[WIP] This looks fun! Trigun. Appearance: [img=http://ami.animecharactersdatabase.com/uploads/chars/5688-1074732566.png] [img=http://www.zerochan.net/1613404#full] Online ID: James Blake Real Name: Nathanial Sex: Male Age: 18 Nationality: British Race: Human Level: 80 Class: [hider= Elemental Mage] The Elementalist Mage Specialises in manipulating the raw energy of the elements in to Devastating attacks, from calling down thunder to eruptions of fire. Each Point can be spent in One of three sub Tiers, Cyclomancer, Pyromancer, Terramancer. Each pertaining to Storm, Fire, and earth&ice (due to balance earth and ice are considered under 'terramancer') respectively, increasing the effectiveness of the spells attuned to that element Notes CD = Cool Down CT= Cast Time. ChT =Channel Time (Channeling spells are spells that start when the mage starts casting, and finishes when the mage finishes the ChT is the LONGEST the mage can hold the spell. it does its effect over that time) All Actives are gained, Passives depend on which specilisim is chosen at that Tier. The Elementalist also suffers from UC, which is a Universal Cooldown, He cannot cast any spell (unless stated it is independant from UC) for 1 sec after casting another. [/hider] [Hider= Teir 1] Passives; Elemental Armour; Grants additional 5% protection against elemental attacks. Actives; Crystalline Bolt; Fire a Earth based Bolt, Primarily Dmg based, No additionals. CD; 0 CT; 2s Raging Storm; The Mage unleashes a bolt of lightning energy from his hand. Has a chance to stun foes every 2 seconds, Stun lasts 5 seconds (25%) CD; 15s Cht; 4s FireBall; A hurled orb of flame, Has a chance to Detonate any CountDowns Early (50%) CD; 0 CT; 3s [/hider] [Hider= Teir 2] Passives; Depending on Which Specialism was chosen Pyromancer; Fire Starter; All fire based spells take 20% less time and 5% less mana to cast, CD is also reduced by 10% Other spells are INCREASED by 5% Cyclomancer; StormBringer; Increase Spell Power (Damage done by spells) by 8% Terramancer; Elemental Forces; Each Elemental spell does an additional 10% of damage of a random element Not of the Spells Element. Actives; Ice Shell; Absorbs 1000 Dmg over a maximum of 30s, any target, if targeted on a foe, auto casts on self. CD; 25s CT; 0 Chain Lightning; A bouncing lightning bolt that bounces up to 8 + mastery tier times between foes, CD;2s CT; 1.5s CountDown; when cast, nothing happens for 8 seconds (unless fireball activates it) Upon detonation it does a high amount of Dmg to the foe, CD; 10s CT; 0 [/hider] [Hider= Teir 3] Passives; Dependant upon Specialism Pyromancer; Burning impatient Increase the DMG of non-instant spells by 10% Cyclomancer; High Voltage; Reduce Incoming Dmg by 5% and reflect that back at the foe Terramancer; Abrasion; Spells ignore 10% of the foes armour and resistance. Actives; Summon Elemental; Summons A Elemental (Lesser) to the mages side, Summoned Elemental changes Depending on what is the majority specialism. Terramancer; Earth Elemental, High health, High armour, Low Dmg, draws enemy attacks Pyromancer; Fire Elemental, Ranged Dmg dealer, Throws Fireballs (See spell) Low armour, low health, Cyclomancer; Storm Elemental, Melee Dmg Dealer, med health, med armour, uses lightning based physical attacks (Can only have 1 summon, may change as levels up) ThunderShock; a short range blast of lightning, AOE cone Deals high knock back, Low Dmg, CD; 5s CT; 0 Cinder Blast; a massive eruption of pyroclastic matter engulfs the target, High DMG. Small (10%) chance to place a Count Down on them CT; 5s CD; 30s [/hider] [Hider= Teir 4] Passives Prismatic Armour; Upgraded Elemental armour Increase Elemental Resistance to 20% Specializations (Elementalists may only get one, Choosing viea Subclass point); Terramancer; Hailstorm; Call down a rain of icy blades upon the foe, Dealing dmg and slowing them AOE for 10s, CD; 15s CT; 2s Pyromancer; Inferno; consumes the foe in a blaze of death and fire Deals 10% of foes max health, Only useable on foes under 40% health, CD; 30s CT; 0 DOES NOT TRIGGER UT. Cyclomancer;Eye of the storm; Target, and all foes around target take constant lightning DMG for 10s, are also slowed (minor slow) CD; 20S CT; 0 [/hider] [Hider= Teir 5] Passives; Vengeful Prismatic Armour; (Stacks With prismatic Armour) Absorb 10% of all incoming dmg and reflect it as a Random Element Dmg Specializations; Terramancer; Tectonic shift; Destabilize the ground under your foe Causing Earth Dmg and knocking them off balance (-Dmg delt +Dmg taken) for 10s CD; 15s ChT;10s Pyromancer; Flash Fire; Set light to a area of the ground Dealing Dmg over time, once per second over 10 seconds, Each round of DMG has a chance to apply countdown to targets, CD; 20s CT; 5s (Spell starts at the start of casting, If casting is stopped early, Reduce spell duration by time of casting not done x 2) Cyclomancer; Living Lightning; Cast on anything, Deals Dmg Per second over 20 seconds on any foe around cast on target, CD; 10Sec (Can only have one active at a time) CT; 0 [/hider] [Hider= Teir 6] Passives; Elemental Soul; Whichever Specialization has the MOST points in it gains a boost to its Elemental (Summon Greater Elemental) as well as having all its spells CD, CT, and Mana cost reduced by 20% All other spells have a increased cost of a additional 5% (Stacks with Firestarter) Specializations; Terramancer; Cycle Of The World; Finalizing the Elementalists Link with the power of the earth and the strength it provides The Elementalist is immune to knock back, and immune to earth/rock Type damage. Boon of Life; The Elementalist can Deal 5% of a creatures Max health as Dmg to it, The Elementalist then gains this as Extra health, 'overhealing' him if it can, Overhealed hit points decrease a the rate of 1per second, and cannot be Healed back except for viea Boon of Life Overhealed Hit points will be lost before normal hit points. CD 30s, ChT; 5s Pyromancer; Pyromancers Fury; The lower health the pyromancer is on the more Dmg they do, (Lost HP % is added as fire Dmg to any spell as a %) When under 50% or when taken more than 25% Max HP dmg in one hit the area about the pyromancer erupts in to flame, Dealing Dmg to all foes around the pyromancer. The lower the pyromancers health the more Dmg this ability does, Always active Increased fire Resistance to 50% (stacks). Flame Volly; Casts Fireball once every 0.2S on target, does not trigger Fireballs cool down, Lasts for 3s, 3s after Flame volly has finished, it applies CountDown. CD; 40s CT; 0 Cyclomancer; Vengeance of The Storm; Any time the Cyclomancer is struck, Chain lightning is cast on the target, This does not trigger Chain Lightning's CD. The Cyclomancer is also immune to all Electrical DMG. the Elementalist also gains a 20% speed boost, Permanently. Perfect Storm; This Casts Hailstorm (Regardless of its unlocked or not) Eye of the Storm and Raging storm(x2) On the target, And stuns the target for the duration of the spells, It also does not trigger any of the spells Cool Down, CD;60s, CT;10s. [/hider] Class Mastery Level: 443 Abilities/Magic: Elementalist Tier 1 (Look up^^) Elementalist Tier 2 (Look up^^) Chosen Passive for T2; Elemental Forces (Terramancer) Elementalist Tier 3 (Look up^^) Chosen Passive for T3; Burning impatience (Pyromancer) Elementalist Tier 4 (Look Up^^) Pyromancer; Inferno. Sub-Class(es): Survivalism a combination of Hunting, butchery, cooking, fishing, herbalism, potion making, However it only accesses the basic 2 Tiers of each, However it also has things such as camp making, fire starting, area knowledge, So on and so forth. It covers the BASICS of surviving out in the wild. For a example, A mastery 400 Survivalist will not be able to hunt what a Mastery 400 hunter can, However he can also; Cook, butcher, fish, locate and harvest herbs, brew basic potions. Its much more useful for a solo player than in a group. Though in a group one can fill many roles. No Second. Sub-Class(es) Mastery Level: 250 Stats: [You gain 10 points for every level gained. Simple maths, 10*Your Level to get this and distribute it through your stats.] Points: 800 Strength: 50 Agility: 150 Vitality: 100 Dexterity: 125 Resistance: 100 Intelligence: 150 Stamina/Willpower: 125 Max HP: 28000 Max Stamina/Mana: 15000 Equipment: Enchanted robe armour, increases physical resistance and chance to dodge. Staff; Staff of the Elements, Increases Fire, Earth, Ice, lightning DMG by 2% and reduces Mana cost of T1 Elementalist spells to 5% original cost, No melee bonuses. Ring of Warding; Usable once every hour, Nullifies the effect of ranged attacks or skills for 5 minutes. Bag of Item; Any object placed in this bag is reduced to 1/12th its orignial size, and mass ect. and can only be dispelled by a command word from the owner or a sharp knock, Any item that could fit in the bag at 1/12th size fits when full size. Broach of Wisdom; Gives a 10% boost to Int and Willpower. Miscellaneous Items: a few 'pots' and half a dozen teleport crystals. A blessed Necklace granting 5% Dark resistance. His glasses. standard Travel gear and enough stuff to allow him to use his Survivalism skills Faction: Debauchery Tea Party, A small Clan He made that is of the opinion 'Screw everyone else, We want to enjoy what we've got.' In short, If others want to try and get out, Let them, If others want to try and stop them, Let them. We're in it for the Here and Now. Lets have some fun. and get some sick gear on the way. Personality: Nathaniel is Polite and welcoming, Something that is reflected in his habit of sharing his camp with anyone who happens to be passing with asking nothing in return. He enjoys the company of others and is highly accepting of others opinions and actions. He dislikes those who are violent for violence's sake and use force to oppress others, He thinks that everyone should have a chance at doing what they please. He loves talking to others and learning new things from them and about them. Often offering to share some of his own experiences in return for new information. However this constant thirst for knowledge and open personality is balanced by a ice cold deliberation and a heart of iron. When roused to anger Nathaniel is capable of going to great lengths to destroy his foe, even going as so far as at one point working his way through a guild's ranks just to kick out one of the mid-ranking players parties and disbanding it. He Hates those who would see what he calls as "The Transfer" as a chance to take advantage of others and cause problems. History: Nathaniel was a standard collage kid, doing sciences and computer technology at his Sixth Form, he never enjoyed the company of those around him, to focused on sports and bein the 'cool kid' for his liking, he focused on learning new things and mastering anything he could get his hands on, He loved NTO for how much it had to offer, Waking up in it was a bit disconserting but he was one of the first on his feet and set about re-aranging his own self to the new world, mastering his skills again learning how to use them in combat without having to go through the hotbar, He very rapidly became one of those at the forefront of the game, pushing all he could, Though when it came to the island he seemed to fade out, he refused to try and raid it, Preferring to ask the Dev's for more content outside of it and aggressively pursuing that, pushing everything but the island. Though when asked he simply shrugged and said it didn't matter to him either way. Like/Dislikes: + learning new things + meeting new people + talking to others + helping out + honesty - Pushy people - Pointless aggression - wasted potential Other: Theme when Not angry; [youtube]pdOgIqJuqJg[/youtube] Theme when pissed; [youtube]rVvUknh9III[/youtube]