Post by Deleted on Jun 27, 2015 22:03:34 GMT
Gato
Character Info
REAL NAME: Max Fightmaster
REAL GENDER: Male
GAME GENDER: Male
AGE: Twenty-Four
SEXUALITY: Bisexual
FACE-CLAIM: Meow, Space☆Dandy
PLAYED BY: Tsukai
RACE: Werecat
FACTION: Adventurer
Appearance Max Fightmaster; a young, fair-skinned man instilled, ostensibly, with an undying youth. He is a relatively tall, thin individual that in lieu his stature, carries himself rather childly. His walk possesses a distinct harum-scarum air, shoulders typically back and head held high. It is to no surprise that his gaze falls confidently forward, though detours skyward often enough. His hair is of a medium length, sweeps outwards and is a light brown. His eyes are yellow and seem forever plump with a sizing curiosity. He appears to favour the lower portion of his legs being exposed to the elements for he wears many loose-fitting, lengthy shorts. Simplistic t-shirts is his tops of choice and he favours crocs over any other kind of footwear. Max’s preference for comfortable clothing may have had something to do with his cloth-wearing class choice. Gato; Max Fightmaster’s alter ego or ‘silly-dorable’ Elder Tale counterpart stands a foot shorter than his actual form, standing an even five feet. The werecat wears a pelt of short fur dominated by a creamy off-white paint. An ovoid pattern on the top of his head, which stretches back until it ends in a star between his shoulder blades, actually sports a very similar colour to Max’s actual hair. His underbelly and the ends of his appendages, however, are of a light grey. The werecat’s proportions seem different than what could be considered more common with a body somewhat stout and a neck noticeably lengthy; yet like a gradient, blends well into his shoulders and back. Despite that, he differs little from other werecats. (Despite the Face Claim, he has no facial protrusions and possesses regular cat ears.) | Personality Gato's most defining characteristic is undoubtedly his friendly air. He is much more inclined to display common courtesy to even those he is unfamiliar with. It is unclear whether or not this pleasantness is genuine or counterfeit, but if the latter is true, he is quite genius at its execution. In truth, this trait is not a forgery and comes naturally, though often masks different intentions, meanings, or emotional flavours. His extroversion traits allow him to approach any individual that perks his apparently easily-stirred interest without any kind of social anxiety. He is at ease when talking to others, which is of great benefit. Never does he feel the need to curtain any outlandish aspect of himself nor does fear stifle his pursuits when forced to draw upon sentient beings as a resource. As an instinctual being, sometimes when something is wrong, he can just feel it in his gut, found sometimes acting upon intuition rather than strictly reasoning or observation. Cunning; it has a variety of meanings and each proves true. He is rather attractive by means of his smallness and skilled he is in the art of deception. Effortlessly, his cunning produces that characteristic air of innocence and fragility. That atmosphere thirsts for the attraction of underestimation and naturally brings such assumptions into being. He is serenely, though at times more so freewheelingly, self-possessed. Composed. Seemingly, Gato is generally free from succumbing to agitation, especially in times of stress. Perhaps a result of a rather harum-scarum worldly prospective; but nonetheless, facing the majority of trying situations is done with a cool head and at times, with a moderately troubling simper. Gato's frivolousness sees to it that he looks upon matters with a lack of seriousness be they combat oriented or social in nature. This variety of emotional separation, this dismissal of the gravity of a situation, seemingly stems from a life time of indulging within the pleasantries his journeys of reverie bring him . His palate is an odd one in terms of taste preference regarding scenarios worthy of bestowing him with unfeigned botheration. He is independent in behaviour, thought, and generally is found in opposition to traditions, binding laws, or other things that rob individuals of their freedoms. Both unorthodox and ostensibly fey; there is something off about him. He seems slightly 'touched.' He contrasts with his usual behaviour. For example, combat can easily engender a vehemence to bleed out, resulting in this ruthlessness in competitive scenarios. |
Extra
His surname is the americanized version of the German Feichtmeister.
Biography
Max Fightmaster, a Canadian boy nestled within the umbrageous city of Dartmouth, NS. During his wee years, he made a few quality friends. He swam with them, hid under sinks in laundry rooms with them and played arcade games with them.
His parents then moved and tore him away from that.
They sought a city with a better reputation and ended up settling amidst the humble populace Sackville had to offer. It was a preemptive move and Max found himself as a boy with a fresh start and an age still in its single digits.
Perhaps his parents thought a change in location would rekindle what they had lost. The odd argument was spawned due to his father’s alcoholism, which resulted in late nights, missed work through failing health, and overall intolerance to the foolishness the inebriated state brought with it.
Regardless, Max met his best friend soon after. He liked to draw and that part of him rubbed off onto Max. So, they drew. Max drew away his mundane, boring life and created a shoddily-drawn comic series starring him and his friends. They frequented saving the world and much of it was inspired by the video games and cartoon series they indulged in.
His comic version of himself shared his name until he transformed using the power of his crystal bracelet! Then he became Mega Max! Max and his friends fought side by side, subduing evil cloud demons all the while! They combined their powers to defeat the big boss at the end of his series and by that time, Max found himself in high school.
Woah! Then Mega Max and his friends were using the powers of the zodiac to transform into super-powered elemental versions of themselves! After that, they had to find new powers and dove into discovering and cultivating their inner chi! It was time to become Dragon Fighters!
His parents got a divorce.
However, things escalated in the comic book world! They were discovering the primal versions of themselves and calling upon their ancient, inner powers, they transformed into their spirit animals! They were the mightiest powers of all!
He went off to college and never saw his friends again after drifting apart.
Max took a course in animation production. It was hardly surprising when considering what the majority of his time was pooled into. Also, he hoped to work alongside his childhood friend someday in the future for he was entering the same industry. It never happened. After having graduated and having benefited from a connection he made with one of the college’s instructors, he landed a job relatively well paying right from the get go. Having lived with his mother until then, he moved out as he felt a grown boy should. Max acquired somewhat of an online presence as well. He would take dialogue from well-known members of an infinitely popular video-sharing site and use it to create a humorous animated version of the audio.
He didn’t draw comics anymore, but he found a certain Massively Multiplayer Online Roleplaying Game that allowed him to be the primal animal spirit he transformed into as Mega Max! He was going to create a werecat and live out the next chapter in his never-ending comic series! Yay for escapism! Run, Max! Pump those lonely legs!
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 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. |
Accessory #1 | Accessory #2 | Accessory #3 |
Accessory #4 | ||
Vanity #1 | Vanity #2 | Vanity #3 |
CLASS SKILLS
Main Class: Monk
Aura Dragon Punch: A skill that is performed by cupping the hands together and then thrusting them forward at the opponent. This generates a densely-concentrated ball of mana which is then thrown forward and deals physical damage to whatever it hits. While this skill can be used in rapid succession, it drains 10% of the user's maximum MP every time. If the user is not currently in Manawyrm Stance, they enter Manawyrm Stance for 10 seconds. If used while already in Manawyrm Stance, this attack draws a high amount of aggro from any monster struck by the attack and Manawyrm Stance's duration increases by 1 second. This skill has an animation time of 1 second and a cooldown of 2 seconds.
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.
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. Due to the noticeable nature of this skill, it is also an excellent technique to draw enemy aggro. This skill has an animation time of 2 seconds and a cooldown of 10 seconds. When performed while Manawyrm Stance is active, this skill attracts 25% more aggro.
Level 4 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 4.
Level 7 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 7.
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: Acrobat
High Jump: Passive. One of the most basic tricks of the Acrobat's specialty is their ability to jump greater heights than any average person. The Acrobat's maximum jumping height is doubled. While this skill might seem otherwise mundane, it can allow one to reach places that would be difficult for many others.
Crafting Class: Artisan
Carving: Toggle skill. Artisans have a certain affinity with carving stone, making their normal artistic talents not to be underestimated in battle. Artisans deal 20% more damage to Rock-type monsters. They can also ignore defense buffs on Rock-type monsters.
Change Log
MM/DD/YYYY -- Info
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