Fox Tail
Inactive Player
Gold:
Mechanic
Pathfinder
Guild:
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Post by Reynard on Jul 8, 2014 16:20:16 GMT
[attr="class","ws"] [attr="class","h"]REYNARD [attr="class","fc"] [attr="class","bi"]REAL NAME: Michael McDowell [attr="class","bi2"]REAL GENDER: Male [attr="class","bi2"]GENDER: Male [attr="class","bi2"]AGE: 20 [attr="class","bi2"]SEXUALITY: Heterosexual [attr="class","bi2"]FACE-CLAIM: nagi springfield, MAHOU SENSEI NEGIMA [attr="class","bi2"]PLAYED BY: Kaleidoscope [attr="class","h2"]Appearance [attr="class","b"]
Like most independent students, Michael is a bit messy in appearance not really putting much effort beyond looking not dirty. His red hair is in a dark shade and a bit too long if he were a working person. Thankfully he can leave it as messy and carefree as he wants... for now. The only problem he has with his hair is when it starts covering his eyeglasses while working. He has slight astigmatism and could possbily function without glasses but likes them as it makes him, in his opinion, look smarter.
Having done martial arts since he was young has given him a more toned and athletic body. Although, being on just barely the average height, he wishes he were taller for more reach and leverage. Clothing is not really a priority for him going with the mentally, if it fits well then it's good enough to wear but has a like for hoodies. He has a preference for orange colors but draws the line at neon colored.
In game, the most notable differences, being a Fox Tail, are the ears and tail/s. The tail and ears are the same color as his hair with the tail having a black tip. He chose the race because his dog was sitting on him while he was creating a character and had nothing to do with his curiosity of what having wolf ears and tails would feel like. Now though he is getting acquintated with his new extreminities.
[attr="class","h3"]Personality [attr="class","b"]
Michael main motivation is finding something interesting to do. Thankfully for him, interesting encompases a large amount of things from sports to reading to games to cloud watching. It means though waiting for something to happen or something to do is unbearable for him and causes his mind to wander.
To people he doesn't know, he is very quiet and reserved. To those he is comfortable with, he is blunt and snarky. At least you know his opinion on something clearly. When focused on something, he may become super serious and no-nonsense especially if it is important. He still looks at things halful and tries to keep a positive outlook on live as it is more enjoyable that staying depressed.
In-game, Michael is mostly the same and takes the role of a healer seriously. He is very proud of his ability to keep a party alive and in good fighting form. He is not a stranger to DPS or Tanking classes as he has done those before, but he feels strangely at home being at the back and letting his partymates take the glory of killing the monsters.
Now though, he sometimes thinks that he would be a bit more useful in being a Close-quarter combat type. He still knows being a healer is still, if not more, important since the Catastrophe, but he feels that he at least has some background in combat compared to most people. For know he tries to balance being able to heal and fight at the same time. Unknowingly, this conflict stems from the same want to help his friends better.
[attr="class","h3"]History [attr="class","b"]
Michael's life was fairly normal having grown up with a loving family and a not so dangerous environment. At school he had a habit of not really belonging to one “group” has he was intersted in anything and thus had no problems hanging out with almost every group. Except the Emo group as they were a bit depressing to be around. Academically, he was above average and rarely had problems understanding his lessons. The only reason he wasn't in the top of his batch was because he would sometimes focus on other stuff instead of school work. Thus with the normal life, Michael was a bit drawn to the stories that had extravagant settings. It was due to this interest that Michael got into RPGs and eventually into MMORPGs until he ended up playing in Elder Tale.
He mostly joined cause his brother was playing and it looked fun. A lot of his friends were apparently also playing the game already and made it easy for him to decide to keep on playing even after his brother stopped playing. He got into the role of the healer, mainly because his friends didn't have one and they didn't think it was as “cool” as the other classes. Nevertheless, he got into his role as a healer and discovered he enjoyed it. Although he doesn't understand why he should be wearing a white robe all the time like his friends joked.
Of course he may have regretted taking his normal life for granted once he was transported to Elder Tale. Torn between his desire to be able to fight for real and stuck as a healer, Michael tries to enjoy his new life and still do his best at whatever he is supposed to be doing.
[attr="class","h3"]Extra [attr="class","b"]
Family: 2 parents, 2 younger siblings
Blood Type: B
Slight Astigmatism (Absent from Elder Tale World)
Course: Mechanical Engineering
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[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Fox Tail [attr="class","bi4"]CLASS: Cleric [attr="class","bi4"]SUBCLASS: Pathfinder [attr="class","bi5"]CRAFTING CLASS: Mechanic [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"]Reactive Heal : 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. This skill has a casting time of 2 seconds and a cooldown time of 15 seconds. [attr="class","skill"]Anima Summoning Sphere: The Cleric harnesses healing energy in the form of a faint white vapor which swirls around in the shape of an orb. This skill magnetizes anima from the nearby atmosphere until it is fully generated, after which it will flash several times and heal the nearest ally. If a healing skill is performed by any character between the moment this skill is performed and the Cleric's next turn, halve the healing effect of that skill. The orb is then fully charged and will immediately heal a target. Otherwise, the orb will fully charge at the beginning of the Cleric's 2nd turn from the moment it is casted. Anima Siphoning is therefore often used in the presence of an enemy healer, allowing the Cleric to leech off the rival healer's hard work. This skill has a casting time of 1 second and a cooldown of 10 seconds. If Anima-Siphoning Sphere is currently active, it cannot be recasted. [attr="class","skill"]Holy Rampage: 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 10 seconds. This skill has a casting time of 0.5 seconds and a cooldown time of 10 seconds. [attr="class","skill"]Cardinal Rose: A skill that distinguishes a character's ability to be a good navigator. It is a toggle skill that uses a negligible amount of mana when it is activated, causing an icon of a compass to appear in the bottom right corner of the character's vision. As long as this skill is active, the character will always know which direction is north. This skill is particularly effective when exploring in uncharted territory. [attr="class","skill"]Magic Light: The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled. [attr="class","skill"]Healing Light: 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". This skill has a casting time of 2 seconds and a cooldown time of 8 seconds. [attr="class","skill"]Spellwalk: A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90. [attr="class","skill"]Sword Rain Flurry: The user pierces the target in rapid succession, usually amounting to an initial five stabs plus an additional one every 20 levels. Sword Rain Flurry is an adapted version of the Swashbuckler's Dart-Tack Target, only performed with the intention of damaging the target rather than simply diverting its attention. Despite its name, this skill can be performed with any weapon type although thrusting-type weapons often perform most optimally. Each strike deals a moderate amount of damage, but the main downside is that the user is locked into this animation until the move is completed. This skill has a total animation time of 3 seconds. Its cooldown time is 10 seconds. [attr="class","skill"]Divine Favor: A skill that temporarily removes all negative status effects on the user. Take note that this does not remove one's negative status effects, and can be called "damage postponement" of sorts. Although Clerics have the ability to clear oneself of all negative status effects in battle, it may put the rest of the party in imminent danger. It is for this reason that this skill is important for Clerics, particularly healers. Take note that this skill only affects status effects that are active on the user at the time of casting. This skill has a casting time of 2 seconds and a cooldown time of 15 seconds. [attr="class","skill"]Aura Saber: Swings the weapon around the user's body in a faint aura, then crashes it down upon the enemy. Multiple enemies can be struck by this attack by they are adjacent to the target. This skill increases targets' aggro on the user more than that of a regular attack. If this skill is used by Monks, the user will deliver an aura-enhanced swinging punch that delivers the same effects. This skill has an animation time of 0.25 seconds and a cooldown of 5 seconds. [attr="class","skill"]Healing Forge: An offensively-based Cleric's toggle skill that depends upon an aggressive battle style. It is one of the key skills that make up the Battle Cleric archetype. Upon striking the opponent with a weapon or shield, the Cleric's body will generate a small ring of life energy that appears and floats somewhere on the battlefield within 5 meters of the Cleric's current position. If the Cleric or a party member makes contact with one of these rings, it will heal them by a small amount. Naturally, the rate at which healing rings can be generated is largely dependent on the Cleric's attack speed. [attr="class","skill"]Disassembly: Toggle skill. Mechanics have a certain affinity with taking apart machines, so monsters that are mechanical in nature had better watch out. Mechanics deal 20% more damage to Machine-type monsters. They can also cancel buffs on Machine-type monsters upon a successful hit. [attr="class","skill"]Battle Perception: Toggle skill. Battle perception allows the Pathfinder to notice nearby monsters more easily by displaying their names and levels above their heads. It allows the Pathfinder to detect monsters about 3 meters further than a normal character, and is most useful for preventing ambushes. [attr="class","skill"]Positioning Ping: The Pathfinder concentrates mana to a single point until it collapses, pulsing outwards with a loud pinging sound in a sphere with the caster at the center. While this does not damage or reveal any foes, it grants the caster a fuzzy concept of the geography in a region of 5 meters around them. This ability is particularly helpful in areas of low visibility. If used inside a structure, it gives the caster an idea of the layout around them although range is decreased by 33%. Starting at Level 20, every 10 levels in Pathfinder increases the range of the skill by 2 meters. This skill has a cooldown time of 1 minute per use. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Growth Platemail by 黒: Lvl 10. plate armor made to replace starter armor. Has better protection but you will need to replace this as well soon. The name of the blacksmith "黒" is located on the shoulder. [attr="class","skill"]Left Hand: Starter Wand: :A one-handed starter weapon designed for novice adventurers, made out of cheap wood. Conducts magic better than a regular weapon but lacks any physical damage presence. You probably should get this replaced as soon as you can. . [attr="class","skill"]Right Hand: Faerie Blade by 黒: Lvl 10. A simple katana made of metal said to be mixed with one from the heavens. A good melee weapon for combat-type magic classes as it gives a minor boost to magic damage. 120cm, grey colored with the name of the blacksmith "黒" at the base of the handle. Effect: additional magic damage equal to half of an equivalent level magic weapon.
[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"] Starter Katana: A starter weapon designed for novice adventurers, made out of cheap iron. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can.
Starter Platemail: A basic set of plate armor made from cheap iron. They are not really too protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it.
Mysterious Helix - Level 40 quest item. An ancient fossil of a creature that lived long ago. Try bringing it to the Isle of Thule along with a well-prepared party.
White Parasol - Level 10 blunt weapon. It's a white umbrella that packs minor ability to harm enemies when folded up, but otherwise it's used mainly to shield against the sun. Its item level can be improved by upgrading it with a Tailor equipment craft. Reforge (unremovable): Reduces light damage by 25%, reduces water damage by 10%.
White Parasol - Level 10 blunt weapon. It's a white umbrella that packs minor ability to harm enemies when folded up, but otherwise it's used mainly to shield against the sun. Its item level can be improved by upgrading it with a Tailor equipment craft. Reforge (unremovable): Reduces light damage by 25%, reduces water damage by 10%.
Loaded Water Balloon - Level 10 item. Pushes a target backward with a burst of water when thrown. It has no effect on enemies with a resistance of Null Water or higher. This item has a cooldown of 1 minute.
Fledgling Adventurer Sword - Lv5 longsword. Prefix: [Fledgling]. Suffix: [Adventurer]. A basic and easy to use weapon, crafted with ordinary metal but seems to possess some sort of innate ability said to bring out the best in newbie Adventurers. Prefix [Fledgling]: - When under Level 10, increases the user's physical damage by 2 levels. - When under Level 10, increases the user's magic damage by 2 levels. - When under Level 10, increases the user's defense by 2 levels. Suffix [Adventurer]: - When over Level 5, increases the user's physical damage by 1 level. - When over Level 5, increases the user's magic damage by 1 level.
2 Subclass Change Tickets: Allows one's subclass to be changed, saving progress of the current subclass and starting the next subclass at either Level 1 or whatever level was left off. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
5 Skill Change Tickets: Allows a single main class skill to be switched with one at an equal or lower tier. Use this in the Market Center and specify that this item is to be removed from your profile inventory rather than your shop inventory.
Mentor Medallion: Lv1 accessory. A shiny medal worth 350 Gold if sold in the Market Center.
Mentor AP Potion: Raises a class or subclass's current AP by 5. Use it in the Market Center. Non-tradeable.
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[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Jul 9, 2014 6:29:32 GMT
Approved. Welcome to the Unfounded Kingdom.
You may now go ahead and start RPing by joining someone's open thread or creating your own. Feel free to drop by the chatbox or utilize the RP Discussion subforum to organize parties and ideas as well.
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