Post by viso on Sept 19, 2015 6:52:30 GMT
VISO
Character Info
REAL NAME: Malcolm Haybern
REAL GENDER: Male
GAME GENDER: Male
AGE: 21
SEXUALITY: Homosexual
FACE-CLAIM: Original Viso, ORIGINAL
PLAYED BY: Viso
RACE: Werecat
FACTION: Adventurer
Appearance In Game Appearance In real life, Malcolm is a fairly average guy. Fairly white skin from being indoors too much, he is a bit taller than average, standing right at six feet. He has a thinner build, though there's been a bit of fat accumulating around his stomach from sitting around too much. His hair comes in a couple 'styles,' from the mop of hair sticking out in any direction it pleases, to the point where the long hair becomes annoying, and the black strands get cut almost into nonexistence. Between that, and the stubble of a beard growing on his chinny-chin chin, it's fairly obvious that the guy doesn't mind looking like a hobo. At least he showers regularly. His eyelids droop a little, almost obscuring those dull green eyes staring from their sockets. Combined with a lackluster fashion sense, focusing on being comfortable and not standing out, and one might pass by him one moment, and forget him the next. In the game, Malcolm is now Viso, the werecat. He's shorter now, standing only at five foot eight, but he's a little heftier now, lean muscles covering his form in preparation for combat. Overall though, he still gives off a thin impression. His body is now covered in short fur, a light brown overcoat, fading to a creamy undercoat. Darker spots cover him like a blanket, morphing into stripes around his face. The fur around his jowls is thicker, fluffier, and white, giving the impression of sideburns. His ears are short, pointed, with white fur inside. The eyes are golden orbs, that glow in the dark, with a slit pupil centered in the midst. Long whiskers quiver when he moves, and when the black nose twitches. His hands are mostly untouched, just fur covered, but his feet have been transformed into small paws, taking on a digitigrade stance, with black pads on the bottom. The cat has a rather plain ensemble at the moment. He normally wears a small pair of glasses. Two rectangular pieces of glass attached by a wire, the piece sits on his muzzle. He's not quite sure why it doesn't fall off, but it doesn't unless he takes it off. They seem to be mostly decorative though, as his vision seems to be perfect. His wears a chainmail shirt, stopping just above the elbows. An orange collar sits around his neck, stretching high, with cloth draping over the armor. His chainmail pants are hidden underneath white trousers, which get baggier at the lower legs. His paws are wrapped in a sleeve of grey and orange. A wide belt sits on his waist, with large metal rings in the leather. It gets tied in the front, with a large end draping downwards. A couple ribbons are tied to each side of the belt, and they flutter with the wind. He wields a plain wooden staff, the shaft having a small knot to rest one's hand on, while the top curves into a large hook, three small gold bells hanging off the end by strings. Malcolm almost always has a fairly neutral expression on his face, either that or dejected, like every moment he's about to sigh. His eyes droop down, and his ears lie backwards. It seems to be an almost constant state for him. He has this general sense of lethargy about him, as if moving doesn't really matter, so why be quick about it? Occasionally, he can be faster, but usually, one will just see him plodding along, all the shorter for the slump in his back and shoulders. | Personality Malcolm is not one to seek out company. He'd much rather be alone, or perhaps on the internet where he can duck out of conversation whenever he feels like. He likes to be alone most of the time, it lets him think freely, let them wander across whatever it wants. He relates it to one of Newton's Laws, that when he is alone, he tends to stay alone. Generally, he'll either find a spot to stare out into space, or he'll wrap up his mind in painting. He reminisces, philosophies, but in the end, it tends to result in him getting more depressed than usual. He know this is what happens, but he can't help but fall into the same track, over and over, an almost inescapable part of him. However, on the opposite end, when he isn't alone, he tends to stay in company as well. Generally, as long as they'll let him. He still is a rather depressing and pessimistic individual. He realizes that it isn't the best way to act if he wants to keep people around, but he isn't going to change his ways just for a little company. He's can be lazy when he's alone, but becomes a bit more active around others. When he is being counted, he will put everything he has into a task. He is quite knowledgeable, though he only has a fairly average intelligence. Despite his attitude, his actions seem to speak differently. While he might not go out to explore new things on his own, it's fairly easy to poke and prod him into coming along with someone else. He is a fairly decent sort, and will generally do the right or good thing, even if he grumbles about how this sucks or it's going to end up biting him in the end. It takes work to befriend him, and it's hard to tell sometimes if you've managed to or not, as his attitude doesn't change much. Enneagram: ISFP - "Artist". Interested in the fine arts. Expression primarily through action or art form. The senses are keener than in other types. 8.8% of total population. |
Extra
Viso smiles are rarer than the blue moon, it takes a really special person or moment to draw them out of him.
Found the site while I was looking around for the TRPG
Found the site while I was looking around for the TRPG
Biography
Malcolm was born in America, in a fairly small town, one that could be characterized big enough to warrant a McDonalds, but only one of them. His parents had met, and worked at the hospital. The small nature of the town meant that it wasn't nearly as busy as the big ones in the cities, but they'd occasionally be called in for this or that, and Malcolm would be brought along to the small daycare center there. He was different as a child, quick with a smile, and a natural curiosity that lent him to getting into all sorts of trouble.
He settled down eventually, and as he grew older, he was trusted enough to be left home alone. Malcolm was alright with that, and he had plenty of books he could read. However, he came upon the habit of leaving the house, to walk around town. He liked watching people, finding little places that he could call his own. It was on one such venture that he met Jordan. The other was older than him, but they became quick friends, and for a couple years, they met when they could, at their own little hangout, an abandoned house a small ways out of town. Malcolm didn't tell his parents about the other, as it would reveal him leaving the house when he wasn't supposed to. One night though, he went out, finding Jordan standing on the roof of the building, and before the other noticed him, Jordan took a step off, falling, and cracking his head open on the pavement below.
The sight shocked Malcolm, who ran over only to confirm the other was dead. He ran home, washing the blood off his hands from shaking the other. Three days of silence with his parent's pestering him about what was wrong, before he finally called in an anonymous tip to the police where to find the other. Nobody ever seemed to link the two, and he didn't tell his parents anything, even though they knew something had happened. He changed, taking a darker view on things, depressed and pessimistic about life, and why his friend would choose to leave it and him. His parents got him some art supplies at the recommendation of a psychiatrist they knew, which is what introduced him to art.
He wasn't any good at first, but he kept at it, drawing and painting. Eventually, he'd go on to a college in art, even starting to make a few choice friends once more. His painting were of life, beauty, happy people, in contrast to their dismal titles. A sunset would be 'Death of a star,' or a happy couple walking down the street would be 'The Last Good Memory.' He was never much of a gamer, preferring to read or paint. He had a friend online though, up in Great Britain who was a huge fan of Elder Tales, which is where he first heard of the game. Malcolm would generally tune him out as he rambled on, but the other eventually became excited over the new server launch. His friend finally cajoled him into playing, so Malcolm started researching everything he could find on the game. On the night of the launch, the two were supposed to create their characters and meet up. Unfortunately, his friend was held up at work later than he thought. Malcolm was texting with him, and decided to go ahead and create his character. When he was done, everything seemed to just, fade away for a moment, and then, he was somewhere else.
Inventory
None
EQUIPMENT
Left Arm Starter Staff: A two-handed starter weapon designed for novice adventurers, made out of cheap wood. It is typically used to channel magic, but can also be used to whack people on the side of the head. You probably should get this replaced as soon as you can. | Armor Starter Chainmail: A basic set of chainmail armor made from cheap iron. 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 N/A |
Accessory #1 None | Accessory #2 None | Accessory #3 None |
Accessory #4 None | ||
Vanity #1 None | Vanity #2 None | Vanity #3 None |
CLASS SKILLS
Main Class: Shaman
Damage Interception: A barrier skill known as the signature move of the Shaman. Forms either a stationary barrier or a barrier around a target that continues to exist until the "energy" of the barrier expires. Energy will decrease slowly over time and decrease from damage taken. This skill has a casting time of 1.5 seconds and a cooldown of 10 seconds.
Reactive Barrier: The shaman creates a reflective stationary barrier. Melee attacks that pass through the barrier during contact have their momentum reduced and offensive magic is partially returned to the enemy's direction. Essentially, this skill works as a filter. The target behind the barrier will still take most of the damage received, so it's not an absolute barrier. Ranged attacks and non-offensive magic will still affect the target normally, however. This skill has a casting time of 3 seconds, a duration of 10 seconds, and a cooldown of 20 seconds.
Prayer of Recover: A Shamai's unique healing magic skill, allowing for a small amount of healing with a short casting time and cooldown, although with a low base healing effect. When cast, bright blue magatama jewels surround the target and the sound of small bells can be heard. Is often called "Mini-heal" by many, and can be used as a form of encouragement to others. In the post-Catastrophe world, the sound of bells this skill makes are often interpreted as "greetings or prayers of a Shaman wishing for a safe return". This skill has a casting time of 1 second and a cooldown of 5 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.
Barrier of Purity: A barrier of purifying quality designed to ward off debuffs and other debilitating conditions. Unfortunately, upon absorbing the harmful buff it vanishes entirely and its protection leaves with it. Casting this skill on a target that is already under a debuff will not remove the current debuff but rather protect the target from the next one. This skill has a casting time of 3 seconds and no cooldown time.
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: Scholar
Evaluate: This skill allows the scholar to gain additional details about the enemy. While most players can access an interface that shows the monster's name, level, current HP, and current MP, the scholar obtains an additional interface when this skill is used. It has a one second cast time and one second cooldown time. The target's elemental weaknesses and a brief summary of their skills will be made available to the Scholar any time they access the target's interface.
Crafting Class: Artisan
Carving: 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.
Change Log
MM/DD/YYYY -- Info
Coded By Saber of L33T T3@M