Post by Hyde on May 10, 2015 19:11:23 GMT
Hyde
Character Info
NAME: Hyde
GENDER: Male
AGE: 20
SEXUALITY: Depends on the personality in charge at that moment
FACE-CLAIM: Kōsuke Kira, BTOOOM!
PLAYED BY: Hyde
RACE: Elf
FACTION: Person of the Land
DISTRICT: Black District
Appearance Hyde has only one pointed ear, as he cut the tip off the other for laughing at him. Due to his long exposure to Miasma and the corruption that comes with it the skin around his mouth has become necrotic, leaving bits of flesh missing and exposing his teeth within. He wears a mask made out of a deer skull to hide his face and wraps any exposed skin in leather strips to hide any signs of miasma corruption. He is surprisingly fit for a spell caster, having the build of a weapons specialist, muscular and slender. He is about average height for a lander. He has wide bloodshot eyes with a red iris striped with black due to miasma corruption. His hair is unkept, messy, shoulder length, and brown. His posture, stance, and even walking style change with his personalities. As the corruption takes root, it starts changing his body, his fingers and toes became more claw-like and horns/spikes of bone grow out of his arms, one around the elbow and three on top of the forearm, near the wrist. | Personality Hyde has an insatiable blood lust and sometimes going to extreme measures to momentarily sate it. His multiple personalities range from a helpful, out going person to a loud, murderous lunatic and almost everything in between. He is very good at sensing those around them and how they are feeling, this sometimes triggers his mood swings and personality changes however. Due to his nature, he often doesn't think ahead, he just acts based on how he feels at that moment. He is very flexible, having learned to cope with his changing moods and personalities. Hyde is not very trusting an no matter which personality is in control he feels as though everyone is out to get him. He avoids people as he knows the risks involved with getting near them, from their fear of him to his need to kill them. Whenever Hyde sees a dog or cat, he. absolutely. must. PET. IT. and. GIGGLE. |
Extra
Main Level 30 / Crafting Level 10 / Roleplay Level 10
Starts with three Level 30 weapons
a single Level 30 armor [custom descriptions allowed, no reforges]
Carries the skulls of his first two victims, his mother and father, with him and talks to them.
Starts with three Level 30 weapons
a single Level 30 armor [custom descriptions allowed, no reforges]
Carries the skulls of his first two victims, his mother and father, with him and talks to them.
Biography
Born in the Black District of Lune he grew up poor and abused. Around the time he turned 14, he mentally snapped and killed his parents while the slept. Soon after their deaths he went around the Black District killing anyone who got lost or was alone in a dark alley, becoming more and more desensitized to it. Finally one day he murdered one of the Miasma researcher and, thinking it might have been a type of food, ate the sample. Since then the more he killed the happier the voices in his head became but the harder it was for him to hide in the Black District. He returned home to find most of the flesh cleaned off his parents and took their skulls saying "Its time for an adventure Mommy and Daddy, let's go play." He took them with him as he passed through every district in Lune, increasing his strength and corruption. He learned how to control the Miasma inside him and wield it as a weapon all while mastering the art of wielding a scythe. He had long forgotten his name, but the voices always said "Hide." So he thought that might be his name. Yes, his name had to be Hyde, why else would the voices call him that.
Once he discovers the adventurers: he will decidd to try new prey. Hunting adventurers would be new and thrilling for the young Heretic.
Once he discovers the adventurers: he will decidd to try new prey. Hunting adventurers would be new and thrilling for the young Heretic.
Inventory
Level 30 Sword
Level 30 Hex Doll
Level 30 Hex Doll
EQUIPMENT
Left Arm N/A | Armor Level 30 Cloth Armor Looks like this. | Right Arm Level 30 Two Handed Scythe Looks like this. |
Accessory #1 | Accessory #2 | Accessory #3 |
Accessory #4 | ||
Vanity #1 | Vanity #2 | Vanity #3 |
CLASS SKILLS
Main Class: Heretic
Gluttonous Haze
The Heretic casts a spell onto a target, causing a thin black mist to surround their body. As that target deals damage to an enemy, the mist absorbs the Anima that was spilled by the blow and feeds it into the target's body to heal them a small amount. This spell, combined with Tainted Charity, allows the Heretic to take a slightly more support-oriented playstyle. However, keep in mind that the presence of the black aura has been linked to mood swings and aggressive among those affected by it. Gluttonous Haze has a duration of 10 seconds, a 4 second cast time, and a 20 second cooldown. While a target is affected by this skill, their Mind resistance is reduced by 1 stage.
The Heretic casts a spell onto a target, causing a thin black mist to surround their body. As that target deals damage to an enemy, the mist absorbs the Anima that was spilled by the blow and feeds it into the target's body to heal them a small amount. This spell, combined with Tainted Charity, allows the Heretic to take a slightly more support-oriented playstyle. However, keep in mind that the presence of the black aura has been linked to mood swings and aggressive among those affected by it. Gluttonous Haze has a duration of 10 seconds, a 4 second cast time, and a 20 second cooldown. While a target is affected by this skill, their Mind resistance is reduced by 1 stage.
Humoral Stigma
The Heretic infuses an open wound with Miasma. As a natural antagonist to Anima, the energy of life, the Miasma lingers around the wound and prevents it from healing naturally. As such, this is a bleeding debuff curse that causes open wounds to continuously bleed. The target loses HP over time as long as their HP is less than full, or after 2 minutes have passed. The HP loss is fairly little but it adds up over time, much like a poison effect would. If the wounds should somehow be fully healed and HP reaches 100%, however, the curse is expelled. This skill has a casting time of 4 seconds and a cooldown of 40 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 3.
The Heretic infuses an open wound with Miasma. As a natural antagonist to Anima, the energy of life, the Miasma lingers around the wound and prevents it from healing naturally. As such, this is a bleeding debuff curse that causes open wounds to continuously bleed. The target loses HP over time as long as their HP is less than full, or after 2 minutes have passed. The HP loss is fairly little but it adds up over time, much like a poison effect would. If the wounds should somehow be fully healed and HP reaches 100%, however, the curse is expelled. This skill has a casting time of 4 seconds and a cooldown of 40 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 3.
Miasma Bullet
The Heretic generates Miasma into a black orb projectile. The orb is then fired toward an enemy within 10 meters at a high velocity. Exposure to this concentrated mass deals dark attribute damage to the target and applies 1 point of Corruption to the target. The Heretic may alternately charge this skill to deal 25% extra damage and 1 additional point of Corruption for every second of charging. This skill has a cooldown of 5 seconds, a regular casting time of 2 seconds, and a maximum casting time of 5 seconds.
The Heretic generates Miasma into a black orb projectile. The orb is then fired toward an enemy within 10 meters at a high velocity. Exposure to this concentrated mass deals dark attribute damage to the target and applies 1 point of Corruption to the target. The Heretic may alternately charge this skill to deal 25% extra damage and 1 additional point of Corruption for every second of charging. This skill has a cooldown of 5 seconds, a regular casting time of 2 seconds, and a maximum casting time of 5 seconds.
Lying Darkness
The Heretic offers up a target by forming an occult circle, causing the summoned Miasma to slowly integrate with the target's flesh. When this skill is used, the Heretic may designate a number between 1-10, 1-20 if used on themselves. That amount is dealt as Corruption to the target. If the target moves more than 1 meter away from their position from the time this skill is cast, it has no effect. This skill has a casting time of 4 seconds and a cooldown of 20 seconds.
The Heretic offers up a target by forming an occult circle, causing the summoned Miasma to slowly integrate with the target's flesh. When this skill is used, the Heretic may designate a number between 1-10, 1-20 if used on themselves. That amount is dealt as Corruption to the target. If the target moves more than 1 meter away from their position from the time this skill is cast, it has no effect. This skill has a casting time of 4 seconds and a cooldown of 20 seconds.
Miasma Curtain
The Heretic concentrates Miasma in a dispersed form and swings its essence around them, causing a violet mist to materialize and rapidly whip out from the Heretic's body. The Miasma strikes all opponents within 2 meters with dark attribute damage and applies 1 point of Corruption to all affected targets. Miasma Curtain does not damage allies, but will still apply Corruption if they are within range. This skill has a minimum casting time of 2 seconds, a maximum casting time of 5 seconds, and a cooldown of 10 seconds. Miasma Curtain's casting time can be increased in order to deal 10% extra damage and 1 additional point of Corruption per second.
The Heretic concentrates Miasma in a dispersed form and swings its essence around them, causing a violet mist to materialize and rapidly whip out from the Heretic's body. The Miasma strikes all opponents within 2 meters with dark attribute damage and applies 1 point of Corruption to all affected targets. Miasma Curtain does not damage allies, but will still apply Corruption if they are within range. This skill has a minimum casting time of 2 seconds, a maximum casting time of 5 seconds, and a cooldown of 10 seconds. Miasma Curtain's casting time can be increased in order to deal 10% extra damage and 1 additional point of Corruption per second.
Oblivion Claw
A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. After a curse was successfully placed upon the target, no additional curses may be placed unless the user recasts the skill. The animation and passive damage buff will remain, however. If it has been 10 seconds since this skill made contact with an enemy's body or equipment, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5.
A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. After a curse was successfully placed upon the target, no additional curses may be placed unless the user recasts the skill. The animation and passive damage buff will remain, however. If it has been 10 seconds since this skill made contact with an enemy's body or equipment, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5.
Shackles of the Sentenced
Miasma takes a tangible form in the shape of violet-black chains which erupt from the ground and wrap around a target. These chains root the enemy in place for 5 seconds. During this time, if the target should be afflicted with any skill that inflicts Corruption, their Corruption is increased by 1 additional point. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds
Miasma takes a tangible form in the shape of violet-black chains which erupt from the ground and wrap around a target. These chains root the enemy in place for 5 seconds. During this time, if the target should be afflicted with any skill that inflicts Corruption, their Corruption is increased by 1 additional point. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds
Tainted Charity
Miasma and Anima are two sides of the same coin and so it is no surprise that Miasma can be used to restore the body. This skill heals the target by a small amount. Its animation is fairly deceptive, looking very similarly to the Heal skill. If a target who received healing from Tainted Charity is not healed again by Tainted Charity within 2 minutes, all HP restored by the skill is immediately removed. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. Tainted Charity inflicts 2 points of Corruption on the target.
Miasma and Anima are two sides of the same coin and so it is no surprise that Miasma can be used to restore the body. This skill heals the target by a small amount. Its animation is fairly deceptive, looking very similarly to the Heal skill. If a target who received healing from Tainted Charity is not healed again by Tainted Charity within 2 minutes, all HP restored by the skill is immediately removed. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. Tainted Charity inflicts 2 points of Corruption on the target.
Tempting Hysteria
The Heretic uses Miasma in order to attract malicious spirits that crowd around a target. A target affected by this skill experiences auditory hallucinations, as though the spirits are constantly whispering into their ears. The closer the target is to the Heretic, the louder these sounds appear to be. The casting time of all of the target's spells are increased by 0.1 seconds for every 1 meter they are close to the Heretic. Its maximum range is 20 meters, its casting time is 5 seconds, its duration is 30 seconds, and its cooldown is 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2.
The Heretic uses Miasma in order to attract malicious spirits that crowd around a target. A target affected by this skill experiences auditory hallucinations, as though the spirits are constantly whispering into their ears. The closer the target is to the Heretic, the louder these sounds appear to be. The casting time of all of the target's spells are increased by 0.1 seconds for every 1 meter they are close to the Heretic. Its maximum range is 20 meters, its casting time is 5 seconds, its duration is 30 seconds, and its cooldown is 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2.
Pain Affliction
A concentrated stream of Miasma is fired toward a target's limb, causing a strong sensation of pain. Depending on where the burst made contact with, this psychological effect can cause a 25% reduction in attack speed or movement speed for 30 seconds. This skill has a casting time of 3 seconds and a cooldown of 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2
A concentrated stream of Miasma is fired toward a target's limb, causing a strong sensation of pain. Depending on where the burst made contact with, this psychological effect can cause a 25% reduction in attack speed or movement speed for 30 seconds. This skill has a casting time of 3 seconds and a cooldown of 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2
Eye for an Eye
A spell that places a curse somewhere on the target's body and it appears as an eye-looking insignia. The user can see from that insignia as long as the target is within 100 meters. More obvious areas means it's easier to see, but also easy for the target to notice it. If the insignia is covered completely in any way, nothing can be seen. The user must close one of their eyes to see anything from the insignia. This skill has a casting time of 5 seconds, a maximum duration of 30 minutes, and a cooldown of 1 hour.
A spell that places a curse somewhere on the target's body and it appears as an eye-looking insignia. The user can see from that insignia as long as the target is within 100 meters. More obvious areas means it's easier to see, but also easy for the target to notice it. If the insignia is covered completely in any way, nothing can be seen. The user must close one of their eyes to see anything from the insignia. This skill has a casting time of 5 seconds, a maximum duration of 30 minutes, and a cooldown of 1 hour.
Night Shade
The Heretic creates a barrier gradient that filters incoming light, causing everything under the barrier to look dark from an outside view. Vision under the gradient is greatly reduced, causing everything to look black and white. This barrier reduces the damage of all incoming light attribute attacks by 50% toward any targets inside the boundary. Night Shade has a duration of 10 seconds, a range of 1 meter, a casting time of 5 seconds, and a cooldown of 30 seconds.
The Heretic creates a barrier gradient that filters incoming light, causing everything under the barrier to look dark from an outside view. Vision under the gradient is greatly reduced, causing everything to look black and white. This barrier reduces the damage of all incoming light attribute attacks by 50% toward any targets inside the boundary. Night Shade has a duration of 10 seconds, a range of 1 meter, a casting time of 5 seconds, and a cooldown of 30 seconds.
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: Tracker
Silent Move:
A skill that deadens the user's movements whenever traveling, preventing them from making any sound while walking. In exchange, the Tracker's movement speed is reduced by 50%. For every 10 levels the tracker gains in their subclass level, this debuff is decreased by 10%. After Level 50, the debuff is eliminated completely.
A skill that deadens the user's movements whenever traveling, preventing them from making any sound while walking. In exchange, the Tracker's movement speed is reduced by 50%. For every 10 levels the tracker gains in their subclass level, this debuff is decreased by 10%. After Level 50, the debuff is eliminated completely.
Crafting Class: Chef
Iron Stomach:
Not even food poisoning can stop a dedicated chef! This skill can be toggled, allowing chefs to become immune to status debuffs caused by drinks and food. They also passively recover from sickness status effects twice as quickly
Not even food poisoning can stop a dedicated chef! This skill can be toggled, allowing chefs to become immune to status debuffs caused by drinks and food. They also passively recover from sickness status effects twice as quickly
Change Log
MM/DD/YYYY -- Info
Coded By Saber of L33T T3@M