Post by Odinn on Apr 8, 2016 4:40:05 GMT
ODINN
Character Info
NAME: Odinn Fraenir
GENDER: Male
AGE: 19 (As of 2021)
SEXUALITY: Gynosexual
FACE-CLAIM: davestrider123, ORIGINAL
PLAYED BY: Dorian
RACE: Wolf Fang
FACTION: Person of the Land
DISTRICT: Black
Appearance Odinn has several prominent features, most of them above the neck; his Wolf Fang ears poke out over the top of his mess of almost pure black hair, which twitch and move according to his emotions and demeanour. He can also hide them under the locks of his hair, making himself look somewhat human in appearance, though when in intense situations or during fits of over the top emotion such as rage or embarrassment, he can sometimes lose that control. Without a proper barber shop, or the money to afford one, Odinn's hair is rarely neat; while he manages to keep it clean, it is always in tangles and knots, creating a mop of a black mane that travels down to cover over his ears. His eyes are large and can go very wide when expressing joy or excitement, and many a young maiden has fallen prey to the adorable appearance of his emerald hues staring up at them; a particular talent that the up-and-coming criminal uses to pickpocket. His most interesting feature is a birth mark that stretches over the bridge of his nose and under both of his eyes, little dark splotches of black and grey that almost look like scales under certain lights. As for the rest of his appearance, he sticks to comfort and mobility over weight and utility, preferring darker cloths that hide him from view in the shadows of the Black District, as well as allow him to better utilise his often times unnatural speed. | Personality After many gruelling years of discipline and tortured punishment at the hands of his so-called 'gang', the Shadow Dragons, Odinn has become a recluse in his social life. Introverted beyond the healthy levels for a human being - or Wolf Fang, as in this particular case. He finds it difficult to trust anything but his... more animal instincts, relying on smells and appearances to judge whether a person is a danger to him or not; despite the fact that in most cases he is the more dangerous individual. However, while he is a danger to others, no matter how much punishment he gets for it from the Dragons, Odinn refuses to accept any contracts to kill; a pacifistic view of the world, perhaps, but he retains his almost child-like belief that he can solve anything without resorting to outright murder. His animal traits stem further than just his way of seeing things; a selective mute, he prefers only to speak actual words to people he can trust, electing to communicate with anyone else in chirps and purrs when in a good mood, or growls and hisses in a bad mood. His ears also help in that they can often times be used to read his emotions, similar to a cat or other feline. Yet, despite his lack of a healthy social life, he retains the 'pack mentality' that resides within most Wolf Fangs, requiring a group to remain active around him; this is probably why he hasn't left the Shadow Dragons, as they are currently the only one's willing to take him in, as dangerous as they are. Outside of that, Odinn is a very compassionate individual, caring for those who he would call friends and family, and treats anyone who gains his trust as an extension of himself, apart of his pack. While he can be easy to read, he has his layers that must be peeled away before one can truly see the person he has become, and not the animal he was beaten into believing himself to be. |
Extra
Height: 5'1"
Weight: 135 lbs
Blood Type: A-
Tarot Card: The Magician
Enneagram: Type 4
Myer-Briggs: ISFP - The Composer
- Level at 1/1/1, since there is a previous Lune char tied to this account (Sera); no posts were made on previous account, but it was still approved. Sera account deleted.
Weight: 135 lbs
Blood Type: A-
Tarot Card: The Magician
Enneagram: Type 4
Myer-Briggs: ISFP - The Composer
- Level at 1/1/1, since there is a previous Lune char tied to this account (Sera); no posts were made on previous account, but it was still approved. Sera account deleted.
Biography
Born into a simplistic life, Odinn's early years within the Black District were that of hardship and survival; being impoverished meant more work for less pay, but it also meant that, as a child, Odinn valued what he had, no matter how little there was. Alas, things changed dramatically during his 7th year of life; during a horrific and accidental encounter, thugs from a local gang within the District known as the Shadow Dragons set upon Odinn's parents. While his father survived, his mother perished from her injuries.
Over the passing weeks, Odinn and his father became distant, as the angered and sorrowed man dealt with the mix of emotions in the wake of his wife's death. Vowing vengeance, he investigated the streets until he found the culprits, the two unsuspecting thugs, rather dim-witted yet surprisingly high up in their gang's hierarchy. In a fit of rage and prolonged grief over those dead and gone, Odinn's father fought the thugs, killing one and horribly maiming the other.
Another week went by with little else but silence and grunts being shared between the two Fraenir males, when a shadowy, suspicious figure invited himself into the home. Too quick for Odinn's father, the assailant demanded penance for what had transpired, ordering him to pay up whatever money he owned for 'protection fees'. "I have nothing to offer," the father pleaded, broken and weak from the events he had gone through. Without blinking, and without hesitation, the father offered up Odinn, his own son, as recompense for his actions. Growling with frustration, the assailant accepted, taking Odinn away.
And so, the next twelve years of his life were spent training with the Shadow Dragons, being beaten and bloodied whenever he made a mistake; programmed from a young age, he quickly became adept at his work, and why wouldn't he be? Fear is a very good motivator, and he was very afraid. But no matter how hard he worked, no matter how successful he became, they saw him as nothing more than a trophy, a prize; they spat upon him and sent him out like a dog, waiting for him to fetch the stick.
But, the winds of change are calling, and the universe loves an underdog. With his natural stealth skills and talents with his fists, the streets were his to tame and conquer. And maybe, just maybe, with a little help down the road, he could make the Black District his fortress; the city would be his guardian.
Over the passing weeks, Odinn and his father became distant, as the angered and sorrowed man dealt with the mix of emotions in the wake of his wife's death. Vowing vengeance, he investigated the streets until he found the culprits, the two unsuspecting thugs, rather dim-witted yet surprisingly high up in their gang's hierarchy. In a fit of rage and prolonged grief over those dead and gone, Odinn's father fought the thugs, killing one and horribly maiming the other.
Another week went by with little else but silence and grunts being shared between the two Fraenir males, when a shadowy, suspicious figure invited himself into the home. Too quick for Odinn's father, the assailant demanded penance for what had transpired, ordering him to pay up whatever money he owned for 'protection fees'. "I have nothing to offer," the father pleaded, broken and weak from the events he had gone through. Without blinking, and without hesitation, the father offered up Odinn, his own son, as recompense for his actions. Growling with frustration, the assailant accepted, taking Odinn away.
And so, the next twelve years of his life were spent training with the Shadow Dragons, being beaten and bloodied whenever he made a mistake; programmed from a young age, he quickly became adept at his work, and why wouldn't he be? Fear is a very good motivator, and he was very afraid. But no matter how hard he worked, no matter how successful he became, they saw him as nothing more than a trophy, a prize; they spat upon him and sent him out like a dog, waiting for him to fetch the stick.
But, the winds of change are calling, and the universe loves an underdog. With his natural stealth skills and talents with his fists, the streets were his to tame and conquer. And maybe, just maybe, with a little help down the road, he could make the Black District his fortress; the city would be his guardian.
Inventory
EQUIPMENT
Left Arm N/A | Armor Starter Cloth Armour Level 1 Cloth Armour -- A basic set of cloth armour 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 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: Monk
Aura Dragon Punch -- Monk Skill: Tier I
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.
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.
Bullet Punch -- Monk Skill: Tier I
The user enters a frenzy by launching multiple punches after another, each punch launched at a faster than usual rate without losing very much momentum from a regular punch. The only disadvantage is that the user's arms are locked into performing this punching animation for four seconds straight, preventing them from doing anything else until the animation has completed. This skill has an animation time of 4 seconds (each individual punch has an animation time of 0.5 seconds) and triggers a global cooldown during its animation, where no other skills may be used until the animation is resolved. When performed while Ironrhino Stance is active, the Monk takes 25% less damage from attacks during this skill's animation.
The user enters a frenzy by launching multiple punches after another, each punch launched at a faster than usual rate without losing very much momentum from a regular punch. The only disadvantage is that the user's arms are locked into performing this punching animation for four seconds straight, preventing them from doing anything else until the animation has completed. This skill has an animation time of 4 seconds (each individual punch has an animation time of 0.5 seconds) and triggers a global cooldown during its animation, where no other skills may be used until the animation is resolved. When performed while Ironrhino Stance is active, the Monk takes 25% less damage from attacks during this skill's animation.
Wyvern Kick -- Monk Skill: Tier I
The user takes to the sky by performing a high jump of up to 5 meters, then kicking down toward a target. Often, the monk will then perform another jump to maintain the height advantage. This skill is particularly taken by monks for its vaulting properties. This skill has an animation time of 2 seconds and a cooldown of 10 seconds. When performed while Manawyrm Stance is active, this skill deals 10% more damage and aggro. When performed while Nighthawk Stance is active, the Monk's maximum jump height is 10 meters and this skill's cooldown is reduced to 4 seconds.
The user takes to the sky by performing a high jump of up to 5 meters, then kicking down toward a target. Often, the monk will then perform another jump to maintain the height advantage. This skill is particularly taken by monks for its vaulting properties. This skill has an animation time of 2 seconds and a cooldown of 10 seconds. When performed while Manawyrm Stance is active, this skill deals 10% more damage and aggro. When performed while Nighthawk Stance is active, the Monk's maximum jump height is 10 meters and this skill's cooldown is reduced to 4 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: Tracker
Silent Move -- Level 1 Tracker Skill -- A skill that deadens the user's movements whenever travelling, preventing them from making any sound while walking. In exchange, the Tracker's movement speed is reduced by 50%. For every 10 levels the tracker gains in their subclass level, this debuff is decreased by 10%. After Level 50, the debuff is eliminated completely.
Crafting Class: Tailor
Needlework -- Level 1 Tailor Skill -- Due to the dexterity from which they perform their tasks, tailors are able to make up for any compromises in their ability. Any dexterity debuffs to a tailor can be recovered from twice as quickly.
Change Log
MM/DD/YYYY -- Info
Coded By Saber of L33T T3@M