"Eternal Flame, burn away my body, my life, and my past so that I may take back my hope, my pride, and my future!"
Name: Oriel Schulz
Description: A fair-skinned young woman with golden hair and cyan eyes, Oriel hails from a nation to the west of the main capital of Elementia. Standing at 6'1", she is taller than most women. Despite the air of nobility she carries about herself, she also bears scars from the battles she fought trying to secure her station, as well as the musculature that comes with her weapon's usage.
Knight Element: Fire
Animal Familiar: Dragon Hatchling, roughly the size of a Gila Monster. Can barely spout flames on its own, but is durable, and has potential to grow into a full sized dragon within her lifespan.
Armor Style: An ornate set of red armor inherited from her father beneath a matching crimson tabard, treasured dearly by Oriel. The design is minimalistic beneath the tabard, allowing for it to still allow for optimal range of movements when using her sword. The armor itself is comparable to Gothic Style Plate Armor, and a matching Sallet is what she usually dons to protect her head. The gauntlets are gilded on the wrists as the greaves are decorated at the ankles with an image of a crown with a lion's head sitting at the center on the back.
Her father's great sword, a length of steel at 5'8" with an ornate etching in the center. Received as an ornamental weapon for his valor in battle, it was never intended for use in real combat, but upon having to flee her homeland, Oriel fashioned it into a blade worth fighting with by having a smith shorten the blade to make it faster to swing with. In addition, in case of a closer quarters engagement, she carries a dagger on her hip.
History: Born the first and only child to a Lord by the name of Aldebrand Schulz, Oriel's early life was spent in contentment and happiness with her father and mother at her side. By the age of four however, her mother's life would be taken by a terrible fever that left her father alone to care for her, and without a guiding hand to raise her into a proper young woman, Aldebrand instead saw that he would raise within her the only thing he knew how to upbring: A Soldier. A warrior. Even as a young child, he was firm in his teachings to her, practice sword lessons, sparring, even spending her idle hours playing "Hero" with the local village children...if she wasn't asleep, it seemed there was practice to be had. Such an upbringing lead Oriel to become extremely competitive and pride-driven, proud of the talent she'd cultivated with her father.
Of course, an idle sword-hand is of little use to anyone. Starting with no favorable treatment as a low ranking infantryman in her father's regimen, it was hard for her to grow accustomed to the life of a soldier, and even harder to be accepted by the fellows in her company. As time permised however, she would grow close and forge a bond of camaraderie with them that was shared; Even if she was the Lord's daughter, she had to struggle for every smile she saw in the barracks.
The years would go by as her father's men served the King of Elementia, and although the king's deeds were questionable, her father's loyalty remained to him. By the age of 20, Oriel would engage in her first actual battle and took her first life on the fields of war. Blood on her hands, the young woman soon found that she hadn't truly thought about what being a soldier meant. It seemed to shake her to her core...at least for a time. But, as all soldiers did, she adapted. It was either that or meeting death from another more willing adversary who shared not her remorse. Half a year of fighting before she was able to return home, only to soon find that despite her father's loyalty to the King, he soon grew fearful of the charisma that Aldebrand possessed, as well as his military prowess. With little effort, their home was entered, and her father met his end at the hands of a band of assassins bearing the King's sigil on their weapons. With her only family now perished, and her own life being pursued by those with the approval of the King, she fled and found refuge in the home of a kindly sage who was the proprietor of a library. Having now spent roughly a year out of practice and in hiding, Oriel was merely on a trip to the market before she heard the news of her "Knighthood." Now, she has a new goal in mind with her power...taking the throne from the man who spat upon her father's life, and cementing herself as Queen.
A young man of short stature at only 4'11", Joachim is often mistaken for being younger than he is, and his cheerfulness certainly doesn't dissuade many from thinking he's maybe only twelve. His caramel colored hair is perpetually a mess, would spill down past Kim's eyes if he were to not tuck some of it back. His skin is relatively pale, and his physique is nothing out of the ordinary for a boy his age.
Name: Joachim (Kim) Heikkinen
Nicknames: Brat, Kim
Master of: Caster
Command Seal Location: Right forearm. Command Seals resemble a circle broken into two by a large, jagged shape. The semi circles have scattered shards that fleck off in thin strokes, as if it were debris flying away from a point of impact.
Origin: Congregate; "To bring together the dregs and the weak, and to dance amongst them."
Personality: A bright and cheerful person, Kim is one to see the brightest part of any situation...within reason, of course. His optimism is far from boundless, and in the cases of combat he is often lost in the chaos of it all. He is known to be a thoughtful person, often making observations about others in order to better his interactions with them. He is easily lost in observing things, and is thus able to become tunnel visioned, losing sight of the world around him in favor of what he's trying to understand. Coming from a family of mages specializing in the healing arts, he has never really been one to pick fights or revel in violence. Despite the rather snobbish nature of mages, he doesn't really view anybody in particular being above or beneath him, either just not seeing, or refusing to acknowledge the differences a prestigious bloodline makes in one's ability.
In regards to Caster...he is wary of her. Despite her kind words and actions to him, as well as her insistence on him not following her for fear of disturbing him with her magecraft, he can't help but feel that there is something sinister about the woman. He trusts her, as far as combat abilities go, but is reluctant to say that he greatly fears being alone with her. He is unlikely to use command seals to force her to do something, mostly due to Caster seeming to always have the best intentions in regards to her allies. He fears that at some point, he may be forced to use three seals to make Caster take her own life.
Biography: The unremarkable life of Kim was just that; Relatively unremarkable and plain, even for one knowledgeable of the secret world of magecraft and the Clock Tower. His entire family was spawned from a mix of magus and non-magus relations creating a new family, which, had started roughly 200 years ago. The fifth generation was the one Kim was brought into, as the second child of four. Like all relatively new magus families, his was rarely respected, treated as nothing more than third rate healers that are barely more efficient than normal doctors. High expectations were placed on him and his siblings, including expensive and intensive tutoring sessions from professors of magecraft.
Kim was shielded somewhat due to being only the second child, but the training was arduous nonetheless. His oldest sister even at one point considered running away from home, an action quickly dissuaded by her realizing that if she left, all expectations would fall to Kim, along with the primary lessons. Knowing the sacrifices his sister made, Kim would comfort her in her short periods of free time, as would his younger siblings. Their father wasn't cruel to them, but showed a callous hatred of most people, especially the upper crust of the Clock Tower that had basically written off the entire family as a magical dead end. His actions would grow more and more ridiculous, as would his lessons, reaching the point that he was actively injuring the servants of their household, dragging them into sound proofed rooms for his children to practice their healing upon.
After long years of training, at the age of 21, his sister developed her own magecraft through their healing techniques. It was a breakthrough that Kim so far has been completely unable to replicate, a spell the likes of which seemed capable of resurrection of a recently deceased individual. The family's lesson plans became significantly less strict, and, with something new created, his father felt that they could finally gain prestige, and grow their family into one capable of being recognized by the Clock Tower. Through the grape vine, Kim's family became aware of the Grey Family's servant summonings, and, at the insistence of his father and with a number of strings pulled, the unsuccessful second born son was flown off to London, the tip of a sword carried in a box, a priceless artifact that weighed nothing compared to the fear welling inside him. If he were to survive and win...then what else could he wish for, but to live a normal life rather than the one offered to him?
School of Magecraft: Healing
Skills/Spells List: (Please include how many times you can cast specific spells)
Object Flow: Brew (6 Times): Skilled in the crafting of basic potions and poisons, Kim is more than capable of brewing up several, each taking up the course of roughly an hour to produce. A single usage of Brew makes enough Healing Potion/Poison to be effective for 2 people. His healing potions are similar in terms of power to his Suture spell,
Object Flow: Repairing Touch (3 Times): A healing spell that channels Od from the user into an inanimate object that is damaged in some way shape or form. After a few moments, the materials of the object become replaced with exact replicas, at least in terms of form and stability. Mechanically complex things cannot be repaired to functioning capacity by this spell alone.
Outward Flow: Tourniquet (2 Times): A simple, but effective healing method that forces the target's wounds to cease bleeding, even internally. While this does indeed cause blood to clot right away, it shouldn't be mistaken as having "fixed" anything. Further treatment would be required in order to fully heal a person. The spell loses its effectiveness after 30 minutes of taking effect.
Inward Flow: Inhalation (2 Times): A reversal of an opponent's Cursecraft that is a signature spell of the Heikkiken magus family. Rather than purging foreign Od, Kim is capable of integrating it into his own supply and immediately use it for the purpose of repairing his body. Naturally, incredibly advanced Cursecraft is capable of bypassing it, but would still be greatly weakened should Kim activate this spell.
Outward Flow: Suture (5 Times): An influx of Od intended to force the healing processes of one's own body to accelerate beyond what is normally possible, repairing bones in hours and completely restoring destroyed tissue over the course of minutes. In a strange way, this spell is almost like a curse due to the nature of application.
Inward Flow: Carapace (3 Times): By condensing Od around his skin, Kim is capable of hardening his body to an extreme degree, capable of completely shrugging off most forms of normal physical damage for periods of roughly 10 minutes at a time. This does not make him invincible however, as a strong enough shock would cause damage to him internally. A bootleg form of Reinforcement of one's own body, this is a crude spell that would only really be effective against normal humans.
Outward Flow: Reconstitution (1 Time): A difficult spell causes a lost body part to be restored (albeit rather painfully) by stimulating the recipient's Magical Circuits to heal it back into place.
Amount of Magecraft Mana: C+
Quality of Magic Circuits: C
Other: Has a love of fried foods, and has a habit of keeping paper menus from restaurants that he's visited and enjoyed.
A fair skinned woman bearing unusually pointy ears, Caster is a dainty figure, looking as if she has never held a weapon in her life. Her golden hair is perpetually kept bound by a white band across her scalp, and eyes are reminiscent of the sun itself. She is almost perpetually clothed in formal dress wear, and an unusual air surrounds her. She is a being of unnatural beauty, and from a glance it is easy to tell that she is more than simply human. She is almost never seen without a warm smile on her face, most unsettlingly so when she is performing her magic.
Class Name: Caster
Nicknames: Princess, Pale Woman
Alignment: Chaotic Evil
Servant of: Joachim (Kim) Heikkinen
Wish: To have her beloved in her arms once again, at the height of power.
Personality: Caster is...complicated, to say the least. She is prone to being very upbeat, cordial, and incredibly polite when dealing with others, but has been shown to be capricious within her own workshop, often creating something and initially boasting that it was a major breakthrough, only to discard it mere moments later as "gutter trash" before resuming her work. She is most certainly a disturbing individual, very comfortable around both death and the dying, often seeking out those about to die in order to re-purpose corpses, or simply to amuse herself. She is not above using underhanded tactics, thinking that so long as minimal losses are assured for her side, anything is fair game.
She is not, however, someone that cannot be trusted. Caster, despite her macabre actions and rather sinister methodology of magecraft, is loyal to a fault. Her loyalty is unquestionable, especially to her master, unlikely to do anything to make him use a command spell beyond the aforementioned magecraft. Her class of caster as well as her skillset being very unsuitable to a regular type of holy grail war results in her requiring an alliance with others, and, being in such a large one, Caster is more than content to oblige by the suggestions and orders of her fellow members of the Black faction.
Class Skills Territory Creation: B The capacity for a Magus to establish territory, usually for the purpose of collecting and restoring mana. At this stage, the creation of a "Workshop" is possible, and as such Caster's limit is that of a relatively small sized building or room, in which her mana will gradually restore itself. In her Workshop, she is able to cost spells for significantly less mana cost. In addition, she can sense the presence of others within her territory. In particular, her workshop functions well as a Necromancer's workshop.
Item Construction: C The ability of a Caster class servant to create magical items. Due to her legend in life never detailing her as creating any objects, it is a relatively low rank. With this, she can only create the most basic of objects that can serve a purpose, basic remedies, and rudimentary weapons. Naturally, none of these are on par with Noble Phantasms.
Seidhr: A+ A nordic form of magecraft that originated from the Vanir Gods . The magic itself is incredibly varied, to the extent that if given enough time to parse the effects of a spell, Caster is almost certainly able to replicate it with her extensive knowledge of Seidhr. In particular, Caster's favored methods of using her magic are in the forms of enchantments, illusions, and necromancy. The latter of which is her greatest strength, as in the height of her power, she was capable of resurrecting her armies over and over again, wiping out her enemies with raw numbers. The magic itself is shamanistic in nature, with a good number of spells requiring time to prepare.
Blood of the Sun: C A weaker form of divinity formed from the link that elves shared with the Vanir and Aesir gods. As a half-elf, Caster's paramaters have been given a slight boost, mostly to her Mana and Agility paramaters, as well as her magecraft capabilities. This also confers with it a slight degree of Magic Resistance, at least on the level of D rank Magic Resistance.
Allegiance of Spirit: B A skill that formed from Caster's deep rooted loyalty to those she most trusts. A reverse form of Charisma, Caster bestows a parameter boost to those whom she trusts greatly, usually resulting in a ++ into their highest stat, and two singular +'s to two other parameters. This skill can only affect a single person at a time and cannot boost a human master's capabilities, except for letting them tap into her workshop's mana reserves to replenish their own.
Strength: (筋力, Kinryoku?): E Endurance: (耐久, Taikyū?): D Agility: (敏捷, Binshō?): C+ Magical Power: (魔力, Maryoku?): A Good luck: (幸運, Kōun?): C Noble Phantasm: (宝具, Hōgu?): B
Name: Udøde hær af Heoroweard (Undead Army of Heoroweard) Quote: "More, More, Rise and serve once again! My beloved, his followers, and all those who you had slain!" Rank: B Type: Anti-Army Range: 1-100 Description: A summoning Noble Phantasm that uses a great number of corpses, numbering in the thousands. While the mana cost for this noble phantasm is usually staggeringly high, it can be lowered significantly with a tribute of over a thousand corpses. The summoned beings number in the tens of thousands, all skeletal recreations of those who fought and died for Heoroweard's quest for kinghood. Leading the charge himself is her reanimated husband, who's arms manifest only as a ghostly apparition, with a ghastly blade clenched between non-existent fingers.
The individuals skeletons and cadavers are relatively weak compared to a servant, being the equivalent of a servant with E in every stat, but Heoroweard's form is greatly strengthened via Caster's eternal love for him. In terms of stats, he himself would be on par with a powerful Saber class servant, capable of going toe to toe with nearly any normal servant in a Holy Grail war. He cannot, however, be summoned without the army being in place, and if enough of them are eradicated, Caster will have no choice but to end her Noble Phantasm early.
Alias: Bellcat, Builder of Gateways, Architect of Portals, Eater of Fish, That Cat-Eared Bastard
Domain (Portfolio): Space (Portals)
Domain (Portfolio) Description: The domain of Space related to...well...physical space. If there is a place reachable in this universe, it is governed by the laws of Space. That is to say, that Space is an absolute, as is time. As long as there is something existing, there is Space around it and occupied by it. Absolute space in its own nature, without relation to anything external, remains always similar and immovable. The Portfolio of Portals involves the movement of people or things quickly and nearly instantly, with the ability to establish Gates that the user can open and close at will to let a being enter from either side to come out the other, so long as the destination is governed by conventional space.
Alignment: Lawful Indifferent
Personality: Belvast is a wanderer, an aimless drifter that seeks only to see, and to meddle with the affairs of the world as little as possible, unless he is forced to. He is prone to taking naps for years at a time, and only considers establishing portals to be tasks worth his time, second only to the exploration of Galbar. He is a fan of mortal pleasures, namely gambling, and can't help but take bets when they're friendly. He's also a sucker for good deals, and always keeps his end of a bargain. Naivete deems that he also expects all parties to keep up their end of bargains as well, and he will become furious if he is swindled out of something he’s earned.
Belvast’s form is rather short in stature, leaving him standing at only 2ft 7, with his ears taking up a good bit of his height. He has three eyes, though he hides the almost constantly shut third eye beneath his hatwear, as he doesn’t technically need it to see. The eye itself is pitch black, and only opens once he has a portal open.
Description: A gambler, a merchant, and, oftentimes, a lazy drifter who just goes where he pleases unless he'll offend someone by going there. Surprisingly a hard worker, if made to perform a task via a wager or promise, and is deeply devoted to people that he deems worthy of his affection. Concealment Level: 3 Detection Level: 3
A relatively tall figure at 5'11", Kaito is very clearly from a family that doesn't quite look...normal. Indigo phosphorescent lines cross his purple, rubbery skin and give off a faint glow that's really only visible in dim lighting or total darkness. Resembling something more akin to a monster than a hero, while his chest is rather muscular with fully developed pectoral and abdominal muscles visually, his limbs are long and lanky because of his quirk, seeming to just be straight with no joint beyond the wrists and ankles. His skin is relatively cool most of the time, and his phosphorescent lines will flare up brighter if he's pissed off enough. his eyes are pure white orbs that seem to have no definable pupil, when in actuality it is just freakishly tiny and lacking any sort of iris. Like, microscopic tiny.
His hair is a white shade that seems to only really grow from the back of his head, giving him a strange "Balding Majestic" haircut. Bizarrely, he actually needs to shave, or else he'll start to grow two long, bizarre tendrils from his upper lip that resemble a catfish's whiskers.
Q U I R K T Y P E
Q U I R K D E S C R I P T I O N
A strange mixture of muscle compacting, bone manipulation, and elasticity is embodied solely in his limbs, in the form of his quirk: Over Extend. His quirk has a passive effect on the bone and muscle structure of his arms and legs, causing them to lack a defining middle joint to support them. While this should normally mean his lack of a patella greatly decreases his leg functionality, his unique muscle and bone structure is capable of circumventing the need for the central point of a knee or an elbow. His walk is a bit funky, but is fully functional. This muscle and bone alteration has lead to his limbs becoming very slim and noodle-y, almost resembling tubes when completely straight.
When he "extends" his muscles, his bones will oddly follow through along with his skin and ligaments, creating a unique "Stretching" of appendages that retains the overall strength of his limbs while greatly increasing their range. As his quirk only truly affects his arms and legs and not the actual hands/feet associated with them, those are left completely unaffected by the quirk and unable to extend in any capacity. However, his current maximum limit for stretching his arms out at a completely comfortable distance is about 20 feet. At any point past that, his muscles begin to experience the amount of fatigue one would get from weightlifting, and an extension past 30 feet will almost assure muscle tearing. Beyond extending however, he is also able to coil his snake-like appendages around things, people included to restrain or hold onto them. As such, his quirk is best used for "Restrain and Capture" operations, or switch-hitting from a distance. Its useful for mobility as well, given that he can just stretch his arms out to grab objects and pull himself to them. In the future his capacity for extending his arms may grow, but for now going beyond 20 feet will cause heavy repercussions.
C A P A B I L I T I E S
A former delinquent turned wannabe hero, Kaito has been in quite a few scrapes for little reason other than a bad mood and a punchable face being present, and as such comes pre-packaged with hands primed for the catching. His shitty attitude in middle school also lead him to have a bit of a lack of manners in dealing with others, though around his family he seems to put on a whole other persona to keep his parents from worrying about him.
Beyond his boring ability to "punch things kinda good", he's also a decent enough cook, owed mostly to him learning his favorite recipes by heart so that he'd never have to settle for eating stuff he didn't really find appealing. Or to show off. From his time spent helping out at the family's combination Inn and Spa, he's learned basic massage techniques that help to alleviate stress in joints, and overall give you the best damn massage you ever had from a muscle noodle arm. Also he can kinda glow in the dark.
C H A R A C T E R G O A L S
To try and play a unique archetype for a BNHA rp that I don't see a lot: The freaky looking guy with a bizarre quirk. Tokoyami is one of my favorites, so I want to try and play a similar enough concept with a strange quirk/user, but in a semi-unique way. In addition, I'm a sucker for delinquents making something of themselves in stories, and I don't mind playing the dumbest guy in the room for comedy.
I just want to try and make Kaito believable, and show his growth from wayward teenager into someone who wants to help other people as a hero, and live up to his full potential. That and because the idea of his dumb noodle arms flailing around and slapping someone's shit in amuses me greatly.
Kyoko's life experiences would be summarized as average at best. She never especially suffered, or had great fortune, her hobbies were usually kept to herself, and up until she graduated from her university, she'd mostly just coasted through life with middling to average performance allowing her to get by. That lack of fulfillment in her life has compounded, resulting in her feeling that she's wasted a good part of her life, and especially her youth, idling away while her former friends went on to become successful.
Working a job at her best friend's company as her secretary, Kyoko has gone a solid five years without a single date, and now that she's nearing the middle of her life, the pressure has started to get to her. In spite of her lackluster existence and lack of excitement in her life, she's taken to the escapist hobby of online gaming to eek out a bit of excitement from virtual experiences. Though, now that she's STUCK in said online game, she can't help but feel a tad bit excited. If asked whether she'd want to return home, she'd lie about having something to go back to, all the while wishing that this endless dream would never have to end.
A charming golden haired woman that goes about, seeking adventure and excitement. Most normal players wouldn't recognize her, but she's become rather famous as a frequenter of casinos all over Elder Tale, even once taking a trip to Las Vegas in the game's Half-Gaea Project created world, only to win a fortune in gold. Truly, she is the golden fox of fortune, even if that does mean that she spent more time fighting one-armed bandits than two-armed ones.
Her spirit and eagerness is unmatched, and in a pinch, she is dependable to turn the tides of a battle, and rains death and prayers from afar with the bow she TOTALLY didn't just buy off of somebody. What? A few million gold wasn't going to wait to spend itself!
Also known as Pentagram Barrier, the caster reduces the damage received by 20% to an individual ally. It is 4 times stronger than Purification Barrier, but has a longer cool-down time.
A spell that produces a silver barrier around each member of a party, equal to 15% of their Max HP that will take damage before their HP. Does not block damage from certain status effects, such as poison.
Talisman of Security
A single target talisman based spell that allows a Kannagi to place a 25% HP barrier upon a single target. It can stack upon itself and other barrier abilities, but due to the above average cooldown, stacking them is best prepared before an encounter. In addition, a Kannagi can only employ five of these barriers at a time.
Notice of Exorcism
This spell clears one debuff from an ally. It has a cooldown time of 20 seconds.
Prayer for the Soul (Rerolled from Healing Prayer)
Prayer for the Soul is a spell that resurrects an ally who dies in a battle.
It has a long casting time, and it uses a lot of MP. As a result, this spell is not practical for use in a battle field. The spell's cooldown time is 300 seconds.
Force Shield (Rerolled from Firefly Light
Defensive Magic that creates a magical barrier in a wide area in front of the caster. Invaluable for offensive magic casters that lack the ability to equip shields, and is useful for protecting wounded allies in a pinch.
Road to Fortune
A skill that is grounded in the Gambler class' reputation as "One willing to risk everything for a chance at victory". While it sounds grandiose, all it does in fact do is increase the amount of gold received from killing monsters by 10%.
Whenever a member of the Gambler subclass fails to succeed in gambling, they are refunded 10% of their gold. This works on nearly all forms of wagers, and, in some cases, even things substituted as gold are kept.
Eliminating All Possibilities
A simple skill that greatly increases one's chance at succeeding at gambling, so long as their opponent is less than half their level as the Gambler Subclass. One without the subclass is considered level 1.
Golden Goose's Pluck
When the user gathers a material using a Gathering subclass, they have a slightly higher chance for it to be a Higher Quality Material
All or Nothing
Staking everything on victory, a Gambler using this skill expends all but 1 HP in order to add the equivalent to their Luck stat, allowing for some absurdly high luck during any form of gambling. To balance this, the opportunity for this skill to trigger is only 1% at any given time, making it impossible to count on it.
Enables the user to attempt crafting all Novice level Cooking Recipes.
Enables the user to attempt crafting all Apprentice level Cooking Recipes. Novice level recipes take less time to produce.
Enables the user to attempt crafting all Intermediate level Cooking Recipes. Apprentice level recipes take less time to produce.
Enables the user to attempt crafting all Journeymen level Cooking Recipes. Intermediate level recipes take less time to produce.
Enables the user to attempt crafting all Expert level Cooking Recipes. Journeymen level recipes take less time to produce.
A sacred bow of purification, capable of expelling demonic energy and cutting through evil itself with each loosed arrow. Carries a bonus to damage against Demonic enemies, and has a low chance to remove a debuff on the user whenever they land an arrow.
Cloth Chest Armor
[Hate Minus],[MP Regen],[Barrier Power ++]
A commissioned chest armor fit for Kon-Konee's playstyle of being a ranged shield-healer. Rather simply, it provides a slight boost to her MP Regen, along with an increased 5% to her single target HP Barriers.
[Hate Minus],[Focus Up]
A mask fashioned after a fox's ears that Kon-Konee wears on the side of her head. Doesn't provide much defensively, but does increase her accuracy.
[Wide Barrier ++],[Gold+],[Magic Def+]
An item awarded to Kon-Konee after winning 100 hands of Poker in one of the many casinos of Elder Tale. Increases gold drop rate, as well as providing a bonus +5% to her party-wide barrier skills.
[Mouse Step],[Paralyze Res+],[Accuracy +]
A simple, comfortable pair of leg-armor that Kon-Konee often wears. Makes her footsteps lighter, in addition to increasing her resistance to paralysis.
[Ammo Count +++]
A simple, yet very large quiver that Kon-Konee often uses, mostly because of its high ammo count of 200 Arrows.
Name: Rhodri Gwynfor Title: The Vanguard Age: 17 Gender: Male Grade: 3rd Academy: United Academy of Song Knights' of Crescendo. Height: 6'4 Weight: 237 lbs.
Personality: Confident and collected, Rhodri is the shining example of a groomed upbringing. He is almost always presentable, well kempt and poised, though his abilities to be a little less direct in his choice of words leave something to be desired. He strives to be polite, but will often times wind up insulting someone without realizing the negative connotations of his words. He is also terrible at gauging the capabilities of other people, and will often assume that tasks that are easy enough for him should be so simple anyone could do it.
As one might expect, when your parents are important, other important people will want to mingle you with their children. As such, it is hard for Rhodri to say that he's ever made any real friends, having been engrossed in his training and education more than anything, leaving little room for anyone else. In fact, a genuine approach of friendship made to him might leave him speechless.
History: Born the 3rd son of 4 to Talfryn Gwynfor, Rhodri was born into a life of great privelege, but also one of great expectation. Each son of Gwynfor was brought up with the loftiest of expectations in due line with the reputation their family upheld. Being born of the second marriage of Talfryn with Mariva Godwin, there was always a slight rift between him and his two eldest brothers that not even brotherly camaraderie could overcome, mostly since it was largely assumed the majority of the estate, inheritance, and political importance garnered from both would go only to the one deemed worthy as the successor to Talfryn. The youngest brother Brother, Morgan, and kin to Rhodri was the least focused on the competition between brothers, mostly due to his frail body and sickly nature preventing him from ever having a true chance at becoming a Song Knight.
In spite of the enormous pressure to succeed placed upon him, Rhodri found great company in his and Morgan's mother. Mariva was a kindly woman who, in spite of their marriage being purely for political purposes, devoted herself whole-heartedly to Talfryn. Tensions would only grow further, as a year before Rhodri was to be enrolled into Crescendo his eldest brother's life was brought to a swift and painful end on the field of battle against a swarm of Dissonance in an effort to protect one of the Southwestern boglands. Carrying the heart of his eldest brother and greatest opponent in his heart, Rodric did all he could within Crescendo to hone himself.
Instrument and Weapons: For his weapons, Rhodri uses a pair of flanged maces that are hollowed in the shaft in order to drive more of the force of impact to the heads. Beyond being made of durable steel, not much is of note to his maces save for that they seem to be very well-used. In terms of an Instrument, Rhodri will use his own muscular physique as a drum, pounding on his flesh with his hands. While in his armor, he will use his maces on his armor instead in order to conduct the sound, the durable spirit armor having become accustomed to the blows. Still kinda smarts though.
Magic: Rhodri's magic involves extending the protection offered by his Spirit Armor to others in the form of a song that gently wraps itself around the user's allies. The spell itself has to be cast once for each individual he chooses to extend protection to, and for each extra he extends it to, it divides itself accordingly. The protection also seems to slightly boost the effects of the person's Song Magic as well.
As the son of a noble house, Rhodri is well-versed in etiquette and manners, as well as being a surprisingly good dancer. Color: 6A5ACD
Name: Hywel Title: Devourer of Sins, Eater of Woes Gender: Male Element: Earth/Light Rank: B Height: In his Spirit form, he is 7ft. tall exactly, while his armament form will fit itself to perfectly accomodate the user's height, unless they are of a monstrous size. Weight: In his Spirit form, he weighs 534 lbs, while his armament form will weigh a mere fraction at 36 lbs.
Appearance: A draconic beast of great size, Hywel's most defining characteristics are the singular broken wing on his back, the fact that he has no legs, merely a rather short, snake-like tail, and a maw that stretches all the way to the center of his torso. He is certainly one big mouthed lizard, with an almost armor-like hide that aids him in shrugging off weaker attacks.
Personality: As a spirit that (probably didn't) had held great importance, Hywel is very full of himself, believing that even with his diminished strength, he is still a being that commands respect from mortals and lesser spirits...which he also deems to be every spirit he meets. In terms of morality, he is a spirit that believes that laws are made as unbreakable absolutes, and will often chastize others who break or bend societal expectations.
In his words, a soul is "Most Delicious when pure" and as such he views his new life as an opportunity to no longer devour the wicked, but instead to sample the benevolent. He will encourage relationships between favorably moral allies and his master in order to curry a chance to lick at the fruits of their morality.
Powers: In spite of his girth, Hywel himself is fairly weak as far as spirits go, with his only true power being to form a suit of Armor on someone that he comes into contact with. He tends to synergize better with people he believes "Taste" good, which also means that in turn the armor will become much more protective and maneuverable depending on how much he favors someone's flavor. According to him, Rhodri tastes "Somewhat Dry, with a hint of Sweet aftertaste." Given that this armor form is his only Power, the armor itself rangers from simply plate-mail quality to Juggernaut Status based on the "flavor" of the person using it. On a scale of 1-10, Rhodri himself weighs in at about a 7. On a day where he's done several good deeds, it could be assumed it jumps to 8.
"Hiya! I'm Suzuka, but my IGN is Ryuga Gotoku! hit me up sometime if you want to raid. Lvl 90 Monk Main, JP Server, just look for the big guy with scraggly hair."
To say that Suzuka was more than a bit fanatic about martial arts would be kind of an understatement. Born relatively weak physically, she's never actually been able to engage in many physical activities, but from the first movie she saw at age 6, she's been obsessed with martial arts. Even if she can't practice, she still dutifully studies old movies and lives out her fantasies of being a master of punches and kicks as her burly male Monk in Elder Tale.
...Or at least, he was burly. And a "he" at some point. Admittedly, Suzuka was just fine just playing AS a man in an MMO, but being stuck as one...wasn't for her. As soon as possible, she scrounged up enough gold for an Appearance Change potion to at least look a little closer to herself. Well, she exaggerated a few things admittedly...
Regardless, Ryuga's legend was that of a random martial arts murderhobo that would go around and challenge other Monks around his level. Relatively focused on the style and flair of Wuxia martial arts as well as having a style centered around being a dodge-tank, Ryuga was useful in raids and even made a few friends...though, now explaining that he'd been a high school girl was going to be awkward.
Classes and Abilities
A movement skill that allows the user to weave in and out of battle. This skill also leaves behind images of the user that can be used to confuse the enemy.
An alternate form of Phantom Step gained by the user's high level Wuxia subclass. The range becomes much shorter, and the after-image is lost, but the speed at which the user moves can be considered as instantaneous. In addition, evasion rate is boosted, encouraging it to be used as a last-minute escape for large attacks.
A Hate generation skill that centers on the user centering their body right where they stand. So long as the user does not manually move, they will continue to generate Hate at a rapid rate, while also receiving the [Immovable] buff. This skill plays off the Monk's nature as an evasive tank, but still heavily relies on luck, and the user's own confidence in being able to dodge while not moving their feet. It has a fairly lengthy cooldown to prevent "parrying" with it.
A recovery skill that has a chance to trigger upon the user reaching 0 HP. If it activates, it will restore roughly 10% of the user's Maximum HP, enveloping them in a golden light that is impossible to ignore on the battlefield. The cooldown is an extremely long 24 hours.
A counterattacking technique centered around evasion. After use, it grants the [Shadow Counter] buff, which has a 25% chance to activate after evading an enemy's attack, and will instantly launch a kick from the user without moving them. The attack is nearly impossible to dodge, and has a chance of inflicting Instant Death to targets that are significantly lower level than the user. The greater the divide in strength, the more likely it is that the target will be killed in an instant. Typically, the chance of this happening at the current level cap is almost 0%.
A self-healing skill that instantly heals a low amount of HP. When used, it generates a noticeable aura around the user. Useful for soloing content.
A low-flying blow that aims to completely knock an enemy off balance. While heavier enemies will simply take damage, lighter enemies relative to the user's strength will be sent flying. In addition, using this skill increases the user's movement speed temporarily.
A straight forward punching technique that channels one's energy into their fist, before delivering a Magic-Damage electric punch to an enemy.
A wuxia-styled variant of Lightning Straight, which causes a delay at the end of the animation. While the enemy can technically dodge it easier, the blow comes so close that one would swear they were struck. The difference however is in the fraction of a second used to accurately jab one's extended fingers into the chest of their opponent, focusing electricity into their heart and veins, causing blood vessels to burst and cause the [Bleeding] Debuff to occur.
A powerful stomp launched against the ground, causing a massive shockwave with the user as the epicenter. This move is capable of knocking multiple enemies off balance, lowering their evasion rate. As such, it is incredibly useful in conjunction with area of effect moves.
A channeled technique that gathers energy in the user's hands, before it is released at the ground directly below them. The energy disperses in a huge ring around the user, dealing area of effect damage.
A penetrating attack that involves a two-handed palm thrust centered on the opponent's abdomen. After the animation finishes, the user is actually required to let loose a fearsome roar, generating an aura around them that lowers enemy defense for a limited time.
A technique for dealing with bothersome spell casters, as well as enemy healers. Upon a successful hit, it will inflict [Silence] on an enemy, as well as siphon some of their MP to the user. The cooldown is decently lengthy to prevent it from being spammed on single-casters.
A passive toggle ability that sheathes the user's fists in a torrent of fire. While the damage bonus is significant, it also burns through a tremendous amount of the user's MP as they keep it channeled. As such, toggling it between vital hits and conserving one's MP become vital.
Tailor-Made Rank 1
Allows the creation of all basic cloth-based recipes, from bolts of cloth to sewing buttons onto fabric, to patching up damaged cloth gear.
Tailor-Made Rank 2
Allows the creation of Cloth-based armor that offers little in the way of defense, but offers high evasion and magic resistance.
Tailor-Made Rank 3
Allows for the refinement of cloth into much higher quality end products, with some earlier armor recipes now having the option to create higher level variants with the new, improved materials.
Tailor-Made Rank 4
The pinnacle of worksmanship has been reached, allowing for one to weave the highest level of cloth armor, which rivals gear that can be obtained from Raids.
Dismantle Ranks 1-4
Allows for the user to unweave cloth armor in their inventory, to reduce it back to about half of the materials used in its creation.
Wuxia Style Martial Arts
Overall, the Wuxia subclass does not offer many unique abilities that only it can have; rather, it is more focused on animation changes, and offering variations of already existing moves, particularly for Swashbucklers and Monks.
A skill that increases the amount of damage dealt to a single target, so long as the terms of the fight are "fair". What constitutes as "fair" are somewhat vague, but the clearly fair conditions include:
Must be one individual versus another single individual of equal or equivalent strength. If an ally attacks the enemy, or heals the Duelist, the benefits of the subclass immediately disappear.
The enemy must be aware of their opponent before the battle begins (no sneak attacks on either part).
The Duelist must start without any buffs. However, if the enemy starts with a buff, the Duelist will still receive the benefits of this subclass.
A skill centered on the user's consecutive win bonus. Put simply, the more "honorable" duels one engages in without dying or losing one, it grants a stacking accuracy buff.
"Lo, behold the hand of your God. Its palm is inescapable, its grasp is ever-present, and a single finger can crush a mountain."
A powerful Artifact gauntlet dropped from a high level raid. The weapon takes the form of a single clawed gauntlet on the user's left hand, with a unique particle effect present, adding a red light that traces the user's fingers.
[Max HP++] [Mag.DEF +] [Phys.DEF ++]
A custom-tailored, self-made fighting dress that covers the user's torso without restricting movement to their limbs.
[ATK.SPD +] [MP Regen ++]
Tailor made bandages that wrap around frequently used muscles in the arms and wrists to keep them from being damaged via a monk's punching attacks.
[Max MP +++] [Max HP +] [AGI +++]
"Control yourself, let others do what they will. This does not mean you are weak. Control your heart, obey the principles of life. This does not mean others are strong"
A waistcoat that offers high levels of agility and MP. Acquired through a PvP tournament.
[Evasion +] [Movement Speed +]
An unremarkable drop from a standard dungeon enemy, though they do serve their purpose well.
[Movement Speed -] [Knockback Res +] [HP Regen ++]
An accessory that restricts one's maximum movement speed, while offering one a large amount of passive HP Regen and knockback resistance.
Identity Status: Known only to research personnel and high ranking government officials
Race: Insectoid Bipedal of unknown origin, not native to Earth
Nationality: Alien Planet, discovered in Egypt
Gender: Identifies as Male, has no discernible genitalia
Age: Approximately 250 Million Years Old
Enhanced Jumping: Capable of clearing thirty foot spaces in a single bound.
Enhanced Strength: Can lift 30 times his own body weight with relative ease. Maximum load tested: 8 Tons.
Enhanced Durability: Bullets tested up to 7.62 have proven ineffective at penetrating his carapace.
Advanced Intellect: Subject C-201 possesses a brain structure completely different from a human, and has shown capacity to master human languages with only days of study, understand complex machinery, and observe social customs between humans with startling ease. When given a Rubik's cube, C-201 initially took 2 hours in order to solve it, which halved to one hour on the next pattern, then down to 2 minutes, 37 seconds. His current record held is 24 seconds. 37 if blindfolded. He has also proven to be a valuable asset to [REDACTED], as his lack of formal education leads him to examine mechanical problems from a unique angle.
Paralytic Quills: The fine red hairs that trail the length of his shoulders and mid back can be launched through muscular release, carrying a neurotoxin that paralyzes the nervous system of whatever it pierces. These quills seem to regrow over time, but will return in full instantly after a molt.
Regenerative Molt: Subject C-201 is capable of shedding his current carapace, and to do so must enter a cocoon-like state for a period of 48 hours. After the period passes, C-201 will emerge completely unscathed, with all bodily injuries completely healed, including severed limbs, missing organs, and recent brain damage.
Name: [Subject's real name has been judged as impractical to write out, as it is a seemingly meaningless sequence of four hundred characters, of which only 15 are standard english alphabet characters. As such, he will be refered to as "Conduit" within this document. Simply because Jxclurgram is too difficult to type or pronounce.]
Known Aliases: Conduit
Identity Status: Secret
Race: Elemental Construct, Force of Flow
Nationality: Layer of Flow, Earth Realm
Gender: Identifies as Male
Age: 70 Million years old, Conscious for only a year, "alive" since the eve of the Knull's invasion.
Mastery of Flow: A being formed of the raw metaphysical power of change and motion within the universe, the Conduits most prominent powers seem to center around teleportation, the creation of portals, and the swapping of positions between objects and beings.
Understanding of Esprit: Another plane of magic that the Conduit has access to, allowing him to mend the wounds of others, cause the subtle, yet substantial growth of plant life, and even the age of smaller forms of life such as saplings and infantile animals.
Understanding of Axiom: A plane of magic focused upon "Truth", or the understanding of that which IS true. Through the use of Axiom, the Conduit is capable of reading the thoughts of others that he comes into physical contact with, to make himself resistant to illusionary powers or magics, and to force one who is slightly unhinged into seeing reality as it is.
Background: When one life ends, another begins. But when countless end...what if there was simply only one "beginning"? That is what the one called "Conduit" is. Roughly 70 million years ago, during the Cretaceous period, countless lives were snuffed out. A meteor that kicked up enough dust to blot out the sun lead to the Ice Age. But the deaths of the beings known as "dinosaurs" weighed heavily upon the planet.
Oh yes, the planet is indeed alive. How could it not be, if it provides the ability to live for so many? But rather than alive in the "living and breathing" sense, this world that humans stand upon is attuned to a vast network of energy that permeates the universe. That simple piece of space rock worried the planet. An anomaly from elsewhere launched with explicit purpose to destroy Earth's harmonic existence. Panicked, every ounce of energy screamed out from Earth, the very mass of the meteor bleeding as Stygian energies seeped in where they were not needed, destroying that which wasn't destined to die. And then, he was born.
A being formed purely of energy, of the elemental plane of Flow itself manifested upon the planet. Earth's guardian, attendant, and self-defense mechanism. For millions of years he would rest within the Earth's Crust in the form of a gargantuan crystalline rock. For millions of years he would await a threat worthy of the arcane might an entire realm had to offer.
For millions of years, he awaited the Knull. The alien invaders wouldn't understand the force unleashed upon a section of their armada, as halfway through one of their bombardment runs upon a city, an earthquake shook the city state of Faqistan before a blue blur of light emerged. Floating between the Knull and the citizens below, the Conduit would awaken, and with a wave of his hand, the fire of the Knull was turned back against him. The single being waged a one-man war against the Knull occupying the airspace, eventually outnumbered, and outgunned. By the time that the Knull were fought off, the Conduit had fallen to the earth, his body cracked and his power drained.
And so, he would be captured for research purposes, relocated to [REDACTED], and kept as both a useful asset to [REDACTED]'s military technology, and in the newfound interest the scientists held in the arcane arts.
Psychological Analysis: The Conduit is a rather eccentric figure, frequently seen monologuing to himself when he is alone within his cell. He has been shown through security footage to carefully document conversations that he has with the scientists that interview him, showing a heavy sense of paranoia. Despite this, he seems elated to explain the unknown, is innately curious, and has a deeply rooted love for knowledge in any form. Rather than needing to be coerced for his knowledge on the Arcane, he instead offers it in exchange for the knowledge of those who seek to learn.
Theodore stands at a fairly average Midlander's height of 5'10", with a middling build. In terms of muscular development he's not particularly impressive. His hair is an ashen blonde, and often winds up covering one of his hazel colored eyes. ＰＥＲＳＯＮＡＬＩＴＹ Ishgard is a cold place, filled with colder people. In spite of this, Theodore is a notably warm person. He is kind to those whom he hardly knows, courteous to in need of it, and more than willing to draw his blade in defense for what he believes is right. He is however, very naive and easy to fool. More than once, he's found himself aiding "innocents" that turned out to be brigands or other such criminals. Though the events at the Battle of Cartenau did dull his thirst for glory, he cannot help but boast proudly after accomplishing something, and is a fan of friendly competition.
Frankly speaking, he's an idiot. A proud, kind, naive fool that is willing to die for people that he scarcely knows. And he wouldn't want to live any other way.
The realm of Coerthas is a harsh, unforgiving icy wasteland, one where only a sole settlement endures to this day. For countless years, dragons and men have waged war against one another. These bloody conflicts continue without any end in sight, and for the average citizen of Ishgard, the thought of avenging the lost is all that keeps them interested in potentially joining the war. That and the lucrative promise of lordship to dragon slayers.
Of course, lordship is merely a pipe dream. Only the most talented at warfare can effectively fell a dragon alone, and wealthiness doesn't allow one to desert the fields of war. Its a place where one is born to die in a never ending conflict against a foe who swears revenge, and in turn, mankind swears revenge as well.
But, none of that really matters. Not to Theodore. Born to a servant's family for house Haillenarte, the boy's future prospects seemed to be limited to the scrubbing of stone floors, and the polishing of the "brave" men and women of the House's arms and armor. It wasn't a bad life, nor an especially hard one given the house's relatively lackluster estate compared to the other three houses. The head of the house was a bit disciplinary, but that just reinforced the idea in Theodore's head that serving was...really all that he was good for.
But, destiny conspires in peculiar ways. Namely, that Haillenarte was really, really damn bad at actually performing their knightly duties. As Skyfire Locks was constantly under siege, even the serving staff started being allowed to sign on to join the proud knights of Haillenarte. With the prospect of an upgrade from servanthood to lordship on the line, Theodore was excited. He'd often read stories of the brave knights of old in the libraries when he had free time, and the prospect of both letting his family live a life of comfort and becoming a hero was more than tantalizing to the young man of 14 years. It was downright seductive.
Of course, knighthood is anything but glamorous. Parking your fully armored arse in the icy outskirts of Coerthas, often fending off Goobbues and wolvevs more than anything remotely resembling a dragon was just a bit dismaying. Just a little. The Stone Vigil to the north was claimed by the dragonic brood, and Haillenarte didn't have the manpower, nor the support to reclaim it. If a knight was lucky, or perhaps foolish enough, they could ambush a Dravanian wyrm and attempt to fell it alone. Many tried, and so few succeeded, that it started being called the "Haillenarte Retirement Plan". Theodore, thankfully, learned well enough that this wasn't the glamorous crusade with promise of profit that he had assumed. This was a dead end...an infuriating, pointless dead end.
This only tempered the youth's thirst for that glory, that desire to better his family's lives. Three years would pass, each draining his resolve more and more. So much so that when the battle of Cartenau erupted to the south, and the Dragonic army of Midgardsormr fell upon the Garlean airships, Theodore felt a stirring in his soul. Not one devoted to the pursuit of wealth and dragon slaying, but of the desire for glory, and to defend his home. After all, Ishgard was part of the Eorzea that the Empire coveted, so if the Battle of Cartenau were to end in the Garleans' victory, they would be but a stone's throw away from Ishgard. As mighty as Ishgard's walls and wards were, the Empire had every possible technological, militaristic, and resource based advantage poised to overtake the whole of Ishgard. Not even the Heavensward, in his mind, could fight off the world's largest empire.
And so, alone, he would desert his post. Likely, he could never return to Ishgard for fear of execution for the crime of desertion. If he could make a difference then and there, he would. If not...it wasn't like the Empire took prisoners. It was either die then and there, or die knowing his home would be taken. And so he would march, a strange, foreign "knight" armed with the most basic of armor, sword, and shield, a temporary addition amongst the Gridanian Woodwailers. Every hand was needed in the fighting, and as Dalamud's red light began to shine down upon the battlefield.
The Garlean army, mighty as it was, proved a fearsome match for the conscripted armies, as well as the free companies of the adventurers. Theodore himself scarcely managed to square off against one Garlean footsoldier, before he found an arrow impale his shoulder. Now without the use of his sword arm, all he could do was throw his all against the next attacker. With Pilum striking back against steel, he was certain that he would meet his end at the end of a Garlean's blade. As his shield was splintered and his guard broken, he felt time slow as a blade moved against him, ilm by ilm growing closer. He closed his eyes and braced for the end, before the sound of steel clashing and time passing made him realize his life hadn't ended just yet.
A figure clad in white, an Elezen man that towered over him, had caught the blow with his shield. He would bark something to Theodore that he couldn't quite recall, his memory a haze from the battle. All he could remember was putting his sword in his good arm, and continuing to fight, covered by the Elezen paladin.
When Dalamud opened...that was when he felt the specter of death once more loom. Bahamut, the Primal of the Dragons, raged against the battlefield. Flare spells erupted, splitting apart the earth. There was no point in running anymore...no man could fight that thing. At once, he felt himself surrender, sword dropping to the dirt as he collapsed to his knees. Despair wracked his heart, before he felt a hand clasp his shoulder and shake him violently. Another set of words that he couldn't remember. Another rouse to his spirit that bade him to run. And run he would, as the blue lights erupted over the remnants of the battlefield. Flares pursued all upon the fields, and even the paladin's shield proved insufficient to block the primal's powerful attack.
When he awoke, he was half buried in the dirt, the courageous Elezen laying beside him, motionless. His body ached, his eyes burnt, and his limbs felt heavy as iron, but he bade himself to crawl. A hand felt at the man's neck, only to find nothing. No pulse of life, and no warmth. Only the cold embrace of the end had greeted this heroic man, who'd have most certainly survived had he not gone back for Theodore. Something shined within the dirt that caught his eye. Slowly he would reach out, and take grasp of a brilliant blue gemstone with a shield emblazoned on it.
As he ran his gloved fingers over it, he felt runes inscribed in it, in a language he did not know. But as he held it, he felt...at peace, somehow. He knew this had belonged to the paladin beside him, but...the stone made him feel as if it needed him to carry it. He would grasp it tightly in his hand before losing consciousness.
It was a mere stroke of luck that he survived. In the aftermath of Bahamut's defeat and the Garleans' retreat, he was lucky enough to be tended to by the Conjurers of the Twelveswood. Sadly, healing magic could only do so much on its own, and as such he was cooped up for six months while the wound to his shoulder healed.
After a lengthy recovery period in Gridania, Theodore would turn his back to Ishgard once more, taking up the mantle of being an Adventurer...and a free Paladin, one who would honor the tales inscribed upon the soul stone, and to carry on the unknown will of the man he never knew. Now a member of the Adventurers, he would perform various odd jobs for several years, until the day that a flier stuck to a tavern wall caught his eye.
ＯＴＨＥＲ Favorite Foods: Sohm Al Tart, Shepherd's Pie, and Salmon Muffins
His Ishgardian heritage has given him an inclination to distrust Au Ra, though that's solely due to his lack of interaction with them.
Color = E6FCFF ＲＥＡＳＯＮ ＦＯＲ ＥＮＬＩＳＴＭＥＮＴ
As one man's shout rang out, two fighters within the "arena" of the Lancer's guild begain sizing one another up. One, a Hyuran Midlander with hair white as snow, and eyes focused upon his opponent. His opposite, an Elezen Wildwood Woodwailer, bearing the traditional mask of his ocupation. With hair as black as coals and hands tightening on his lance, the Elezen would thrust forward wildly, using rapid thrusts to attempt to back the hyur into a corner.
The momentum he carried was wild at best. After all, the elezen was only ranked as a First Spear, barely better than a fresh recruit. His thrusts kept missing the mark, often easy enough for the Hyur to track with the steel pilum clutched in his arm. With one large step, the Elezen attempted to bypass the shield and disarm his opponent...
The impact of spearhead against shield resounded throughout the Lancer's Guild, as iron ground hard against flat steel and attempted to slide past the defense of the Knight of the North. He had taken a step back, nearly to the wall even. In one swift motion, Theodore would step forward while lowering his posture, pushing the pilum of upon his arm upwards and away, effectively leaving the Woodwailer recruit completely open. Now ilms from his throat was Theodore's blade, which slowly sunk back to his hip.
Relaxing his stance, the Ishgardian would smile. "That's the biggest thing you need to watch out for with a lance. Its a really good weapon for keeping your distance, but once that distance is breached then you have no choice but to retreat. And the best way to make sure you're unlikely to be caught off guard like that..." he would explain, guiding the recruit's feet and shoulders, so that his left shoulder was facing Theodore.
"Lead with your less dominant hand to guide the spear, when you're on the offensive, then put your dominant hand at the front instead if you're on the defensive. Easier to parry with more control, but easier to thrust with more force in the back. Oh, and make sure you carry something light as a side arm..."
"I think that's enough, Graham. Thanks for the lesson." The Woodwailer's superior, a midlander woman would say, smiling a bit beneath her mask. "Hard to believe you don't even use a spear with all the advice you spout. You ever thought about joining up? The Twin Adders could use a man that can whip recruits up a bit, she would add, giving her fresh recruit a clap on the back that nearly knocked the young Elezen off his feet.
Giving the thought a quick mulling over, Theodore simply shrugged before sheathing his sword at his hip once more. "Its a good offer, but...I'm still not done searching yet. Besides, its a big world. And someone's always in need of a good sword arm or two," he would say, a smile tugging at his cheeks. "Thanks for everything though. Popping in here now and again has helped me improve a lot. Sorry for messing up some of your plans though, Ywain." the paladin would say, bowing to the guild master of the Lancer's Guild.
The Hyuran lancer would give a slight shrug. All were welcome to learn the art of the lance so long as they had the conviction, but he seldom got a request from someone asking for sparring. Ywain had trounced Theodore thoroughly in more than a few sparring sessions, but the score over the past year had netted Theodore a few victories. "In a way, it helps my students to fight people with other weapons. After all, one can hardly call a lancer who's never fought a sword user 'experienced'. Good luck to you."
With all that needed to be said spoken, Theodore would stride out of the guild, still a might bit sore that he never did manage to even the score with Ywain. It was a bit of gil to rent a chocobo all the way to Thanalan, but performing odd jobs in the Black Shroud, especially near the honey yard, had netted him sufficient funds for that and lodgings for a few days when he arrived. He had heard of a free company's formation...or perhaps "reformation" was a more apt description. The "Blessed Twelve" had posters up all within the Gridanian Adventurer's Guild, so it was no surprise that it caught the young paladin's eye.
Whether he would join or not would depend on the characters seeking enlistment. After all, he couldn't judge a free company until he knew what "company" they kept. With that in mind, he would pay the porter with a small sack of gil, and hop upon his assigned Chocobo. He was no stranger to riding them, there were enough times in Coerthas that he would ride upon the birds...and ever since, he couldn't help but love the feeling of riding upon one. the somewhat soft yellow and black plumes, the adorable way their eyes glittered when something sparked their curiosity...perhaps one day, he'd open a chocobo ranch. Even their smell entranced him, the bird he was riding getting a quick sniff on its neck from the Knight before he hopped on.
With a thirst for glory and companionship in his heart, he would ride to the South. To the city of gold, Ul'Dah, where there were no doubt many in need of one willing to fight for what was right, not just for what was profitable.
Hi. I'm Honda. Nice to meet you. (^･o･^)ﾉ” Let's be friends!
A young man of few words, Honda's life has been fairly average. Normal parents, normal albeit quiet school life, and a life seemingly lacking anything at all conspicuous. Oddly enough, nobody really knows anything about Honda, as he tends to just blend into the background, out of sight from others. Its for this reason he bleached his hair blonde to try and stand out, only for people to question if he was some new transfer student.
A young man who takes his fights far beyond his opponent's reach, dashing amidst the battlefield in order to remain out of harm's reach. ...Off the battlefield however, he barely skirts by social interactions while constantly fumbling over his words. He lacks confidence in his ability to speak to others, often thinking that due to his Werecat race most people would like to avoid him, especially in combination with the reputation a sneaky assassin has.
As such, in the new world he attempts to do things to appear more approachable, ranging from adding verbal cat-based ticks to his speech when he can stand it, and doing his best to dress to impress. The Butler subclass is a fairly recent addition for him, and he has practiced relentlessly to be a confident person capable of interacting with others...but still crumbles as soon as someone raises their voice.
Classes and Abilities
As simple a skill as one could think of without being a "basic" attack. A projectile is flung with increased damage compared to if another class were to attempt using them. While just about any "usable" item can be lobbed, the items Kuroneko is most keen to use are Shuriken and Kunai, along with simplistic status inflicting bombs.
A skill that allows one to decrease their [Hate] by a large amount with a risky maneuver. By consuming a sizeable chunk of MP, one creates a Body Double Afterimage that takes the brunt of a blow intended for the user, allowing them to escape unscathed, creating the illusion of them being slain. This causes their Hate to drop to 0, and immediately place the user into a Stealth State, so long as there is sufficient cover or darkness.
A passive Skill that allows the user to see clearly in pitch black darkness. Also removes any Blind based status ailments from dark-based magic attacks.
A simple skill that's the bread and butter of most Assassin's skillsets, allows one in sufficient cover/darkness to practically become invisible to enemies near their level. Enemies at a range of being over 5+ levels have a chance to instantly see through the user's stealth, meaning Assassins can't just use it to gang up on a high level boss with spamming and then running tactics.
A skill centered on hit-and-run melee tactics, that rapidly "teleports" the user in a straight line, dealing damage to all things in that line. While it may appear that the user is in the "process of moving", this is in fact a short range hit-scan projectile. This skill has a low MP cost, but has a limited number of uses on a stockpiling cooldown that stacks up to 9 maximum uses. Mostly used to deal a small bit of damage and reposition while avoiding taking damage.
A toggleable buff ability that applies to one's Throwing Weapon speed. Greatly increases one's rate of fire while decreasing their critical hit chance, while also applying a chance for any projectile thrown to "double", dealing twice the damage as a ghostly afterimage follows its exact trajectory.
An area of effect damage ability, considered one of the strongest crowd clearing options in an Assassin's arsenal. With a melee weapon, one unleashes a furious spin slash, followed by others in the opposite direction. This attack has a high MP cost, Cooldown, and Damage, making it perfect for clearing out powerful, but not necessarily 'boss' level monsters that surround a group. Mostly ineffective in PvP, due to the nature of assassin being a glass cannon. Being surrounded means death.
An Assassin's key skill, it is the strongest instantaneous damage ability among weapon-based attacking classes. Deals large damage to an enemy's body, with a chance to instantly kill enemies at least ten levels lower than the Assassin's. Since the strength of this skill increases with higher ranks, an Assassin can potentially outclass the firepower of other DPS classes. If the attack lands, a white glow appears on screen surrounding the enemy, showing their silhouette falling if it is instant death. The ranged version of this resembles a lightning strike by numerous arrows, but for Kuroneko's Thrown Weapons, it instead takes the form of chains surrounding an enemy, before constricting painfully.
A Skill that produces a poisonous green fog from a thrown bomb that deals damage in an area around the designated location. One must take care of the timing since it damages both enemies and allies. Skill rank affects the duration, power and range of area affected by the poison fog.
Launches an attack by using a blade or projectile coated with deadly poison. On hit, there is a high chance to poison the enemy, causing damage over time. The weapon takes on a malicious purple hue when in use and when the attack hits it adds a boiling bubbling poison effect.
An attack skill that is the antithesis of what an Assassin stands for. Loud, flashy, and extremely high damage, this skill is only usable after a long wind up period, wherin one flings a projectile at high speeds, calling down lightning just as it strikes a target. Deals absurdly high damage, but leaves the user vulnerable while casting, and just two uses of it is enough to leave most Assassins dry on MP.
A skill that allows one to tame monsters of a level lower than the user, typically the limit for taming a creature is one that is 5 levels below the Animal Trainer's level. When a beast is tamed, it will function as a combat pet, but only a single pet can be held at a time, and if it dies, it cannot be resurrected.
Butlery Levels 15-75
In general, the Butler subclass is one that is functionally identical to the Maid, but for male characters. In particular, they are very good at cleaning, moderately good at cooking, and being capable of doing light repairs to cloth-based equipment.
A passive buff that greatly increases the range of thrown weapons by using an overhead throw. Less accurate, but deals much more damage.
Increases the "reload speed" between shots of thrown weapons. Put simply, it passively increases one's ability to throw more things.
Your throws reach the point that they begin to tear through the air, making them fly longer and faster. Increases the default Throwing Weapon Range by about 50%, and increases projectile velocity by 25%.
Hail Mary throws now become guaranteed critical hits, but can only be fired outdoors.