Post by deathnaught1 on Mar 26, 2015 2:44:19 GMT
DeathNaught1
Character Info
REAL NAME: Tremora Veritain
REAL GENDER: Male
GAME GENDER: Male
AGE: 15
SEXUALITY: Heterosexual
FACE-CLAIM: Lloyd Darknest, MAHOUTSUKAI TO GOSHUJIN-SAMA ~ WIZARD AND THE MASTER ~
PLAYED BY: TheDeathNaught
RACE: Half-Alv
FACTION: Adventurer
Appearance
| Personality He mainly seeks isolation from the majority of society and uses his appearance to keep most away from him. He is the type of person who observes and constantly seeks knowledge about the world and uses his knowledge and experience for critical thinking. He values the opinions of others yet still believes that an uncontaminated bias serves most situations better. Tremora views the fact what he does should be strictly scheduled and regulated or he could spend his life in catastrophe. He believes that honesty is the foundation of society and to help keep it together he will not lie, but he will seek to hide the truth if it would interfere with his vision for society. He is a man who takes everything with a grain of salt and truly trusts only the people he knows as well as if they are worthy of his trust. He is a reserved sort of person who lets the people come to him if they truly want to know them, and if he deems them worthy he will start to also learn about them. Tremora often tries taking lead in large groups to explain his point of view and why he believes it would be better for others to follow it. He would be less strict and reserved around small groups and try to value all their opinions more and look at it from their side, while if it was one-on-one he would try to have the person go onto his side of the conversation, and if that fails, refuse the other person. He values people close to him and how he feels along with his allies who help him more than any others. He feels that he must constantly get stronger for the sake of knowledge and to be able to search for it in more dangerous areas and does not value single battles more than his ultimate goal. His strengths and virtues are diligence, his evaluating mind, his trust of the people he knows, his natural talent for the arcane arts, his great plans, and his zeal for what he thinks is right. His weaknesses are his distrust of strangers, his disdain for physical combat, his handling of others emotions, and his ultimate fear is a situation that he cannot change, and would be likely to break him. |
Extra
Biography
This person's name is Tremora Veritain, he was born in the year 2003, he lived a high grade life of wealth and knowledge with his father Lenter Veritain and mother Tristain Veritain. As a young child Tremora had a untroubled life with all sorts of entertainments and amusements for himself, but when he reached the age of10 he started to change, he looked in all the old dusty books his family owned and searched the internet for great sources of knowledge and ideas. Later on, at the age of 12 he started having a thirst for what would be considered impossible, and he started to collect and read all sorts of fantasy novels and was also a great student of sci-fi. Finally, at the age of 15 he decided to take a look at his values and his life and realized that he was completely disconnected from society and had little to no friends, that his life before then was just amusing himself and searching for the sake of searching. Then and there he decided he needed to find a way to socialize with other people, but in a way that he would not be deterred from continuing it, and that was when he encountered the MMO known as Elder Tales, a new game that would satisfy his thirst for socialization and where he could also flourish in his old habits of knowledge collecting, fantasy, and sci-fi. He played for a few months and finally decided to create a character that was almost exactly like him, to get used to socializing and how he could adapt this to real life, and his decision came one day before Nova Sphere Pioneers was going to be released. He anxiously waited for that time when it came out, but when it did, he found himself in the place of his own character, in the game.
Inventory
EQUIPMENT
Left Arm Starter Wooden Pierrot & Control Bar - A control bar resembling two blocks of wood stuck together and attached to springs. They connect to a three-foot old puppet given to novice puppeteers, made out of cheap wood. It is easy to use but is really cheap and a bit decrepit. You probably should find yourself a new puppet. | Armor Starter Cloth Armor | Right Arm Apprentice Grimoire |
Accessory #1 Leave blank | 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: Sorcerer
Skill Name: 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.
Skill Name: Ambidexterity: The mechanics of Elder Tale lightly discourage dual-wielding due to the reduced accuracy and proficiency with such a combat style. However, it remains a quite popular strategy among those who willingly sacrifice stability and defense for a little boost in DPS. It is such that Swashbucklers are primarily the class type that specializes in dual-wielding and thus has the most compatible skills for this purpose. The Ambidexterity skill passively lifts the dual-wielding penalty from equipping two one-handed weapons or two shields. This skill does nothing for a Swashbuckler, since they already possess a beginner skill which does the same purpose.
Skill Name: Magi Lightning, Grand Fall: The Sorcerer raises their hand or weapon to the sky and performs a casting animation, causing a portion of the sky to saturate itself with mana. Afterward, a thunderbolt will fall from the sky and strike the foe for lightning damage. This skill cannot be used on a target indoors. If it is cloudy or stormy when this skill is used, its damage is doubled. If used in stormy weather, it also splash damages everything within 1 meter of the target. The sign of a bolt from the blue is a significant phenomenon talked among the People of the Land, so this skill has had a number of names such as "Fury of God". This skill is notable for being a technique with a massive range, except that its casting time and cooldown prevents the skill from being anything other than a combat initiator. This skill has a casting time of 5 seconds, a range of 25 meters, and a cooldown of 30 seconds.
Skill Name: Orb Of Lava: A ranged Fire-element magic that hurls a fist-sized orb of lava onto enemies. This lava ball bounces across enemy targets, dealing damage on impact. Since this skill is Fire-based, this is very effective against enemies weak against fire. One well-known trait of this skill is that it does not affect allies during combat, making it a popular skill among players. This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
Roleplay Class: Puppeteer
Skill Name: Puppeteer: Level 1 Skill
Act One - Exposition: This skill passively allows the character to use a Control Bar and Puppet in battle at the cost of an off-hand equip. Control bars count as one-handed equips, but can be used two-handed. A puppet may be controlled with one hand but its attack speed will be reduced by 50%. When determining the level of Puppets and Control Bars that the Puppeteer may equip, they may use their Puppeteer level in place of their Main Class Level if it is higher. The Puppet's item level is capped at 10 levels above that of the Puppeteer's main class, regardless of their Puppeteer level. Its active effect allows the Puppeteer to send the puppet forward and grab the target. This results in a movement bind status effect. The amount of time it takes for an enemy to break free in seconds is equal to the level difference between the Puppeteer's main or roleplay class (whichever is higher) versus the target's main class, divided by 10. If the difference is less than 5 or is negative, the break time becomes 0.5 seconds. This skill goes into cooldown for 5 seconds after a target breaks free.
Act One - Exposition: This skill passively allows the character to use a Control Bar and Puppet in battle at the cost of an off-hand equip. Control bars count as one-handed equips, but can be used two-handed. A puppet may be controlled with one hand but its attack speed will be reduced by 50%. When determining the level of Puppets and Control Bars that the Puppeteer may equip, they may use their Puppeteer level in place of their Main Class Level if it is higher. The Puppet's item level is capped at 10 levels above that of the Puppeteer's main class, regardless of their Puppeteer level. Its active effect allows the Puppeteer to send the puppet forward and grab the target. This results in a movement bind status effect. The amount of time it takes for an enemy to break free in seconds is equal to the level difference between the Puppeteer's main or roleplay class (whichever is higher) versus the target's main class, divided by 10. If the difference is less than 5 or is negative, the break time becomes 0.5 seconds. This skill goes into cooldown for 5 seconds after a target breaks free.
Crafting Class: Alchemist
Skill Name: Alchemist: Level 1 Skill
Transmutation: Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
Transmutation: Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
Change Log
MM/DD/YYYY -- Info
Coded By Saber of L33T T3@M