Post by Deleted on Feb 4, 2016 14:47:02 GMT
ADAM
Character Info
REAL NAME: Alexander Robert Stein
REAL GENDER: Male
GAME GENDER: Male
AGE: 30
SEXUALITY: Heterosexual
FACE-CLAIM: Lavi, D GRAY MAN
PLAYED BY: Alex
RACE: Human
FACTION: Adventurer
Appearance Adam is a tall, handsome, and well-built guy with fairly light skin. He has longish, bright red hair he tends to wear up in a bandana, and green eyes; he is constantly seen wearing an eyepatch over his right eye, and what lies underneath is currently unknown, though he has stated that he does not wear the eyepatch because of any injury. His uniforms tend to feature longer jackets and tight pants he tucks into his boots, and his bandanas and scarves are actually a requested part of his outfit desires. He is often called "the tall guy" because of his height of 194 cm. As for his weight, it is 80 kg. | Personality Despite displaying moods that range from mischievous, laid-back, friendly, cold and bitter, and even sly or naive, Adam is typically a very reserved person, these "personality traits", more often than not, tending to be something of a charade his training as a hitman has forced him to put on. As a hitman wanna be, Adam's teachings strongly discourage and, in some cases, even forbid him from making personal attachments; because of this, he is fully though reservedly aware of the fact that he might well live to see his "friends" and "comrades" die around him and be expected to move on without showing much of an outward reaction. Over time, though, Adam has been finding it harder and harder to stick to these convictions; during a confrontation with a "dark" guild, he realized that the longer he was around his "friends", the harder it was for him to remember what he learned as a "hitman" in order to remain unattached. He realized that, while previously, he had no faith in the human race, he was starting to change and ask questions about who he was. He is a human being after all, he can't hide from his natural emotions forever, but he does his best to keep them hidden. |
Extra
Likes:
Smoking - He enjoys smoking almost just as much he enjoys reading books. Both are great ways to relax for him.
Reading books - Reading mystery novels or fantasy ones is by far Adam's most enjoyed activity. He was always a booklover.
Chess games - The popular "sport of the mind". Over the years Adam developed amazing skills at this "sport" and so it became one of his favorite activities.
Dislikes:
Liars - Although people call him a "honest liar", Adam never liked liars.
Cowards - Men who run away from a fight are not real men.
Random PKers - He has always disliked those individuals who find pleasure in killing players randomly, for no good reason at all.
Fears:
Smoking - He enjoys smoking almost just as much he enjoys reading books. Both are great ways to relax for him.
Reading books - Reading mystery novels or fantasy ones is by far Adam's most enjoyed activity. He was always a booklover.
Chess games - The popular "sport of the mind". Over the years Adam developed amazing skills at this "sport" and so it became one of his favorite activities.
Dislikes:
Liars - Although people call him a "honest liar", Adam never liked liars.
Cowards - Men who run away from a fight are not real men.
Random PKers - He has always disliked those individuals who find pleasure in killing players randomly, for no good reason at all.
Fears:
Biography
(Minimum of 200 words is necessary. Explains the character's history prior to beginning their adventure in Elder Tale.)
First of all, we do ask that you keep the history somewhat believable given the time of the story (2018). Some suspense in belief is okay, but "cyborgs traveling 4 years back through time to play the game" is not such a good idea. Also check out the Timeline for help especially if you do not know about the story of Log Horizon.
Might be best to take your time and start with the early history. Not necessarily too early, but enough to give you a background.
If Adventurer, how was your character's childhood? Did they have a happy life with friends and family? If not, explain the troubles they've had in their years and how they've managed to deal with it. How was their schooling? Were they one of the better students or were they the delinquent type? However much more you can add depends on how old your character is. Perhaps you can talk about whether they've been in relationships, whether they've had jobs, whether anything that happened in their past shapes how they behave today. Hopefully you should have a long enough history as is, but now you can talk about how your character discovered Elder Tale too. Were they a gamer? If not, were they asked by friends and family to try the game? What were their initial thoughts about Elder Tale, a game that's likely as old or even older than they were, finally available for them to play? Did they have any goals for how they wanted to play the game?
Playing as a Person of the Land is different. They are essentially NPCs of Elder Tale, having gained their own personalities due to the transition. Therefore, their history is much more relevant to the world setting. In the Unfounded Kingdom, many of the noble ruling class have disappeared a long time before, leaving mainly the common citizens. Over a few generations, these people banded together to attempt to rebuild their society. They returned to a more simpler lifestyle beside the land - hence their title as People of the Land. They are born from the earth and will someday return to the earth. Unlike Adventurers, if their HP should reach 0, they suffer a permanent death. If you choose to play as a Person of the Land, you must heed your physical limitations. We're not out to get your character, but just know what you're getting yourself into before you decide to play as a Person of the Land.
Inventory
(If your character's subclasses allow another item, such as arrows/bolts/puppets, place them here. Otherwise leave blank.)
EQUIPMENT
Left Arm Pick either two one-handed weapons, a one-handed weapon and a shield, or a two-handed weapon that falls under one of your class' proficiency. If you choose a two-handed weapon, leave the other hand as N/A. If you are a bard you also get your choice of a musical instrument that can be carried on hand (ex: flute, violin, clarinet, etc.), nothing big like a piano. Bow users get a quiver of wooden arrows or wooden bolts (you'll have infinite ammo for now since it is too annoying for us to keep track of ammo usage, icly it is a limited amount though; and toss them in your inventory). | Armor Pick an available type for your class (Ex: Plate for Guardians, Leather for Assassins, Cloth for Enchanters). If you're a Blacksmith, you can get one tier up as described in its skill list. | Right Arm Pick either two one-handed weapons, a one-handed weapon and a shield, or a two-handed weapon that falls under one of your class' proficiency. If you choose a two-handed weapon, leave the other hand as N/A. If you are a bard you also get your choice of a musical instrument that can be carried on hand (ex: flute, violin, clarinet, etc.), nothing big like a piano. Bow users get a quiver of wooden arrows or wooden bolts (you'll have infinite ammo for now btw since it is too annoying for us to keep track of ammo usage, icly it is a limited amount though; and toss them in your inventory). |
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: Assassin
Shadow Bind: 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. The target is bound for up to 5 seconds. This skill has a casting time of 3 seconds, a maximum targeting range of 5 meters, and a cooldown of 45 seconds.
Death Stinger: 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 can poison their enemies, slowly chipping away at their health overtime. A successful hit with an regular melee or ranged attack by the Assassin inflicts a Death Stinger poison debuff on the target, which inflicts damage over time for 10 seconds. Every time the target is hit again, the debuff duration is refreshed. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. The effect of this skill is removed whenever the Assassin switches out the weapon. This skill has a casting time of 5 seconds and a cooldown of 30 seconds.
Dimensional Shot: An Assassin's skill that expends mana to allow an projectile or a ranged skill fired from the Assassin to be fired from a different direction. Upon casting this skill, the Assassin designates one point within 2 meters of where they are standing. Should the Assassin fire a projectile or use a ranged skill within the next 10 seconds, the projectile(s) will disappear immediately from the Assassin's position, reappear at the targeted location's position, and continue within its normal trajectory. This skill allows an Assassin to perform a number of intricate trick shots depending on the situation and it can even be used to pin the blame of an attack on another nearby archer. The targetable range of this skill increases by 2 meters for every 30 Assassin levels. This skill has a casting time of 2.5 seconds and a cooldown of 15 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: Gunslinger
Outlaw: Toggle skill. Gunslingers have an affinity with firearms, allowing them to use firearms without penalty if their main class is normally not able to wield firearms. When Outlaw is toggled, the Gunslinger will see the remaining number of bullets in their current magazine and the total amount of bullets remaining in their inventory, displayed at a corner of their vision. If the firearm is empty and requires reloading, the number will be displayed in red.
Crafting Class: Brewer
Detox: When your occupation is all about alcohol, you can't let things like hangovers slow you down! This skill can be toggled, allowing brewers to become immune to status debuffs caused by drinks and potions. They also passively recover from accuracy reductions and Mind and Weakness status effects twice as quickly.
Change Log
MM/DD/YYYY -- Info
Coded By Saber of L33T T3@M