Appearance:
>>Height:
5'8"
>>Eye Colour:
Forest Green
>>Hair Colour:
Ginger
Character Information:
>>Name:
River Fido/ Charles Fido
>>Title:
N/A
>>Gender:
Male
>>Age:
24
>>Race:
Human
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Charlie Fido, pronounced Fihd-oh and he was quick to correct you on it, grew up with little to no friends with the exception of his childhood best friend and sister. From an early age he quickly took to liking animals far more than people as he claimed "An animal has never once wronged me, if anything they are far too trusting of humans given what we as a people have done to them." It was this mindset that forged his path to become an activist in his community to better help preserve natural lands, animal sanctuaries, strays, and so much more. He lived his life to care for those poor beasts who could not speak for themselves and made sure they always had a voice. Hardworking and studious Charlie quickly climbed up the educational ladder landing him an early graduation in college for his Veterinarian degree with a Zoology minor. He was constantly watching over animals whether at work, volunteering at zoo's, as well as helping the local wildlife. Charlie's only real escape from it all was mmo's and other fantasy games. It was of course to no ones surprise when he decided to obtain the new VRMMORPG Talrae as well as the wave gear needed to play it. It was rumored that there was a unique class system in which any two players playing the same class could be vastly different, and what better class for him than the Trainer class who specializes with animals. He quickly booted up his gear on launch day making sure his stats and appearance were satisfactory with the type of player he'd like to become as well as the exciting surprise to pick his first partner...and the rest was history.
_____________________________________________________________________________________________________________
Charlie Fido, pronounced Fihd-oh and he was quick to correct you on it, grew up with little to no friends with the exception of his childhood best friend and sister. From an early age he quickly took to liking animals far more than people as he claimed "An animal has never once wronged me, if anything they are far too trusting of humans given what we as a people have done to them." It was this mindset that forged his path to become an activist in his community to better help preserve natural lands, animal sanctuaries, strays, and so much more. He lived his life to care for those poor beasts who could not speak for themselves and made sure they always had a voice. Hardworking and studious Charlie quickly climbed up the educational ladder landing him an early graduation in college for his Veterinarian degree with a Zoology minor. He was constantly watching over animals whether at work, volunteering at zoo's, as well as helping the local wildlife. Charlie's only real escape from it all was mmo's and other fantasy games. It was of course to no ones surprise when he decided to obtain the new VRMMORPG Talrae as well as the wave gear needed to play it. It was rumored that there was a unique class system in which any two players playing the same class could be vastly different, and what better class for him than the Trainer class who specializes with animals. He quickly booted up his gear on launch day making sure his stats and appearance were satisfactory with the type of player he'd like to become as well as the exciting surprise to pick his first partner...and the rest was history.
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>>Class:
Trainer
>>Subclass:
N/A
Character Stats:
>>Health:
(2700/2700)
>>Mana:
(3950/3950)
>>Strength:
20
>>Agility:
20
>>Intelligence:
60
>>Stamina:
31
>>Level:
16
Starting Ren: 973
Current Ren: 1,685
Current Debt: 0
Accumlated Experience: 3000/43,915
Experience for Current Level: 43,915
Experience Needed for Next Level: 43,415
XP:////////////////////////////////////////////(Each Line is 1,000 points)
Skills:
>>Monster knowledge:
53
>> Exotic Melee Weapon:
31
>>Hiding:
20
>>Sneaking:
20
>>Tracking
20
Spells:
Tame (1) - User attempts to Tame target Monster. User can only target non-Intelligent Monsters. It automatically succeeds if Monster is lower level than User. 50% chance if Monster is same level. Low chance if Monster is higher level. Tamed Monsters will follow user's commands. 100MP.
Action Cost: 1 - Cool Down: 1 minute
Summon (1) - User summons a tamed Monster on the spot. (Level of Monster)x(15)MP.
Action Cost: 1 - Cool Down: 1 minute
Unsummon (1) - User unsummons a tamed Monster. 50MP.
Action Cost: 1 - Cool Down: 1 minute
Release (1) - User releases a tamed Monster. It immediately teleports to it's natural habitat and turns feral. 50MP.
Action Cost: 2 - Cool Down: 1 minute
Heal Monster (1) - User heals target Monster for a small amount. 50MP.
Action Cost: 2 - Cool Down: 15 seconds
Partners (1) - User's starting tamed monster will always have 60% (rounded up) of User's Attributes and 30% (rounded up) of User's Skill points. Passive.
Make Permanent Monster (5) - User makes 1 tamed monster into their permanent tamed monster. Permanent monster cannot be Released (Level 1 spell) and must remain with the user until the end of the game. Permanent monster will gain the ability to gain Attribute and Skill points. Attribute gained equals to 100% and Skill gained equals to 25% of Player's gain. 300MP.
Increase Monster Cap 1 (3) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 200MP.
Increase Monster Summoning Cap 1 (5) - User is allowed to summon 2 Monsters simultaneously. Passive.
Full Heal Monster (10) - User heals target Monster to 100% of maximum HP. 500MP.
Action Cost: 8 - Cool down: 5 minutes
Full Restore Monster Mana (10) - User restores mana in target Monster to 100% of maximum MP. 500MP.
Action Cost: 8 - Cool Down: 5 minutes
Resurrect Monster (15) - User brings target dead monster back to life with 50% HP and MP. Works only before models shatter into light. 1,000MP.
Action Cost: 5 - Cool Down: 5 minutes
Action Cost: 1 - Cool Down: 1 minute
Summon (1) - User summons a tamed Monster on the spot. (Level of Monster)x(15)MP.
Action Cost: 1 - Cool Down: 1 minute
Unsummon (1) - User unsummons a tamed Monster. 50MP.
Action Cost: 1 - Cool Down: 1 minute
Release (1) - User releases a tamed Monster. It immediately teleports to it's natural habitat and turns feral. 50MP.
Action Cost: 2 - Cool Down: 1 minute
Heal Monster (1) - User heals target Monster for a small amount. 50MP.
Action Cost: 2 - Cool Down: 15 seconds
Partners (1) - User's starting tamed monster will always have 60% (rounded up) of User's Attributes and 30% (rounded up) of User's Skill points. Passive.
Make Permanent Monster (5) - User makes 1 tamed monster into their permanent tamed monster. Permanent monster cannot be Released (Level 1 spell) and must remain with the user until the end of the game. Permanent monster will gain the ability to gain Attribute and Skill points. Attribute gained equals to 100% and Skill gained equals to 25% of Player's gain. 300MP.
Increase Monster Cap 1 (3) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 200MP.
Increase Monster Summoning Cap 1 (5) - User is allowed to summon 2 Monsters simultaneously. Passive.
Full Heal Monster (10) - User heals target Monster to 100% of maximum HP. 500MP.
Action Cost: 8 - Cool down: 5 minutes
Full Restore Monster Mana (10) - User restores mana in target Monster to 100% of maximum MP. 500MP.
Action Cost: 8 - Cool Down: 5 minutes
Resurrect Monster (15) - User brings target dead monster back to life with 50% HP and MP. Works only before models shatter into light. 1,000MP.
Action Cost: 5 - Cool Down: 5 minutes
Strengthen (1) - Target gains 5% Strength for a 30 seconds 50MP.
Action Cost: 1 - Cool Down: 1 minute
Healing Beam (2) - User emits a healing beam of light to a target, healing low amount. 100MP.
Action Cost: 2 - Cool Down: 15 seconds
Attuned to One’s Body (3) - User gains 100HP whenever they cast a spell from the Body Discipline. Passive.
Enfeeble (4) - User saps strength from target. Target loses 5% Strength for 30 seconds. 100MP.
Action Cost: 3 - Cool Down: 1 minute
Restore Vitality (5) - User heals all nearby allies for a low amount. 250MP.
Action Cost: 3 - Cool Down: 30 seconds
Essence Gain (6) - User gains +100MP every time they heal by using spells from the Body Discipline. Does not activate with “Attuned to One’s Body”. Passive.
Quicken (7) - Target gains 10% Agility for 30 seconds 200MP.
Action Cost: 4 - Cool Down: 2 minutes
Sap Energy (8) - Target loses 10% Agility for a few seconds. 200MP.
Action Cost: 4 - Cool Down: 2 Minutes
Greater Healing Beam (9) - User emits a healing beam of light to a target, healing moderately. 300MP.
Action Cost: 5 - Cool Down: 30 seconds
Pulse of Life: A pulse of healing energy radiates from the mage, restoring a moderate amount of health to all allies. 500 MP
Action Cost: 7 - Cool Down: 2 Minutes
Action Cost: 1 - Cool Down: 1 minute
Healing Beam (2) - User emits a healing beam of light to a target, healing low amount. 100MP.
Action Cost: 2 - Cool Down: 15 seconds
Attuned to One’s Body (3) - User gains 100HP whenever they cast a spell from the Body Discipline. Passive.
Enfeeble (4) - User saps strength from target. Target loses 5% Strength for 30 seconds. 100MP.
Action Cost: 3 - Cool Down: 1 minute
Restore Vitality (5) - User heals all nearby allies for a low amount. 250MP.
Action Cost: 3 - Cool Down: 30 seconds
Essence Gain (6) - User gains +100MP every time they heal by using spells from the Body Discipline. Does not activate with “Attuned to One’s Body”. Passive.
Quicken (7) - Target gains 10% Agility for 30 seconds 200MP.
Action Cost: 4 - Cool Down: 2 minutes
Sap Energy (8) - Target loses 10% Agility for a few seconds. 200MP.
Action Cost: 4 - Cool Down: 2 Minutes
Greater Healing Beam (9) - User emits a healing beam of light to a target, healing moderately. 300MP.
Action Cost: 5 - Cool Down: 30 seconds
Pulse of Life: A pulse of healing energy radiates from the mage, restoring a moderate amount of health to all allies. 500 MP
Action Cost: 7 - Cool Down: 2 Minutes
Finger Lightning (1) - User shoots out a small lightning from the tip of a finger, dealing low damage. 50MP.
Action Cost: 1 - Cool Down: 15 Seconds
Lightning Shot (2) - User shoots out a bolt of lightning, dealing moderate damage. 100MP.
Action Cost: 3 - Cool Down: 30 seconds
Energize (3) - If the user casts an Electricity Discipline spell when they have maximum mana, the spell replicates to an additional target. Passive.
Plasma Burst (4) - User bursts out electric energy, damaging all opponents nearby for low damage. 100MP.
Action Cost: 4 - Cool down: 1 minute
Shock (5) - User zaps target, dealing high damage. 250MP.
Action Cost: 5 - Cool Down: 1 minute
Overload (6) - If the user casts 3 Electricity Discipline spells in a short window of time, the 3rd spell deals double damage. Passive.
Chain Lightning (7) - User shoots out multiple lightning from their hands, dealing moderate damage to up to 5 targets. 400MP. - Cool Down: 2 minutes
Action Cost: 6
Lightning Bolt (8) - User shoots out a bolt of lightning, dealing high damage and briefly stunning the target. 300MP.
Action Cost: 7 - Cool Down: 2 minutes
Static Discharge (9) - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt low damage. Passive.
Lightning Lure: The mage wraps their target in magic, making electrical energy harder to avoid for 1 minute. If an attack deals lightning damage, the target’s evasion for that attack is reduced by 10%. 500 MP
Action Cost: 4 - Cool Down: 3 minutes
Fuse Energy (11) - User empowers their next Electricity Discipline spell, making it deal 25% additional damage. 250MP.
Action Cost: 2 - Cool Down: 1 minutes
Defensive Field (12) - Whenever user is hit by a melee attack, user has a 10% chance to auto-cast Lightening Shot for free against the attacker. Passive.
Recharge (13) - User cancels the spell they are about to cast, refunding 150% of the MP cost. 50MP.
Action Cost: 2 - Cool down: 2 minutes
Lightening Field (14) - User creates a dome of electric field around them for 1 minute, dealing moderate damage to all targets inside and slowing their movements. 300MP.
Action Cost: 5 - Cool down: 3 minutes
Action Cost: 1 - Cool Down: 15 Seconds
Lightning Shot (2) - User shoots out a bolt of lightning, dealing moderate damage. 100MP.
Action Cost: 3 - Cool Down: 30 seconds
Energize (3) - If the user casts an Electricity Discipline spell when they have maximum mana, the spell replicates to an additional target. Passive.
Plasma Burst (4) - User bursts out electric energy, damaging all opponents nearby for low damage. 100MP.
Action Cost: 4 - Cool down: 1 minute
Shock (5) - User zaps target, dealing high damage. 250MP.
Action Cost: 5 - Cool Down: 1 minute
Overload (6) - If the user casts 3 Electricity Discipline spells in a short window of time, the 3rd spell deals double damage. Passive.
Chain Lightning (7) - User shoots out multiple lightning from their hands, dealing moderate damage to up to 5 targets. 400MP. - Cool Down: 2 minutes
Action Cost: 6
Lightning Bolt (8) - User shoots out a bolt of lightning, dealing high damage and briefly stunning the target. 300MP.
Action Cost: 7 - Cool Down: 2 minutes
Static Discharge (9) - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt low damage. Passive.
Lightning Lure: The mage wraps their target in magic, making electrical energy harder to avoid for 1 minute. If an attack deals lightning damage, the target’s evasion for that attack is reduced by 10%. 500 MP
Action Cost: 4 - Cool Down: 3 minutes
Fuse Energy (11) - User empowers their next Electricity Discipline spell, making it deal 25% additional damage. 250MP.
Action Cost: 2 - Cool Down: 1 minutes
Defensive Field (12) - Whenever user is hit by a melee attack, user has a 10% chance to auto-cast Lightening Shot for free against the attacker. Passive.
Recharge (13) - User cancels the spell they are about to cast, refunding 150% of the MP cost. 50MP.
Action Cost: 2 - Cool down: 2 minutes
Lightening Field (14) - User creates a dome of electric field around them for 1 minute, dealing moderate damage to all targets inside and slowing their movements. 300MP.
Action Cost: 5 - Cool down: 3 minutes
Analyze: After defeating a monster equal to or lower than their level, the system will prompt them to remember the monster's settings as long as the Shaper has an available memory slot. Passive.
Shift: The Shaper assumes the form of a monster saved in its memory. They take on the STR, AGI, INT, and STM of the new form but retain their health and mana. All equipment melds into the new form and cannot be damaged or accessed, disabling any effects that require activation but permitting passive abilities such as ability boosts. While shifted, the Player’s base action slot count remains the same but all Attribute dependant variables will change according to the new form. Shifters can only access Trainer actions and Spells while shifted. Shifting back has no Action Cost.
Action Cost: 7 - Cool Down: 3 Minutes
Forget: The Shifter forgets the data of a previously memorized monster, allowing them to Analyze a new one. Passive.
Memory: The Shifter gains 1 memory slot.
Recall: Can only be used while Shifted. The Shifter refreshes their memory, keeping the shape they shifted into rather than losing it. 300 MP
Action Cost: 5 - Cool Down: 5 Minutes
Expanded Memory: The Shifter gains 1 additional Memory Slot. Requires Monster knowledge 50.
Shift: The Shaper assumes the form of a monster saved in its memory. They take on the STR, AGI, INT, and STM of the new form but retain their health and mana. All equipment melds into the new form and cannot be damaged or accessed, disabling any effects that require activation but permitting passive abilities such as ability boosts. While shifted, the Player’s base action slot count remains the same but all Attribute dependant variables will change according to the new form. Shifters can only access Trainer actions and Spells while shifted. Shifting back has no Action Cost.
Action Cost: 7 - Cool Down: 3 Minutes
Forget: The Shifter forgets the data of a previously memorized monster, allowing them to Analyze a new one. Passive.
Memory: The Shifter gains 1 memory slot.
Recall: Can only be used while Shifted. The Shifter refreshes their memory, keeping the shape they shifted into rather than losing it. 300 MP
Action Cost: 5 - Cool Down: 5 Minutes
Expanded Memory: The Shifter gains 1 additional Memory Slot. Requires Monster knowledge 50.
Beastal Croon: The Shifter turns their new shape’s natural sounds into a rough song, lulling monsters to sleep for one minute. 400 MP
Action Cost: 6 - Cool Down: 2 Minutes
Screech: The Shifter lets out a cacophonous screech, reducing all nearby enemies damage by 5% for 1 minute. 500 MP.
Action Cost: 6 - Cooldown: 2 Minutes
Aura of the Beast: While shifted, monsters of lower level will not attack you unless provoked. Passive.
Action Cost: 6 - Cool Down: 2 Minutes
Screech: The Shifter lets out a cacophonous screech, reducing all nearby enemies damage by 5% for 1 minute. 500 MP.
Action Cost: 6 - Cooldown: 2 Minutes
Aura of the Beast: While shifted, monsters of lower level will not attack you unless provoked. Passive.
Actions:
Bounty:
User gains D10 extra Renn whenever they receive Renn from GM. Passive.
Stunning Punch:
User punches target. Medium chance of stunning target briefly. 30MP.
Sprint:
User's running speed increases by a bit for a few minutes. 50MP.
Meditate: User focuses for few a minutes, recovering either 200HP or 200MP. 0MP.
Items:
Rod of Monstrous Affinity Image
Rod of Monstrous Affinity: Can be activated once a day for 200MP. User makes target Monster they control grow, granting it +100% increased Attributes
Wolf Pelt (3)
Crystal's (3)
Sorcerer's Shoes (2): +100 Mana
Repair: 1 Fabric, 1 Crystal, Sewing Kit
Cloak of the Magi (2): +150 Mana
Repair: 1 Fabric, 1 Crystal, Sewing Kit
Glove of the Magi (2): +5 Intelligence +200 Mana
Repair: 1 Leather, 1Crystal, Sewing Kit
Trainer's Whip: +1 to all attributes
Repair: 3 Leather
Wand of Affinity: Magic Weapon All spells cost 25 Mana less.
Repair: 1 Wood, 1 Crystal
Boots of Travel: Walkimg Speed x2
Repair: 1 Fabric, 1 Crystal, Sewing Kit
Fancy Clothes:
Repair: 3 Fabric, Sewing Kit
Cloth Armor
Repair: 1 Fabric, Sewing Kit
Wooden Totem x2: Stores 1 Monster
Repair: 1 Wood, 3 Magic Crystal
Electric Ward: When placed, attacks nearby enemies with Plasma Burst (4). Lasts 1 hour.
Blue Potion: Replenishes 25% of maximum MP
Sewing Kit
Repair: 1 Iron
Empty Book: Filled with Monster Knowledge
Repair: 2 Paper
Pets:
Pepper
Stats: [add 15 attributes tbd]
Health:(1300/1300)
Mana:(1450/1450)
Strength:5
Agility:30
Intelligence:50
Stamina:10
Level:16
Skills:
Searching- 28
Tracking-[ 30
Nickname: Pots
Description: At first glance pepper is one of the most ( if not the most ) adorable creature one may happen across, that is until you discover what it can be. The faerie dragon grows up to be a large and protective creature that uses its natural abilities to keep its young and lands safe. The venom glands found within its mouth and throat allow to create a potent poisonous spray that it jets out in a cone, that is however when full grown. At peppers current young stage it can produce its venom but it is no where near that the might of its adult counter parts. Their claws are razor sharp and serrated at both sides in order to strike foes while the venom glands build up another round of spray.
Class Type: Range Dps
Abilities/Skills:
Caustic Bite: A cone shaped spray is emitted from the mouth much like a dragons fire breath. This breath weapon is poisonous in nature, dealing a low amounts of damage in a wide area.Has a 20% chance to poison the targets.200MP(Action)
+ Action Cost: 5 - Cool Down: 1 Minute
Fae's blessing: A low level healing spell that can heal a moderate amount of HP in an aoe burst.250MP(Spell)
+ "Grants Fae's Blessing for 1 minute, increasing all healing received by 25%."
+ Action Cost: 7 - Cool Down: 2 minutes
Stats:
Health:(2600/2600)
Mana:(2900/2900)
Strength:8
Agility:40
Intelligence:100
Stamina:20
Stats:
Health:(1000/1000)
Mana:(1000/1000)
Strength:27
Agility:15
Intelligence:22
Stamina:10
Level:13
Skills:
Nickname: Ubi
Description: Long thought to be a creature of myth and legend, the Fantastic Genie can be found within the realm of Ygrasdil. Many have sought out, searching for the appropriate vessel that contained this magical being known to grant wishes. This particular type of genie only Grant's blessings when summoned from its vessel. Ubi's is a golden, ornately made Arabian oil lamp with gems encrusted on its base. When summoned, the genie appears from a cloud of blueish purple smoke and stars from the lamps spout.
Phantasm: User takes reduced physical damage and attracts less aggro. Passive.
Genies Blessing: Owner gains +500HP, +500MP, 15 STM Passive.