Post by Harlequinn on Apr 7, 2015 8:11:33 GMT
[attr="class","ws"] [attr="class","h"]Harlequinn [attr="class","fc"] [attr="class","bi"]REAL NAME: Seiryl-Tor "Harlequinn" Abriel-Syun [attr="class","bi2"]GENDER: Female [attr="class","bi2"]AGE: 20 [attr="class","bi2"]SEXUALITY: Unknown [attr="class","bi2"]FACE-CLAIM: Kaine;NIER [attr="class","bi2"]PLAYED BY: Tarry [attr="class","bi2"]FACTION: People of the Land [attr="class","h2"]Appearance [attr="class","b"]Stands at 5'9 (175.5cm) and weighing 130lb (59kg) with blue eyes, silver hair and near pale white skin. Has a toned body with a straight posture and a dignified attitude. Her body may look free of scarring, blemishes and other such things like work-hardened skin, but underneath her clothes, she has a three-pronged scar across her right flank where she received a previous injury, and is missing the kidney that was in there. There is also a scar on her chest on the left side where she was run through with a sword. Her heart is on the right side of her body. Female Appearance Second Angle This is what Harlequinn dresses like when alone and it shows how vulnerability, or openness, or perhaps her defenselessness as she trusts in her surroundings. Typically, she only dresses this way at home, or around those who she doesn't have to put up a front around. Consists of hand-gloves which go up to the elbows. The top is similar to a dress that has a sash which can be tied up in a bow at the back in order to tighten it, and uses black strings to tie it around her neck, as well as a black ribbon situated under the bust and tied at the front to provide shape and secure the dress to her. The top reaches just to her waist, enough to cover the scars on her chest and right flank. The slits on the breast area of the top do not exist in this version. The bottoms consist purely of some rather short shorts which appear like underwear from a distance, but is merely that short as she believes they are easier to move in and fight in. She wears black dress shoes and only on the left shin does she have a cloth piece strapped on. Aside from these, she has bandages around her neck, left shoulder and bicep, and left leg all the way down to the foot. These are mainly for compression since she is right handed. Hair is braided and tied up at the back with some left off to the side, and a flower on the same side. Male Appearance Second Angle Appearance as is in the images. Harlequinn hides her feminine appearance by letting her hair down and changing her facial expression to a more stoic look instead of soft. It is still a feminine face, but she hides it well. As for her breasts, she keeps them wrapped well and the thick clothing she wears helps to hide them. By wearing all that thick clothing, it makes her look bulkier, and straightens her curves. [attr="class","h3"]Personality [attr="class","b"]When alone, Harlequinn has a dark and oppressive aura to her, which when coupled with her male appearance, seems rather intimidating. When like this, she becomes hard to approach and difficult to hold a conversation with as her stoic attitude is detrimental to social interaction one on one. If in a group, this attitude is easily bypassed with yes or no questions. Her basic attitude in public is mainly like this, staying stoic and serious without showing much expression at all, though interacts well enough with everyone. Slow to respond to jokes, that's for sure. Also has trouble reading the mood, or displaying recognition of emotions being exchanged around her. All this said, that is just what she does as a Lander. When she is in her proper interaction mode, she adjusts her personality to mimic the groups she is with. Upon first meeting someone or a group, she turns into a blank slate with little expression, then makes adjustments over the course of getting to know them. By using previous experience, she can adjust to a person or group quicker. As such, it is hard to pinpoint what she actually is like underneath since she rarely ever shows it. Those who are use to acting are more likely to realize what she is doing, in which case she will fall back into her stoic, despondent and serious persona. Those that can interact well enough with her though will occasionally see her real smiles here and there, and maybe even a proper expression that isn't faked. Because of how she has lived like this, Harlequinn has lost her self identity. She is only 'someone' around others. By herself in her female appearance, typically only at home where there is no one else to see her, she turns into a blank sheet, doing only what is necessary and waiting for time to pass. You could say that she forgets how she is suppose to act. Around others, she knows how she needs to act, but around herself, in a mirror, she doesn't know. Hence anything with a reflective surface is missing from her personal effects, and even her weapons are dulled black so that she can't see her reflection in it. Because of this, and in tandem with her history, she has found a slight attraction to the sight of blood, as well as a repulsion. The act of drawing blood from another with her blades could get her heart pounding if she isn't putting on a mask, but also serves as a reminder of the sight she saw when both her parents died. [attr="class","h3"]History [attr="class","b"]Seiryl was an orphan from the moment she was born. Her parents have never been seen or heard of, but it was either luck or well planned timing that she was found within 24 hours before she died from neglect. Two bodyguards who were in their mid twenties and married had time between jobs, and found an abandoned log house in the forest while hunting. Not willing to leave the toddler, they took it in, along with the two things that accompanied her. The first was a bag of money, enough to probably feed the child for a few months, as the new mother, Julie, had no breast milk as she hadn't given birth before, and the second was male styled clothing for a 5 year old, including a name tag. Her new father, Allen, was reluctant because both of them were working the same job and traveled a lot. For several years, the trio traveled while working, and Seiryl grows up seeing her parents doing work. Seeing them walk around most of the time, helping out others, and then fighting when required of them. She was found as a baby and apparently wasn't crying, just laying there. Now, she didn't speak very much and simply watched her parents intently, learning by sight. She didn't cause trouble or misbehave. Julie was worried as to why she was growing up so disciplined despite still being a child. Allen, on the other hand, was a bit glad as a child crying and running around would be difficult to handle when it came to work. When she was big enough, she began wearing those clothes that her birth parents had left behind and it was a bit androgynous. Probably something suitable for an aspiring adventurer, or at least someone of middle class origin. During the time spent traveling, Seiryl doesn't learn anything like basic maths, writing and other basic knowledge subjects, instead only knowing real life applicable things like cleaning and cooking. Having saved up enough, Allen and Julie decided that they would settle down. Allen had finally warmed up to his daughter, and Julie was wishing for a more laid-back and peaceful life instead of the constant suspicion that the bodyguard line of work entailed. And so, they settled in a small village where ones race didn't matter. They were both Half-Alvs, after all, and they weren't very popular. Finding a place that would let them in, they settled down in a three bedroom house, just perfect for a small family. There was a nice deck out the front, so Julie became a chef and decided to make a small bakery like shop to sell food for cheap to other villagers. Allen began working as a hunter, finding food and bringing it back for eating, as well as trading pelts and whatnot from kills. Seiryl, being the silent type, went out hunting with Allen and showed some aptitude for it. She got home schooled in the afternoons by both parents so that she could understand the necessities. Now around the age of 11, the family had adjusted well to their new lifestyle, and Seiryl was even beginning to come out of her shell, talking more. She at first hid behind her mother when they went and introduced themselves to the other villagers, but now she could talk to them alone, though a bit shy and silent still. It didn't take long for this to revert back to what it use to be after a certain incident. Out hunting as usual, Seiryl and Allen were stalking a prey for a while when it was suddenly crushed. What took its place was an elite monster of canine breed. Allen wasn't strong enough to beat it and fled with his daughter in tow. Just before leaving its attack area, it let off a single attack. Using his body to block it, Allen took the major force of the slash, but Seiryl had her side gashed out, effectively destroying one of her kidneys. When Seiryl woke up, she was in her bed at home with her mother at her side. It turned out her father had been wounded badly, and may have lived if he had not been carrying his daughter all the way back. He passed away soon after getting home, and Seiryl was close to death himself having nearly bled to death. It had been four days since then. All she could do was lie in bed. With her wound predicted to heal after a few months, she was bedridden and unable to walk for the first couple of weeks. Going through depression during this time, she didn't speak at all. Wallowing in regret and visualizing what could have been, or what she could have done, her smile and positive nature disappeared. She became a silent child once again. After the few months were up and she was finally allowed to walk around, she had to spend a lot of time doing rehabilitation. She had lost muscle mass and with the addition of the fact that she was still a growing child, she was weakened to the state where she could no longer walk very far, restricted to her house. She became well acquainted with the walls and floor in this time. And it was also while doing this that she came to realize just how hard the incident had affected her mother. She no longer smiled, and she looked listless all the time. When she would get up late to use the bathroom, she could hear her weeping or tossing in bed. She never really asked them how they met, or much about anything in regard to before she knew them, but they must have been inseparable. And now she was alone, left with a child that she didn't even give birth to. Deciding not to leave her alone, she kept in all her pain and worries and pushed herself harder, doing her best to recover as soon as possible. Her father was gone, but her mother was still alive and well for now. After a couple of months, she had finally restored her muscle mass to normal, and even improved compared to before, as a growing child should. But she was still dealing with pain in her side. The wound had left three sizable scars on her right flank, and they were still in the process of healing. She couldn't do any heavy lifting so she left herself in the kitchen in place of her mother, letting her rest until she felt better, or at least gotten over Allen. For a month or so, she took care of everything. Julie eventually realized how worried she had made her daughter, and realized, like Seiryl, that they only had each other, and needed to look after each other. They had to earn a living off the food they sold as they had now lost their primary source of income. After coming to grips with the situation, Julie began hunting so that they could continue to pay for food and supplies. Living like this for several months until a year and a couple of months after the incident, Seiryl was finally fully recovered, all that was left was scars and she had come out stronger. Finally feeling up to it, she began hunting by herself and let her mother go back to cooking food. For her first hunt by herself, and at such a young age, she was accompanied by one of the other adults in the village, and she used her father's sword. She was still silent, and she appeared quite emotionless as she hunted, waiting patiently for her prey, sword on her belt and an arrow nocked in place, ready to be loosed. Letting the tight bowstring go, it flew true into the deer's head. Waiting for a while, she confirmed nothing else was moving and quickly rushed in to grab her arrow, checking that she got the kill. Having gotten the kill, she left the skinning and carrying to the adult who accompanied her. She didn't let out a smile the entire time, and looked more downcast since it wasn't her own father who had seen it. Getting back to the village, she showed her catch to her mother who praised her with a bright smile and a few tears. She did smile here, at least. As a congratulatory gift, Julie presented her daughter with a remade version of her childhood clothing she was found with. Up-sized to fit her new body shape. It would probably have to be done regularly. The next week, she went out hunting and landed three arrows into a bear. With a child's strength, she couldn't bring it down in a single hit, but she hid in a tree so it gave her enough time to release some more arrows. The adult accompanying her helped her, of course. She ended up making the bear skin into a coat that she could wear while hunting. All pelts and sellable goods, as well as meat that would go off before Seiryl and her mother would eat it were given to the other adult who would sell the items for them, knowing how hard they had it. During her time recovering, the young Seiryl never got the chance to meet a newcomer to the village who came to be under the care of Thorak. If anything, she only ever saw the two of them together every now and then from a distance. Still in her silent state and rarely talking, Seiryl continued studying and hunting for two years, looking after her mother at the same time. She would spend majority of her free time reading any books she could get her hands on, eventually finding more military related things such as tactics, map reading and whatnot. Being still young, it was hard to understand, but she did her best. Around the age of 14/15, Seiryl finally began opening up her heart again. While interacting with the adult who always accompanied her during hunting, she started feeling more at ease. But she was still shy at heart, and so would mostly hide behind her mother when talking to adults, and wearing her bear skin when talking to the other children that were around her age. She was mainly just shy, but by interacting like this with the children, she came to be known as the boy with the bear skin, and none of them knew her face, so it became a habit to wear it when talking or playing with them. She would mostly see them before and after hunting, keeping some free time set aside to read books. One of the children she ended up seeing a lot was that child Thorak had taken in, who was slowly starting to open up as well. Everyone had their own story. Needless to say, she continued this way of life for a long time. Landers tended to be stuck in the same lifestyle for the duration of their lives, unless events happened to them. At the age of 16, Seiryl and her Mother were becoming financially stable, but Julie was starting to have a hard time. And so, her daughter stopped hunting and began looking after her, working around the house by cleaning, chopping wood, baking and whatever else there was needed to do. With free time left over, even after house work and meeting up with other children, Seiryl had nothing to do and she could only stand reading books for so long. So instead of hunting, she began heading out into the forest for other reasons. To improve her ability to speak up and interact with others. How? By singing in the darkness with no one around to hear. She had to be able to get her voice out to behind with. This eventually led to her singing for her mother, giving her a sense of peace. It had been many years since Allen had passed away, and she was finally feeling that sense of closure as she watched her daughter grow up. Another two years passed. Seiryl had become friends with the adults in the village, and a sort of leader to the children in the village as she paraded around in her bear skin. She had grown bigger now, so the bear skin was no longer dragging on the ground, and wrapped around her body nicely like a full body coat. With only a mouth exposed underneath that bear skin, she chased the children and even laughed. She had opened up greatly and made a lot of progress thanks to her perseverance and hard work. She had begun talking to that adult who helped her a lot during hunting, thanking them for looking after her, and trained a bit with them as well so that her own skills wouldn't degrade. With business going good, Seiryl began hunting again. One afternoon, she went out to hunt another bear so that she had a second bear skin. Finding her prey after a long time, she managed to kill it with a lot more ease than the first time, and got to skinning it. Wrapping the meat in the cloth she had brought with her, she looked to the night skies and felt something ominous in the air. Believing in her instincts instead of her emotions, she stayed in the forest and used her newly made and washed bear skin as a blanket, and slept until the early morning. Heading back with her catch, her eyes did not believe what she found. She wished she was dreaming. But upon seeing the Warden Corps' marking on a corpse, she knew this was reality. The books she had read taught her more than enough to know what had happened here. Leaving her bear skin blanket and coat in a safe place with her meat, she made sure it wouldn't be tainted. She may need it later, after all. Looking around for the survivors, Seiryl found the warden camp where others were being kept. Rushing in, she talked to who she could. The adult who accompanied her hunting was there, and was the one to inform her of her mother's demise. Apparently Julie had done her best to protect the children, and gave her life doing so. Only two of the children had lived despite this. Talking to the rest of the group, she saw Raniya who she had talked to a lot over the last several years. However, she didn't recognize Seiryl when she tried talking to her. She didn't seem to be entirely there, either. She wasn't wearing her bear skin, so it shouldn't have been a surprise that none of the children or teens her age didn't know her. With nothing left for her there, Seiryl sneaked into the village that the Wardens had forbid entry to and grabbed what belongings she could from her house. It seemed her father's sword had somehow dulled to the point that it was unusable, the same with her mothers, but she grabbed what gear of theirs from their bodyguard days and took it with her. She could always have it repaired at a later date. With everything shoved into backpacks that she could carry while traveling, she went back to her hiding spot and left the majority of her items there, save for the bearskin she was wearing. Finding her mothers corpse, she found herself strangely detached from the sight of her mangled body, and carried her off, burying her next to her father. The two should at least be together in death. It was only then, clad in that bearskin and out of sight of others, that she allowed herself to weep for her deceased parents. She did not blame the heretics. She was self-deprecating and critical to the point of pessimism, and this too she believed was her fault for not being there for her, her one and only mother who had raised her for all her life, even after the death of her husband, Allen. Grabbing everything she had left, she started her journey elsewhere. She contemplated joining the Wardens as a way of punishing herself and preventing others falling victim, but encountered a different group before that. At first, she was told it was a place for Landers to become stronger, and accepted recruits for the Samurai class like her father use to be. It truly lived up to its description, but not in the way she expected. No dropping out, no contact with the outside world. From a group of around two hundred recruits, all from across the land, most of them being young and aspiring with no experience of the world, and also those from villages that were victims of heretics with nowhere left to go. After the first month, the numbers were reduced to a fifth. By now, the survivors knew that this organization was not sanctioned by any lawful group, but knew that it had their backing, so it must have been a division attached to other sanctioned groups such as the wardens as a "trash duty". This division was operated covertly and had ties to every organization of Landers, including the Wardens, as those that handled tasks that couldn't be openly dealt with. A shadow profession, so to speak, but not to the point of being assassins. It was a group that did not exist on papers, and only ever heard of through word of mouth. An institute for breeding the strongest puppets they could make. A month spent breaking down their characters and sense of individuality, forcing the recruits to become a blank slate to be rewritten over the course of a year. And after that, they were put to the test as their graduation and proof of skill. The reason it moved so quick in training people and that not many knew of it was because the method of training was against human rights, and morally incorrect. Typically, only homeless and desperate every signed up each year, so no one was ever really missed, and the graduates would only ever know the superior giving them orders and the people who graduated with them. After that, they were tossed out as sleeper agents. Seiryl managed to last the entire duration. There were many hardships she went through, unspeakable things she had to do and was subjected to himself that broke her mind. The only thing that kept her together was the buddy system that was implemented, a dear friend who helped her time and time again. To this day, she still has nightmares of the training. Her personality was broken down and rewritten into a convenient tool for their superior to use. The thought always crossed her mind; why did she get into this? But she accepted it as punishment for her life. She knew she was adopted. Her birth parents deserted her, and even her parents that raised her died because of her. Maybe it was because she had already mentally lost herself that it didn't shock her to the point it shook the very foundation of her being and broke her. Nevertheless, she made it to graduation day, only to be told that the test was the murdering of your own buddy. She had all the necessary skills to complete her task. But looking at her buddy, she couldn't do it. Her buddy was the reminder of all the friends, all the survivors left of the village she grew up in. someone she had opened up to. But her hopes were betrayed. Her buddy began attacking her with looks of desperation on her face. They both knew what happened to those who didn't follow orders. There were only 10% of the original amount of recruits remaining, after all. They could only fight to please the one who gave the order. And so they fought, aiming to kill each other. But Seiryl could only defend herself. She couldn't believe her friend would kill her, and she didn't want to murder the one she trusted either. But betrayal struck true. The sword pierced her chest, right where her heart would be. But she didn't die. After all, she was born with her heart on the right side of the body. The blade used against her was one of two. Her opponent a swashbuckler. Not giving her enough time, Seiryl knocked her friend's hand loose and jumped back. If the sword was pulled out, she would die from blood loss. In that moment between life and death, and after realizing she truly had no one to rely on anymore, something in her mind clicked. She no longer operated with emotion, and only that logical train of thought remained. She could usually do this 'calm state of mind' while training, but this was the first time she could use it against a real target. Emotion no longer clouding her judgement, Seiryl's dancing-like movements earned her the name of Harlequinn, and she defeated her target. The scar remaining on her chest was a constant reminder of her situation and what she had to do. She had found a job as chef for a month, but eventually couldn't keep it up. Her demeanor was detrimental to the job, and she couldn't bring herself to enjoy cooking outside of necessity. And so, she devoted her time to training herself and learning how to blend in with others. She also perfected her means of hiding her gender around the same time. With things as they are, she had no idea what had become of those who survived the destruction of her village. If she was lucky, perhaps she could meet up with those old friends of her, wearing her bearskin this time so they would recognize her. But that was just wishful thinking. Something she knew she did not need. Harlequinn lives in the Black District of Lune Seaport, where she has lived the majority of her life after her 'training', though her tendency to travel has reduced her knowledge on the Seaport and what happens in the districts. Still, she does what she has to in order to survive. After training alone for a long time, she returned to Lune Seaport and has since secluded herself here. Recognizing there is a 'code' among those in the black district, she has been tempted to join in, but ultimately found that the 'organization' in the black district was different from her own. If she had to put it in words, it would be that the black district is a place for the unseasoned to huddle together with the code as their directive, whereas her own origins are of seasoned killers to punish those going against the code. Two sides of the same coin. [attr="class","h3"]Extra [attr="class","b"]「Character Build」 - Main Class Lv.30, RP/Craft Class Lv.10 Harlequinn has a unique trick she uses in which she erases her own personality and emotions, focusing purely on the moment. Similar to entering 'The Zone'. By temporarily syncing her instinct and reason within herself, she gains full control over what it is she has to do and can do. That being said, it isn't something that can be used every time. When under extreme pressure or when her feelings peak out to the point she is completely focused, only then can she enter this 'Zone'. Harlequinn, back when she wore bearskin to conceal her identity, would call herself Quinn Walker. Because she was rather androgynous in both body and mind, she was easily mistaken for a guy underneath the bearskin. This is what started her male masquerade. Because of being confused as a male, Harlequinn continued to pretend to be a male as she left the security of her hometown and ventured out into the world. She rarely shows her feminine appearance to anyone as its against her "rules" she invented in order to stay a male in the eyes of others. It also served as a great cover and deterrent to harmful incidents, both physically and mentally. Her sexual orientation is all over the place. For the most part, she is asexual, but because of her hormones, she tends to stray and become bisexual as her emotions come out. Her bisexuality is also better listed as pansexuality due to her personality. Harlequinn does not consider herself to be of either gender, but accepts the fact that her body is female. |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Human [attr="class","bi4"]CLASS: Samurai [attr="class","bi4"]SUBCLASS: Idol [attr="class","bi5"]CRAFTING CLASS: Chef [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"] Miscellaneous Class - Adventurer Skills [attr="class","skill"]「Ambidexterity」 / Tier I - The mechanics of Elder Tale lightly discourage dual-wielding due to the reduced accuracy and proficiency with such a combat style. However, it remains a quite popular strategy among those who willingly sacrifice stability and defense for a little boost in DPS. It is such that Swashbucklers are primarily the class type that specializes in dual-wielding and thus has the most compatible skills for this purpose. The Ambidexterity skill passively lifts the dual-wielding penalty from equipping two one-handed weapons or two shields. This skill does nothing for a Swashbuckler, since they already possess a beginner skill which does the same purpose. [attr="class","skill"]「Hearing Aptitude」 / Tier I - 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. [attr="class","skill"]「Mythic Script」 / Tier I - A toggle skill that uses a negligible amount of mana when it is activated. A skill that allows characters to write messages using pure mana. This message normally lasts for roughly a day if written on a surface or a minute if written in the air, before dissipating into the atmosphere. However, if the message is not exposed to the elements, such as within the bindings of a book, it is possible to preserve a message for months or even years. Taking this skill allows one to see these messages as well, for they are normally invisible to the untrained eye. It has been hypothesized that Ancient Age grimoires are composed from prayers and incantations written in mana onto paper that has been specifically designed to preserve its presence. Keep in mind that although this skill allows one to read writings in mana, it does not help with comprehension. [attr="class","skill"]「Splitting Fang」 / Tier I - A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds. [attr="class","skill"]「Tongue of Nature」 / Tier I - It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with. [attr="class","skill"]「Wind Bullet」 / Tier I - Toggle skill. A skill that is usually performed with a free hand, making it a useful technique for Monks and characters who wield only a single one-handed weapon. It can also be used with an actual firearm, causing wind bullets to be fired whenever the gun is not loaded with any form of ammunition. Its bare handed version is performed by extending the thumb and index finger while curling the other three fingers, as though a gun gesture is being made. Thanks to the toggle function of this skill acting as a safety, it can be turned off for those times where you don't want to accidentally shoot people because of your careless gestures. By pressing down the thumb or trigger, a concentrated shot of air is expelled forward from the index finger or barrel, causing a minor recoil from the shot. Wind bullets shot from this attack are fairly weak and are used more often to subdue or stall an opponent. This skill has a range of 10 meters, an animation time of 0.5 seconds, and a cooldown time of 1 second. Main Class - Samurai Skills [attr="class","skill"]「Unyielding Spirit」 / Beginner Skill - Samurai are known for their unwillingness to yield in battle. This mentality inspires their party increasing magic defense by 5%. Multiple instances of this skill do not stack. [attr="class","skill"]「Bushido: Iaido (Art of the Draw)」 / Tier I - Passive. Samurai have a honed and disciplined mind. Their visualization and training enable their first strike when their katana is drawn from the sheath to deal additional damage and threat. A Samurai is granted a free Iaido strike before performing a Chain 1 ability or after completing a Chain 3 or higher ability. This skill can only activate once per chain. This strike does not break the chain, allowing the Samurai to perform a skill in the same turn. [attr="class","skill"]「Ace Move: Zantetsuken (Steel-Cutting Blade)」 / Tier I - Chain 1. Starts or resets the current Chain. A Samurai technique that's well-known not for its offensive abilities, but its utility purposes. This skill causes the Samurai's weapon to flash a bright red color as they slash a target. If this target is a living creature or monster, it deals pitifully single-digit damage. However, inanimate objects such as doors and walls will take heavy damage from the blow, and the terrain can be cut up by this technique. Use this skill when you need to cut yourself an alternate route. Its low cooldown makes it more of the more practical skills to take for Samurai who don't care much for combat. This skill has an animation time of 1 seconds and a cooldown of 5 seconds. [attr="class","skill"]「Ace Move: Go no Sen (Early Bird, Night Owl)」 / Tier I - Chain 1. Starts or resets the current Chain. Does nothing if the opponent targeted the player with a magic attack. This ace move follows after the basic concept of Parry, except that it is used in an aggressive manner to build up momentum. The user predicts an oncoming attack and counters it by striking the opponent's weapon with their weapon and then pushing onward into an attack of their own. Gonosen is typically performed with a melee weapon, but its concept can also be used to deflect an opponent's arrow by shooting it off-course. To deflect ranged attacks in this manner, the Samurai must obviously be equipped with a bow. This skill has an animation time of 1 second and a cooldown of 20 seconds. [attr="class","skill"]「Ace Move: Denkosekka (Lightspeed)」 / Tier I - Chain 1. Starts or resets the current Chain. The activation of Denkosekka covers the samurai in a electrifying aura, raising the user's movement speed. This aura is also used as a makeshift barrier that can absorb some damage from a single hit before dissipating. However, the samurai must be sure not to stray too far from their party while this ace move is active, lest they risk collapsing the party formation. This skill has a duration of 15 seconds and a cooldown of 45 seconds. [attr="class","skill"]「Ace Move: Kodama-kaeshi (Rebounding Echo)」 / Tier I - Chain X. Usable at any time, copies the Chain number of the previous Ace Move for the duration of the turn. If the previous move was a Chain X skill or if the user did not use an Ace Move during their previous turn, this skill becomes Chain 1 for the duration of the turn. Kodamakaeshi is a sudden shift into a counterattacking position once the user has been struck by a target's attack. By sacrificing a bit of their momentum, they are able to react with lightning reflexes and deliver a blow of their own. This skill has an animation time of 0.5 seconds and a cooldown of 30 seconds. [attr="class","skill"]「Ace Move: Izuna-giri (Vacuum Slash)」 / Tier I - Chain 2. Usable after Chain 1 skills. Izunagiri is performed using a overhead slash, creating a vacuum air blade to be shot directly forward and strike enemies. The concept is also available toward bow use as well, engulfing the arrows in a wind current that allows for additional piercing damage. This attack is notably one of the few Samurai skills that can strike from long range for melee fighters. This skill's attribute is wind, has an animation time of 2 seconds, and a cooldown of 30 seconds. Sub Class - Idol Skills [attr="class","skill"]「Showtime!」 / Tier I - The Idol raises their arm in the air and causes a spotlight to shine upon the target. This spotlight starts at 2 meters above the target's height and stretches down to cover their body within its radius. When Showtime! is in effect and used in a battle, any characters standing underneath the spotlight will have their aggro temporarily increased. Enemies that do not rely on vision to detect targets are unaffected by this skill. If it is used on a crafter in a crafting thread (cannot be a speed craft), the light serves as inspirational support and can be applied as a Production Bonus, increasing the final level of the craft by 1. This bonus can only be applied once per thread per character. Items cannot have their levels increased past Level 90 by this effect. If it is used in any other context, this skill can serve as a temporary light source. The spotlight is stationary and does not move, so it is fairly simple for an enemy to escape from attention. Showtime! has a casting time of 5 seconds, a maximum range of 5 meters, a duration of 30 seconds, and a cooldown time of 60 seconds. Crafting Class - Chef Skills [attr="class","skill"]「Iron Stomach」 / Tier I - 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. [attr="class","h3"]Equipment [attr="class","b2"] Vanity Clothing [attr="class","skill"]Lv. # 「No Name」: Not Defined. Enchantment || None. Armor [attr="class","skill"]Lv. 30 「Shadow's Remnant」:Sturdy leather armor with a black motif. Though not particularly fancy and dynamic, it's built to be durable. It has a foreboding sense of impending death to it. Enchantment || None. Left Hand [attr="class","skill"]Lv. # 「Damascus Greatsword」: Subservient hand for Two-Handed weapon. Enchantment || None. Right Hand [attr="class","skill"]Lv. 30 「Damascus Greatsword」: A two-handed greatsword made of damascus steel and tint black. Has both edges sharpened and reaches a length of 135cm, the blade itself being 110cm long. Has no guard, and is light enough to be swung with one hand, at the sacrifice of lower control. Enchantment || None. Accessory Slot #1 [attr="class","skill"]Lv. # 「No Name」: Not Defined. Enchantment || None. Accessory Slot #2 [attr="class","skill"]Lv. # 「No Name」: Not Defined. Enchantment || None. Accessory Slot #3 [attr="class","skill"]Lv. # 「No Name」: Not Defined. Enchantment || None. Accessory Slot #4 [attr="class","skill"]Lv. # 「No Name」: Not Defined. Enchantment || None. [attr="class","h3"]Inventory [attr="class","b2"] Vanity Clothing [attr="class","skill"]Lv. # 「No Name」: Not Defined. Enchantment || None. Armor [attr="class","skill"]Lv. # 「No Name」: Not Defined. Enchantment || None. Weaponry [attr="class","skill"]Lv. 30 「Guilty Thorn」: Cutlass made with damascus steel and tinted black. Its design is simplistic and without a guard, made for actual use instead of for impressing another. To reinforce that, the back of the blade is covered in small spikes. Has a gentle curve in it and reaches a length of 108cm with 95cm for the blade itself. Has a sense of a hunting dog to those that have sinned. Enchantment || None. [attr="class","skill"]Lv. 30 「Death's Grip」: Katana made with damascus steel and tinted black. Its design is simplistic and without a tsuba. Unlike usual Katana's, this one has small spikes along the flat edge. Has a gentle curve and reaches a length of 108cm with 95cm for the blade itself. Produces an aura of death around it as if seeking the souls of others. Enchantment || None. Accessories [attr="class","skill"]Lv. # 「No Name」: Not Defined. Enchantment || None. Miscellaneous [attr="class","skill"]Lv. # 「No Name」: Not Defined. Enchantment || None. |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY |
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