Post by altair on Jan 5, 2017 4:45:29 GMT
Altair
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Real Name: Jason Prince
Real Gender: Male
Game Gender: Male
Age: 18
Sexuality: Heterosexual
Race: Half-Alv
Faction: Adventurer
Face-Claim: Light Yagami, death note
CBox Name: Altair
Discord Name/Nickname: N/A
Real Name: Jason Prince
Real Gender: Male
Game Gender: Male
Age: 18
Sexuality: Heterosexual
Race: Half-Alv
Faction: Adventurer
Face-Claim: Light Yagami, death note
CBox Name: Altair
Discord Name/Nickname: N/A
[attr="class","tempo"] [attr="class","appbox1"] Altair is a tall and slender man both in the game world and out. His avatar was essentially a copy of himself He typically stands to his full height without slouching. Usually he wears either his clothes for battle or formal clothing that only adds to his official air because of his stance. Altair's demeanor is one of constant examination of everything and he does not bother to hide this. This makes him often look as if he's planning something sinister. His skin and complexion are somewhat dark, coming from the Cherokee side of his family, and it has caused him to occasionally be mistaken for being asian in one form or another. | [attr="class","tempo"] [attr="class","appbox1"] -Altair is an intj, also referred to as a mastermind. To those who may not know him he is as cold hearted as permafrost, staring at you with the eyes of deaths reaper. This is however, only an appearance. While Altair is extremely good at keeping himself in control of his own emotions and looking for the logical way out, he is certainly not heartless like some might think. His cold exterior is merely something that is an effect of his internal thinking and feelings, since he does most everything internally, it doesn't translate well to the outside world, thus, he looks emotionless. He is also incredibly intelligent, as is so often with the mastermind personality. Thinking farther ahead than most any other type of person, and inventing scenarios that may never happen, but if they do, he intends to be prepared. Of course even masterminds have their flaws. Altair has immense trouble with people. While they fascinate him, usually, their emotions that usually bubble to the surface confuse him. He doesn't have any trouble with smiling, he just doesn't understand a lot of the other social norms. Like hugging, laughing for extended periods of times (more than thirty seconds makes him begin to worry about a persons sanity), even shaking hands is a bit odd, although he deals with that part much better. When people began spilling out their stories of sadness, all he can do is listen. He has few comforting words for things like that because he himself rarely feels things like that, and certainly wouldn't wish to open up to someone. Well, as far as he knows. But then, is his biggest problem. Due to a combination of social anxiety and overthinking things, Altair is sometimes on the verge of breakdowns. He has never broken down in front of someone, but the longer he waits to let it out the stronger it is. He almost fears doing it in front of people, because he knows that if he does it will only stress him out more in the future. This is another one of the reasons he keeps to himself and hides his emotions, it makes it easier to keep them under wraps when he's far too stress out to handle people trying to comfort him, when they may very well be the problem. |
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Altair was born in America's Texas, though he spent a lot of time in nearby states like Louisiana moving from place to place. His father was in the military and he had two sisters, one older and one younger. His family was kind, but they were far more social than he was. When Altair turned 15 his father died, that was when things got crazy. He didn't cry, he merely sat in his room for a few minutes on the discovery. After that, he acted like nothing had happened. He acknowledged his father had died, but there appeared no sadness when he mentioned it, if he did at all. His family was almost worried by this quick recovery, but there was little they could do about it. He seemed sane enough and no doctor could find anything wrong except that he had a lot of stress. In truth, he was stressed very much, about his fathers death, about his families continuous worry, and about school. It all just built up inside of him while his cold exterior grew even harder. He locked himself away, study of science and online strategy games consumed him as he delved into things that could stimulate his mind.
A mastermind, consumed into a digital and scientific realm where his brain became the ultimate weapon. Predicting moves, acting and reacting preemptively in first person shooter games, going one on one in challenges of scientific knowledge with those willing enough to argue. It soothed him. Perhaps it shouldn't have. But it did. And so he searched for more. And that was how he discovered Elder Tales, another game to play. But then, he had no idea what it had in store for him.
Altair was born in America's Texas, though he spent a lot of time in nearby states like Louisiana moving from place to place. His father was in the military and he had two sisters, one older and one younger. His family was kind, but they were far more social than he was. When Altair turned 15 his father died, that was when things got crazy. He didn't cry, he merely sat in his room for a few minutes on the discovery. After that, he acted like nothing had happened. He acknowledged his father had died, but there appeared no sadness when he mentioned it, if he did at all. His family was almost worried by this quick recovery, but there was little they could do about it. He seemed sane enough and no doctor could find anything wrong except that he had a lot of stress. In truth, he was stressed very much, about his fathers death, about his families continuous worry, and about school. It all just built up inside of him while his cold exterior grew even harder. He locked himself away, study of science and online strategy games consumed him as he delved into things that could stimulate his mind.
A mastermind, consumed into a digital and scientific realm where his brain became the ultimate weapon. Predicting moves, acting and reacting preemptively in first person shooter games, going one on one in challenges of scientific knowledge with those willing enough to argue. It soothed him. Perhaps it shouldn't have. But it did. And so he searched for more. And that was how he discovered Elder Tales, another game to play. But then, he had no idea what it had in store for him.
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Armor:
Left Arm:
Right Arm:
Accessory Slot 1:
Accessory Slot 2:
Accessory Slot 3:
Accessory Slot 4:
Vanity Slot 1:
Vanity Slot 2:
Vanity Slot 3:
Armor:
[attr="class","equip1"] 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.
Left Arm:
[attr="class","equip1"] Starter Staff - A two-handed starter weapon designed for novice adventurers, made out of cheap wood. It is typically used to channel magic, but can also be used to whack people on the side of the head. You probably should get this replaced as soon as you can.
Right Arm:
[attr="class","equip1"]Empty
Accessory Slot 1:
[attr="class","equip2"]Empty
Accessory Slot 2:
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Accessory Slot 3:
[attr="class","equip2"]Empty
Accessory Slot 4:
[attr="class","equip2"]Empty
Vanity Slot 1:
[attr="class","equip2"]Empty
Vanity Slot 2:
[attr="class","equip2"]Empty
Vanity Slot 3:
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Main Class: Sorcerer
Tracker
Alchemy
Main Class: Sorcerer
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Psychic Conductor - Tier 1-
The Sorcerer channels mana toward an inanimate object within 10 meters and lifts it into the air. This object can then be used to bludgeon enemies until it either breaks or the user cancels their grip on the object. Psychic Conductor can lift objects with a maximum weight equal to 10 pounds times the user's level. It cannot be used on objects that are in the possession of another character and slowly drains the user's MP over time. This skill has a casting time of 2 seconds and a cooldown of 10 seconds from the moment it is canceled.
Elemental Attunement effect: All Orbs +5%.
Thunderbolt Crash - Tier 1 -
Elemental enchantment. The Sorcerer enchants a weapon with the lightning element, causing it to glow white and occasionally release sparks from its surface. A target struck by this weapon is inflicted with a minor paralysis effect. It can also affect a target who uses uninsulated metal equipment. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Elemental Attunement effect: Lightning Orb +10%.
Blink - Tier 1 -
A short range teleportation technique often employed by the Sorcerer for emergency escape. The Sorcerer designates an area of a 2-meter radius within 5 meters and teleports to the position. The only downside is that the teleportation distance is very haphazard and will randomly place you somewhere within that zone. This means that if a Sorcerer aims at a point 5 meters away, they might end up somewhere between 3 and 7 meters away. The Sorcerer cannot warp into objects so there is a possibility to manipulate this skill's randomness to the user's advantage. It's not be any means useful for precision, but it's a useful means of misdirection especially when you're up against only one enemy. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
Psychic Conductor - Tier 1-
The Sorcerer channels mana toward an inanimate object within 10 meters and lifts it into the air. This object can then be used to bludgeon enemies until it either breaks or the user cancels their grip on the object. Psychic Conductor can lift objects with a maximum weight equal to 10 pounds times the user's level. It cannot be used on objects that are in the possession of another character and slowly drains the user's MP over time. This skill has a casting time of 2 seconds and a cooldown of 10 seconds from the moment it is canceled.
Elemental Attunement effect: All Orbs +5%.
Thunderbolt Crash - Tier 1 -
Elemental enchantment. The Sorcerer enchants a weapon with the lightning element, causing it to glow white and occasionally release sparks from its surface. A target struck by this weapon is inflicted with a minor paralysis effect. It can also affect a target who uses uninsulated metal equipment. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Elemental Attunement effect: Lightning Orb +10%.
Blink - Tier 1 -
A short range teleportation technique often employed by the Sorcerer for emergency escape. The Sorcerer designates an area of a 2-meter radius within 5 meters and teleports to the position. The only downside is that the teleportation distance is very haphazard and will randomly place you somewhere within that zone. This means that if a Sorcerer aims at a point 5 meters away, they might end up somewhere between 3 and 7 meters away. The Sorcerer cannot warp into objects so there is a possibility to manipulate this skill's randomness to the user's advantage. It's not be any means useful for precision, but it's a useful means of misdirection especially when you're up against only one enemy. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
Tracker
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Silent Move - Level 1 -
Silent Move: A skill that deadens the user's movements whenever traveling, 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.
Silent Move - Level 1 -
Silent Move: A skill that deadens the user's movements whenever traveling, 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.
Alchemy
[attr="class","skillbox2"]
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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