Post by Deleted on Mar 20, 2014 16:44:45 GMT
[attr="class","ws"] [attr="class","h"]Jojo Kaguya [attr="class","fc"] [attr="class","bi"]REAL NAME: Clair Sukura [attr="class","bi2"]REAL GENDER: Female [attr="class","bi2"]GENDER: Female [attr="class","bi2"]AGE: Seventeen [attr="class","bi2"]SEXUALITY: Bisexual [attr="class","bi2"]FACE-CLAIM: C.C., CODE GEASS [attr="class","bi2"]PLAYED BY: Jojo [attr="class","h2"]Appearance [attr="class","b"]Jojo has a thin smooth face with soft skin. The skin is elegantly smooth and not completely stretched out with the age that Jojo has. In all perspective, her skin is actually smoother than what her actual age lets on. The single pink colored scar that runs down the edge of her temple and down towards her neck revolves around a story. Jojo's cheeks are average in muscle tone and confined skin. Following the cheeks and the scar will both display the way her cheeks can blush at different times. When blushing, the cheeks will revolve to show lightened shades of red and darkened shades of pink. Making her cheeks reveal more to a story than she would like. The cheeks would normally be a flushed expression color that does not show very often in a normal person, then again, Jojo has never been a normal person. The girl's lips are plush with the girl's light shade of pink. The smile of demonic care naturally dedicates to secrecy. Demonic care for punishment can arise even when one is smiling and as such, this is an instance where she always smiles like that. Yet when not smiling and in the office her bored expression is just the strait line that does not curve up nor down at all. When frowning this shows as a disappointed look from one of such charismatic fortitude. Jojo's eyes are keen with gold tints from the oddity of golden hue. However, her pupils are oddly large for dilation as far as the science is concerned. A darkening of the pupil's colors can be equally frightening when seen as the anger fills in her face. Jojo's eyes are always gleaming around and searching for something to lay eyeful prey to. Her eyes are only the beginning, though when she decides to actually sleep in the night and go out in the day because you can barely see her pupils at all. Jojo's hair is dyed green from its natural blond hair color and straightened out to a nice glistening form. Her hair goes straight down to the small of her back detailing that it is indeed long. Her hair once was cut and no other time after. In addition, plenty of minor trims here and there. Her green hair is unnatural on many occasions by color alone. Her figure is very feminine, for it is now in admiration to most perverted fantasies. Her breasts are over average with the neutral size of C-cup. Her thin gut line comes from her small weight and tall height. She has long shaved legs that remain that way due to the painful waxing. Her skin tone is naturally tanned white to which you would see of the albino skin tone. The skin complexion in general is equal to that of a mother's. Through this, her figure is seen as a beauty that cannot be taken or had. As learned from her grandmother, one is to appreciate all forms of beauty. This lesson was taught when she learned to actually wear clothing that was suited for many different purposes. She wears kimonos most times when she goes out ranging in main colors of purple with accompaniment of pinks while her green hair color is pinned up in stylish buns. If she wishes to hide herself. However, when not in a kimono but int he presence of one she is serving, if anyone at all, she will wear what appeases them most, be it maid uniforms to types more appeasing even if degradational given her nature. [attr="class","h3"]Personality [attr="class","b"]Following a twelve point code of conduct, she normally can only see the result and the distance between can only be used by certain paths. The code deals with obedience and trust but also the bravery and friendly help she can give to people. She is a vineyard of not just livelihood but the release of knowledge and cooking skills as well. Personally, she sees conflict as not a problem but a good criticism theory that dockets one's opinion into the massive pool of civilization. She however feels strongly about many things as such to the degree of knocking herself out time and time so she does not attempt to end the agitation. There are two beings she does dislike though, even in online parties where fame is everything. One is the freeloader. This kind of person whom uses up resources and gives nothing back deserves nothing but due to her duties, she is more often than not forced to reconcile with this. Second are the petty crimes that the press do to idols. She has changed many times but yes, she does have some small fluke about her that cannot be fixed until of late in years and experience. Some of Jojo's worst topics of discussion insist on destroying those not equipped with something they may use to defend themselves. This means that when she views someone of just small talent, she sees them on their way, not as a bug to be squashed. Compassion is what fuels her day to day routine. She likes to cave, swim, hike, and kiss. The oddest bit of her is that she will kiss the most random people that could be seen. Her own fear is that her own life may end up hopeless and meaningless. This is due to one of her family killing themselves when they had a whole life ahead of themselves. The decision to kill one's self is one she discourages most while also being one that she could fully consume and in doing so, she wishes to be a part of something far greater than this one thing. Now along with this fear is the fear of becoming a merciless individual that no longer feels compassion for the younger and just starting out idols that could end her own fame with grace and hardship. [attr="class","h3"]History [attr="class","b"]Jojo has given most of her life to the culinary arts. This very tale of her life never once ended by the hardships of her child hood. Rather this life held a respectable meaning and would do so time and time again. Her childhood was the witness of her own parent's death after her mother passed in a car crash. Jojo herself still to this day never eats the day of her mother's passing while her father's passing day would be more so like a pass over to remember his wrong and a slow process of attempting to forgive him. Yet even though these things happened she found a joy in housework quite unlike most children when having moved from the United States and to Kyoto Japan where she lived with her grandmother. From her, she learned how to cook more foods while her grandfather actually taught her something about games, surprisingly he was a big time gamer. She was a naturally born chef where any chance to cook sweets or any foods non-sweet-like as well come naturally to her. This is something she enjoyed doing for quite some time and her grandparents both encourage her to continue on with cooking and learning it as much and as patiently as possible. Aside from this, she learned many tedious small skills such as polishing silver and brass, many glass cleaning skills, all while growing up. Due to the many clear styles of housework chores, she grew up with a semi disciplinary to equivalently lovely ways of going about her life all at normal styles. Gaming however as her grandfather taught her, easily enough led her to finding herself to love mmorpg's more than those of first person shooters that her grandfather helps create. Probably the most technically advanced grandfather, her cousins all love his designs while she finds herself not caring for the shooting capacities. [attr="class","h3"]Extra [attr="class","b"]Archaic Tattoos: The tattoos that cover Jojo's body happen to be those of red coloring along the forehead, shoulders, wrists, forearms, hips, and legs. These tattoos are all designed with floral tribal designs and look admissibly different as apposed to her green hair and golden eyes. |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Race of Ritual [attr="class","bi4"]CLASS: Cleric [attr="class","bi4"]SUBCLASS: Priestess [attr="class","bi5"]CRAFTING CLASS: Blacksmith [attr="class","h4"]Stats (DO NOT EDIT THIS SECTION) [attr="class","b3"] [attr="class","lt"] [attr="class","lt1"]character level [attr="class","lt12"]001 [attr="class","lt2"]subclass level [attr="class","lt22"]001 [attr="class","lt2"]crafting level [attr="class","lt22"]001 [attr="class","hm"]HP [attr="class","hm2"]---- [attr="class","hm"]MP [attr="class","hm2"]---- [attr="class","st2"]Strength [attr="class","st22"]--- [attr="class","st12"]+00 [attr="class","st2"]Dexterity [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Agility [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Intelligence [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Wisdom [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","rt"] [attr="class","h3"]Skills [attr="class","b2"] [attr="class","skill"] [attr="class","skill"] [attr="class","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. [attr="class","skill"]Holy Aura: A skill that places holy protection upon the target, lasting for an entire hour. Characters affected by Holy Aura recover from curse status effects twice as fast as usual. [attr="class","skill"]Reactive Heal: |Tier 1 - Cleric| The Cleric's starting restorative skill and regarded as the Cleric's signature skill. Unlike Heal that immediately restores hit points at once, Reactive Heal requires the target to receive damage to trigger this skill's effect. Reactive Heal's effectiveness in combat relies on the caster's level and the level of the skill itself, but it does not require the Cleric to focus on a single ally like in Heal, allowing the "Heal Walk" tactic to be employed. When activated, the ally becomes wrapped with a warm orange light as a visual effect. [attr="class","skill"]Cure: |Tier 1 - Cleric| A basic cure magic that removes negative status effects from a single ally. It consumes little MP and has the ability to remove negative status effects regardless of type, but higher skill ranks allow shorter casting times for this skill. Its effect is a pale blue light similar to that of Heal. The effectiveness of its cure effect may vary based on the level of the skill and the gap between the level of the user and the level of the monster which gave the status effect. [attr="class","skill"]Heal: |Tier 1 - Cleric| The most fundamental HP recovery magic of the Cleric and the root of all restorative skills of the Cleric. Although it grants a very high amount of HP, it is known for its long casting time and poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst Cleric skills. Beginners often look at Clerics based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most healers are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. [attr="class","skill"]Holy Rampage: |Tier 1 - Cleric| By charging their body with holy energy, the cleric violently releases a wave of mana. This creates a split-second barrier that pushes away all enemies and physical projectiles within three meters. In return, the cleric's mana is pushed into imbalance and requires a moment to recover; as a result, they cannot cast a healing spell for the next ten seconds. [attr="class","skill"]Martyr Spear: |Tier 1 - Cleric| One of the cleric's few offensive options. This spell takes three seconds to cast and causes a spear of light to appear in the air above the cleric. After the spear is ready, the cleric points at a target. The spear will promptly head towards the target's position at a high velocity and strike the opponent with light-elemental damage. While this skill has a decently long range, it becomes naturally easier to dodge the farther away the opponent is. [attr="class","skill"]Healing Light: |Tier 1 - Cleric| Heals injuries by shooting a white light with a hexagram shape from one's fingertips. The amount of HP it heals is small compared to Heal, but it generates minimal Hate and only consumes a small amount of MP, as well as having short casting and cooldown times. It can be used to heal minor wounds and emergency healing, and is often used alongside primary restoration spells to supplement one's healing capabilities. In large-scale battles where many Clerics are organized, Healing Light can be "showered" on a single tank. Because of its utility, players regardless of level are dependent on the use of this skill. Among its popular nicknames are "Do Your Best Heal" and "Crossroad Heal". [attr="class","skill"]Resurrection: |Tier 1 - Cleric| A fundamental resurrection magic for low level healing classes. A Player is transported to a nearby Cathedral when its HP becomes 0, but can be revived before this could happen. Resurrection has a long casting time, consumes a lot of MP, and the target must not make contact with anything else during casting, making this skill very difficult to use during combat. Aside from this, it shares cooldown times with superior resurrection skills, narrowing down its usefulness in battle even more, causing many players to refrain from using this skill. [attr="class","skill"]Saint Channeling: |Tier 1 - Cleric| The cleric becomes immobile while performing this skill and cannot perform any other skills while this skill is in effect. Every few seconds, all party members within the immediate vicinity will gradually regenerate their HP as long as the cleric continues to cast this spell. It is interrupted as soon as an opponent lands a direct hit on the cleric, so party members should be ready to defend and interpret hits meant for their teammate. [attr="class","skill"]Miracle Mine: |Tier 1 - Cleric| A light-elemental spell. After performing this spell, the ground beneath the player's current position will light up with a white glow. If an opponent were to step on this aura, it immediately reacts and strikes the target with a bright small-scale explosion. Alternately, the user can trigger a manual activation by snapping their fingers. If multiple mines are present, they will be triggered based on the order they were set. After about five minutes, the mine will naturally dissipate on its own, however. [attr="class","skill"]Blood Transfusion: |Tier 1 - Cleric| A toggle skill that is particularly effective in a desperate situation. By tuning into the essence of their own life force, a devouted cleric may risk their own life in order to save an ally. Using this ability, the cleric can use their own HP as if it were their MP. Spell costs will now take half the caster's HP and half the caster's MP to perform. If MP is completely depleted, then it will be cast fully from HP. As long as this skill is active, the cleric cannot target themselves with healing magic. [attr="class","skill"]Speed Forge: |Tier 1 - Blacksmith| 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. [attr="class","skill"]Soul Revival: |Tier 2 - Cleric| The Cleric's devotion toward saving their teammates can be the key factor that will prevent a party's collapse. By gathering together the anima from the surrounding area, the Cleric infuses this energy at a large burst into the target's body, causing the target to flash with a golden light for a moment. Soul Revival resurrects an ally with 20% of their turn and places a passive healing buff of 10% per turn for 3 turns. It has a cooldown time of 1 minute. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]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. [attr="class","skill"]Left Hand: Holy Sword: Selene - A blade shaped in that of a wakizachi, this blade is a three foot long katana utilized better for defense than any offensive due to the lack of range. However, due to the shortness in size yet the same amount of material used as a regular sword, the durability of this weapon is formidably the same as it's longer counterpart. This blade has a holy shine to it when catching the light where the appearance of a sun's light seems to reflect constantly. Deals minor Light damage on strike. [attr="class","skill"]Right Hand: N/A [attr="class","skill"]Accessory#1: Leave blank [attr="class","skill"]Accessory#2: Leave blank [attr="class","skill"]Accessory#3: Leave blank [attr="class","skill"]Accessory#4: Leave blank [attr="class","h3"]Inventory [attr="class","b2"] Sarum Map 6 - A torn piece of an old map. It seems to emit a weak magnetic energy due to the presence of mana within the cloth, magnetizing itself to other map fragments. Maybe if you combine Fragments 4-6 together, something might happen? |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. Fairy Gate Pass: The First World Fraction - A map completed by combining Fragments 7-9. Offer it up at the inactive Fairy Gate near Stonehenge along with up to 4 other party members to revisit a lost memory. |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY |
Coded By Archetype=Luna
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