Post by Bailin on Oct 13, 2015 13:13:01 GMT
Main Class: Warden
Main Class Claims:
THE ROUND TABLE [CLOSED]: 820, 640, 768 = 2228
[GB 1.2]BEYOND THE BLUE ABYSS [VA/ 3/3]: 789, 733, 597, 430, 417, 327, 272= 3565 = 4278
Nightwatch with friends: 261, 357 = 618
CONSCRIPTION TO THE JOURNEY OF THE FORGOTTEN NORTH. 786= 786
Snakes in the Grass (mentor, bonus applied to the WC stated): 587.5, 612.5, 782.5, = 1982(.5)
A walk around town (MB already applied): 741.25, 1145, 331.25, 928.75 = 3146(.25)
(MB 1.25) Halp! I died: 367, 454, 353 , 317, 336= 2283.75
Total Word Count: 15447
Main Class AP Claimed: 15447/250 =61
Craft Subclass:
Craft Subclass Claims:
[Event Bonus: 1.25]PREPARING FOR THE SUMMER BANQUET [OPEN] 541, 376 = 917
[RESEARCH] WARDEN ARMOUR: 437, 375, 365, 312, 453, 320, 325, 361, 533, 518, 453, 468, 367, 292, 296, 501, 264, 301, 363, 674, 651, 427, 529, 286, 724, 564, 320, 250= 11765
The Emerald Witch Comes to visit: 704, 1186, 531, 523, 390, 661, = 3995
Housekeeping: 286, 322, 451, 472, 255, 288, 250, 335, 360, 257 = 3684
Total Word Count: 20361
Craft Class AP Claimed: 20361/250 = 81
RP Subclass: Accountant
RP Subclass Claims:
[COMMERCE] ACCOUNTING 2.0: 576, 290, 350, 373, 364 395, 280, 551, 286, 424, 274 =4536
Total Word Count: 4536*0.75= 3402 / 4536*0.25= 1134 gold
RP Class AP Claimed: 3402/250= 13 AP, 1134 gold
Total Claim:
Link to Previous Claim: Bailin AP Claim #7
Pre-Claim AP: (Enter the amount of AP you have distributed among your three classes as of your previous claim.)
Main Class: 93 AP
Craft Subclass: 28 AP
RP Subclass: 28 AP
Post-Claim AP: (Enter the amount of AP you will have distributed among your three classes if your claim is approved.)
Main Class: 154 AP
Craft Subclass: 109 AP
RP Subclass: 41 AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 40
Craft Subclass Level: 38
RP Subclass Level: 19
Requested Skill(s):
If you would gain a skill via level progression (every 3 levels for main class, every 10 levels for subclass), list your desired skill here. Otherwise leave blank. If you do claim skills, please include the skill's description and use code tags to help save time for the mod adding it to your profile.[/b][/quote]
Accountant: Level 11 Skill
Economic Intraining: Accountants are able to utilize their money-balancing skills to make quick profits. When claiming AP in an AP Claim, the Accountant may exchange any amount of AP they would otherwise gain in order to gain 200 Gold for every point of AP exchanged.
Level 21 Skill
Eye for Business: Accountants live by their pocketbooks and thus can start to maximize their understanding of economies and trade as though it were second-hand nature. The Accountant receives +10% base AP from posts in Commerce Threads (0.85x total AP).
Mechanic:
Level 21 Skill
Blueprints: What's engineering without blueprints? When the Mechanic successfully researches a Mechanic recipe or crafts an item in a craft thread (cannot be a speed craft), they receive 1 Blueprint for that item. Blueprints are tradeable and when a Blueprint of a particular item is used by the Mechanic, they pay 50% less in Material Fees. Alternately, a blueprint may be consumed during a speed craft thread to allow a Mechanic to speed craft that item without having to RP that craft previously. In order to speed craft that item in the future, they must either obtain a new blueprint or craft the item in an RP thread.
Level 31 Skill
Scale Model: The Mechanic is able to visualize blueprints in great detail. If the Mechanic possesses a blueprint of any item, they are able to activate this skill to create a transparent 3D model of the item in the blueprint. When activating this skill, the Mechanic must first input the scale used in the blueprint in order to generate an accurate model. Due to the precise visual instructions, whenever the Mechanic performs a craft in any craft thread (cannot be a speed craft) for any item they've crafted before, the Mechanic may apply this skill as a bonus to reduce the amount of posts required to make the item by 1. No item can go below 1 post required for crafting.
Warden:
Disabling shot: Type- Ranged
A targeted shot at an enemy's legs, reducing their movement speed and evasion ability.
Static discharge: Type- Modification Buff
Your armor has a small amount of current running through it. When struck with a melee attack, the charge will transfer to the attacker, dealing a moderate amount of damage. After a short while, the charge replenishes and is ready to activate again.
Simmer Down: Type- Ranged
A debuffing attack which allows an aimed shot to reduce the attack power of the target by a small amount.
[Tier II Warden skill]
Caïssa Formation: Quartz Pawn
(Warden 31)
Type- Special
By manipulating the natural flow of mana, the Warden "imprints" a portion of the Purity Core's energy into a stationary position. This forms a circular light where they currently stand. This circle has an indefinite duration unless the Warden moves a distance of 20 meters away from it or it is touched. When touched by the Warden or a member of their party, the light will fade away and heal the target by a small amount. If touched by anyone else, the light explodes like a landmine and deals moderate magic damage. If the target is of the Miasma type, this skill deals double damage. If a target was damaged by this skill, their body will appear as though they were emanating a gentle light for the next 5 seconds. Because of this, this skill is often effective to use to trace enemies that may decide to use darkness as their cover. This skill has a casting time of 2 seconds and shares a 5 second global cooldown with all Warden "Caïssa Formation" skills. The maximum of Quartz Pawn circles placeable by one Warden at a time is 8.
Caïssa Deployment: Promotion
Type- Special
(Warden 34)
Much like how pawns that reach the end of a chessboard may be promoted into a higher-ranked piece, Quartz Pawns may be salvaged and have their signature trails used to power other Caïssa Formation techniques. The Purity that was used to generate the form of the Quartz Pawn can be immediately swallowed up again by the Purity Core. Doing so will place the Warden Armor into a state where Caïssa Formation techniques may potentially be used in rapid succession. This skill may be used whenever there is at least 1 Quartz Pawn circle placed by the Warden. That circle is removed and all of the Warden's "Caïssa Formation" skills are immediately placed off cooldown. This skill has an instant cast time and a cooldown of 2 seconds.
(Warden 37)
Arsenal Tool: Industrial Chimera
Type- Special | Arsenal Tool | Arm
An Arsenal Tool that fits completely over a single arm, automatically returning any item equipped to that arm to the inventory and preventing anything else from being equipped while it is active. The Industrial Chimera is the code name for a tool of multiple utility, acting in a sense as a swiss army knife of sorts. It is known to be useful more for everyday purposes rather than in the heat of battle. When this skill is active, select one of the following effects and activate them. Industrial Chimera has an initial animation time of 2 seconds. To switch between effects, the Warden must spend another 2 seconds of animation time each time. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Industrial Chimera effects:
- Engineering Gear: A multitude of specialized tools opens up from the contraption to aid crafting. When the Industrial Chimera is used in a crafting thread (cannot be a speed craft), the craft gets a +1 bonus to item level.
- Plasma Chainsaw: The Chimera extends an energy blade similar to that of the Riot Blade, except its jagged moving edges make it more effective for use in destroying structures. The chainsaw cuts up terrain such as tall grass quite well. When Plasma Chainsaw is active, the Warden deals 25% more damage to Plant-type monsters and 50% more damage to wood or trees.
- Thermal Drill: The Chimera extends a drill tip at its end which extends back and forth at high speeds to penetrate through walls and barriers. When Thermal Drill is active, the Warden deals 25% more damage to Machine-type monsters and 50% more damage to defensive barriers of any kind, such as Shaman abilities or physical walls. If used for more than 3 post cycles at a time, the drill will overheat and break, requiring the Warden to spend 5 seconds to restart the Industrial Chimera.
- Vibroshovel: The Chimera forms a shovel at its end as vibrations emitting from it help to loosen and remove dirt while digging. When Vibroshovel is active, the Warden deals 25% more damage to Rock-type monsters and 50% to constructs made from stone.
Checkmate
Type- Special
(Warden 40)
The techniques known as the Caïssa Formations are skills that evolved beyond using the Purity Core to power the Warden's armor and more into the realms of using the Purity Core's raw energy to directly injure the enemy. Much like its name, Checkmate is a skill that was designed to capitalize on the turning moment when the Warden would achieve their victory. By charging the Purity Core into a hypercharged state similarly to the Incubator skill, the Warden can perform multiple Caïssa Formations at once. The difference between this skill and the Incubator skill is that this hypercharged state lasts for only a split second, resulting in a temporary loss of power to the Purity Core but not to the point of disrepair. When Checkmate is used, the Warden may perform up to 4 different "Caïssa Formation" skills at the same time, all with an animation time of 2 seconds. After this skill is used, "Caïssa Deployment: Promotion" and all "Caïssa Formation" skills in the Warden's skill list enter a cooldown of 30 seconds. This skill has an instant cast time and a cooldown of 60 seconds.
Other:
As per Scope research, I would like to have the scope added to my profile, as well as having the character picture in the character sheet updated to this Bradley FMA. Thanks in advance.
Main Class Claims:
THE ROUND TABLE [CLOSED]: 820, 640, 768 = 2228
[GB 1.2]BEYOND THE BLUE ABYSS [VA/ 3/3]: 789, 733, 597, 430, 417, 327, 272= 3565 = 4278
Nightwatch with friends: 261, 357 = 618
CONSCRIPTION TO THE JOURNEY OF THE FORGOTTEN NORTH. 786= 786
Snakes in the Grass (mentor, bonus applied to the WC stated): 587.5, 612.5, 782.5, = 1982(.5)
A walk around town (MB already applied): 741.25, 1145, 331.25, 928.75 = 3146(.25)
(MB 1.25) Halp! I died: 367, 454, 353 , 317, 336= 2283.75
Total Word Count: 15447
Main Class AP Claimed: 15447/250 =61
Craft Subclass:
Craft Subclass Claims:
[Event Bonus: 1.25]PREPARING FOR THE SUMMER BANQUET [OPEN] 541, 376 = 917
[RESEARCH] WARDEN ARMOUR: 437, 375, 365, 312, 453, 320, 325, 361, 533, 518, 453, 468, 367, 292, 296, 501, 264, 301, 363, 674, 651, 427, 529, 286, 724, 564, 320, 250= 11765
The Emerald Witch Comes to visit: 704, 1186, 531, 523, 390, 661, = 3995
Housekeeping: 286, 322, 451, 472, 255, 288, 250, 335, 360, 257 = 3684
Total Word Count: 20361
Craft Class AP Claimed: 20361/250 = 81
RP Subclass: Accountant
RP Subclass Claims:
[COMMERCE] ACCOUNTING 2.0: 576, 290, 350, 373, 364 395, 280, 551, 286, 424, 274 =4536
Total Word Count: 4536*0.75= 3402 / 4536*0.25= 1134 gold
RP Class AP Claimed: 3402/250= 13 AP, 1134 gold
Total Claim:
Link to Previous Claim: Bailin AP Claim #7
Pre-Claim AP: (Enter the amount of AP you have distributed among your three classes as of your previous claim.)
Main Class: 93 AP
Craft Subclass: 28 AP
RP Subclass: 28 AP
Post-Claim AP: (Enter the amount of AP you will have distributed among your three classes if your claim is approved.)
Main Class: 154 AP
Craft Subclass: 109 AP
RP Subclass: 41 AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 40
Craft Subclass Level: 38
RP Subclass Level: 19
Requested Skill(s):
If you would gain a skill via level progression (every 3 levels for main class, every 10 levels for subclass), list your desired skill here. Otherwise leave blank. If you do claim skills, please include the skill's description and use code tags to help save time for the mod adding it to your profile.[/b][/quote]
Accountant: Level 11 Skill
Economic Intraining: Accountants are able to utilize their money-balancing skills to make quick profits. When claiming AP in an AP Claim, the Accountant may exchange any amount of AP they would otherwise gain in order to gain 200 Gold for every point of AP exchanged.
Level 21 Skill
Eye for Business: Accountants live by their pocketbooks and thus can start to maximize their understanding of economies and trade as though it were second-hand nature. The Accountant receives +10% base AP from posts in Commerce Threads (0.85x total AP).
Mechanic:
Level 21 Skill
Blueprints: What's engineering without blueprints? When the Mechanic successfully researches a Mechanic recipe or crafts an item in a craft thread (cannot be a speed craft), they receive 1 Blueprint for that item. Blueprints are tradeable and when a Blueprint of a particular item is used by the Mechanic, they pay 50% less in Material Fees. Alternately, a blueprint may be consumed during a speed craft thread to allow a Mechanic to speed craft that item without having to RP that craft previously. In order to speed craft that item in the future, they must either obtain a new blueprint or craft the item in an RP thread.
Level 31 Skill
Scale Model: The Mechanic is able to visualize blueprints in great detail. If the Mechanic possesses a blueprint of any item, they are able to activate this skill to create a transparent 3D model of the item in the blueprint. When activating this skill, the Mechanic must first input the scale used in the blueprint in order to generate an accurate model. Due to the precise visual instructions, whenever the Mechanic performs a craft in any craft thread (cannot be a speed craft) for any item they've crafted before, the Mechanic may apply this skill as a bonus to reduce the amount of posts required to make the item by 1. No item can go below 1 post required for crafting.
Warden:
Disabling shot: Type- Ranged
A targeted shot at an enemy's legs, reducing their movement speed and evasion ability.
Static discharge: Type- Modification Buff
Your armor has a small amount of current running through it. When struck with a melee attack, the charge will transfer to the attacker, dealing a moderate amount of damage. After a short while, the charge replenishes and is ready to activate again.
Simmer Down: Type- Ranged
A debuffing attack which allows an aimed shot to reduce the attack power of the target by a small amount.
[Tier II Warden skill]
Caïssa Formation: Quartz Pawn
(Warden 31)
Type- Special
By manipulating the natural flow of mana, the Warden "imprints" a portion of the Purity Core's energy into a stationary position. This forms a circular light where they currently stand. This circle has an indefinite duration unless the Warden moves a distance of 20 meters away from it or it is touched. When touched by the Warden or a member of their party, the light will fade away and heal the target by a small amount. If touched by anyone else, the light explodes like a landmine and deals moderate magic damage. If the target is of the Miasma type, this skill deals double damage. If a target was damaged by this skill, their body will appear as though they were emanating a gentle light for the next 5 seconds. Because of this, this skill is often effective to use to trace enemies that may decide to use darkness as their cover. This skill has a casting time of 2 seconds and shares a 5 second global cooldown with all Warden "Caïssa Formation" skills. The maximum of Quartz Pawn circles placeable by one Warden at a time is 8.
Caïssa Deployment: Promotion
Type- Special
(Warden 34)
Much like how pawns that reach the end of a chessboard may be promoted into a higher-ranked piece, Quartz Pawns may be salvaged and have their signature trails used to power other Caïssa Formation techniques. The Purity that was used to generate the form of the Quartz Pawn can be immediately swallowed up again by the Purity Core. Doing so will place the Warden Armor into a state where Caïssa Formation techniques may potentially be used in rapid succession. This skill may be used whenever there is at least 1 Quartz Pawn circle placed by the Warden. That circle is removed and all of the Warden's "Caïssa Formation" skills are immediately placed off cooldown. This skill has an instant cast time and a cooldown of 2 seconds.
(Warden 37)
Arsenal Tool: Industrial Chimera
Type- Special | Arsenal Tool | Arm
An Arsenal Tool that fits completely over a single arm, automatically returning any item equipped to that arm to the inventory and preventing anything else from being equipped while it is active. The Industrial Chimera is the code name for a tool of multiple utility, acting in a sense as a swiss army knife of sorts. It is known to be useful more for everyday purposes rather than in the heat of battle. When this skill is active, select one of the following effects and activate them. Industrial Chimera has an initial animation time of 2 seconds. To switch between effects, the Warden must spend another 2 seconds of animation time each time. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Industrial Chimera effects:
- Engineering Gear: A multitude of specialized tools opens up from the contraption to aid crafting. When the Industrial Chimera is used in a crafting thread (cannot be a speed craft), the craft gets a +1 bonus to item level.
- Plasma Chainsaw: The Chimera extends an energy blade similar to that of the Riot Blade, except its jagged moving edges make it more effective for use in destroying structures. The chainsaw cuts up terrain such as tall grass quite well. When Plasma Chainsaw is active, the Warden deals 25% more damage to Plant-type monsters and 50% more damage to wood or trees.
- Thermal Drill: The Chimera extends a drill tip at its end which extends back and forth at high speeds to penetrate through walls and barriers. When Thermal Drill is active, the Warden deals 25% more damage to Machine-type monsters and 50% more damage to defensive barriers of any kind, such as Shaman abilities or physical walls. If used for more than 3 post cycles at a time, the drill will overheat and break, requiring the Warden to spend 5 seconds to restart the Industrial Chimera.
- Vibroshovel: The Chimera forms a shovel at its end as vibrations emitting from it help to loosen and remove dirt while digging. When Vibroshovel is active, the Warden deals 25% more damage to Rock-type monsters and 50% to constructs made from stone.
Checkmate
Type- Special
(Warden 40)
The techniques known as the Caïssa Formations are skills that evolved beyond using the Purity Core to power the Warden's armor and more into the realms of using the Purity Core's raw energy to directly injure the enemy. Much like its name, Checkmate is a skill that was designed to capitalize on the turning moment when the Warden would achieve their victory. By charging the Purity Core into a hypercharged state similarly to the Incubator skill, the Warden can perform multiple Caïssa Formations at once. The difference between this skill and the Incubator skill is that this hypercharged state lasts for only a split second, resulting in a temporary loss of power to the Purity Core but not to the point of disrepair. When Checkmate is used, the Warden may perform up to 4 different "Caïssa Formation" skills at the same time, all with an animation time of 2 seconds. After this skill is used, "Caïssa Deployment: Promotion" and all "Caïssa Formation" skills in the Warden's skill list enter a cooldown of 30 seconds. This skill has an instant cast time and a cooldown of 60 seconds.
Other:
As per Scope research, I would like to have the scope added to my profile, as well as having the character picture in the character sheet updated to this Bradley FMA. Thanks in advance.