Post by rome on May 6, 2021 18:55:12 GMT -5
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[attr=class,cs-body haven]
Character quote or saying.
[attr=class,char-name]Rome J. Jaeger
Character quote or saying.
[attr=class,cs-main]
Date of Birth: April 6AV
Species: Faunus
Romantic Orientation: Heteroflexible
Aura Color: Red
Height: 6'1"
Weight: 185lbs
Color Naming Rule: Rome is really just I like the name, but Jaeger is a grey and black bird that hunts its prey from above and strikes quickly.
Semblance Name: Accelerator
Rank of Semblance: E
Semblance Type: Manipulator
Primary Category: Combatants
Secondary Category: Combatants
One Sentence Summary of Semblance: [Character Name] has the [semblance type] semblance of [semblance name] which allows the wielder to [specify mechanical benefits].
Description of Semblance: Enter here
Drawbacks of Semblance: Each item he charges with the semblance drains his aura, the more he uses it the quicker his aura drops even compared to other semblances. He is also not immune the the explosive effects of his own semblance. If he charges an item with too much energy and the item itself is unable to withstand the explosion it will destroy said item.
Weapon Name: What you call your weapon, if anything.
Note (Remove when finished with application): Your weapon starts at F rank, and unlike your semblance you can level it up during character creation. The weapon slot only does damage, but you can upgrade it to E rank with only 200XP rather than 275XP because you automatically get an F rank weapon without any XP cost.
Rank of Weapon(s): F
Category: Combatants, Obstacle, Hazard, Social.
Description of Weapons(s): Enter here
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
Category: Combatants, Obstacle, Hazard, Social.
Description of Non-Combat Ability: Enter here
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Category: Combatants, Obstacle, Hazard, Social.
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
Category: Combatants, Obstacle, Hazard, Social.
Description of Combat Ability: Enter here
Name of Combat Ability: Enter here
Rank of Combat Ability: Enter here
Category: Combatants, Obstacle, Hazard, Social.
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): Two things NEED to be at least mentioned here in passing, and that's basically how your character passed the practical test which involves a small tournament among that month's applicants to the Huntsman Academy to weed out people before sending them into a Grimm-infested forest to prove their combat skill. The forest will only have Rank F Grimm inside, which a starter character can do well fairly easily. The personality test basically tracks to weed out the psychopathic and the homicidal, which weeds out the murder as a first resort types. You passed testing to attend and you went through a battery of psychologists to certify that you're not a homicidal maniac. The default assumption for a character is that they are a second year trainee, so adding detail about your first year also fine!
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 Twenty-Two [attr=class,title]Gender Male [attr=class,title]Faction Haven Academy [attr=class,title]Tier Graduate, TEAM Golden Wings [attr=class,title]Face Claim Akira Fudo - Devilman [attr=class,title]OOC Name Ness |
[attr=class,main-title-left haven]Character Traits
Date of Birth: April 6AV
Species: Faunus
Romantic Orientation: Heteroflexible
Aura Color: Red
Height: 6'1"
Weight: 185lbs
Color Naming Rule: Rome is really just I like the name, but Jaeger is a grey and black bird that hunts its prey from above and strikes quickly.
[attr=class,main-title-right haven]Combat And Inventory
[attr=class,title]Semblance
Semblance Name: Accelerator
Rank of Semblance: E
Semblance Type: Manipulator
Primary Category: Combatants
Secondary Category: Combatants
One Sentence Summary of Semblance: [Character Name] has the [semblance type] semblance of [semblance name] which allows the wielder to [specify mechanical benefits].
Description of Semblance: Enter here
Drawbacks of Semblance: Each item he charges with the semblance drains his aura, the more he uses it the quicker his aura drops even compared to other semblances. He is also not immune the the explosive effects of his own semblance. If he charges an item with too much energy and the item itself is unable to withstand the explosion it will destroy said item.
[attr=class,title]Weapon(s)
Weapon Name: What you call your weapon, if anything.
Note (Remove when finished with application): Your weapon starts at F rank, and unlike your semblance you can level it up during character creation. The weapon slot only does damage, but you can upgrade it to E rank with only 200XP rather than 275XP because you automatically get an F rank weapon without any XP cost.
Rank of Weapon(s): F
Category: Combatants, Obstacle, Hazard, Social.
Description of Weapons(s): Enter here
[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
Category: Combatants, Obstacle, Hazard, Social.
Description of Non-Combat Ability: Enter here
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Category: Combatants, Obstacle, Hazard, Social.
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
Category: Combatants, Obstacle, Hazard, Social.
Description of Combat Ability: Enter here
Name of Combat Ability: Enter here
Rank of Combat Ability: Enter here
Category: Combatants, Obstacle, Hazard, Social.
Description of Combat Ability: Enter here
[attr=class,main-title-left haven]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): Two things NEED to be at least mentioned here in passing, and that's basically how your character passed the practical test which involves a small tournament among that month's applicants to the Huntsman Academy to weed out people before sending them into a Grimm-infested forest to prove their combat skill. The forest will only have Rank F Grimm inside, which a starter character can do well fairly easily. The personality test basically tracks to weed out the psychopathic and the homicidal, which weeds out the murder as a first resort types. You passed testing to attend and you went through a battery of psychologists to certify that you're not a homicidal maniac. The default assumption for a character is that they are a second year trainee, so adding detail about your first year also fine!
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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