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deathraider
August 2nd, 2009, 02:25 am
Name: Aurin Feuz
Colour: ForestGreen
Level: One
Experience: 0 EXP.
Gold: 0 GP
Race: Elf
Class: Bard
Gender: Male
Age: 37
Alignment: [------|------] ---------- Neutral
Element: Earth (Basaar)
Items: None.

Appearance: Aurin Feuz (Feuz is pronounced like “fates”) is fairly tall—approximately 6’1 or 6’2—and somewhat delicate in appearance. However, appearances can be deceiving, and Aurin is actually quite tough underneath his borderline-effeminate features, which include his shoulder-length gleaming silver hair and delicate facial features. He is calloused from his work as a bard and an elven healer; both of these occupations require much travel and work with the hands. He is also extremely pale both because of his elven heritage and his predilections for nocturnal travel. Aurin is usually wrapped in his long forest-green travel cloak and his knee-high mud-boots in order to conceal his elven robes, which, from the few glimpses which have been seen of these robes, appear to be made of some sort of silky-white material embossed with elven runes and a colorful tapestry of some sort of images.

Biography: Aurin Feuz is very secretive when it comes to some parts of his history—he tends to adorn a deliberately mysterious persona (although he's really just a big softie); however, what he will tell is that his family was sent by the Elves to help heal the damage that the Darkanians had wrought upon the earth on the island of Axlelia before they had been scattered across the world. He grew up on this island, but as soon as he was 18 his family exiled him from the island for reasons he refuses to explain, although apparently he wears his elven robes as a reminder of what happened and who he is. Now he mostly travels the continents of the world continuing the work of healing that his family was assigned, using both his music and his elven magic to heal. The rest of his time he spends perusing libraries around the world, learning new music and studying different historical accounts, for although he is a healer and helps when he can, he is by nature quiet and reclusive. Nevertheless, he does not fear making his opinion known--that is, when he can decide what his opinion is...

Merits: willfulness, compassion
Flaws: reclusiveness, indecisiveness

Equipment: Mysterious Wooden Flute – this hand-carved instrument is Aurin’s most powerful tool for both healing and defending; when played by a skillful bard, its notes can either be pleasing and hypnotic or harsh and jarring. Aurin carved this flute himself during his exile from the branch of a type of magical tree which grows only in the high mountains of the South Zoshnel. It is covered in strange elven runes associated with the god Basaar, and hidden on the underside is a single, small carving of an owl with outstretched wings.

Physical Abilities:



Sonic Blast – Aurin plays the Mysterious Wooden Flute, sending a wave of sonic energy to stun the opponent for a short period of time.
- At level 1 - stuns opponent for 5 seconds
- At level 2 - stuns opponent for 7 seconds.
- At level 3 - stuns opponent for 10 seconds.
- At level 4 - stuns opponent for 15 seconds.
- At level 5 - stuns opponent for 20 seconds and inflicts minor wounds.

Sonic Barrier – Aurin plays the Mysterious Wooden Flute to create a barrier made of sonic energy which reduces the strength of an opponent’s next ability/attack.
- At level 1 - reduces strength of attack by 1 level, and may only be used once per battle.
- At level 2 - reduces strength of attack by 1 level, and is restricted to twice per battle.
- At level 3 - reduces strength of attack by 2 levels and is restricted to twice per battle.
- At level 4 - reduces strength of attack by 3 levels and is restricted to twice per battle.
- At level 5 - reduces strength of attack by 4 levels and is restricted to twice per battle.


Magical/Alchemical/Technological Abilities:



Rock-slide – Aurin calls forth the power of Basaar, causing the runes on his clothing and his Flute to glow; a rock-slide comes out of nowhere to temporarily bury the opponent. Opponent loses a turn/turns and, if they are aligned with water, then the attack is amplified and the effects of the next level up are applied. However, if they are aligned with wind then they are immune to this ability.
- At level 1: opponent is immobilized (cannot use any abilities besides supportive) for 10 seconds.
- At level 2: opponent is immobilized for 10 seconds and receives minor wounds.
- At level 3: opponent is immobilized for 15 seconds and receives minor wounds.
- At level 4: opponent is immobilized for 20 seconds and receives moderate wounds.
- At level 5: opponent is immobilized for 25 seconds and receives major wounds.
Owl – Aurin uses the power of the Mysterious Wooden Flute to summon a giant rock golem to attack the opponent. Use of this ability causes Aurin to lose his next turn.

- At level 1: golem inflicts minor damage on single opponent.
- At level 2: golem inflicts moderate damage on single opponent.
- At level 3: golem inflicts major damage on single opponent.
- At level 4: golem inflicts severe damage on single opponent.
- At level 5: golem inflicts critical damage on single opponent.



Supportive Abilities:



Druid Trick – Aurin uses the hypnotic magic of the Mysterious Wooden Flute to make an opponent think that another specified person is actually Aurin. The opponent’s next attack is deferred to this specified player.
- At level 1: May only be used once per battle on one enemy.
- At level 2: May only be used once per battle but may confuse up to 2 enemies.
- At level 3: May only be used twice per battle if used on 1 enemy and once per battle is used on up to 2 enemies.
- At level 4: May be used twice per battle on up to 2 enemies.
- At level 5: May be used twice per battle on up to 3 enemies.

Healing Melody – Aurin plays the Mysterious Wooden Flute, using his expertise in healing to heal wounds.

- At level 1: heals minor wounds of self and all allies.
- At level 2: heals moderate wounds of self and minor wounds of allies.
- At level 3: heals major wounds of self and moderate wounds of allies.
- At level 4: heals severe wounds of self and major wounds of allies.
- At level 5: heals critical wounds of self and severe wounds of allies.

Neko Koneko
August 12th, 2009, 05:26 pm
It seems okay, just a few things...

Sonic barrier: there should be a limit of how often you can use this, otherwise you could just keep the barrier up for a whole battle. Either that or make it last for a certain amount of time and have some time before you can use it again.

Rock slide: we don't really use turns so you might want to change it to "The opponent is unable to move for a certain amount of time"

I'm having some doubts with the owl since it's a bird, one of the least earth-alligned animals you could have thought of :P

deathraider
August 15th, 2009, 07:10 am
Alright, thanks. I'll look into those.

For the record, "Sonic Barrier" only reduces the opponents next attack. Nevertheless, I just added some further restrictions on the amount of times it may be used per battle.

On the whole "turn" thing, I thought I read one of the abilities in the ability guide that caused someone to lose a turn, but I must have been mistaken. I'll fix that.

Neko Koneko
August 15th, 2009, 09:59 am
Ah yes, I see. Well, being blinded for two turns as the example states means the opponent will have to work around that for 2 posts. Losing 2 turns would mean a person can't post two times, which wouldn't be fair. So you can immobilize them for a short period of time, but taking away turns is a no-no ;) (so you can immobilize them, use another attack but as soon as the other player gets to post your move will have worn off).

deathraider
August 16th, 2009, 02:38 am
Oh, that makes a lot more sense! Thanks for the clarification.

Neko Koneko
August 16th, 2009, 01:17 pm
If you update the abilities with the new info you're good to go :)

deathraider
August 16th, 2009, 05:37 pm
OK, I think I fixed everything, including the owl.

Neko Koneko
August 31st, 2009, 08:28 pm
Approved