Post by Franny Stein on Oct 8, 2014 4:01:34 GMT
[attr="class","ws"] [attr="class","h"]Franny Stein [attr="class","fc"] [attr="class","bi"]REAL NAME: Cathlene O' Hara [attr="class","bi2"]REAL GENDER: Female [attr="class","bi2"]GENDER: Female [attr="class","bi2"]AGE: 29 [attr="class","bi2"]SEXUALITY: Heterosexual [attr="class","bi2"]FACE-CLAIM: Illyasviel Von Einzbern, FATE/STAY NIGHT + UNIVERSE [attr="class","bi2"]PLAYED BY: Franny [attr="class","bi2"]FACTION: Adventurer [attr="class","h2"]Appearance [attr="class","b"] In spite of her actual age in game, since The Calamity, Cathlene carries with herself the appearance of a young child. Pale, long-haired, round-faced, and with a pair somewhat large red eyes, Franny has a kind of fragile, cherubic, look with elements of the otherworldly. Her runes as a member of The Ceremonial Tribe have a tendency to be covered by her robes, but will glow red like sorcerous veins of power when she exercises more strenuous magic. In line with her choices as an "Undead Type" Summoner, her tastes in clothing tend to bear a stylish take on the classic necromancer look. Generally housed in caster-looking robes, she has a taste for hooded cloaks to accent and cute skull imagery. Generally unsatisfied with fickle look of passing gear, Franny finally saved up to splurge on a variety of less flashy vanity gear. In posture, Franny typically carries herself cautiously, experienced mmo veterans might see her uncertain and inefficient movements as the mark of a newbie. Even so, Franny seems to bleed a kind of survivor's confidence on her expressive face usually lined with a grimace. Franny is in essence a person caught between two characters and two bodies. Her subconscious and sometimes rapid switches inbetween different body languages can sometimes serve to be a bit awkward. [attr="class","h3"]Personality [attr="class","b"] A slow starter that always winds up taking things more seriously than everyone else. Carries a sense of the 'anything goes' and 'to hell with it' mentalites, the sort of being that has a habit of getting carried away. Rather than carrying the understandable excuse of having a bipolar mentally, she instead carries an inexcusable kind of hot-cold personality in which if she isn't enjoying herself her mood can be expected to turn dower. A victim of self-repression, her new form has given her ample opportunity to explore a more carefree side to her demeanor that is hesitant to materialize. Likely to think "We look like idiots," opportunities for experiencing the burning passion of youth blaze by her as she frowns feeling a bit jealous. A phlegmatic disposition on the verge of melancholy in times of stress, it can be fun to see her flip-flop between her childish naivete as a newbie and her more adult, restrained, disposition. Likely a very funny drunk and something of a cry baby in secret. In spite of all of this, her mature side can be very cool. Students might think "You can do it Professor!" While silently cheering her on in a large auditorium- style lecture hall. At the root of her core is a spirit anxious to prove herself a master of any setting because otherwise she might grow nervous facing uncertainty. An admirable hard worker who hates hard work and someone whose luck only ever seems to hinder. It might be said that her only real admirable fault is that she would rather win aesthetically and with a personal sense of flair. She feels that there are no rules on the battlefield and expects everyone to take responsibility for their own actions. Just know that if she's being a nag, it's only because she cares about your future. Ultimately the kind of person who could be forgiven for cheating because it serves to give them a fair chance. [attr="class","h3"]History [attr="class","b"] A doctoral candidate of literature and native resident of The Republic of Ireland, Cathlene invested in Log Horizon mainly in the interests of experiencing the world through travel. Firmly rooted to her college of residence with little in the ways of extravagance, the half-world project carried its appeal as an accessible diversion mingled with a sense frontier excitement. Claiming that "In the interests of an authentic experience, a half-sized world should only logically allow a half-sized person to experience it as a full-world project!" Cathlene effectively rolled herself as a child. Perhaps in a lot of ways, Cathlene, now Franny, might be deluding herself. Aware that she is starting to get on in her years, and yet still remains in school, it is likely possible that she yearns for a youth she feels she sacrificed. All her friends are married now after all, and she has little time for a varied personal life that doesn't revolve around the prospects of teaching and studying literature. Cathlene would be lying if she stated she regretted her life choices, but to her, was the appeal of an online game not the fact that you get to take a little break from yourself? Choosing Summoner, because the prospect of allies seemed reassuring, she leaned toward the more "gothic" choices in skills because she found their atmosphere and sense of genre interesting. In light of the recent Calamity, her skills now carry a different sort of feel, no longer just a game, the terrifying atmosphere of her abilities is something that she's been slowly coming to terms with. The possible implications of what she controls is something that never ceases to buzz in the back of her mind. [attr="class","h3"]Extra [attr="class","b"] Birthday: June 26th Sign: Cancer Likes: Sleepy towns, Ghost stories, Cool breezes, Sunsets, Books, Dislikes: The English (jokingly) Habits: Naming and renaming things. Wish: To never face adversity. Greatest fear: Being completely helpless, Failing to live up to expectations, |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Ceremonial Tribe [attr="class","bi4"]CLASS: Summoner [attr="class","bi4"]SUBCLASS: Idol [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"]Fireball Pitch: A quick and easy fire-based magic spell, summoning a small fireball in the palm of one's hand. It is warm to the touch when handled by the caster but burningly volatile when thrown. A successful direct hit inflicts light fire damage to the target. Unlike other spells, it is manually thrown at targets rather than automatically flying toward them. This comes with a number of benefits and disadvantages. Obviously, this skill requires accurate aim and dexterity. On the other hand, it provides for customized control and timing and its projectile speed is increased when thrown with high velocity. Due to the aesthetics and nature of this skill, Adventurers often throw these fireballs as if they were baseballs. Rumor has it that such a baseball tournament was started in the North American server as a peacekeeping event. This skill has a casting time of 2 second and a cooldown of 5 seconds. The cooldown is increased to 10 seconds if used by a non-mage class. [attr="class","skill"]Mythic Script:A toggle skill that uses a negligible amount of mana when it is activated. A skill that allows characters to write messages using pure mana. This message normally lasts for roughly a day before dissipating into the atmosphere. However, if the message is not exposed to the elements, such as within the bindings of a book, it is possible to preserve a message for months or even years. Taking this skill allows one to see these messages as well, for they are normally invisible to the untrained eye. It has been hypothesized that Ancient Age grimoires are composed from prayers and incantations written in mana onto paper that has been specifically designed to preserve its presence. Keep in mind that although this skill allows one to read writings in mana, it does not help with comprehension. [attr="class","skill"]Summon Follower - Skeleton: Undead-type Earth elemental follower. Summons a skeleton soldier which appear to bubble up from the very earth. Deals physical damage and are equiped with shields, weapons, and partially armored in rusty gear. It is possible to equip the skeleton with better gear that remains equipped when desummoned. Skeleton's personality type is Docile toward its Summoner and Aggressive toward all enemies. This follower takes 2 seconds of cast time to summon. [attr="class","skill"]Heal - Tier I Skill The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers 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 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. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds. [attr="class","skill"]Castling Tier I Skill Much as one would protect one's own king by switching its position with a nearby rook in a game of chess, Castling follows a similar convention. It is an emergency skill that instantly switches the places of a Follower and the Summoner. Castling cannot be used in combination with Soul Possession. This skill has a casting time of 1.5 seconds and a cooldown time of 10 seconds [attr="class","skill"]Reinforcements: Tier I Skill Considering the intricate contract that binds a Follower to a Summoner, the conjuring of these mystical creatures takes some time. Naturally, while in the heat of battle, this necessary time can feel like an eternity. Reinforcements is a skill that was designed to ease this wait time and quickly summon a new Follower during urgent situations. The next "Summon Follower" skill cast by the Summoner will have an instant cast time. However, the summoned Follower's stats will be reduced by 25% for the first 10 seconds after it is summoned. This skill has no cast time and has a cooldown of 60 seconds. [attr="class","skill"]Spellwalk: Tier I Skill. 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"]Magic Light: Tier I Skill. 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"]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"]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. [attr="class","skill"]Showtime!: The Idol raises their arm in the air and causes a spotlight to shine upon the target. This spotlight starts at 2 meters above the target's height and stretches down to cover their body within its radius. When Showtime! is in effect and used in a battle, any characters standing underneath the spotlight will have their aggro temporarily increased. Enemies that do not rely on vision to detect targets are unaffected by this skill. If it is used on a crafter in a crafting thread (cannot be a speed craft), the light serves as inspirational support and can be applied as a Production Bonus, increasing the final level of the craft by 1. This bonus can only be applied once per thread per character. Items cannot have their levels increased past Level 90 by this effect. If it is used in any other context, this skill can serve as a temporary light source. The spotlight is stationary and does not move, so it is fairly simple for an enemy to escape from attention. Showtime! has a casting time of 5 seconds, a maximum range of 5 meters, a duration of 30 seconds, and a cooldown time of 60 seconds. [attr="class","skill"] [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Starter Chainmail: A basic set of chainmail armor made from cheap iron. 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: 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. [attr="class","skill"]Right Hand: Free [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"] Trickster's Hat: Lv10 vanity clothing. A pumpkin-shaped hood of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically. Trickster's Robe: Lv10 vanity clothing. A raggedy black robe of the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically. Trickster's Cape: Lv10 vanity clothing. A vampire-looking black cape with red lining, belonging to the Trickster. While he never revealed him in the end, he leaves behind the spirit of Halloween. Part of the Trickster Set. - 1 Trickster Vanity Item: A small orange pumpkin animation floats about the user, spinning around their body aesthetically. - 2 Trickster Vanity Item: A small orange laughing jack-o-lantern animation floats about the user, spinning around their body aesthetically. - 3 Trickster Vanity Item: A small orange laughing jack-o-lantern animation, covered in purple flames, floats about the user, spinning around their body aesthetically. Purple Mirror Shard: Let loose a fragment of your nightmares. When this item is used, select a target within 10 meters. That target gains the [Fear] debuff for 30 seconds. When affected, the target's animation and casting times are increased by 0.5 seconds. This debuff is considered a Mind debuff. Usable once per thread. The Jankers Shankers (Level 1 Dagger) This jank is the best shank once fell a gank all the way to the bank let's be frank this jank is swank -F.S. Shotel (Level 1 Sword) X2 A reverse-curved hook sword with a design hailing from the vague east. Nearly impossible to defend with or against. -F.S. ZEUS (Level 1 Short Sword) A strangely zig-zagging machete of surprising durability. Features an impressive thrust worthy of its namesake in its capacity to slither violently through the body with all the wild abandon of a lighting strike. Features not included: Turning into a swam, Making it with the ladies. -F.S. Laugh-Toothed Moon (Level 1 Katana) A rough looking eastern sword commonly worshiped as the katana. Its waggly curving blade reminds one of the uneven night tide slapping the beach until it tapers toward a sudden and abrupt ending of an opposite angle. Like a nail awaiting a hammer or the butt of some cruel joke, the point of this weapon caters toward an all in approach of a crashing downward slash. It would take a master smith to craft a sheathe for this blade which could be a comment on the nature of the warrior or on the wantings of the original smith. -F.S. The Business Man (Level 1 Mace 1H) A stab-mace. The ugliest, most practical, weapon in existence if only one is strong enough to wield it. Bashes, slashes, and thrusts all with the flick of a muscley forearm and oversized wrist. Essentially a mace with a straight sword continuing out the end like some merry-go-round riding prop of death. -F.S. Galaxy Hammer: The Iron Ones (Level 1 Double Flail 2H) Two spherical maces linked by a large welded on chain creating an image that is totally not compensating for anything. Named for the fact that this dual-assault capable weapon seems to orbit around the wielder like a pair of revolving moons. Capable of high blunt force trauma it takes both strength and skill to fully utilize this ode to centripetal force. -F.S. The Wheel of Misfortune (Level 1 Polearm 2H) A grim reminder that everything dies, in this case, by multiple swords arrayed like overextended spokes upon a wheel. This vehicle of trepidation solicits massacre on all angles and is just as likely to wound the wielder as the enemy. A handheld weapon of mass destruction, the handle can serve as an axle to rotate the monstrosity. -F.S. The Teacher (Level 1 Mace 1H) A long, thin, dark, iron rod. Almost like an overlong sword but left unsharpened and with a flat, blunted tip. Rather than a cumbersome handguard, the weapon instead opts for the simplest of crossguards with an additional simple cloth-wraped grip located just below. Light, flexible, and capable of combat at the highest speeds with a more than respectable reach, this is a weapon of many advantages burdened only by the fact that its damage rating is somewhat low. Essentially a weaponized iron ruler. -F.S. Gravitas: The Black Bisector (Level 1 Sword 2H) A comically large sharpened iron wedge that cuts as much through weight as edge. A divider of impressive force, only the absolutely strongest of warriors could hope to wield this force of nature. A thing in a class of its own, it is as much a sword as it is an axe or semi-truck. [Pure Strength Build only]. -F.S. Walpurgis Mart Sign A rod iron sign that depicts The North Star illuminating a skeletal arm holding up a craftsman's hammer in salute. Signed "Walpurgis Mart" in fine crescent cursive below the rounded out picture. -F.S. The Tome of the Mad Arab [Lvl 1 Grimoire] The book seems to know more than it should, and extreme caution should be taken, lest ye wake the unknown darkness that lies within, for that is not dead which can eternal lie. And with strange eons even death may die. As you flip through its pages, it seems to hold more than it physically should. |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY |
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