N/A | Armor Starter Cloth Armour | Right Arm Starter Staff |
Accessory #1 Leave blank | Accessory #2 Leave blank | Accessory #3 Leave blank |
Accessory #4 Leave blank | ||
Vanity #1 Leave blank | Vanity #2 Leave blank | Vanity #3 Leave blank |
CLASS SKILLS
Main Class: Sorcerer
Blink
Tier I Skill
A short range teleportation technique often employed by the Sorcerer for emergency escape. The Sorcerer jumps in a direction and teleports about 1-5 meters away in the desired position. The only downside is that the teleportation distance is very haphazard and might actually not move you very far. Still, it's a useful means of misdirection especially when you're up against only one enemy. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
Tier I Skill
A short range teleportation technique often employed by the Sorcerer for emergency escape. The Sorcerer jumps in a direction and teleports about 1-5 meters away in the desired position. The only downside is that the teleportation distance is very haphazard and might actually not move you very far. Still, it's a useful means of misdirection especially when you're up against only one enemy. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
Frost Spear
Tier I Skill
Impales a single target using an icicle spear for Ice-element damage. This skill inflicts a slowing debuff on the target, as well as increasing its defense for the duration. Many players learn this skill for its balance of damage, casting time, and utility that is a notch above most Sorcerer skills. This skill has a casting time of 2 seconds and a cooldown of 15 seconds.
Tier I Skill
Impales a single target using an icicle spear for Ice-element damage. This skill inflicts a slowing debuff on the target, as well as increasing its defense for the duration. Many players learn this skill for its balance of damage, casting time, and utility that is a notch above most Sorcerer skills. This skill has a casting time of 2 seconds and a cooldown of 15 seconds.
Magi Lightning, Grand Fall
Tier I Skill
The Sorcerer raises their hand or weapon to the sky and performs a casting animation, causing a portion of the sky to saturate itself with mana. Afterward, a thunderbolt will fall from the sky and strike the foe for lightning damage. This skill cannot be used on a target indoors. If it is cloudy or stormy when this skill is used, its damage is doubled. If used in stormy weather, it also splash damages everything within 1 meter of the target. The sign of a bolt from the blue is a significant phenomenon talked among the People of the Land, so this skill has had a number of names such as "Fury of God". This skill is notable for being a technique with a massive range, except that its casting time and cooldown prevents the skill from being anything other than a combat initiator. This skill has a casting time of 5 seconds, a range of 25 meters, and a cooldown of 30 seconds.
Tier I Skill
The Sorcerer raises their hand or weapon to the sky and performs a casting animation, causing a portion of the sky to saturate itself with mana. Afterward, a thunderbolt will fall from the sky and strike the foe for lightning damage. This skill cannot be used on a target indoors. If it is cloudy or stormy when this skill is used, its damage is doubled. If used in stormy weather, it also splash damages everything within 1 meter of the target. The sign of a bolt from the blue is a significant phenomenon talked among the People of the Land, so this skill has had a number of names such as "Fury of God". This skill is notable for being a technique with a massive range, except that its casting time and cooldown prevents the skill from being anything other than a combat initiator. This skill has a casting time of 5 seconds, a range of 25 meters, and a cooldown of 30 seconds.
Mana Arrow Tier I Skill
A non-elemental skill with fairly low base damage that resembles a thin white-colored laser beam. It makes up for this inherent weakness by its low cooldown and possessing the ability to homing on a moving opponent. Particularly agile enemies can still outrun and dodge the arrow, while others can still lead the projectile into an obstacle. This skill has a casting time of 1 second and a cooldown of 5 seconds.
A non-elemental skill with fairly low base damage that resembles a thin white-colored laser beam. It makes up for this inherent weakness by its low cooldown and possessing the ability to homing on a moving opponent. Particularly agile enemies can still outrun and dodge the arrow, while others can still lead the projectile into an obstacle. This skill has a casting time of 1 second and a cooldown of 5 seconds.
Psychic Conductor Tier I Skill
The Sorcerer channels mana toward an inanimate object within 10 meters and lifts it into the air. This object can then be used to bludgeon enemies until it either breaks or the user cancels their grip on the object. Psychic Conductor can lift objects with a maximum weight equal to 10 pounds times the user's level. It cannot be used on objects that are in the possession of another character and slowly drains the user's MP over time. This skill has a casting time of 2 seconds and a cooldown of 10 seconds from the moment it is canceled.
The Sorcerer channels mana toward an inanimate object within 10 meters and lifts it into the air. This object can then be used to bludgeon enemies until it either breaks or the user cancels their grip on the object. Psychic Conductor can lift objects with a maximum weight equal to 10 pounds times the user's level. It cannot be used on objects that are in the possession of another character and slowly drains the user's MP over time. This skill has a casting time of 2 seconds and a cooldown of 10 seconds from the moment it is canceled.
Level 10 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 10.
Level 13 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 13.
Level 16 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 16.
Level 19 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 19.
Level 22 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 22.
Level 25 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 25.
Level 28 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 28.
Level 31 Tier II Skill: A skill slot that can be occupied with either an Adventurer or Main Class skill. The skill may be either a Tier I or II skill. Unlocked at Level 31.
Roleplay Class: Sage
Level 1 Skill
Sense Element: Sages are sensitive to the different forms of mana once it has polarized into the eight main elements. Sense Element allows the Sage to home in onto a specific element and obtain a vague impression of that element's location. This can be useful for searching for water sources when traveling through a dry desert or for being able to navigate oneself through a dark cave by following the trail of light or wind mana. Of course, based on the context of the environment, this skill may not be particularly helpful at times. Using it while sailing on the high seas to search for water mana, for example, will probably overload the Sage's senses. Sense Element has a casting time of 10 seconds, a range of 25 meters, and a cooldown of 60 seconds.
Sense Element: Sages are sensitive to the different forms of mana once it has polarized into the eight main elements. Sense Element allows the Sage to home in onto a specific element and obtain a vague impression of that element's location. This can be useful for searching for water sources when traveling through a dry desert or for being able to navigate oneself through a dark cave by following the trail of light or wind mana. Of course, based on the context of the environment, this skill may not be particularly helpful at times. Using it while sailing on the high seas to search for water mana, for example, will probably overload the Sage's senses. Sense Element has a casting time of 10 seconds, a range of 25 meters, and a cooldown of 60 seconds.
Crafting Class: Alchemist
Level 1 Skill
Transmutation: Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
Transmutation: Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
Change Log
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