Post by June on Mar 28, 2016 6:27:27 GMT
June
Character Info
REAL NAME: June Black
REAL GENDER: Female
GAME GENDER: Female
AGE: 24
SEXUALITY: Oblivious Bisexual
FACE-CLAIM: Original, Takeshima Nia
PLAYED BY: Jeet
RACE: Ritual
FACTION: Adventurer
Appearance June stands around 165cm tall with long dark, orange/brown hair that reaches down her back and ends in a bright yellow portion that is usually tied off to prevent the mass of hair getting in the way. A part of this covers her face with a parted fringe and long bangs to the sides that cover her ears. Her large, vacant brown eyes peek out from just under the fringe giving her an airheaded look, while her nose is a small cute point sitting below these. Her lips are thin and she has a slight dimple on her chin. Her face's overall shape is somewhat pointed, with a yellow i like symbol visible between her parted hair, showing her Ritual characteristic. Her frame is a bit on the pudgy side, while she does seem quite tiny at a glance, June is rather solidly built without excessive amounts of muscle. She likes to wear sleeves and full tops when she can, hiding her ritual markings when she can and has similar taste for leggings, despite still having a thing for skirts like she did back in the real world. She holds herself tall, often awkwardly prancing around with her arms held out to her side, or wrapped around something she's carrying and seems to stare at things that aren't there, or just off to the side of someone that it makes thing awkward. Despite the logic of internet safety being so important in this day and age, June basically recreated herself with minor aesthetic changes to the hair and, obviously, addition of tattoos for her race. This was exactly what she looked like in real life. | Personality June's mind doesn't seem to work the same way as other people, not to say that she's any smarter or thicker than anyone else, just that she sees things in a way that is slightly off to most people she's met. A lot of the time this makes her seem to be spacey at best, a total airhead at worst, but it doesn't mean she misses things like most people seem to think. Most of it comes down to not being sure how to express herself socially, resulting in difficulty befriending all but the most patient of individuals who can deal with both her quirks and the odd pace she sets herself to. She has a very peculiar sense of connection to the new world that everyone has found themselves in, taking to the once NPC Landers a lot faster than everyone else seemed to. This probably came down to the fact they were too busy being in awe at an adventurer to notice just how odd she was, but it worked for her. She also seemed to get along well with her summons, treating them almost like company as opposed to free workers and useful constructs like others. June talks in a singsong voice, avoiding contractions subconsciously and usually seems as though she's not paying attention to what's going on around her. Despite all this she is relativly caring, often snapping out of her own mind to point out if someone's forgotten to eat recently or similar such activities that often slip her own mind. |
Extra
Named her skeleton George
Is convinced the flora of the land knows more than its letting on
Will not say no to a cookie, no matter what type
Biography
June grew up in a small family living in one of London's housing areas, she had one younger sister who she often tried to show love and affection towards, to generally hilarious results, a mother who supported her despite all the weirdness, and a father who was somewhat absent due to work, but supported her from a distance with books and lessons left behind from time to time. A lot of those lessons were a bit too advanced for her young mind, but they helped shape her into the young lady she'd grow to be.
Throughout her schooling she was somewhat close to people, some parents and teachers thought she was a distraction to others with her airheaded ways and tendency to interrupt the teacher suddenly with thoughts and ideas that only loosely related to the topic at hand. More often than not she was correct in what she had to say, but it just didn't matter and not many teachers saw it for more than irritating distractions, despite some of the interesting statements she made about what she'd occasionally talk about.
When it came to her grades they were good, not amazing, and she didn't seem to have a great future in anything amazing with how she was going, until she tried for a couple of entrance exams for those who didn't have the grades and eventually got into some sort of science course. 'Some sort of science course' was exactly how she described it to people when they asked her questions, evading explaining exactly what it was, but more than happy to go on and on about random scientific things and titbits of pointless data that probably didn't have anything to do with what she was asked.
The decision for her to play Elder Tale was an unusual one, she didn't know what she was doing when she purchased the game, it being a more impulse buy for something she could do when she wanted to clear her mind of other thoughts, and she didn't expect to make many friends. All in all it was a bit of a personal social experiment and the decision to see if she could try and make something interesting within the system of a really old game, and then everything that happened, happened.
Inventory
Starter Great Shield: A starter great shield designed for novice adventurers, made out of cheap iron. It is well-balanced and easy to use but doesn’t really feel too sturdy. Its distinctively huge size allows for good protection if somewhat unwieldy. You probably should get this replaced as soon as you can.
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 n/a |
Accessory #1 | Accessory #2 | Accessory #3 |
Accessory #4 | ||
Vanity #1 | Vanity #2 | Vanity #3 |
CLASS SKILLS
Main Class: Summoner
Summon Follower - Skeleton: Undead-type Earth elemental follower. Summons a skeleton soldier which appear to bubble up from the very earth. Deals physical damage and are equipped with shields, weapons, and partially armored in rusty gear. It is possible to equip the skeleton with better weapons and shields that remains equipped when desummoned. Skeletons may also be equipped with vanity wear, for customization purposes. Skeleton's personality type is Docile toward its Summoner and Aggressive toward all enemies. This follower takes 2 seconds of cast time to summon.
Netherrealm Regen: The Summoner taps into the power of the Spirit Realms in order to hasten the Follower's health regeneration in battle. The targeted Follower will regenerate 5% of its HP every three seconds. This skill is particularly important for Summoners whose Followers take on the role of a tank; however, it is still highly recommended that supplemental healing is paired with this skill in order to sustain the Follower's health during long battles. This skill has a casting time of 2 seconds and a duration of 30 seconds. It has a cooldown of 5 seconds. If a Follower currently affected by this skill is targeted again by this skill, then its duration is reset.
Scape-doll: A skill that targets a single allied Follower. At this moment, the Summoner and the Follower's body is connected by a short blue string of mana. All damage taken by the Summoner is split evenly between themselves and the Familiar. This allows the Summoner to gain a decent level of defensive bulk, but the Summoner's naturally low HP means that this skill should not be overestimated. This skill has a casting time of 1.5 seconds. It inflicts a small MP drain on the summoner and can be manually canceled. As soon as it is canceled, this skill goes into cooldown for 10 seconds.
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: Fortuneteller
Prediction : The fortuneteller is able to see into the future and predict certain situations. This skill allows them to survey an area of radius 5 meters from their current position. All monsters that will spawn within the next 5 minutes will appear as semi-transparent figures with timers above their heads showing their spawn time. This information is only visible to the Fortuneteller. While some Fortunetellers use this as a way to avoid trouble, there's been a number of field boss hunters who like to have one with them so that they can predict the incoming monster and make preparations.
Crafting Class: Pharmacist
Toxicity Tolerance: Pharmacists have developed a certain resistance around drugs. This skill can be toggled to make a pharmacist immune to status debuffs caused by potions. Additionally, they passively recover twice as fast from Poison and Mind status effects.
Change Log
MM/DD/YYYY -- Info
Coded By Saber of L33T T3@M