Post by Sphinx on May 15, 2015 21:36:24 GMT
Sphinx
Character Info
REAL NAME: Jayden Callahan
REAL GENDER: Male
GAME GENDER: Male
AGE: 16 Years
SEXUALITY: Homosexual
FACE-CLAIM: Original
PLAYED BY: Sphinx
RACE: Werecat
FACTION: Adventurer
Appearance (Minus the tail, since Werecats don't have one.) Jayden, or Sphinx, based his in-game appearance largely off of his looks in the real world. Only, obviously, with far more feline attributes. Sphinx the Werecat is a fairly tall, toned but not overly muscular cat with mostly bronze-brown fur, having only a little cream color running from his muzzle down to his chest. He stands at a smidge over six feet high, excluding his ears, with very little fat on his body to speak of. Using a certain breed of cat as a second base for his character, the Abyssinian, Jayden gave Sphinx a build more befitting that of a runner, someone who'd do far better in a race than a wrestling match. Definitely in shape, but not one to be hefting any huge weights around. And of course, to follow the pattern, Sphinx has a pair of golden eyes, often wide and bright with curiosity. Bereft of any unique markings—scars, fur patterns, or otherwise—Sphinx can often be found wearing less than normal clothing to help himself stand out. This holds true both offline and in the world of Elder Tale, though he usually won't go so far as to make himself uncomfortable in doing so, and he does like to dress well, if not always casual. Regardless of what he's wearing, though, Sphinx always carries around with him an air of confidence and humor, and this translates into his posture. Rarely if ever will you found him slouched or looking upset. Rather, Sphinx makes a conscious effort to always look upbeat and happy, ready for anything. | Personality Jayden, being very confident in himself as an individual, saw no need to change what kind of person he was in Elder Tale. While he may look quite different from how he did in the real world, his personality remains the same. As many would and have classified him, that would be the personality of a pest. While usually harmless, Sphinx makes a hobby of causing trouble, and to many people that's what he becomes known for. An obvious extrovert, the Werecat often wears people's tempers thin, and because of this can have problems socializing with others for any extended period of time. As such, Sphinx dislikes any excessively sensitive people. He loves to tease and joke around to a fault, and people that get needlessly upset over it are one of the few things that actually annoy him. If allowed to go on, he can talk for hours about things that hold his interest, and likes to remain active when he's not running on fumes. Sphinx is the type to jump in without a thought, rather than plan things ahead. Reckless, some might call it, but he prefers the term “exciting,” believing that the world isn't much fun without a sense of surprise or danger. The fact that he cannot die in this new world has only amplified this blatant disregard for his own well-being. While he can, at times, become lost in his own thoughts, this is only ever the case when he has the time, and security, to do so. In the midst of conflict, Sphinx highly prefers to dive right into the action, and think about the consequences later, instead figuring out what to do as things unfold. Caring little what other people think about him, Sphinx is one of the first to speak his mind, glad to make people aware of exactly what he thinks. Hating little more than the thought of being a “sheep” in any society, he'll rarely stand quietly by if he finds something he disagrees with, uncaring if this attitude gets him into trouble. Always having felt like something of a rebel, he may even hope for it. Trust is a touchy issue for the Werecat. Being a frequent liar himself, he doesn't expect most people to trust him, much less the other way around. In the real world, he never remained in the same place long enough to trust anyone, and Sphinx isn't too sure how to start now. And as he's no stranger to the “dark side” of human thought, he's generally skeptical of peoples intentions, what they're getting out of it or what sort of hidden agenda they might have. It is in large part because of this lack of trust that Sphinx keeps a constant, upbeat demeanor. Anything else, he thinks, would show weakness, and he doesn't want to give anyone the chance to take advantage, or pity him for it. But he hides this skepticism well, and does try to get to know a person before he writes them off as some deceptive psychopath. Sphinx actually enjoys the company of strangers. Naturally, there's the sense of danger—he has no idea what they're thinking—but more than that, he looks forward to learning about them, hearing what stories and experiences they have to share. Assuming they're interesting, of course. He'd be all for listening to a tale of battle and adventure. How someone made it through law-school in the real world, not so much. He's never had a problem with any sized group. From ten to ten thousand, Sphinx is far from shy, whatever the number of people around him might be. Of course, he's more likely to get better acquainted with someone in a small group, or with a one-on-one conversation, provided they can stand him for long enough. In a greater number of people, unless someone stands out as particularly interesting, the Werecat's more likely to cause some sort of trouble for the lot of them. Sphinx is still unsure how he really values people. Naturally, he values positive relationships over negative ones, but beyond that, he's a little bit clueless. He's never really had anyone he's truly considered a friend, nor has he ever been close to his family As such, he's a bit confused when it comes to prioritizing people. That much might change come the time when he's got friends to think about, but for now, he still puts himself before others. This Werecat enjoys turning just about everything into some sort of challenge or competition. Even in small things, Sphinx always strives to be at the top, to be the winner. Surprisingly, he's not a sore loser—but more than likely, he'll keep trying until he's the one who wins, however slim the chances are. He's only a fan of friendly competition, however, so things such as Player Killing don't sit well with him. Sphinx himself values his sense of humor and quick wit, even if others aren't so fond of it. Though his ability to employ a great deal of sarcasm in just about any situation is perhaps the favorite of his skills. Physically, what he lacks in strength he makes up for in cunning and agility. But he's certainly not without his flaws. While incredibly social, Sphinx has found very few people that could stand his constant teasing and verbal prodding long enough to consider being his friend. This lack of any long-term relationships has left him with little capability for teamwork or real understanding of how to work together with someone. And while you'd be hard-pressed to get him to admit to any of them, Sphinx does have a thing or two that he's afraid of. Water is the simplest of his fears; not because of his being a cat in Elder Tale, but because of a certain traumatic experience in his past that kept him from ever learning how to swim. The more significant of his fears, however, has to do with loneliness. To put it in basic terms, Sphinx isn't afraid of simply being alone, but of being that way for the rest of his life, either in the real world or in Elder Tale, should that be where he spends the remainder of his life. He's afraid there'll be nobody around to care about, or remember him when he dies. That he'll have no real impact on any world, or any of its inhabitants. That he'll drive everyone away until there's no one left. |
Extra
Offline, Jayden is of Egyptian descent on his mother's side, though he was born in America.
Biography
Jayden was born to a wealthy family, and while he might tell people his childhood was happy and good, for him it was really anything but. His parents were overbearing and far too protective, and Jayden believes this was far less for him and more for his family's fortune. From the time he was five years old there were private tutors hired to homeschool him, and he was seldom allowed to leave the house for his parents' paranoid fear that something might happen to him. Jayden, however, suspects they were really just trying to keep him a secret from the world, making it so nobody could exploit a small child as a weakness.
His family was always traveling, though whatever state or country he got the chance to go to, he saw little of the world thanks to the seclusion forced on him by his parents. Learning to rebel against this, he started acting out at around the age of ten. It started as small things: Playing tricks on his tutors, messing with his parents work while they were away from home(as they usually were.) This elevated by the time he was twelve, at which point he began sneaking out of the house at every chance he got. Partly, it was to cause trouble for his family, but mostly it was because he felt suffocated at home and desperately wanted the freedom to see the world himself, rather than looking down at it from an airplane or through a window.
By fourteen this had become a regular thing, and Jayden had learned to dodge around the security his parents had started hiring wherever they went. He paid little mind to his tutors anymore, and readily fought against any further attempts to control him, keep him “safe.” Though while he sneaked out of the house frequently, he always returned, rarely staying out for more than a day at a time. Because they moved so often, Jayden wasn't left with any time to make friends, so even if he'd wanted to, he had nowhere else to stay.
At sixteen his parents had all but given up on him as a delinquent, sure he'd never amount to anything in his father's business because of his disinterest in his studies. They still tried to keep him in the house, but seemed resigned to the fact that he would find a way out. Possibly the only reason they let him play a new game he picked up, Elder Tale, was because it kept him from sneaking out of the house on a daily basis.
Then the Catastrophe happened. Jayden, or, Sphinx now, probably should've been scared. Being trapped in a world filled with monsters? But really he was more excited than anything else. Sure, it was dangerous, but that was half the fun. And in this world he'd finally have the freedom to make a life for himself. No longer forced to move all the time and live under his parents' thumbs, he could only look forward to the wonders, and dangers, that the world of Elder Tale had to offer.
His family was always traveling, though whatever state or country he got the chance to go to, he saw little of the world thanks to the seclusion forced on him by his parents. Learning to rebel against this, he started acting out at around the age of ten. It started as small things: Playing tricks on his tutors, messing with his parents work while they were away from home(as they usually were.) This elevated by the time he was twelve, at which point he began sneaking out of the house at every chance he got. Partly, it was to cause trouble for his family, but mostly it was because he felt suffocated at home and desperately wanted the freedom to see the world himself, rather than looking down at it from an airplane or through a window.
By fourteen this had become a regular thing, and Jayden had learned to dodge around the security his parents had started hiring wherever they went. He paid little mind to his tutors anymore, and readily fought against any further attempts to control him, keep him “safe.” Though while he sneaked out of the house frequently, he always returned, rarely staying out for more than a day at a time. Because they moved so often, Jayden wasn't left with any time to make friends, so even if he'd wanted to, he had nowhere else to stay.
At sixteen his parents had all but given up on him as a delinquent, sure he'd never amount to anything in his father's business because of his disinterest in his studies. They still tried to keep him in the house, but seemed resigned to the fact that he would find a way out. Possibly the only reason they let him play a new game he picked up, Elder Tale, was because it kept him from sneaking out of the house on a daily basis.
Then the Catastrophe happened. Jayden, or, Sphinx now, probably should've been scared. Being trapped in a world filled with monsters? But really he was more excited than anything else. Sure, it was dangerous, but that was half the fun. And in this world he'd finally have the freedom to make a life for himself. No longer forced to move all the time and live under his parents' thumbs, he could only look forward to the wonders, and dangers, that the world of Elder Tale had to offer.
Inventory
EMPATHION OF INGENUITY: Lv1 accessory. You found that delivering the items to the mysterious Executive Chef caused a mysterious gemstone necklace to appear in your possession. It resembles an emerald in appearance but the gemstone itself phases through to the touch as though it were an optical illusion. Is the banquet a stage to something bigger? Cannot be reforged or enchanted. When this item is equipped, it applies a crafting bonus of +1 toward a craft's final item level.
AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center.
AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center.
EQUIPMENT
Left Arm 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. | Armor Starter Leather Armor: A basic set of soft leather armor made from cheap leather. 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. | Right Arm 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. |
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: Swashbuckler
Viper Raise: An attack that targets the arm tendons. A successful hit will result in gradual damage over time due to a bleeding effect, which is accommodated by the wound area seeping out a constant trail of blood. Despite the move's somewhat gory animation, this bleeding effect is fairly minor and scales in a manner similarly to a poison effect. Also, for the next 10 seconds, the target's attack speed will be decreased by 10% due to the pain associated with moving the arms. This skill has a 2 second animation time and a 9 second cooldown.
High Roller: The swashbuckler attempts to bridge defense with offense by dodging an incoming attack and curling the body together to make multiple mid-air rolls as they land over to a new position. At the same time, their weapons are pointed outward, cutting at any opponent that tries to reach at them. This skill has an animation time of 2 seconds and a cooldown of 15 seconds.
Mirage Dealer: Dual wield skill. The Swashbuckler performs a forward X-slash with their two weapons to slash at an opponent, then immediately teleports a meter forward. This usually places them behind the enemy, allowing them to either bypass their line or enable them to continue attacking before the enemy realizes what just happened. Because of the flashiness of this skill, it's a popular technique among aspiring warriors. Try not to use it while the opponent's at the edge of a cliff or right against a wall, though. You'll either plummet to your death or crash face-first into a wall. This skill has an animation time of 2 seconds and a cooldown of 8 seconds.
Level 4 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 4.
Level 7 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 7.
Level 10 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 10.
Level 13 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 13.
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: 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: Mechanic
Disassembly: Toggle skill. Mechanics have a certain affinity with taking apart machines, so monsters that are mechanical in nature had better watch out. Mechanics deal 20% more damage to Machine-type monsters. They can also cancel buffs on Machine-type monsters upon a successful hit.
Change Log
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