Post by Delwyn Hock on Nov 4, 2020 10:27:13 GMT -5
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Character quote or saying.
[attr=class,char-name]Delwyn Hock
Character quote or saying.
[attr=class,cs-main]
Date of Birth: December 16, 1 AV
Species: Human
Romantic Orientation: Heterosexual
Aura Color: A soft white
Height: 171 cm
Weight: 60 kg
Color Naming Rule: Delwyn is composed of elements that mean pretty and white in Welsh, Hock refers to the flower Holly Hock, but also towards a kind of German white wine.
Semblance Name: Sol Invictus
Rank of Semblance: E
Semblance Type: Passive
One Sentence Summary of Semblance: Delwyn has the passive semblance of Sol Invictus which allows the wielder to absorb sunlight to sustain herself, providing her with stamina.
Description of Semblance: Delwyn's semblance allows her to sustain herself through converting sunlight into energy. While bright weather has a more positive effect, even when it is overcast can she get the basic benefits of her semblance. This provides her with the energy to keep her body functioning that other people gain out of nutrients from food. The only visual indicator of her semblance is noticeable when he goes from a place without sunlight, to a place where her semblance can function. Her eyes and skin glow softly for a moment, before turning to normal. Because Delwyn has come to rely on her semblance to keep her body going, meaning that her overall stamina of being to able to run in a 5 km race is only doable while in moderate to strong sunlight.
Drawbacks of Semblance: Sol Invictus does not function without the direct influence of the sun. Delwyn reverts back to having G Stamina at night, inside a building without natural light, or otherwise truly secluded from light of the sun. Because she barely eats, prolonged occultation from the sun for days has serious adverse effects to her.
Weapon Name: Thorn in your side
Rank of Weapon(s): F
Description of Weapons(s):
Suggestion (Remove when finished with application): Non-Combat abilities are abilities that cannot be used in combat that flesh out your character. Tailoring, carpentry, metalworking, dancing, painting, cooking, etc. They cost half as much as combat abilities, so an F rank non-combat is 38XP and an E rank is 138XP.
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
Suggestion (Remove when finished with application): F rank combat abilities are 75 each, and E rank combat abilities are 275 each. If you want to be a jack of all trades type of character at the beginning, take a lot of F ranked abilities. If you want to be really good in a few areas but weak in others to start, take one or two E rank combat abilities. To be a skilled and tanky melee fighter, for example, you can take E rank durability and martial arts to raise your damage resistance and melee accuracy. If you want to play a nimble archer you can take speed and marksmanship if you favor positioning or agility and marksmanship if you favor dodging, and if you want to play a glass cannon type melee character you can boost your weapon to E rank and take martial arts to increase your damage and melee accuracy. Each combat skill must provide one mechanical benefit, with no exceptions.
Name of Combat Ability: Enter here
Rank of Combat Ability: Enter here
Description of Combat Ability: Enter here
Name of Combat Ability: Enter here
Rank of Combat Ability: Enter here
Description of Combat Ability: Enter here
Primary Drive: This is generally going to be related to the goals/plot of the group your character is joining. What are their plot related goals? How are they working to accomplish that? How do they make decisions? What do they think they're doing and how do they justify doing it?
Fears: One deep fear like abandonment, loss of family, losing morality, etc. Several smaller fears like spiders, someone licking them, mold in food, just small things that bother them.
Style of Self-Expression: How do they talk to others? Are they shy or outgoing? Internally, are they confident or anxious and how do they express those feelings externally? Do they care about words more or actions when it comes to the people around them? Does their socioeconomic background affect the way they present themselves socially?
Most Important Thing: Every person has an exception to their in theory infallible ideals, what is yours? What is something that influences your character regardless of their moral code? What would they reject sacrificing even when driven to the brink, choosing to cut off their own finger rather than sacrifice? What would they kill for, if pushed? A character can believe firmly in every person being equal, but still show preference for a certain person when things come down to the wire. A character can believe in fairness in the moment but still act on a grudge at a critical moment. A character can be cool and collected, but if someone tries to spread misinformation about one specific thing they will lose their mind and fight against it no matter where they are or who they're in front of. (Application note: Please do not keep the example text with paragraphs in these sections. Delete them and insert your answers.)
Suggestion (Delete when finished with application): Don't focus on actions. Focus on relationships and emotional bonds between your character and others. If you are a character with starter level experience, you cannot have killed armies or won major battles -- your character is frankly entirely too weak to do that. If you write a bunch of heroic actions in the backstory, it becomes absolutely silly that someone can waste entire bandit tribes in the backstory and fails to do things much less than that when they come into actual play due to the stats not matching what they supposedly accomplished.
[attr=class,title nomargin]Age 25 [attr=class,title]Gender Female [attr=class,title]Faction Mato Mato [attr=class,title]Tier Freshman [attr=class,title]Face Claim Myron Alexius from Magi [attr=class,title]OOC Name Corranis |
[attr=class,main-title-left unaffiliated]Character Traits
Date of Birth: December 16, 1 AV
Species: Human
Romantic Orientation: Heterosexual
Aura Color: A soft white
Height: 171 cm
Weight: 60 kg
Color Naming Rule: Delwyn is composed of elements that mean pretty and white in Welsh, Hock refers to the flower Holly Hock, but also towards a kind of German white wine.
[attr=class,main-title-right unaffiliated]Combat And Inventory
[attr=class,title]Semblance
Semblance Name: Sol Invictus
Rank of Semblance: E
Semblance Type: Passive
One Sentence Summary of Semblance: Delwyn has the passive semblance of Sol Invictus which allows the wielder to absorb sunlight to sustain herself, providing her with stamina.
Description of Semblance: Delwyn's semblance allows her to sustain herself through converting sunlight into energy. While bright weather has a more positive effect, even when it is overcast can she get the basic benefits of her semblance. This provides her with the energy to keep her body functioning that other people gain out of nutrients from food. The only visual indicator of her semblance is noticeable when he goes from a place without sunlight, to a place where her semblance can function. Her eyes and skin glow softly for a moment, before turning to normal. Because Delwyn has come to rely on her semblance to keep her body going, meaning that her overall stamina of being to able to run in a 5 km race is only doable while in moderate to strong sunlight.
Drawbacks of Semblance: Sol Invictus does not function without the direct influence of the sun. Delwyn reverts back to having G Stamina at night, inside a building without natural light, or otherwise truly secluded from light of the sun. Because she barely eats, prolonged occultation from the sun for days has serious adverse effects to her.
[attr=class,title]Weapon(s)
Weapon Name: Thorn in your side
Rank of Weapon(s): F
Description of Weapons(s):
[attr=class,title]Non-Combat Abilities
Suggestion (Remove when finished with application): Non-Combat abilities are abilities that cannot be used in combat that flesh out your character. Tailoring, carpentry, metalworking, dancing, painting, cooking, etc. They cost half as much as combat abilities, so an F rank non-combat is 38XP and an E rank is 138XP.
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
[attr=class,title]Combat Abilities
Suggestion (Remove when finished with application): F rank combat abilities are 75 each, and E rank combat abilities are 275 each. If you want to be a jack of all trades type of character at the beginning, take a lot of F ranked abilities. If you want to be really good in a few areas but weak in others to start, take one or two E rank combat abilities. To be a skilled and tanky melee fighter, for example, you can take E rank durability and martial arts to raise your damage resistance and melee accuracy. If you want to play a nimble archer you can take speed and marksmanship if you favor positioning or agility and marksmanship if you favor dodging, and if you want to play a glass cannon type melee character you can boost your weapon to E rank and take martial arts to increase your damage and melee accuracy. Each combat skill must provide one mechanical benefit, with no exceptions.
Name of Combat Ability: Enter here
Rank of Combat Ability: Enter here
Description of Combat Ability: Enter here
Name of Combat Ability: Enter here
Rank of Combat Ability: Enter here
Description of Combat Ability: Enter here
[attr=class,main-title-left unaffiliated]Character Information
[attr=class,title]Vitals
Primary Drive: This is generally going to be related to the goals/plot of the group your character is joining. What are their plot related goals? How are they working to accomplish that? How do they make decisions? What do they think they're doing and how do they justify doing it?
Fears: One deep fear like abandonment, loss of family, losing morality, etc. Several smaller fears like spiders, someone licking them, mold in food, just small things that bother them.
Style of Self-Expression: How do they talk to others? Are they shy or outgoing? Internally, are they confident or anxious and how do they express those feelings externally? Do they care about words more or actions when it comes to the people around them? Does their socioeconomic background affect the way they present themselves socially?
Most Important Thing: Every person has an exception to their in theory infallible ideals, what is yours? What is something that influences your character regardless of their moral code? What would they reject sacrificing even when driven to the brink, choosing to cut off their own finger rather than sacrifice? What would they kill for, if pushed? A character can believe firmly in every person being equal, but still show preference for a certain person when things come down to the wire. A character can believe in fairness in the moment but still act on a grudge at a critical moment. A character can be cool and collected, but if someone tries to spread misinformation about one specific thing they will lose their mind and fight against it no matter where they are or who they're in front of. (Application note: Please do not keep the example text with paragraphs in these sections. Delete them and insert your answers.)
[attr=class,title]History Freeform
Suggestion (Delete when finished with application): Don't focus on actions. Focus on relationships and emotional bonds between your character and others. If you are a character with starter level experience, you cannot have killed armies or won major battles -- your character is frankly entirely too weak to do that. If you write a bunch of heroic actions in the backstory, it becomes absolutely silly that someone can waste entire bandit tribes in the backstory and fails to do things much less than that when they come into actual play due to the stats not matching what they supposedly accomplished.
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