Post by Seth Alexander on Mar 23, 2015 9:12:54 GMT
SETH ALEXANDER
Character Info
NAME: Seth Alexander
GENDER: Male
AGE: 11
SEXUALITY: Heterosexual
FACE-CLAIM: hyuuga mayuki, SUTEKI TANTEI LABYRINTH
PLAYED BY: Mercurian
RACE: Half-Alv
FACTION: Person of the Land
DISTRICT: Black
Appearance Seth was not commonly seen within the streets of the Black District, and his appearances there were too few to be considered noteworthy, if the people who saw him even knew who he really was. But for those people who really want to seek him, some of the people who remotely knew him would point towards a tea shop and cafe within the downtown of the Black District. The one who tends to the orders of the people at the front of the counter of the shop was a boy of eleven years of age with short blond hair and sapphire eyes, standing at 4'9", short enough that he had to stand on a stool to tend to the brewing of the coffee, which was his only main problem in the shop. His facial features were very tender, without scars or blemishes, and the radiance of his face would heighten when he would smile, which he always did. His body was of a lithe build, but not too thin. His choice of clothes were very much varied, but in the rare times when he was out on the streets he could always be seen wearing a brown coat over anything he wore that time. | Personality Seth had a very timid and shy personality; he would not dare open a conversation with someone whom he did not know yet. But when someone wanted to talk with him, he was very cordial and welcoming, his smile beaming as he was thinking that he had found a potential friend. That said, he was very friendly towards others, and he gave his whole heart to maintain those friendships, without even thinking that the other person might turn up as an enemy in the end. But he was not afraid of that grim prospect, since he knew that it would turn for the better in the end. He was also a very gullible person, much more in social conversations than in his actual line of work, which would be discussed later. When he knew that danger would imminent, he would plan ahead to minimize the danger that could overcome them. He always erred on the side of caution, but sometimes prolonged amount of catcalls would get the better of him. But what could be called his strong point was his determination and drive to finish things off. Even when all odds were stacked against him, he would not be daunted, and would do everything that he needed to do to finish the assignment and come back alive. |
Extra
Seth was a right-handed person, although he sometimes uses his left hand for work that needed a dominant hand.
Level 15 Druid, Level 30 Fortuneteller, Level 15 Brewer
Level 15 Druid, Level 30 Fortuneteller, Level 15 Brewer
Biography
In the eastern part of the Black District was a wooded area, the foliage in there being dark-green with a background of jet black tree trunks of the trees planted in the area. The rumors of it being a haunted forest with a lot of people being lost there and had not returned had basically made people not enter that area. Within the clearing of the area could be found a small mansion which seemed to be abandoned. A few knew of the mansion, but never knew that there might be someone living within it. That mansion was the house of Seth Alexander, and of a small retinue of servants with him.
Seth was the only son of mining magnates Finn Alexander and Margaret Wolcott, who went missing after the ship that they boarded never reached its destination. It was never known why Seth was assigned on a life within the Black District, but Seth's father was also from the Black District who went from rags to riches after he discovered that the parcel of land that he inherited was really a gold mine. Maybe Finn wanted his son to experience the life within the slums where he lived, but since Finn went missing, it was not known for what purpose did he place the only son of a mining magnate into a den of criminals. But nevertheless a small sum of money went in Seth's possession after he turned 10, with which he bought an area of land within the Black District downtown and made the place into a small tea shop and cafe. As he saw the life of the people within the slums, Seth then realized a part of the reason why his father left him in the slums of the Black District instead of the other districts. Realizing that the people here were powerless to defend themselves against the oppression of people mainly from the Blue District, he then decided to become the defender of the masses when it comes to disputes between the rich and the poor, as well as matters of justice. The tea shop then became the haven of intellectuals arguing their cause with other intellectuals, as well as the place where the poor working class could find their rest.
Seth was the only son of mining magnates Finn Alexander and Margaret Wolcott, who went missing after the ship that they boarded never reached its destination. It was never known why Seth was assigned on a life within the Black District, but Seth's father was also from the Black District who went from rags to riches after he discovered that the parcel of land that he inherited was really a gold mine. Maybe Finn wanted his son to experience the life within the slums where he lived, but since Finn went missing, it was not known for what purpose did he place the only son of a mining magnate into a den of criminals. But nevertheless a small sum of money went in Seth's possession after he turned 10, with which he bought an area of land within the Black District downtown and made the place into a small tea shop and cafe. As he saw the life of the people within the slums, Seth then realized a part of the reason why his father left him in the slums of the Black District instead of the other districts. Realizing that the people here were powerless to defend themselves against the oppression of people mainly from the Blue District, he then decided to become the defender of the masses when it comes to disputes between the rich and the poor, as well as matters of justice. The tea shop then became the haven of intellectuals arguing their cause with other intellectuals, as well as the place where the poor working class could find their rest.
Inventory
Ceremonial Mace: Level 15 Two-Handed Blunt Weapon. This 5-foot bulky iron ceremonial mace bears the seal of the Alexander family. When it would be needed to implant the honor of the whole family onto the enemy in a single hit, this could come in handy.
Spear of the Anima: Level 15 Two-Handed Spear. This 7-foot steel-headed wooden long spear is imbued with the power of the anima concentrated from the primal energies of the animals surrounding the user in every thrust.
EQUIPMENT
Left Arm N/A | Armor Traveler's Cloak: Level 15 Cloth Armor. A light-brown woolen cloak, designed to be used for travelers. It offers decent protection against the elements, as well as tough enough to withstand blows and slashes. | Right Arm Branched Staff of the Divine Tree: Level 15 Staff. This staff looks as if it was sawed directly from a divine tree. But its leaves, which were still green even after they were disconnected from their source, emits a special aura that taps into the nature surrounding it to make every healing effective. |
Accessory #1 Emblem of Perception: Lv30 accessory. A crest of the Lune Seaport, given out to those who wish to expand and improve their profession. When equipped, it allows wearers to equip weapons and armor up to the level of their roleplay subclass's level rather than their main class level. | Accessory #2 Leave blank | Accessory #3 Leave blank |
Accessory #4 Leave blank | ||
Vanity #1 Leave blank | Vanity #2 Leave blank | Vanity #3 Leave blank |
CLASS SKILLS
Main Class: Druid
Cure Bloom: A low-base burst healing ability that releases a thin pink mist with the fragrance of flowers. While it is a little weaker than the Heal spell, its quick casting speed and low cooldown makes it a very utility skill for keeping up dedicated healing on a party member. If the target is currently affected by a healing over time spell, this skill heals twice as much HP. Additionally, if the target is affected by any type of poison effect when this spell was cast, the poison's duration is reduced by 5 seconds. The aesthetic effect of this skill also makes it a nice ability to have when cleaning a room, too! This skill has a casting time of 1.5 seconds and a cooldown of 8 seconds.
Earthbeat Healing: Heartbeat Healing, in the form of a full party regeneration ability. It covers the target in a sparkling blue light. Understandably, it has a longer cooldown and a slightly lower efficiency than its single-target counterpart. However, it can be stacked with Heartbeat Healing to create a steady rate of healing over time. Be careful, as this skill attracts a high amount of aggro from opponents. This skill has a casting time of 4 seconds, a duration of 20 seconds, and a cooldown of 45 seconds.
Heartbeat Healing: One of the Druid's signature healing spells, Heartbeat Healing is a spell that covers the target in a sparkling green light and delivers gradual HP regeneration to the target every few seconds. It is the primary and most potent spell of the healing core, with many other healing spells rotated in between. This skill has a casting time of 2 seconds, a duration of 20 seconds, and a cooldown of 30 seconds.
Nature Revive: A revival skill on par with the Cleric's Resurrection skills. It can only be used if the target has only been incapacitated within the last 10 seconds. This skill will bathe the target in blue light and resurrect them with low HP. There is also a slow HP regeneration effect upon revive. The only downside to this ability is that a target cannot be revived again by this skill for 2 minutes, so the party should quickly support them back up to a safe state as soon as possible. This skill has a casting time of 5 seconds and a cooldown of 90 seconds.
Familiar: Alraune: A summoning ability usable by the Druid class. This summons an Alraune, a toddler-sized sprite resembling a girl made from flower petals. Alraunes usually perform a passive support role by placing pollen and powder onto targets to slow down their movement speed. However, they can also use this trait for an offensive support use by attacking the opponent and manually placing these spores on them. If enough spores are placed on a target, they may even be stunned for a few moments. The Alraune's offensive powers are very lacking, though, so a tank will usually be necessary if one were to go this route. The Alraune's abilities and appearance becomes more impressive as the skill ranks up, transforming into a beautiful flower-bodied girl. When a Familiar summoning skill is used, any Familiars currently active are canceled.
Heal: 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..
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.
Level 16 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 16.
Level 19 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 19.
Level 22 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 22.
Level 25 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 25.
Level 28 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 28.
Level 31 Tier II Skill: A skill slot that can be occupied with either an Adventurer or Main Class skill. The skill may be either a Tier I or II skill. Unlocked at Level 31.
Roleplay Class: Fortuneteller
Prediction: The fortuneteller is able to see into the future and predict certain situations. This skill allows them to survey an area of radius 5 meters from their current position. All monsters that will spawn within the next 5 minutes will appear as semi-transparent figures with timers above their heads showing their spawn time. This information is only visible to the Fortuneteller. While some Fortunetellers use this as a way to avoid trouble, there's been a number of field boss hunters who like to have one with them so that they can predict the incoming monster and make preparations.
Prophecy: The fortuneteller declares the name of a skill while in combat with an opponent, at which the skill's icon flashes above the fortuneteller's head. If the opponent uses that skill within the next 20 seconds, then the fortuneteller and their party members receive minor healing. Against an opponent with predictable combat patterns, this skill can serve as a helpful sustainer. Prophecy wears off after a successful declaration, and its cooldown time is 40 seconds from the moment it is used.
Fortuna's Blessing: When the Fortuneteller was involved in a storyline event or field boss thread and obtains their rewards, they may request for a reward reroll for up to two participants in that claim. If this request is also confirmed by a targeted participant, the reward is updated and changed to the new result. Reward reroll requests must be done within a week of the rewards being posted and the previously listed reward must not have been used or traded in any way.
Crafting Class: Brewer
Detox: When your occupation is all about alcohol, you can't let things like hangovers slow you down! This skill can be toggled, allowing brewers to become immune to status debuffs caused by drinks and potions. They also passively recover from sickness status effects twice as quickly.
Bootlegging: An expert brewer is known to be able to mix together drinks in a ratio where taste and effect is maintained, even if cheaper ingredients were used. When calculating a crafted item's quality by calculating the average value of crafting materials, the Brewer may eliminate the lowest leveled material from this calculation. The material is still consumed by the craft, however. It's said that after the discovery of this skill, there have been a number of audible demands for "real alcohol," even though it's hard to tell when this skill is actually used.
Change Log
MM/DD/YYYY -- Info
Coded By Saber of L33T T3@M