Post by troileschilde on Apr 15, 2012 1:51:48 GMT
----Character Biography----[/u][/i]
Name: Zell Dincht
Race: Human
Age: 17
Gender: Male
Profession: Member of SeeD
Level 1
HP: 200
MP: 0
Gil Amount:
300
Class: Martial Artist
Species Skill: Quick Learner
Organisation: SeeD
Alignment: Chaotic Good
Home Continent: Gaia (Balamb Island)
Personality:
Zell Dincht is a loud and boisterous individual, using sheer volume to fill in the blank between his actual skill and the perceptions he fears others have of him. Insecure deep down, Zell uses his bravado to hide it by showing nothing but enthusiasm no matter the situation at hand. Amongst friends his personal assessment is more reliable, occasionally even going so far as for him to advise caution. However, if his friends decide to go forward Zell Dincht is going with them no matter the odds. Zell also harbors an excessive competitive streak, but just like his demeanor this is the outward result of a deeply felt need to prove himself to others.
Appearance:
Equipment:
A hoverboard, SeeD i.d., his uniform or street clothes (depending on which he's wearing), and his fighting gloves (I'll take the 10 damage please).
Combat Abilities:
Slots are determined through race and class. If class or race doesn't add any additional slots then the base number is 1. Combat abilities are abilities that for the most deal physical damage or weaken the opponent in some way ( power break).However some combat abilities may be magic based. Combat abilities are created by you. At the start you may only create a level 1 combat ability( ies) - unless you are a Lucavi-. Each level of ability is stronger than the last. Level 1 being light damage, Level 2 being Medium, and level 3 being strong. Level 2 and 3 abilities can only be obtained by upgrading your current ones with gained experience.
Level 1 Slots:
- Shatter Blow (increases damage to 30 vs. any hard armor such as metal plates, rigid plastics, bony plates, or any other hardened material meant to protect a being from impact damage. This does not include chain armor, scale mail, cut resistant materials, or any other protective or non-protective garment or natural covering not intended to protect against blunt force trauma. Similarly, it is not effective against exceptional yet mundane internal bone structure such as a particularly thick skull. MP Cost: 15)
Level 2 Slots:
-
Level 3 Slots:
-
Magic
Magic is the power of the ancients, the ability to use the powers of the planet to heal or even to damage. Unlike combat abilities magic abilities cannot be made. Magic is premade and is listed under magic. At creation each character starts with a single magic slot, this is increased depending on race or class. A list of availble magics is in the appropriate thread. Level 2 and 3 magic abilities can only be learned if you have the corrisponding lower level spell.
Level 1 Slots
-Haste
Level 2 Slots
-
Level 3 slots
-
Summons:
Summonings are powerful magical spirits that will aid your character in combat. You can't start with any. So leave this blank for now.
Experience
150xp
History: Zell remembers little of his youth before he was adopted by his 'mother' in Balamb. As far as he or anyone else knows Balamb island is where Zell is actually from, and being the type of person he is Zell rarely wastes time worrying about it one way or the other. Raised on the island by his loving and supportive mother, he often found himself alone due to an excessive competitive streak that alienated other children. It was in that loneliness that Zell began to dream of becoming a member of SeeD. That would show all the others he was worth being friends with.
Unfortunately, his personality had much the same affect on his peers during his education at Balamb Garden. Worse, while he excelled at the physical aspects of his training up to and including an uncanny knack for victory through seeming dumb luck stepping in just before tenaciousness ran out, his academics left much to be desired and he was often called down for making a scene anytime he perceived another person to be slighting him. He passed his final exam by letting his above superb skill and physical aptitude make up for a complete lack of coherent strategy (though everything he did made sense to him).
RP sample:
Zell couldn't keep his legs still, despite the glares from the cadets on either side of him, he was too excited and the end of the class period was eminent. The students around him would have to head on to their next one but Zell Dincht, full member of SeeD, would be free for the rest of the week. He'd been assigned this class on tactics as a remedial lesson when one of his superiors had decided his showing at the final exam had showed a... lack of coherency. It had frustrated him to no end but he'd reported as ordered and paid as much attention as he could scrape together for the professor. The woman at the front of the room had attempted to teach Zell this subject once before and so she had neatly ignored him the entire time. But that was good too.
The bell rang and Zell was off like a shot, displaying awesome acrobatic skills and enviable agility as he launched himself out of his seat, spring boarded down two levels of the stadium style seating, ricocheted off the instructors podium, and dodged passed a pair of female students who were already nearing the door by sliding along the edge of the front row table. Dismounting, he was out the door two steps later and sprinting through the hall toward the causeway that haloed the massive inner garden area of the Balamb Garden. Instead of heading out to the inner circle, Zell skidded to a halt right where the hall met the walkway.
With a grin, and followed by a yelp of distress from some witness to his daredevil action, he vaulted over the railing and braced his feet against the slightly curved wall. Angling himself so that his back was flat against the wall he let his boot treads do all the work as he skidded downward. The loud squealing sound of rubber tread on metal wall echoed through the massive space far louder than Zell had thought it would but he merely laughed at the thrill of the wild ride down. Just before reaching the ground he launched himself from the wall, turning downward momentum into forward momentum and bleeding it all off with a forward roll as soon as his feet hit the ground.
Up he came into a dead spring for the exit, the swinging gate clanking closed behind him just as he heard the dying echoes of somebody yelling his name. He laughed again as he got to the well manicured bushes and leaped behind a particular line of the shrubbery, only to launch out again on his powered hover board and make a straight and fast run for the town, and then his mom's house. It was her birthday and he needed to find her a present.
Name: Zell Dincht
Race: Human
Age: 17
Gender: Male
Profession: Member of SeeD
Level 1
HP: 200
MP: 0
Gil Amount:
300
Class: Martial Artist
Species Skill: Quick Learner
Organisation: SeeD
Alignment: Chaotic Good
Home Continent: Gaia (Balamb Island)
Personality:
Zell Dincht is a loud and boisterous individual, using sheer volume to fill in the blank between his actual skill and the perceptions he fears others have of him. Insecure deep down, Zell uses his bravado to hide it by showing nothing but enthusiasm no matter the situation at hand. Amongst friends his personal assessment is more reliable, occasionally even going so far as for him to advise caution. However, if his friends decide to go forward Zell Dincht is going with them no matter the odds. Zell also harbors an excessive competitive streak, but just like his demeanor this is the outward result of a deeply felt need to prove himself to others.
Appearance:
Equipment:
A hoverboard, SeeD i.d., his uniform or street clothes (depending on which he's wearing), and his fighting gloves (I'll take the 10 damage please).
Combat Abilities:
Slots are determined through race and class. If class or race doesn't add any additional slots then the base number is 1. Combat abilities are abilities that for the most deal physical damage or weaken the opponent in some way ( power break).However some combat abilities may be magic based. Combat abilities are created by you. At the start you may only create a level 1 combat ability( ies) - unless you are a Lucavi-. Each level of ability is stronger than the last. Level 1 being light damage, Level 2 being Medium, and level 3 being strong. Level 2 and 3 abilities can only be obtained by upgrading your current ones with gained experience.
Level 1 Slots:
- Shatter Blow (increases damage to 30 vs. any hard armor such as metal plates, rigid plastics, bony plates, or any other hardened material meant to protect a being from impact damage. This does not include chain armor, scale mail, cut resistant materials, or any other protective or non-protective garment or natural covering not intended to protect against blunt force trauma. Similarly, it is not effective against exceptional yet mundane internal bone structure such as a particularly thick skull. MP Cost: 15)
Level 2 Slots:
-
Level 3 Slots:
-
Magic
Magic is the power of the ancients, the ability to use the powers of the planet to heal or even to damage. Unlike combat abilities magic abilities cannot be made. Magic is premade and is listed under magic. At creation each character starts with a single magic slot, this is increased depending on race or class. A list of availble magics is in the appropriate thread. Level 2 and 3 magic abilities can only be learned if you have the corrisponding lower level spell.
Level 1 Slots
-Haste
Level 2 Slots
-
Level 3 slots
-
Summons:
Summonings are powerful magical spirits that will aid your character in combat. You can't start with any. So leave this blank for now.
Experience
150xp
History: Zell remembers little of his youth before he was adopted by his 'mother' in Balamb. As far as he or anyone else knows Balamb island is where Zell is actually from, and being the type of person he is Zell rarely wastes time worrying about it one way or the other. Raised on the island by his loving and supportive mother, he often found himself alone due to an excessive competitive streak that alienated other children. It was in that loneliness that Zell began to dream of becoming a member of SeeD. That would show all the others he was worth being friends with.
Unfortunately, his personality had much the same affect on his peers during his education at Balamb Garden. Worse, while he excelled at the physical aspects of his training up to and including an uncanny knack for victory through seeming dumb luck stepping in just before tenaciousness ran out, his academics left much to be desired and he was often called down for making a scene anytime he perceived another person to be slighting him. He passed his final exam by letting his above superb skill and physical aptitude make up for a complete lack of coherent strategy (though everything he did made sense to him).
RP sample:
Zell couldn't keep his legs still, despite the glares from the cadets on either side of him, he was too excited and the end of the class period was eminent. The students around him would have to head on to their next one but Zell Dincht, full member of SeeD, would be free for the rest of the week. He'd been assigned this class on tactics as a remedial lesson when one of his superiors had decided his showing at the final exam had showed a... lack of coherency. It had frustrated him to no end but he'd reported as ordered and paid as much attention as he could scrape together for the professor. The woman at the front of the room had attempted to teach Zell this subject once before and so she had neatly ignored him the entire time. But that was good too.
The bell rang and Zell was off like a shot, displaying awesome acrobatic skills and enviable agility as he launched himself out of his seat, spring boarded down two levels of the stadium style seating, ricocheted off the instructors podium, and dodged passed a pair of female students who were already nearing the door by sliding along the edge of the front row table. Dismounting, he was out the door two steps later and sprinting through the hall toward the causeway that haloed the massive inner garden area of the Balamb Garden. Instead of heading out to the inner circle, Zell skidded to a halt right where the hall met the walkway.
With a grin, and followed by a yelp of distress from some witness to his daredevil action, he vaulted over the railing and braced his feet against the slightly curved wall. Angling himself so that his back was flat against the wall he let his boot treads do all the work as he skidded downward. The loud squealing sound of rubber tread on metal wall echoed through the massive space far louder than Zell had thought it would but he merely laughed at the thrill of the wild ride down. Just before reaching the ground he launched himself from the wall, turning downward momentum into forward momentum and bleeding it all off with a forward roll as soon as his feet hit the ground.
Up he came into a dead spring for the exit, the swinging gate clanking closed behind him just as he heard the dying echoes of somebody yelling his name. He laughed again as he got to the well manicured bushes and leaped behind a particular line of the shrubbery, only to launch out again on his powered hover board and make a straight and fast run for the town, and then his mom's house. It was her birthday and he needed to find her a present.