Post by Fallout on Jan 8, 2021 23:19:12 GMT
Bellicose the Enchanter
Basics
REAL NAME: Jack
REAL GENDER: Male
GENDER: Male
AGE: 30
FACE-CLAIM:
MTG, Jace Beleren
PLAYED BY: Rune
Appearance: Link
As with many others of his race, Rune is a heavily tattooed figure, even more so than other of the same race. Featuring many blue emblems across his body, typically resembling that of jewelry, such a tattoo around the neck that resembles a necklace. Rune is a lean tall figure at roughly 6'2", with black hair and blue eyes. He'll frequently wears the same clothing, no matter the occasion. Dark blue mages attire, with gold trimmings. Even his armor seems to be covered in symbols and runes, being a lighter shade of gold.
Personality
Kind and curious, Rune enjoys nothing more than listening to the tales told by others.
This section explains the character's personality from their basic demeanor to how they get along well with other people.
Questions to get started:
- Introversion / Extraversion: Is the character more likely to keep to themselves or do they seek people to socialize with? Doesn't have to be one or the other, but most people align toward one.
- Intuition / Sensing: Is the character more interpreting, the type to think about patterns of what had happened before in order to decide the best course of action? Is the character more observing, one who learns from experience and by observing how the world works? Doesn't have to be one or the other, but most people align toward one.
- Thinking / Feeling: Is the character more likely to analyze a situation and weigh the pros and cons without bias? Or do they prioritize peoples' emotions and feelings when deciding what to do? Doesn't have to be one or the other, but most people align toward one.
- Judging / Perceiving: Does the character like to convey to others that they want to feel in control of their way of life, making clear decisions and organizing plans carefully? Or do they portray themselves a little more flexible with how things happen, able to improvise based on the situation? Doesn't have to be one or the other, but most people align toward one.
- What are their views on honesty? Very important or not so important depending on the circumstances?
- How trusting is the character? Are they more likely to doubt people they meet or do they want to believe in others?
- How do they deal with people they don't know very well? Are they more willing to get to know them or are they more reserved?
- How do they deal in larger groups of people as opposed to small groups or one on one conversations?
- How do they prioritize people? Do they value their family, friends, party members, lovers, any specific group over the other?
- How competitive is the character, in terms of smaller things like winning a PvP match and larger-scale challenges like becoming one of the strongest of their class?
- What are the character's personal strengths and virtues?
- What are the character's personal weaknesses and fears?
If you're looking for help describing your character's personality, I suggest you also try taking some personality tests. Pretend that you are your character; how would they answer these questions? The results should hopefully give you something that can help you write this section.
Myers-Briggs: www.humanmetrics.com/cgi-win/jtypes2.asp
Enneagram: similarminds.com/embj.html
History
NO WORD MINIMUM. Please do include enough detail for others to work with.
This section explains the character's history prior to beginning their adventure in Elder Tale. If this is based on an existing character, you can even describe the time when they were last in Elder Tale. If adapting a character from the Classics timeline, refer to the following thread: log-horizon.proboards.com/thread/8954/timeline-classic
Might be best to take your time and start with the early history. Not necessarily too early, but enough to give you a background.
Playing as a Person of the Land is different. They are essentially NPCs of Elder Tale, having gained their own personalities due to the transition. Therefore, their history is much more relevant to the world setting. In the Unfounded Kingdom, many of the noble ruling class have disappeared a long time before, leaving mainly the common citizens. Over a few generations, these people banded together to attempt to rebuild their society. They returned to a more simpler lifestyle beside the land - hence their title as People of the Land. They are born from the earth and will someday return to the earth. Unlike Adventurers, if their HP should reach 0, they suffer a permanent death. If you choose to play as a Person of the Land, you must heed your physical limitations. We're not out to get your character, but just know what you're getting yourself into before you decide to play as a Person of the Land.
Statistics and Skills
RACE: Race of Ritual
CLASS: Enchanter
SUBCLASS: Sigilmaker
CRAFTING CLASS: Blacksmith
CLASS LEVEL: 100
SUBCLASS LEVEL: 100
CRAFTER LEVEL: 100
Skills
Enchanter Skills:
Beginner Skill
The enchanter's presence in a party results in an unconscious calmness to come over the party, increasing passive MP recovery. It is not enough to effect battle much, but it will speed up resting periods. Multiple instances of this skill do not stack.
Blacksmith Skills:
Level 1 Skill
Heatsink: Blacksmiths are able to wear chain armor without penalties if they are normally unable to wear chain armor. They are able to wear plate armor without penalties if they are normally able to wear chain armor but not plate armor. Also a toggle skill. Through their skills at working around a forge, blacksmiths have developed a slight tolerance toward heat. They take reduced damage of 10% from fire-based attacks.
Level 11 Skill
Speed Forge: The blacksmith's role in an active situation usually demands that their teammates' equipment is kept up to shape. A broken weapon cannot hurt much, while broken armor will only spell trouble against a difficult foe. It is in this time that blacksmiths will prioritize speed over quality. By taking makeshift materials around them, be it metal fragments, ore, or even rocks, they quickly melt it down and fix up equipment for the time being. Proper repairs will have to be performed following the battle in order to prevent impurities from weakening the equipment's quality. Defense debuff effects are halved when this skill is used on a target.
Level 21 Skill
Armament Appraisal: A Blacksmith's knowledge of weapons is limited not by their ability to craft them, but to know the hidden qualities of the weapon that only the weapon itself would otherwise know. When Armament Apprisal is used and a weapon is held in their hand, the Blacksmith will be told the following about the weapon: a mental image of the last person to touch the weapon, the name of the weapon's crafter, the weapon's flavor text, and the names and effects of any enchants or reforges placed upon the weapon. This skill has a casting time of 5 seconds and no cooldown.
Level 31 Skill
Spirit Weapon: A Blacksmith who pours their heart and soul into a weapon is able to unlock its potential greater than anyone else. When the Blacksmith wields a weapon that they crafted themselves, the item level of the weapon is considered to be 5 levels higher during damage calculation. If the item would otherwise be raised to an item level past 90, it is capped at 90 and gains a +5% bonus to critical hits and accuracy instead.
Level 41 Skill
Adamantium: The Blacksmith's ability to reinforce metal equipment is unparalleled. This skill may be used on an item or any object made from metal. No matter how much damage is dealt to that item, it cannot bend or break for the next 10 seconds. If used on any metal armor, the item's level is increased by an amount equal to the Blacksmith's Level / 10 during defense calculation. If the item would otherwise be raised to an item level past 90, it is capped at 90. This skill has a casting time of 2 seconds and a cooldown of 30 seconds.
Level 51 Skill
Namesake: The Blacksmith's name among crafters is becoming more influential, giving their weapons even greater potential. If the crafter is in the same thread as someone wielding a weapon they crafted, its user will receive the effects of the Blacksmith's Spirit Weapon skill. If the Blacksmith is struck by an attack from an opponent that is wielding a weapon crafted by the Blacksmith themselves, the item level of that weapon is halved during damage calculation.
Blacksmiths can spend their time in a thread researching equipment upgrades. After the thread has been completed, the Blacksmith may post in the research thread and a Blacksmithing recipe will be made available to all players if it is deemed reasonable.
Sigilmaker:
Level 1 Skill
Seal of Aquarius: The Sigilmaker is able to create emblems which passively raises a target's stats for a short duration. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. When using this skill, the Sigilmaker must declare one of the following stats: Strength, Dexterity, Agility, Intelligence, Wisdom. The target will receive an Aquarius Sigil buff and the stat selected will be increased by 5% for the duration of the target's next post. Only one Aquarius Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Aquarius Sigil increases by 1 post.
Level 11 Skill
Seal of Pisces: The Sigilmaker is able to create emblems which passively changes a fighter's elemental properties. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. When using this skill, the Sigilmaker must declare one of the following elements: Fire, Ice, Lightning, Water, Earth, Wind, Darkness, or Light. The target will receive an Pisces Sigil buff and their physical attack damage will partially change to that type for the duration of the target's next two posts. Enemies weak to the respective element will take slightly more damage, while enemies resistant to the element will take slightly less damage. Only one Pisces Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Pisces Sigil increases by 1 post.
Level 21 Skill
Seal of Aries: The Sigilmaker uses their ability to temporarily extract an effect from an enchanted item to another. It has a casting time of 5 seconds and a cooldown time of 2 minutes. To use this skill, the Sigilmaker selects a reforged item in their inventory or a teammate's currently equipped item. Then, they select another target which will inherit the reforge for the duration of the next hour. This target must be the same item type as the donor item's (weapon effects only to weapons, armor effects to armor). If the target item has already been reforged, its reforge is swapped with that of the donor item's. It has been shown that a reforge can be placed onto a target's bare hand, essentially giving Monks the power of reforging effects.
Level 31 Skill
(Currently unknown.)
Inventory
Equipment
Armor: Make up whatever you want within reason. Item Level 100.
Left Hand: Make up whatever you want within reason. Item Level 100.
Right Hand: Make up whatever you want within reason. Item Level 100.
Accessory#1: Make up whatever you want within reason. Item Level 100.
Accessory#2: Make up whatever you want within reason. Item Level 100.
Accessory#3: Make up whatever you want within reason. Item Level 100.
Accessory#4: Make up whatever you want within reason. Item Level 100.
Inventory
List whatever you want within reason.