Post by Kaos on Jan 4, 2017 5:44:41 GMT
Kaos
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Real Name: Ezra Kleine
Real Gender: Male
Game Gender: Male
Age: 25
Sexuality: Heterosexual
Race: Ritualist
Faction: Adventurer
Face-Claim: (Uta, Tokyo Ghoul)
CBox Name: Kaos
Discord Name/Nickname: Kaos
Real Name: Ezra Kleine
Real Gender: Male
Game Gender: Male
Age: 25
Sexuality: Heterosexual
Race: Ritualist
Faction: Adventurer
Face-Claim: (Uta, Tokyo Ghoul)
CBox Name: Kaos
Discord Name/Nickname: Kaos
[attr="class","tempo"] [attr="class","appbox1"] Kaos is six feet tall, thin with a bit of muscle, and has a shoulder-length messy undercut hairstyle that highlights his rather sharp Scandinavian features. A tattoo of a skull with tentacles surrounding it on both hands, the tentacles running up around the wrist. His eyes have a tattoo in them that causes them to look black and across the rest of his body are a splattering of runes and glyphs. He keeps his hood up in public but keeps it down while in private, his hair changes whenever it starts to annoy him and can often be seen pulled into a ponytail while he is researching something. He carries himself with a sense of authority and determination. He dresses in dark clothing, carrying his scythe while riding on his horse, trying to embody the idea of a Necromancer or that of Death from the Black Plague paintings of the middle ages. | [attr="class","tempo"] [attr="class","appbox1"] Kaos is rather outgoing, yet he enjoys keeping to himself. Seeking to improve the lives of those around him, he makes decisions based on his intuition and research done himself. Work with others to achieve a higher goal is not an issue, especially if he can't finish the task alone. He has no trouble determining patterns and observing characteristics. He can often see what a person is thinking by their body language. He tends to think things through before acting but when others are in danger or in need of help he will be the first to offer aid, even if there is nothing in it for him. He plans ahead and does as much research as possible before making large decisions but one look at his study space would make you think the opposite. He is sloppy and disorganized but can always find what he's looking for with very little looking. He values honesty above all else, despite how painful it may be. He automatically distrusts others as he searches for the motive behind their actions. He cautiously interacts with others and prefers small groups to large ones but also knows the importance of Parties and Raid Groups in the game. Will prioritize friends and family over anyone else and has no qualms about doing so. He is surprisingly competitive given his demeanor and sees PvP and large raids as a new challenge and a way for him to truly test himself. |
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When Ezra was young his parents disappeared, leaving behind no trace or information on where they had gone. He was taken in by his uncle, a nutter, who taught him that the government had "silenced" his parents for speaking out against their policies. Ezra grew to hate those who held power over him, especially his uncle, and ran away at the age of 14. He expected someone to chase him and when that didn't happen he tried to find his own way in the world. This, inevitably, drove him to a life of crime. By the age of 16 he had joined a gang, which treated him more like family than anyone else ever had in his life. The gang held to a Robin Hood-like code of stealing from the rich, insured, or from the government itself and giving the spoils to those in need. However, unlike Robin Hood and his merry men, they did not hide in the forest but rather in an old warehouse on the docks and in the marina's sewers; This lead to them being called the "Krakens". A week before Ezra's 18th birthday a rival gang attacked their hideouts both on the marina and in the sewers, wiping out most of the Krakens. Ezra recovered from the aftermath by joining a citizen's militia that hunts down violent gangs that the government won't. A year later, Ezra is part of a raid on a gang hideout where he learned the extent of the fanaticism of the group he was in. They fired on a child's birthday party, hoping to get the few gang members who were present. Ezra turned on the militia, killing his comrades before they could harm anyone, especially the children. After this he decided to get out of the life he lead, hunting down any gang members he could and bring them into a better life and worked to stop kids from joining gangs in the first place. Along his travels over the next three years he found many members of gangs who were thought to be dead or faked their deaths to get out of the lifestyle. This earned him the nickname of "The Necromancer". A helpful tool in all this was a very successful scam that he ran. Much like his time in The Krakens, his scam involved preying on the rich and taking large sums of money. His go to was claiming to be from a charitable organization that would use a donation in their name and provide them with the promice of a large tax incentive. This would make the greediest of his "clients" sign up at the promice of keeping as much money as they possibly could. He ended up making several million dollars over the course of his search. He used the money earned from his scam to buy several buildings and homes in a run-down part of the city to further help others and bring a whole neighborhood back from the dead. After this Ezra decided it was time to settle down and just enjoy life around the time the neighborhood stabilized. Small family-owned businesses formed and families moved back in in the following year. Soon, one of the neighborhood kids showed Ezra the game Elder Tale. He played to get the hang of the game, for a while, then decided to make a new character, which he modeled after his real-world appearance (with slight alterations to things like his characters tattoos). This character was made the day the new expansion came out.
When Ezra was young his parents disappeared, leaving behind no trace or information on where they had gone. He was taken in by his uncle, a nutter, who taught him that the government had "silenced" his parents for speaking out against their policies. Ezra grew to hate those who held power over him, especially his uncle, and ran away at the age of 14. He expected someone to chase him and when that didn't happen he tried to find his own way in the world. This, inevitably, drove him to a life of crime. By the age of 16 he had joined a gang, which treated him more like family than anyone else ever had in his life. The gang held to a Robin Hood-like code of stealing from the rich, insured, or from the government itself and giving the spoils to those in need. However, unlike Robin Hood and his merry men, they did not hide in the forest but rather in an old warehouse on the docks and in the marina's sewers; This lead to them being called the "Krakens". A week before Ezra's 18th birthday a rival gang attacked their hideouts both on the marina and in the sewers, wiping out most of the Krakens. Ezra recovered from the aftermath by joining a citizen's militia that hunts down violent gangs that the government won't. A year later, Ezra is part of a raid on a gang hideout where he learned the extent of the fanaticism of the group he was in. They fired on a child's birthday party, hoping to get the few gang members who were present. Ezra turned on the militia, killing his comrades before they could harm anyone, especially the children. After this he decided to get out of the life he lead, hunting down any gang members he could and bring them into a better life and worked to stop kids from joining gangs in the first place. Along his travels over the next three years he found many members of gangs who were thought to be dead or faked their deaths to get out of the lifestyle. This earned him the nickname of "The Necromancer". A helpful tool in all this was a very successful scam that he ran. Much like his time in The Krakens, his scam involved preying on the rich and taking large sums of money. His go to was claiming to be from a charitable organization that would use a donation in their name and provide them with the promice of a large tax incentive. This would make the greediest of his "clients" sign up at the promice of keeping as much money as they possibly could. He ended up making several million dollars over the course of his search. He used the money earned from his scam to buy several buildings and homes in a run-down part of the city to further help others and bring a whole neighborhood back from the dead. After this Ezra decided it was time to settle down and just enjoy life around the time the neighborhood stabilized. Small family-owned businesses formed and families moved back in in the following year. Soon, one of the neighborhood kids showed Ezra the game Elder Tale. He played to get the hang of the game, for a while, then decided to make a new character, which he modeled after his real-world appearance (with slight alterations to things like his characters tattoos). This character was made the day the new expansion came out.
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[attr="class","equip1"]Starter Cloth Armor
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Right Arm:
[attr="class","equip1"]Starter Scythe
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Main Class: Summoner
Roleplay Class: Cavalier
Crafting Class: Alchemist
Main Class: Summoner
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Summon Follower: Skeleton - Tier I - 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.
Summon Follower: Carbuncle - Tier I - Beast-type Light elemental familiar. A beast-like summoning companion centered around a ruby core. Completely powerless in terms of physical attacks, but has the capability to shoot rays from the ruby core. Also has the ability to cut off barriers and heal the summoner or another target. Resembles a combination of a fox and rabit with a ruby on the forehead. Carbuncle's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Scape-Doll - Tier I - 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.
Summon Follower: Skeleton - Tier I - 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.
Summon Follower: Carbuncle - Tier I - Beast-type Light elemental familiar. A beast-like summoning companion centered around a ruby core. Completely powerless in terms of physical attacks, but has the capability to shoot rays from the ruby core. Also has the ability to cut off barriers and heal the summoner or another target. Resembles a combination of a fox and rabit with a ruby on the forehead. Carbuncle's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
Scape-Doll - Tier I - 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.
Roleplay Class: Cavalier
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Jousting - Level 1 - The Cavalier's specialization in horseback combat is revealed in their greater proficiency of lance combat. Any two-handed spears or polearms wielded by the Cavalier become one-handed while they are mounted. Additionally, if the Cavalier's main class would normally penalize them from using spears or polearms, this skill allows them to use spears and polearms without penalty.
Jousting - Level 1 - The Cavalier's specialization in horseback combat is revealed in their greater proficiency of lance combat. Any two-handed spears or polearms wielded by the Cavalier become one-handed while they are mounted. Additionally, if the Cavalier's main class would normally penalize them from using spears or polearms, this skill allows them to use spears and polearms without penalty.
Crafting Class: Alchemist
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Transmutation - Level 1 - Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
Transmutation - Level 1 - Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
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Coded by Saber of L33T Team
Graphics by Evelyn, Scrollbars by Benetnasch
Graphics by Evelyn, Scrollbars by Benetnasch
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