Post by Roma on Nov 22, 2015 15:46:19 GMT
ROMA
Character Info
REAL NAME: Kai Kusanagi
REAL GENDER: Male
GAME GENDER: Male
AGE: Twenty-two
SEXUALITY: Heterosexual
FACE-CLAIM: Roy Mustange, FULLMETAL ALCHEMIST
PLAYED BY: Roma
RACE: Ritual
FACTION: Adventurer
Appearance Roma can look rather average from some points of view when it comes to just plain appearance. Short military cut hair, pale white skin, and standard build that is quite likely from a military man. The differences though are for when one looks at the other things about him such as his penetrating blue eyes that seem to see into souls. Now can he? Of course not they just look like that. Generally he is noticeable for his frown or stoic stature but there are times that he can smile that goofy grin of his and put things at ease. When looking outside of the noticeable there are the things that can be even more so or not so noticeable. Such as the relative markings of the ritual that he falls under. This race’s akin marking is spread out along his body to appear like blotches of hexagons with about half an inch of space between each hexagon. The hexagons are bulked in about five or so amounts in certain points of the body being the left side of the neck, both shoulders and elbows, the upside of the hands, and his feet. These are colored in dark purple just to fit his appearance more so. In real life his clothing of choice can be designated as khakis and a polo shirt, or rather very formal as it was. While in the game there is the key difference of wearing a blue uniform for both pants and shirt, a white shirt underneath said uniform top while the blue overcoat covers things easily enough. This is a manner of just his preferential wear and given the type of individual he always tries to be professional about things. There are times he can appear unprofessional being when he takes his overcoat and/or the shirt with it off. | Personality Roma is special in the fact that above all else he is one of the youngest of the time amongst his peers to understand that not all man is create equal. That equality is a lie and thereby shouldn’t actually be followed in any means of the word. Why is this? Simply because one individual can be born faster of foot, stronger of arm, or smart of intellect. No matter what it is, there is always one things that makes one better than the other and that is why equality is a lie. Now will he push that belief on something from time to time? Only when it is deserved. Roma was burdened with the ill effects of bone and muscle degradation throughout his life, one of the many reasons he was incapable of going into the military. It was his own body that supported the claim that not all man is equal and for that he delved into video games instead. It was his own method of releasing himself from the burden of pain, because at least inside a game he could be whatever he wanted and not judged for it. His determination to become better at video games was a driving one, but not overpowering as he knew scales and numbers were all relative to strength in them. However when the event happened to trap him in the game itself he worked at playing, he delved into a different kind of mindset. One that befitted the aiding of others through a manner of speaking without destroying his own persona. He wished to serve, it was something of which was a destined likeness to himself and for that he enjoyed quite thoroughly inadvertently enough. He served with a heart and mind that were unmatched in dedication for the cause simply because if he could help he would. Now this knightly persona is rather off putting because of his choice of class sadly. The choice of class was that of a heretic, a class of corruption and spite. A fitting class for Roma as he endeavored on and found himself pursued by the terrors it brought on, yet the ideal of helping others befits him so. Now, why did he choice heretic of all classes? Because he simply felt inept in any other manner of class. Due to the trauma’s he endured as a child, this was the most befitting of his failures as an inept individual because of them. His guilt is related to each hexagonal bulk, each one representing another guilt out there. |
Extra
Blood Type: O+
Persona Type: Chaotic good
Dominant Hand: Right hand
Primary Drink: Saké
Primary Food of Choice: French/Japanese cuisine
Medical Condition <Real Life>: Muscle Atrophy combined with Scoliosis
Biography
The history of Roma, dark and bristled in grime and rust can be found in a local supermarket, if one has the guts to open it and read that biography of shame and discontent. The story of Roma is rather simple however and can even be diversified by a simple quote: “I go through life’s shit yet I always come out smelling like a rose.” It is a quote that merely states to keep on living no matter the cost and things will always turn out well in the end. At least that is the moral to his rather terrible story as will be detailed shortly.
He was born to a rather rambunctious family, the eldest of four siblings and two loving parents until all hell broke loose. Six years after he was born he watched his mother die in a car accident, a black ice wreck that savagely tore her apart. He watched it after someone screaming that his mother was on T.V. Damn the news channels indefinitely for that because of their sky cameras and morning news. In any case the cost of living only grew as night terrors washed over him as the memory of a mother slowly was drowned in blood.
This was equally terrifying when his father found himself in the same boat, only corrupted by a woman who almost became the new mother for his four children. Two years after his wife died he fell asleep with the truck on, the fumes of the exhaust hosed in to the cabin of the truck. Fell asleep in that mess with a coke in hand. Who was it that called the emergency number after walking in on this and crying relentlessly for his dad to wake up from this failure? None other than the boy who saw his mother brutalized two years earlier.
These terrors wash over and have destroyed the persona of a family caretaker to some extreme. But his siblings and he were still together after children services, still together to the point of the boy becoming an adult and moving away. While growing up he was standard in grades, sure he was smart but it wasn’t applied yet for the failures in suicide that came one after another. Each abstract way to kill himself slowly became ever more to failure, and yet he found himself once more outside of those failures and resolved his life to helping others instead.
If not for the growing condition to his bones and muscles he may have joined the military, heavens know he tried every branch known to man but each one refused him. However even though this had happened he found himself getting into a school that was perfect for him, an industrial inspector using radiation to test metallic pipes. Before being stuck into the game he found himself working for an oil company, one that had many welders and such that he was booked full time for that work. Even though he couldn’t save his mother and father, he was damned certain going to help the world around him…
Then all of a sudden he was stuck in a game…
Inventory
(If your character's subclasses allow another item, such as arrows/bolts/puppets, place them here. Otherwise leave blank.)
EQUIPMENT
Left 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. | 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 Rapier: A thin sword with complete emphasis in thrusting. A starter weapon designed for novice adventurers, made out of cheap iron. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can. |
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: Heretic
Miasma Corruption <Beginner Skill>: Any being that comes in contact with the Miasma will become slowly corrupted in mind and body. Especially among the People of the Land, this condition is extremely serious and treated with extreme prejudice. Victims of Corruption may often be forced into solitary isolation until they recover from its effects. Stratford Wardens have been known to execute the most extreme cases for the sake of purity. Corruption reduces over time as characters avoid exposure to Miasma. Starting at three cycles since the last exposure, Corruption is reduced by 5 points each post cycle. The effects of this skill apply to all characters affected by Corruption, even if they are not a Heretic.
Corruption Stages:
Stage 0 - 1-10 points. Exposure to the Miasma, no matter how miniscle, is treated as a Stage 0 infection. At this level, however, the presence of Miasma is virtually indetectable through conventional means. No symptoms should normally occur from this level of infection, although animals and small children may act a little more irritable than usual.
Stage 1 - 10-30. The Miasma is beginning to root itself into one's being. Minor mental and physical symptoms such as headaches or fatigue occur.
Stage 2 - 31-50. At this stage, Miasma Corruption begins to show noticeable physical symptoms such as paleness in skin or cracked fingernails. Regardless, one may still bluff, attributing their condition to other natural causes. The victim suffers stronger lasting mental symptoms.
Stage 3 - 51-75. Hallucinations, delusions, paranoia become commonplace. Physical symptoms include wrinkling of skin, clouded eyes. Affected targets have their Mind debuff resistance decreased by 1 stage. Stage 3 is where Corruption starts to become infectious. Characters at Corruption Stage 3 or higher cause nearby characters' Corruption to increase by 1 each post cycle.
Stage 4 - 76-100. Distinct personality changes and mental instability plague the minds of these subjects. Affected individuals either look weak and decrepid or threatening and zombielike. By this level, Stratford Wardens may exercise individual command in capturing affected subjects. Stage 4 subjects have their Light debuff resistance decreased by 1 stage.
Stage 5 - 101+. The ultimate stage of Corruption. Weak-willed victims lose their minds so long as they are exposed. Extreme personality changes and schiophrenia set in, causing the subject to become a danger to themselves and their surroundings. Moreover, Stage 5 subjects have physically mutated to the point where they only appear vaguely human. Guards are ordered to exercise strict detainment and even lethal force if resisted.
Corruption Stages:
Stage 0 - 1-10 points. Exposure to the Miasma, no matter how miniscle, is treated as a Stage 0 infection. At this level, however, the presence of Miasma is virtually indetectable through conventional means. No symptoms should normally occur from this level of infection, although animals and small children may act a little more irritable than usual.
Stage 1 - 10-30. The Miasma is beginning to root itself into one's being. Minor mental and physical symptoms such as headaches or fatigue occur.
Stage 2 - 31-50. At this stage, Miasma Corruption begins to show noticeable physical symptoms such as paleness in skin or cracked fingernails. Regardless, one may still bluff, attributing their condition to other natural causes. The victim suffers stronger lasting mental symptoms.
Stage 3 - 51-75. Hallucinations, delusions, paranoia become commonplace. Physical symptoms include wrinkling of skin, clouded eyes. Affected targets have their Mind debuff resistance decreased by 1 stage. Stage 3 is where Corruption starts to become infectious. Characters at Corruption Stage 3 or higher cause nearby characters' Corruption to increase by 1 each post cycle.
Stage 4 - 76-100. Distinct personality changes and mental instability plague the minds of these subjects. Affected individuals either look weak and decrepid or threatening and zombielike. By this level, Stratford Wardens may exercise individual command in capturing affected subjects. Stage 4 subjects have their Light debuff resistance decreased by 1 stage.
Stage 5 - 101+. The ultimate stage of Corruption. Weak-willed victims lose their minds so long as they are exposed. Extreme personality changes and schiophrenia set in, causing the subject to become a danger to themselves and their surroundings. Moreover, Stage 5 subjects have physically mutated to the point where they only appear vaguely human. Guards are ordered to exercise strict detainment and even lethal force if resisted.
Painful Potency <Beginner Skill - Passive>: The presence of Miasma looming around the Heretic's body acts somewhat like a magnet to any Psyche energy in the atmosphere, causing mana to diffuse lower toward the ground. This obviously increases the magical potency of the Heretic's party, without any noticeable side effects. All magical damage for the party is increased by 5%. Multiple instances of this skill do not stack.
Black Operon <Toggle>: Heretics are the primary manipulators of Miasma and it is no surprise that they are able to extract excess Corruption from their body whenever it is needed. When this skill is toggled, the Heretic selects a Corruption Stage. If the Heretic should then enter that Corruption Stage, they will gradually lose an amount of Corruption points equal to the Stage selected, at the beginning of each post cycle. For example, selecting Corruption Stage 1 will cause the Heretic's Corruption points to decrease by 1 each post. Selecting Corruption Stage 5 will result in their Corruption points being decreased by 5 each post. As soon as the Heretic's Corruption Stage drops below the designated stage, their Corruption points will stop decreasing. This skill may be untoggled in order to select a new Corruption Stage.
Tempting Hysteria: The Heretic uses Miasma in order to attract malicious spirits that crowd around a target. A target affected by this skill experiences auditory hallucinations, as though the spirits are constantly whispering into their ears. The closer the target is to the Heretic, the louder these sounds appear to be. The casting time of all of the target's spells are increased by 0.1 seconds for every 1 meter they are close to the Heretic. Its maximum range is 20 meters, its casting time is 5 seconds, its duration is 30 seconds, and its cooldown is 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2.
Miasma Curtain: The Heretic concentrates Miasma in a dispersed form and swings its essence around them, causing a violet mist to materialize and rapidly whip out from the Heretic's body. The Miasma strikes all opponents within 2 meters with dark attribute damage and applies 1 point of Corruption to all affected targets. Miasma Curtain does not damage allies, but will still apply Corruption if they are within range. This skill has a minimum casting time of 2 seconds, a maximum casting time of 5 seconds, and a cooldown of 10 seconds. Miasma Curtain's casting time can be increased in order to deal 10% extra damage and 1 additional point of Corruption per second.
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: Hitman
Bounty <Passive>: After a completed PvP thread, if the Hitman was victorious in battle, they gain an amount of gold equal to the amount that they acquired from their posts. The PvP thread is then locked after this bonus is applied. To apply this bonus, PvP fights cannot be solo threads versus NPCs.
Crafting Class: Brewer
Detox: When your occupation is all about alcohol, you can't let things like hangovers slow you down! This skill can be toggled, allowing brewers to become immune to status debuffs caused by drinks and potions. They also passively recover from accuracy reductions and Mind and Weakness status effects twice as quickly.
Change Log
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