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Post by Rhea on Jul 17, 2010 17:49:23 GMT -5
A Long and Tedious Journey Awaits [/b][/size][/center][/u] Username: Rhea Is This Character Canon?: Noooo.
Your Destiny is to Venture Upon It [/b][/size][/center][/u] Name: Myra Jeanne Callahan Race: Human Age: 20 Gender: Female Homeworld: Radiant Garden
Your Decisions Will Decide the Outcome of the Universe [/b][/size][/center][/u]
Appearance:
Personality:
- General Persona:
Myra is, frankly, quite odd. She's the type who's always off in her own little world, quite oblivious to the real one. Not only is she rather ditsy, but she's also filled with crazy ideas. She tends to ramble, whether or not anyone is listening. Myra might not be considered polite due to her abandonment of social norms, but she's actually a friendly person. She doesn't go out of her way to make people uncomfortable, but often its inevitable with her strangeness. It doesn't help that she's a recluse and doesn't get to talk to people much; she's inept in the social department. Her emotional health is also questionable – while the majority of the time she's bubbly and kooky, she has a tendency to snap when provoked. Usual triggers are insults to people she cares about (she's insanely loyal), or if she's feeling in danger herself. During these breakdowns she's uncontrollable, though she wears out quickly.
- Inner Thought Process:
A constant jumble of random information flows through Myra's brain. She has a problem with separating reality from her daydreams, worse than any child. Being on her own so often has left her in a state of loneliness. She's used to it, yet she disdains it. Perhaps the best explanation for her madness is that it's an escape from the solitude. Even when she has people around her, she tends to feel separate. It's a viscous circle, her escape from loneliness makes her more lonely.
- Fears:
The usual fears don't seem to phase her: insects, needles, etc. Mostly she fears being alone, or losing someone close to her.
- Pleasures:
Myra loves anything to do with magic, probably because it's as odd as she is. She's also fond of thunderstorms, getting lost, spicy foods, and anything the least bit strange.
- Quirks:
Myra is a quirk in and of herself.
But With Great Power Comes Great Responsibility
[/b][/size][/center][/u] Character Class: Initiate, Tier 1 Stats:
- Strength: 1
- Cunning: 23
- Agility: 10
Abilities: Next post.
Weapons:
Primary Weapon Name: Twin Daggers Primary Weapon Type: Bladed (Set) Primary Weapon Description: A pair of daggers with nine inch blades and black grips, working together as one weapon. They fit into sheaths on either side of Myra's belt. Primary Weapon Ability: Lightning Aura
Secondary Weapon Name: Multispace Secondary Weapon Type: Bladed Secondary Weapon Description: This keylike weapon has a definite theme of space about it. The blade is made up of black, speckled, with white dots to resemble the starry sky. The teeth of the key is a wormhole of some type. The hilt guards are two comets and their tails, appearing as if they were chasing each other around the handle. On a chain attached to the bottom of the weapon is a small token of another wormhole.
Secondary Weapon Name: Concealed Knife Secondary Weapon Type: Bladed Secondary Weapon Description: A matching knife to her daggers, with the same black hilt (albeit thinner) and a five inch blade. It's wrapped to her thigh, hidden by her baggy capris.
Items:
[/blockquote] But Your History Decides Your Version of "Responsibility" [/b][/size][/center][/u] History:
[/size]
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Post by Rhea on Jul 17, 2010 17:53:42 GMT -5
[hp=34/34] Physical Abilities:
- ABILITY NAME Aim
ABILITY TYPE Standard ABILITY DESCRIPTION Rule #96! Take a turn to make sure your next shot lands home. After using Aim, a regular attack on your next turn will be twice as accurate. Works with melee, ranged, and thrown weapons. Cannot be used with another Ability. USAGE Unlimited. Requires one turn to activate. RANGE Self ELEMENT None POWER Weak
- ABILITY NAME Basic Counterattack
ABILITY TYPE Standard ABILITY DESCRIPTION When your character is attacked at close range they automatically retaliate with equal force. Only triggered by normal attacks. USAGE Three times per battle. Character must be prepared in advance for the attack. RANGE Self ELEMENT None POWER Weak
- ABILITY NAME Jump Boost
ABILITY TYPE Standard ABILITY DESCRIPTION Characters with this Ability can jump 15 feet into the air at will. USAGE Passive, unlimited RANGE Self ELEMENT None POWER Weak
- ABILITY NAME Bladed Weapon Trainee
ABILITY TYPE Advancement ABILITY DESCRIPTION Basic training with swords, daggers, and other sharp pointy metal tools. Melee attacks with a bladed weapon are now twice as accurate as untrained and deal 1.5x damage. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Weak
- ABILITY NAME Unarmed Combat Trainee
ABILITY TYPE Advancement ABILITY DESCRIPTION Who says you need a weapon? Be your own weapon! Unarmed melee attacks are now twice as powerful as untrained and slightly more accurate. This ability cannot be stacked with other Weapon Advancement abilities. USAGE Passive; constant effect RANGE Self ELEMENT None POWER Weak
Magical Abilities:
- ABILITY NAME Magic Rope
ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster causes a length of rope or a similar object to move on its own, even defying gravity briefly. Useful for spelunking and street performances. USAGE Once per turn. RANGE Within 30 feet ELEMENT None POWER Weak
- ABILITY NAME Scan Lv1
ABILITY TYPE Standard ABILITY DESCRIPTION This mystic spell analyzes the appearance of an opponent, and reveals its name to the user. Only usable on staff-run NPCs. USAGE Once per turn. RANGE Within 30 feet ELEMENT None POWER Weak
- ABILITY NAME Fire
ABILITY TYPE Standard ABILITY DESCRIPTION A small burst of fire magic appears at the spellcaster's command, burning a single target before disappearing. USAGE Once every other turn. Target must be seen. RANGE Within 30 feet ELEMENT Fire POWER Weak
- ABILITY NAME Ice
ABILITY TYPE Standard ABILITY DESCRIPTION A small burst of ice magic appears at the spellcaster's command, chilling a single target before disappearing. USAGE Once every other turn. Target must be seen. RANGE Within 30 feet ELEMENT Ice POWER Weak
- ABILITY NAME Lightning
ABILITY TYPE Standard ABILITY DESCRIPTION A small burst of lightning magic appears at the spellcaster's command, giving a single target a mild electrical shock. USAGE Once every other turn. Target must be seen. RANGE Within 30 feet ELEMENT Electric POWER Weak
- ABILITY NAME Fireball
ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a fireball the size of an apple and throws it at a single target. USAGE Three times per battle. RANGE 20 feet ELEMENT Fire POWER Weak
- ABILITY NAME Ice Arrow
ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster fires a shard of ice at a single target. USAGE Three times per battle. RANGE 20 feet ELEMENT Ice POWER Weak
- ABILITY NAME Lightning Bolt
ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster points at a single target and a surge of electricity leaps across the distance. USAGE Three times per battle. RANGE 20 feet ELEMENT Electric POWER Weak
- ABILITY NAME Protect
ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a weak magic barrier which resists physical damage. Halves the damage from normal attacks or weak physical Abilities; no effect on magic Abilities. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT None POWER Weak
- ABILITY NAME Barrier
ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a weak magic barrier which resists magical damage. Halves the damage from weak magical Abilities; no effect on normal attacks or physical Abilities. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT None POWER Weak
Weapon Abilities:
- ABILITY NAME Lightning Aura Lv2
ABILITY TYPE Weapon WEAPON TYPE All Weapons ABILITY DESCRIPTION The weapon is energized with magic, doing electric damage with every attack. For ranged weapons this Ability causes the shots to deliver a moderate surge of electricity on contact with any solid object. USAGE Unlimited RANGE Weapon range ELEMENT Electric POWER Average WEAPON Twin Daggers
Keyblade Abilities:
- ABILITY NAME Dark Finish
ABILITY TYPE Keyblade Ability ABILITY DESCRIPTION A blinding rage of pure light accompanies a non-ability Physical attack. The attack silence all hit opponents for three turns. During this time, all magical abilities using light of any kind are impossible, such as Fire and Lightning. All opposing magical abilities of Dark nature are also slightly boosted during this time to 1.5x the damage. Cooldown increases by one for each use, starts as one round. USAGE Infinite DURATION One round RANGE Weapon ELEMENT Darkness POWER Weak TIER REQUIRED 1st
Unique Abilities:
- ABILITY NAME Magic Missile
ABILITY TYPE Standard ABILITY DESCRIPTION A simple but effective conjuration of non-elemental magic energies, the spell Magic Missile is a favorite amongst beginning magicians. The spellcaster can conjure up to three Magic Missiles per turn, radiant balls of energy the size of a cantaloupe that explode on contact with any solid surface. The magic missiles fly towards their target with a very slight homing ability -- they don't do sharp turns or weave through obstructions, but they will attempt to make a straight line to their target. USAGE Ten uses per battle (up to three Magic Missiles per use) RANGE 50 feet ELEMENT None POWER Weak
Custom Abilities:
- One free weak ability.
- One slot.
Short List:
- Aim
- Basic Counterattack
- Jump Boost
- Bladed Weapon Trainee
- Unarmed Combat Trainee
- Magic Rope
- Scan Lv1
- Fire
- Ice
- Lightning
- Fireball (S)
- Ice Arrow (S)
- Lightning Bolt (S)
- Protect (S)
- Barrier (S)
- Lightning Aura lv2
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Post by White on Jul 17, 2010 20:18:55 GMT -5
-455
Accepted, locked, moved.
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