Post by Nyumo on Jan 27, 2015 9:44:06 GMT
Nyumo
Character Info
REAL NAME: Anja Avery
REAL GENDER: Female
GAME GENDER: Female
AGE: 20
SEXUALITY: Bisexual
FACE-CLAIM: Nyumo , OC
PLAYED BY: Scarfy
RACE: Wolf Hair
FACTION: Adventurer
Appearance Quick Ref: Appearance Nyumo being the feisty munchkin she is stands around 5'3" tall and though she is as petite as she is in stature, she is exceptionally fit. Her body shape is rather unenthusiastic with little curvature to her torso and hips making her appear more childlike than womanly. She has a horizontal scar across the bridge of her nose, as well as facial markings extending across her cheeks from her jawline as well as marks coming down from her hairline. Her hair is pure white and thick, with the bangs hang off to the sides, as well as tied tight in the back to fall between her shoulder blades. It is very rare for her to change her hairstyle, she is a creature of habit and does what she can to keep to one view. She also has muted purple for the color of her eyes. Her attire is typically showy and unbound by modesty. The scarf around her neck never leaves her side no matter what the change in her clothes may be. The pattern all over it is dog treats. | Personality Nyumo would most likely be an EITJ Confident, boisterous, and playful. She is a fireball of energy and will try to bring out that same energy in others. Habitually stubborn, it takes a great amount of effort and mental strain to get her to change her mind once she's got her heart set on something. Nyumo has a horrible nature of being super flirtatious as well as being a huge tease. Tending to string along persons of interest to their breaking point and popping the bubble to see the fireworks. Despite this, or maybe even because of it, she has a hard time actually conveying her true feelings towards another. Ending up being more reserved and stand offish with them. Always boisterous and outspoken, she tries to be the center of attention as much as possible. Constantly trying to prove her worth and usefulness to those around her. Her greatest fear is inadequacy in her strengths and being left behind. Something to watch out for is her habit to drink and gamble. These combined with her need to come out on top tends to lead to black eyes and empty pockets for someone. As loud and forthright as she can be, she tends to conceal her personal life and faults. The only person she is comfortable speaking freely with about this is her best friend Burai who she came to the game with. |
Extra
Nyumo is Ambidextrous but prefer's to hold with her right hand.
Her physical appearance is almost a carbon copy of herself in real life, except she isn't as fit as her avatar
Her physical appearance is almost a carbon copy of herself in real life, except she isn't as fit as her avatar
Biography
Anja grew up in a particularly well off home, she spent a majority of her early youth in the suburban neighborhood of her city.She got along well with her peers and she planned to stay with them and go to the same colleges when they got older. That was all turned over on her head when she was in her early teens and her parents got a new job in a distant part of the country effectively breaking off the anchors she'd set in place.
In her new residence she found it completely foreign and inhospitable, unable to cope with the changes she secluded herself from her peers and barely made any attempt to acclimate to her new home. Her parents worried at the sudden change in their little girl, tried to find ways to get her to interact with others again to no avail. Over time she had come across a person who put forth the effort to break through the impenetrable walls she'd held up and started to return back to some semblance of normal. This new friend showed her a different side of the world she was in, showing her she can meet people in a different medium and be who she wanted to be again.
He introduced her to the world of mmo's and she suddenly blossomed into a completely different being, the once reserved and secluded girl was loud and jovial. She became so engulfed in this new place that she could be said to live and breath the worlds she played on. They spent their time bouncing from one game to the next, always making a new life for themselves while still retaining the characteristics that made them who they were now. Eventually they heard about the game Elder's Tale, it was one of the longest standing mmo's available and it was finally coming to them. Unable to contain her excitement she pre-ordered both of their copies and downloaded everything as soon as she could.
Inventory
EQUIPMENT
Left Arm N/A | Armor Leather Armor Proficiency | Right Arm Standard Two-Handed Nodachi |
Accessory #1 | Accessory #2 | Accessory #3 |
Accessory #4 | ||
Vanity #1 | Vanity #2 | Vanity #3 |
CLASS SKILLS
Main Class: Assassin
Fatal Ambush:
Tier I Skill
Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly. This skill has an casting time of 5 seconds before it may be used. When it is used, Fatal Ambush has an animation time of 1 second and a cooldown of 60 seconds.
Tier I Skill
Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly. This skill has an casting time of 5 seconds before it may be used. When it is used, Fatal Ambush has an animation time of 1 second and a cooldown of 60 seconds.
Quick Draw:
Tier I Skill
A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise. This skill has an animation time of 1 second and a cooldown of 15 seconds.
Tier I Skill
A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise. This skill has an animation time of 1 second and a cooldown of 15 seconds.
Shadow Bind: Tier I Skill
Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely. This skill has a casting time of 3 seconds and a cooldown of 45 seconds.
Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely. This skill has a casting time of 3 seconds and a cooldown of 45 seconds.
Fall Defense Tier I Skill
A toggle skill that is acquired by the character's natural reflexes and physical coordination. By knowing the most effective ways to recover from a fall while sustaining as little damage as possible, these characters take 20% less damage from fall damage occurring from falls at heights of 3 meters or higher. This reduction changes to 30% when the character reaches Level 30, 40% at Level 60, and 50% at Level 90.
A toggle skill that is acquired by the character's natural reflexes and physical coordination. By knowing the most effective ways to recover from a fall while sustaining as little damage as possible, these characters take 20% less damage from fall damage occurring from falls at heights of 3 meters or higher. This reduction changes to 30% when the character reaches Level 30, 40% at Level 60, and 50% at Level 90.
Fireball Pitch Tier I Skill
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.
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.
Parry Tier I Skill
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
Roleplay Class: Acrobat
High Jump: Passive. One of the most basic tricks of the Acrobat's specialty is their ability to jump greater heights than any average person. The Acrobat's maximum jumping height is doubled. While this skill might seem otherwise mundane, it can allow one to reach places that would be difficult for many others.
Crafting Class: Blacksmith
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.
Change Log
01/27/2015 -- Fixed an error in the code making it illegible for grading for acceptance.
Coded By Saber of L33T T3@M