Human
Inactive Player
Gold:
Artisan
Fortune Teller
Guild:
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Post by Amyas Eoghan Hodges on Apr 27, 2015 9:49:26 GMT
Main Class: Main Class Claims:Spooky Tales Around A Bonfire: 638 x2 1225 x2 Cider in the Morning: 986 x2 1032 x2 674 x2 497 x2 788 x2 523Total Word Count: 523 x1 AP + 5840 x2 AP | 23 AP + 90 = 113 x1 AP Main Class AP Claimed: 2 x1 AP + 23 x2 AP = 48 AP For info on the x2 AP thing, see log-horizon.proboards.com/thread/3192/avon-expansion-patch-notes-v4. Those posts were made during the double AP period, thus can still be redeemed for double AP. Total Claim: Link to Previous Claim: N/A Pre-Claim AP: Main Class: 0 AP Craft Subclass: 0 AP RP Subclass: 0 AP Post-Claim AP: Main Class: 48 AP Craft Subclass: 0 AP RP Subclass: 0 AP Final Levels: Main Class Level: 18 Craft Subclass Level: 1 RP Subclass Level: 1 Requested Skill(s): Hearing Aptitude: Tier I Adventurer Skill. A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping. Death Stinger: Tier I Assassin Skill. Self Buff. Poison, a classic tool of assassins but honor less by nature. By coating their weapons in these foul concoctions, the attacks of an Assassin have a chance to poison their enemies, slowly chipping away at their health overtime. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. This skill has a casting time of 5 seconds and a cooldown of 30 seconds. Hide Walk: Tier I Assassin Skill. Self Buff. Even the novice Assassin must be adept at stealth. Known for being able to meld into shadow or disappearing behind cover, Assassins can become invisible to the naked eye for just a moment before dealing a deathly blow. It is not a perfect technique however, as those carefully watching the Assassin can see through their tricks. This skill has an duration of 2 seconds and a cooldown of 20 seconds. Quick Draw: Tier I Assassin 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 Assassin 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.
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Human
Inactive Player
Gold:
Artisan
Fortune Teller
Guild:
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Post by Amyas Eoghan Hodges on Apr 27, 2015 10:29:54 GMT
Updated my profile with some custom edits to the code. I went ahead and added my new skills to it, so all you need to do is quote to get the code and copy-paste. [attr="class","ws"] [attr="class","h"]Amyas Eoghan Hodges [attr="class","fc"] [attr="class","bi"]REAL NAME: Amyas Eoghan Hodges [attr="class","bi2"]GENDER: Male [attr="class","bi2"]AGE: 22 [attr="class","bi2"]SEXUALITY: Bisexual [attr="class","bi2"]FACE-CLAIM: Gakupo, Voicaloid [attr="class","bi2"]PLAYED BY: Lila [attr="class","bi2"]FACTION: Person of the Land [attr="class","h2"]Appearance [attr="class","b"] Amyas is a very tall and thin man, almost malnourished. He stands at nearly 6 foot 4 inches and weighs 12 stone 12 pounds. He has a pale complexion like he hasn't been out in the sun for weeks. His bright lavender hair is long and loosely braided off the left side of his head. His pale lilac coloured eyes are his most defining feature. They look cold, empty, and hostile, even if his face is adorned with a smile. There's just no telling his thoughts from looking into his eyes. Atop his head, his most treasured possession, a completely black fedora that once belonged to his father's father. It holds a sentimental value for him that no amount of gold can replace. As for the rest of his clothes, it varies depending on the need. He'll typically wear the best looking outfits he can get his hands on, but not too rich looking as to attract unnecessary attention. [attr="class","h3"]Personality [attr="class","b"] Amyas's personality is like a light switch. One quick movement and he goes from bright day to darkest night. On the surface, Amyas is a very cultured and gentle man. He is tolerant of others and their needs. He is also very quick-witted, gifted with an ungodly foresight that allows him to predict the future with frightening accuracy. It's not as if he just prophesizes the future. That's impossible. He, instead, states the future how he will make it happen and uses his intelligence and ability to make it so. If he can't make something happen a certain way, he never says how he wants it to happen, there's no point in dreaming of a future you can't make happen yourself. His ability to manipulate his world like if it were a game of chess makes him an effective tactician in group combat.
There are major downsides to him, though. This is him as the light is switched off. He's apathetic and cold to others when they fail to grasp his interest. He has no problem being dishonest if the opportunity favors him to be so, telling lies to convince others to act a certain way, only to betray them if the time comes. He's an opportunist and selfish. Last, but not least, when the curtain falls, he is extremely sadistic. He enjoys what he does to others.
[attr="class","h3"]History [attr="class","b"] Amyas was born in a village to the far south of England, near what is Dover in the real world. There he grew up in a farm house on the edge of the village and tended the fields with his father for the early years of his young life. His mother had left them for Londinium to find a better life for herself, which meant he had no one to take care of him after his father was killed through, what appeared to be, disease. In actuality, Amyas had killed him to escape this boring farm life. Amyas was 8 when he killed his own father. He packed up what he could carry and left the village, selling the farm at a cheap price. He hitched a ride with a caravan heading north.
He took the caravan all the way up to what is Leeds in the real world. There, he met a man that would turn out to have been his grandfather. He taught Amyas how to kill to survive. Not kill monsters, kill people of the land. He spent the rest of his childhood and his teenage life with his grandfather, learning all he could from an accomplished assassin to carry out the same skills himself. When his grandfather died of sickness near Amyas's 21st birthday, Amyas learned the last thing that he could have been taught. How the death of someone affects those left behind. So he wears his grandfather's old fedora as a reminder of death. It might be the culmination of the last shred of humanity the man has left.
South was his next destination. Back home or maybe elsewhere to find work or to just kill people. It didn't matter to him. He was travelling through Londinium when the apocalypse happened, then he remembered his mother was here in this city. So he stayed, with the goal to find her, then kill her.
[attr="class","h3"]Extra [attr="class","b"]"Adventurers are shells of people. Heroes of boredom. There is no good or evil for an adventurer. There only is. They do not fear death as we normal folk. Is that truly living? To be good, you must be willing to sacrifice something you hold dear to you, such as your life, in order to protect everything. To be evil, you must be willing to change something dear to you, your very soul, order to save the world from itself. Adventurers sacrifice nothing. They change nothing. They are not alive. They are monsters in human skin." --Amyas Eoghan Hodges
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[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Human [attr="class","bi4"]MAIN CLASS: Assassin [attr="class","bi4"]CRAFTING CLASS: Artisan [attr="class","bi5"]ROLEPLAY CLASS: Fortune Teller [attr="class","h4"]Skills [attr="class","b"] [attr="class","h4_sub"]Main Class Skills [attr="class","b_sub"] [attr="class","skill"]Fatal Ambush: Tier I Assassin 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. [attr="class","skill"]Hiding Entry: Tier I Assassin Skill. Self Buff. One of the basic stealth magics of the Assassin. A signature move of the Assassins, known for being able to hide in plain sight, that allows them to bend light around them and become invisible to the naked eye for an extended period of time, up to ten minutes. Offensive actions, stabbing a target for instance, immediately break the magic used to hide the Assassin. The spell itself can be a bit taxing to the Assassin and can only be used sparingly. This skill has a casting time of 2 seconds, lightly draining the user's MP upon use. It has a cooldown of 30 seconds the moment it is canceled. [attr="class","skill"]Trinket Work: Tier I Assassin Skill. A skill focused on decreasing the player's aggro presence. By crouching down and holding the stance for a few moments, the player will release a visible purple aura from their body for ten seconds. For the duration of the aura, the player will be able to attack a monster while keeping the monster's aggro level upon the player low. This skill is effective in a party for when one wishes to perform attacks without attracting the attention of the enemy. This skill has an duration of 30 seconds at base level. Its duration increases to 40 seconds when the Assassin reaches Level 30, 50 seconds when the Assassin reaches Level 60, and finally 60 seconds when the Assassin reaches Level 90. Its casting time is 2 seconds and its cooldown is 60 seconds. [attr="class","skill"]Hearing Aptitude: Tier I Adventurer Skill. A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping. [attr="class","skill"]Death Stinger: Tier I Assassin Skill. Self Buff. Poison, a classic tool of assassins but honor less by nature. By coating their weapons in these foul concoctions, the attacks of an Assassin have a chance to poison their enemies, slowly chipping away at their health overtime. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. This skill has a casting time of 5 seconds and a cooldown of 30 seconds. [attr="class","skill"]Hide Walk: Tier I Assassin Skill. Self Buff. Even the novice Assassin must be adept at stealth. Known for being able to meld into shadow or disappearing behind cover, Assassins can become invisible to the naked eye for just a moment before dealing a deathly blow. It is not a perfect technique however, as those carefully watching the Assassin can see through their tricks. This skill has an duration of 2 seconds and a cooldown of 20 seconds. [attr="class","skill"]Quick Draw: Tier I Assassin 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. [attr="class","skill"]Shadow Bind: Tier I Assassin 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. [attr="class","h4_sub"]Crafting Class Skills [attr="class","b_sub"] [attr="class","skill"]Carving: Level 1 Artisan Skill. Toggle skill. Artisans have a certain affinity with carving stone, making their normal artistic talents not to be underestimated in battle. Artisans deal 20% more damage to Rock-type monsters. They can also ignore defense buffs on Rock-type monsters. [attr="class","h4_sub"]Roleplay Class Skills [attr="class","b_sub"] [attr="class","skill"]Prediction: Level 1 Fortune Teller Skill. 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. [attr="class","h3"]Equipment [attr="class","b"] [attr="class","equip"]Armor: Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. 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","equip"]Left Hand: None [attr="class","equip"]Right Hand: Starter Dagger: A small knife often used as a tool when it isn't used in battle. 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. [attr="class","equip"]Accessory#1: Leave blank [attr="class","equip"]Accessory#2: Leave blank [attr="class","equip"]Accessory#3: Leave blank [attr="class","equip"]Accessory#4: Leave blank [attr="class","equip"]Vanity#1: Leave blank [attr="class","equip"]Vanity#2: Leave blank [attr="class","equip"]Vanity#3: Leave blank [attr="class","h3"]Inventory [attr="class","b"] [attr="class","equip"]None |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY
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Werecat
Retired Moderator
Gold:
Fool
Trickster
Guild:
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Post by Neko Hiro on May 2, 2015 22:25:16 GMT
Everything looks fine. Approved.
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