Sirius
October 7th, 2009, 01:26 am
Name: Luck Elsteras
Alias: Lucky (Luck E.)
Colour: Gray
Level: 3
Experience: 1500 EXP
Gold: 2500 GP
Race: Werewolf
Class: Alchemist
Gender: Male
Age: 15
Alignment: Good[-----|-------]Evil ---------- Respectable
Element: Wind
Items: None.
Appearance:
Lucky wears a long-sleeved plain white dress shirt untucked and with the top two buttons taken off so as not to constrict his airway. He usually dons a pair of khaki jeans and tattered brown shoes, and a black cowboy hat covers most of his medium-length coarse white hair. At around five foot nothing, his physical appearance is not that impressive; however, he has the lean build of an acrobat, and transmutation circles are tattooed onto both of his palms. Golden eyes reflected both his hard lifestyle and his kind personality at the same time.
Lucky transforms into a wolf if and only when someone or himself is in dire immediate danger requiring instant action that could be solved by becoming a wolf. This occurs only when he goes into the panic-or-die mode, which is rare because Lucky tends to be relaxed most of the time. In his transformed state, his white fir bristles, and the curious eyes fade away into savagery. Instinct is what will help him survive, and pure instinct is his transformed state, a weapon of muscle and massacre. The Anti-Silver Pendant he has allows him to control his instincts somewhat, making it harder for him to go out of control compared to other werewolves.
Biography:
Originally born in a respectable manor, Lucky was a normal kid until he caught lycanthropy via a blood sample of werewolf specimen in the transmutation chambers. His parents, who were both alchemists, tried to do something about it through their extensive knowledge, but to no avail. The last experimental treatment that they attempted drained Luck's life to a point. Due to some weird property of the disease, he kept his young appearance, the only side effect being his hair turning white. The parents suffered also; the father lost his arm, leaving a wolfbite-like stump, and the mother caught the lycanthropy in the process. It was an absolute disaster.
In the end, his personality urged him to go out of his house, not for himself, but for the safety of his parents and their feelings. He was lucky enough to meet some friendly travelers, who each taught him something new about surviving in cities and rural areas. Now that he was fully capable of living his life alone, he set his eyes on a single goal: to find a way to kill off this disease that destroyed so many peoples' life like his.
Personality:
Merits: Cunning
Flaws: Rule Bending, A bit mischievous, Unintentionally Rude (puts legs up on bar counter and sleeps ^_^;)
Other: Easy Going
Equipment: Anti-Silver Pendant-A special pendant that has the opposite effect of silver; it weakens the lycanthropy and causes the werewolf wearing it to feel better. Sometimes, this is the only link that allows Lucky to retain some human psyche in his wolf form. It is a dull black octagon in shape.
Physical Abilities:
Blast Kick (taken and edited from previous character)
Lucky creates a spring of air under his feet through alchemy, which allows him to jump extremely high or kick people to some distance. There does not have to be any physical contact; however, the object/ground has to be ten inches close to the bottom of his foot, where the spring of air is. This ability does not drain Luck of energy because the air is acting as a spring for him; the little energy that is used comes from the kicking and jumping, and not from the ability itself.
Lv.1-At this level, he can send enemies flying at least 2 meters (damage is the same as being kicked regularly). His jumps are about 2 meters high.
Lv.2-He can now send his enemies flying 4 meters away and can jump 4 meters high. With this improvement, however, his landings become more dangerous because of the height.
Lv.3-His ability to send enemies flying and jumping high both increases to 8 meters. By now, he learns how to compress the air beneath him in order to land safely.
Lv.4-He can now jump 15 meters into the air and can land on a cushion of air. His kicks can send enemies 10 meters away.
Lv.5-He can now change his direction in mid-air by compressing the air sufficiently enough to make a 'ground' on which to jump off. By using this 'ground', he could jump higher in the air; his jumps and kicks are at 15 meters with an air cushioned landing. Also, by charging his spring for 5 seconds, he could kick his enemies to a maximum of 20 meters and jump just as high.
Magical/Alchemical/Technological Abilities:
Spark Shock (Taken and edited from previous character)
Lucky takes out the electrons from the air to create an electricity field. It takes around five seconds to generate this ability.
Lv. 1 -At this level, it is only 8 ft. in diameter. Although he could only keep this up for 5 seconds, anybody who gets inside the electricity field will get shocked, though not badly. It is useless against any projectile.
Lv. 2 -The electricity voltage grows stronger, and the time limit is five seconds. The foe will get minor electricity burns.
Lv. 3 -The field lasts for 10 seconds. Luck is now able to throw 2-3 balls of electricity from the electricity field. After the third ball is thrown, the electricity field collapses.
Lv. 4 -He can now shoot to up to 5 balls of electricity before the field collapses, and can now keep it up for 15 seconds. The voltage goes up to the point where the foe gets almost-major electricity burns.
Lv. 5 -Lucky can now combine this ability with other physical abilities. (E.g. this ability combined Blast Kick creates shock kicks). His time limit goes way up to 1 minute (though it is very exhausting to keep it up). He can now throw 10 spark balls. Each time he throws a spark ball, 6 seconds will be taken from the limit.
Magician's Edge
By using the carbon in carbon-dioxide, Lucky can create diamond crystals out of thin air. The unstable crystals disappear after three minutes. They can only be created where the transmutation circles on his hands touch, and can be sculpted in the half second when the crystals are still not formed. These can be thrown or used as a close range weapon/guard to block weapons. At higher levels, Luck creates blades a maximum of six blades (three per hand) out of the crystals by swinging his hand down and using the spaces in between his fingers and throws them with deadly accuracy.
Lv. 1 - Diamonds appear in small random blunt crystals in his hands, making them only useful for throwing. Damage is that of a small rock with a potential to scratch.
Lv. 2 - Diamonds are capable of being shaped into one-inch shards. Sharpness relies on natural formations, will scratch.
Lv. 3 - Diamonds are capable of being shaped into four inch shards. The sharpness could be created to the point of a dull razor, has the potential to create medium wounds.
Lv. 4 - Diamonds are capable of being shaped into eight inch shards. It can be created with a razor sharp edge on one side, giving it the potential to create deep wounds.
Lv. 5 - Diamonds are capable of being shaped into one-foot shards. They can be made razor sharp on both edges, and has the options of making them serrated, hollow (to put in poisonous/explosive gasses), brittle, or a combination of them put together (brittle+hollow+Phlume=gas-filled diamond, etc.). It is now sharp enough to cut to the bone.
Phlume
This ability allows the user to transmute air into various gases, from poisonous (carbon monoxide, nitric oxide), to flammable (oxygen, hydrogen). The range is a sphere with a diameter depending on the distance between two transmutation circles that are touched by the alchemist, which can easily be done with Lucky's tattooed hands. By creating hollow Magician's Edge blades and the gasses at the same time with the other, Lucky can put the fumes in the diamonds.
Lv. 1 - Basic gases are created only with the air in between the hands for five seconds. They are uncontrollable and spread the moment they are made. Poisonous gasses can make anyone feel a bit faint, while flammable gasses either creates a very small explosion or keeps on burning for a few seconds.
Lv. 2 - Gases can be made by using the air in between his hands for ten seconds. Their path is uncontrollable. Poisonous gasses make people feel faint, while flammable gasses either cause a small explosion or a sustained burning of a few seconds.
Lv. 3 - More complex gases (nitric oxide, methane) are able to be created for fifteen seconds. By using the lower pressure created by the transmutation, he can direct the flow of air somewhat in a general direction. Poisonous gasses have the potential to make people faint if breathed in a large amount, and flammable gasses cause moderately large one-meter explosions or a flame spread of a few seconds.
Lv. 4 - By using the flow of air caused by the transmuting, he could create a continuous stream of gasses for 20 seconds. They are aimable in a general direction. Poisonous gasses have the potential to make people faint if breathed in a large amount, and flammable gasses cause moderately large one-meter explosions or a flame spread of a few seconds.
Lv. 5 - The gasses created can now be compressed and shot at specific places, and the time limit goes up to 30 seconds. A compressed blast of poison gas could make the weak faint and the strong dizzy in a matter of seconds, and fireballs/two meter explosions could be made by passing flammable gasses through flames. He can still make the gasses spread in a general direction if he wants to.
Support Abilities:
Wind Reader
This ability allows the user to feel, hear, and observe the subtle effects of the wind, analyze it continuously, and create a field of vision that can "see" around corners, detect camouflaged enemies, and use the wind's contours to one's advantage. With higher levels, the details detected, range, and accuracy increase. However, it requires that there be wind, no matter how weak it is.
Lv. 1 - Can detect large sized objects (human adults) up to 10 meters away, with an accuracy of plus or minus 1 meter in any direction.
Lv. 2 - Can detect large sized objects (human adults) up to 13 meters away, with an accuracy of plus or minus 70 centimeters in any direction.
Lv. 3 - Can detect up to medium objects (dwarfs, 50 cm high) up to 16 meters away, with an accuracy of plus or minus 40 centimeters in any direction.
Lv. 4 - Can detect up to small objects (swords, axes, cats) up to 18 meters away, with an accuracy of plus or minus 20 centimeters in any direction.
Lv. 5 - Can detect up to minuscule objects (daggers, birds, rats) up to 20 meters away, with an accuracy of plus or minus 10 centimeters in any direction.
Lycan Manifeste
Through his studies of the disease, Lucky found that he could manifest and control the disease in a visible/corporeal form by using alchemy and any part of his body (hair, dead skin cells, and his breath count). Only one wolf can be created at a time per day, and can stay summoned for a set time limit. It is a creature of air and disease, white with streaks of black, that acts just like a real wolf, can be damaged and killed like a real wolf, is ordered around by Luck, can be rode on (if large enough), and protects its "host" when Lucky is knocked out while it is summoned. The only thing that separates it from familiars and real wolves is the lack of a soul.
NOTE: not usable in Total Carnage Stadium due to unfair advantage issues.
Lv. 1 - The summoned wolf is around five feet from nose to tail. It can stay summoned for an hour.
Lv. 2 - The summoned wolf is around six feet from nose to tail. It can stay summoned for five hours.
Lv. 3 - The summoned wolf is around seven feet from nose to tail. It can stay summoned for nine hours. It is now large enough to be rode on by one person.
Lv. 4 - The summoned wolf is around eight feet from nose to tail. It can stay summoned for fifteen hours.
Lv. 5 - The summoned wolf is around ten feet from nose to tail and stands at about five feet. It can stay summoned for twenty-three hours and can be rode on by two people.
Alias: Lucky (Luck E.)
Colour: Gray
Level: 3
Experience: 1500 EXP
Gold: 2500 GP
Race: Werewolf
Class: Alchemist
Gender: Male
Age: 15
Alignment: Good[-----|-------]Evil ---------- Respectable
Element: Wind
Items: None.
Appearance:
Lucky wears a long-sleeved plain white dress shirt untucked and with the top two buttons taken off so as not to constrict his airway. He usually dons a pair of khaki jeans and tattered brown shoes, and a black cowboy hat covers most of his medium-length coarse white hair. At around five foot nothing, his physical appearance is not that impressive; however, he has the lean build of an acrobat, and transmutation circles are tattooed onto both of his palms. Golden eyes reflected both his hard lifestyle and his kind personality at the same time.
Lucky transforms into a wolf if and only when someone or himself is in dire immediate danger requiring instant action that could be solved by becoming a wolf. This occurs only when he goes into the panic-or-die mode, which is rare because Lucky tends to be relaxed most of the time. In his transformed state, his white fir bristles, and the curious eyes fade away into savagery. Instinct is what will help him survive, and pure instinct is his transformed state, a weapon of muscle and massacre. The Anti-Silver Pendant he has allows him to control his instincts somewhat, making it harder for him to go out of control compared to other werewolves.
Biography:
Originally born in a respectable manor, Lucky was a normal kid until he caught lycanthropy via a blood sample of werewolf specimen in the transmutation chambers. His parents, who were both alchemists, tried to do something about it through their extensive knowledge, but to no avail. The last experimental treatment that they attempted drained Luck's life to a point. Due to some weird property of the disease, he kept his young appearance, the only side effect being his hair turning white. The parents suffered also; the father lost his arm, leaving a wolfbite-like stump, and the mother caught the lycanthropy in the process. It was an absolute disaster.
In the end, his personality urged him to go out of his house, not for himself, but for the safety of his parents and their feelings. He was lucky enough to meet some friendly travelers, who each taught him something new about surviving in cities and rural areas. Now that he was fully capable of living his life alone, he set his eyes on a single goal: to find a way to kill off this disease that destroyed so many peoples' life like his.
Personality:
Merits: Cunning
Flaws: Rule Bending, A bit mischievous, Unintentionally Rude (puts legs up on bar counter and sleeps ^_^;)
Other: Easy Going
Equipment: Anti-Silver Pendant-A special pendant that has the opposite effect of silver; it weakens the lycanthropy and causes the werewolf wearing it to feel better. Sometimes, this is the only link that allows Lucky to retain some human psyche in his wolf form. It is a dull black octagon in shape.
Physical Abilities:
Blast Kick (taken and edited from previous character)
Lucky creates a spring of air under his feet through alchemy, which allows him to jump extremely high or kick people to some distance. There does not have to be any physical contact; however, the object/ground has to be ten inches close to the bottom of his foot, where the spring of air is. This ability does not drain Luck of energy because the air is acting as a spring for him; the little energy that is used comes from the kicking and jumping, and not from the ability itself.
Lv.1-At this level, he can send enemies flying at least 2 meters (damage is the same as being kicked regularly). His jumps are about 2 meters high.
Lv.2-He can now send his enemies flying 4 meters away and can jump 4 meters high. With this improvement, however, his landings become more dangerous because of the height.
Lv.3-His ability to send enemies flying and jumping high both increases to 8 meters. By now, he learns how to compress the air beneath him in order to land safely.
Lv.4-He can now jump 15 meters into the air and can land on a cushion of air. His kicks can send enemies 10 meters away.
Lv.5-He can now change his direction in mid-air by compressing the air sufficiently enough to make a 'ground' on which to jump off. By using this 'ground', he could jump higher in the air; his jumps and kicks are at 15 meters with an air cushioned landing. Also, by charging his spring for 5 seconds, he could kick his enemies to a maximum of 20 meters and jump just as high.
Magical/Alchemical/Technological Abilities:
Spark Shock (Taken and edited from previous character)
Lucky takes out the electrons from the air to create an electricity field. It takes around five seconds to generate this ability.
Lv. 1 -At this level, it is only 8 ft. in diameter. Although he could only keep this up for 5 seconds, anybody who gets inside the electricity field will get shocked, though not badly. It is useless against any projectile.
Lv. 2 -The electricity voltage grows stronger, and the time limit is five seconds. The foe will get minor electricity burns.
Lv. 3 -The field lasts for 10 seconds. Luck is now able to throw 2-3 balls of electricity from the electricity field. After the third ball is thrown, the electricity field collapses.
Lv. 4 -He can now shoot to up to 5 balls of electricity before the field collapses, and can now keep it up for 15 seconds. The voltage goes up to the point where the foe gets almost-major electricity burns.
Lv. 5 -Lucky can now combine this ability with other physical abilities. (E.g. this ability combined Blast Kick creates shock kicks). His time limit goes way up to 1 minute (though it is very exhausting to keep it up). He can now throw 10 spark balls. Each time he throws a spark ball, 6 seconds will be taken from the limit.
Magician's Edge
By using the carbon in carbon-dioxide, Lucky can create diamond crystals out of thin air. The unstable crystals disappear after three minutes. They can only be created where the transmutation circles on his hands touch, and can be sculpted in the half second when the crystals are still not formed. These can be thrown or used as a close range weapon/guard to block weapons. At higher levels, Luck creates blades a maximum of six blades (three per hand) out of the crystals by swinging his hand down and using the spaces in between his fingers and throws them with deadly accuracy.
Lv. 1 - Diamonds appear in small random blunt crystals in his hands, making them only useful for throwing. Damage is that of a small rock with a potential to scratch.
Lv. 2 - Diamonds are capable of being shaped into one-inch shards. Sharpness relies on natural formations, will scratch.
Lv. 3 - Diamonds are capable of being shaped into four inch shards. The sharpness could be created to the point of a dull razor, has the potential to create medium wounds.
Lv. 4 - Diamonds are capable of being shaped into eight inch shards. It can be created with a razor sharp edge on one side, giving it the potential to create deep wounds.
Lv. 5 - Diamonds are capable of being shaped into one-foot shards. They can be made razor sharp on both edges, and has the options of making them serrated, hollow (to put in poisonous/explosive gasses), brittle, or a combination of them put together (brittle+hollow+Phlume=gas-filled diamond, etc.). It is now sharp enough to cut to the bone.
Phlume
This ability allows the user to transmute air into various gases, from poisonous (carbon monoxide, nitric oxide), to flammable (oxygen, hydrogen). The range is a sphere with a diameter depending on the distance between two transmutation circles that are touched by the alchemist, which can easily be done with Lucky's tattooed hands. By creating hollow Magician's Edge blades and the gasses at the same time with the other, Lucky can put the fumes in the diamonds.
Lv. 1 - Basic gases are created only with the air in between the hands for five seconds. They are uncontrollable and spread the moment they are made. Poisonous gasses can make anyone feel a bit faint, while flammable gasses either creates a very small explosion or keeps on burning for a few seconds.
Lv. 2 - Gases can be made by using the air in between his hands for ten seconds. Their path is uncontrollable. Poisonous gasses make people feel faint, while flammable gasses either cause a small explosion or a sustained burning of a few seconds.
Lv. 3 - More complex gases (nitric oxide, methane) are able to be created for fifteen seconds. By using the lower pressure created by the transmutation, he can direct the flow of air somewhat in a general direction. Poisonous gasses have the potential to make people faint if breathed in a large amount, and flammable gasses cause moderately large one-meter explosions or a flame spread of a few seconds.
Lv. 4 - By using the flow of air caused by the transmuting, he could create a continuous stream of gasses for 20 seconds. They are aimable in a general direction. Poisonous gasses have the potential to make people faint if breathed in a large amount, and flammable gasses cause moderately large one-meter explosions or a flame spread of a few seconds.
Lv. 5 - The gasses created can now be compressed and shot at specific places, and the time limit goes up to 30 seconds. A compressed blast of poison gas could make the weak faint and the strong dizzy in a matter of seconds, and fireballs/two meter explosions could be made by passing flammable gasses through flames. He can still make the gasses spread in a general direction if he wants to.
Support Abilities:
Wind Reader
This ability allows the user to feel, hear, and observe the subtle effects of the wind, analyze it continuously, and create a field of vision that can "see" around corners, detect camouflaged enemies, and use the wind's contours to one's advantage. With higher levels, the details detected, range, and accuracy increase. However, it requires that there be wind, no matter how weak it is.
Lv. 1 - Can detect large sized objects (human adults) up to 10 meters away, with an accuracy of plus or minus 1 meter in any direction.
Lv. 2 - Can detect large sized objects (human adults) up to 13 meters away, with an accuracy of plus or minus 70 centimeters in any direction.
Lv. 3 - Can detect up to medium objects (dwarfs, 50 cm high) up to 16 meters away, with an accuracy of plus or minus 40 centimeters in any direction.
Lv. 4 - Can detect up to small objects (swords, axes, cats) up to 18 meters away, with an accuracy of plus or minus 20 centimeters in any direction.
Lv. 5 - Can detect up to minuscule objects (daggers, birds, rats) up to 20 meters away, with an accuracy of plus or minus 10 centimeters in any direction.
Lycan Manifeste
Through his studies of the disease, Lucky found that he could manifest and control the disease in a visible/corporeal form by using alchemy and any part of his body (hair, dead skin cells, and his breath count). Only one wolf can be created at a time per day, and can stay summoned for a set time limit. It is a creature of air and disease, white with streaks of black, that acts just like a real wolf, can be damaged and killed like a real wolf, is ordered around by Luck, can be rode on (if large enough), and protects its "host" when Lucky is knocked out while it is summoned. The only thing that separates it from familiars and real wolves is the lack of a soul.
NOTE: not usable in Total Carnage Stadium due to unfair advantage issues.
Lv. 1 - The summoned wolf is around five feet from nose to tail. It can stay summoned for an hour.
Lv. 2 - The summoned wolf is around six feet from nose to tail. It can stay summoned for five hours.
Lv. 3 - The summoned wolf is around seven feet from nose to tail. It can stay summoned for nine hours. It is now large enough to be rode on by one person.
Lv. 4 - The summoned wolf is around eight feet from nose to tail. It can stay summoned for fifteen hours.
Lv. 5 - The summoned wolf is around ten feet from nose to tail and stands at about five feet. It can stay summoned for twenty-three hours and can be rode on by two people.