- Player -Name: Clair 'Cici' Castleberry
Gender: Female
Age: 20
Sexuality: Curious?
- Character -Name: Alma
Gender: Female
Apparent Age: 30
Face Claim: "Q, [C] The Money of Soul and Possibility Control"Played By: Alma
Faction: Adventurer
- Appearance -Clair saw and thought of herself as an unremarkable person.
She kept her long hair back simple and tied up, wore smudged glasses that were rarely cleaned all the time, and has a given herself enough mental stress to have a few gray hairs early on. Largely her discontent was fueled by her baby fat face, short height, and round waistline upon finishing up high school with no friends that remained in state to keep in touch gave her a gloomy outlook on herself. She keeps herself close as though hugging her form with caution in reaching out to other people, socially and physically, since believing to have not mattered enough after a conversation or two. By society's standards and product of her school education and family was to follow rules and keep quiet when adults are talking. Children are to be the 'seen but not heard' types around authoritative figures unless asked to speak. On a mental scale, Clair stalled out around 16 years old on the cusp of the expectations of being an adult figure but has yet to achieve it. Alma is more closer to 6'6" in height with her head at 6' even in design for compensating her originally short appearance. Someone that could be approachable or look knowledgeable without fear of being called childish. They have a mature air about them yet also tired and distant with a lot of worldly topics on their mind. A woman who wouldn't dare to claim her own faults and would sooner blame others in her stead. Nothing about Alma looks motherly though so children may find themselves conflicted with her tall appearance but pastel choice in color pallet. The word 'beautiful' is not a concept in their dictionary and more reserved for items, not people. As a monk class would Alma aim to wear seemingly light clothing and basic in town styles. Flashy and loud designs would ward her away to the back of any room. Without the real world being a factor anymore could Alma walk more at a slower pace and take in this new height vantage with less urgency in her step once getting used to walking this tall in the first place.
- Personality -On the outside in the real world is Clair down right naive and insecure with herself.
No clear talents, dreams, skills, and no family business trade to fall back on. A blank slate to which the girl froze at the sight of it like an open world game with no objectives. Sadly she ends up being in one much to her internal dismay. Confrontations aren't her strong suit and so are personal bonds.
At heart does Clair seeks approval and self worth from others than believe in herself. Without a real guideline in the current circumstance is Clair not one to even trust her own choices 100% of the time. At a mental state could one say that Clair barely grew as a person as she continues to view herself as a child needing an adult for guidance or to tell her what to do. In game though with Clair being Alma, she wanted to portray herself differently after creating someone who looks far older to have issues. As Alma she wanted to act more mature and quick to be part of adults who stood on their own; more secure of themselves and where they're going. In that respect was Alma made to be slender and tall and calm looking. However, Clair could not betray herself when it comes to fashion and accessories leaning toward softer color pallets than a gaudy outfit meant for a dinner outing. Another part Clair couldn't hold back was her inexperience with people. Appearing mature didn't mean Clair knew how to act mature at a social level resulting in keeping to herself more and trying to act the part by sounding aloof or mission focused. When problems get too difficult or frustrating then her actions may lead to reckless behavior in kicking her problems away. On the inside is Clair constantly checking herself in keeping up the act leaving her prone to taking naps out of the mental stress.
- Biography -It became clear that by middle school were her parents more focused on their careers as their children grew older. Lunch money eventually fading out in favor of "We have food at home. Make your lunch before school." along side being left home alone if you didn't have a friend's house to hang out at. Clair's family lived out in the rural areas of South Carolina with early work jobs consisting of yard tasks, house chores, and house/baby sitting. Her father and mother both worked office jobs and often drove miles to the city. The time where everyone would be at home at the same time was during the morning house and dinner. At school she lived almost as unassumingly if not more so. Hardly got detention but didn't have any school crushes. Played an musical instrument cause the school system said so but never stood out or got hooked on it.
Her personal interests didn't gain a lot of attention when it came to games and animated shows among her peers at school but the eventual middle ground was fantasy stories and myths. Friends were loosely made as they all left all chasing dreams to college out of state so in the final year book sign off, all Clair would write was 'Good luck out there!' and resigned herself as another face on the row of square pictures. Beneath Clair were two younger siblings who have come to terms early on that their 'cool big sister' was a disillusion and started branching away. By the time they graduated high school about two and three years after Clair had they gone searching for jobs leaving the brunt of parental disapproval to Clair. Thus did this lead to seeking solace in online communities using an hand-me-down laptop from her Dad.
Thankfully the older couple down the road was either too generous for their own good or were left behind by their own grand children giving a free option to hang out elsewhere for some easy cash. Recently the old pair had pooled their resources to do a bucket list around the country leaving Clair to perform more house sitting duties. In this longer sense of freedom and solitude their extended vacation offered did Clair thought to entertain herself with some online gaming. She was familiar with it to a degree and did some browser type ones where 'online gaming' was block icon characters moving around on a map that refreshed every second to show movement but internet wasn't at its finest till only three years ago the couple wanted satellite television to keep up with old re-runs on demand. Now and days there are several revolutionary 3D models on a more wide spread user friendly system for multiple audiences. When Gaia Reborn was looking for users was there no shortage of banner ads flashing for attention. It's been awhile since Clair played anything more up to date so in a bid to seek out a new community for a fresh start, she fired up the laptop, prayed to the gods of Ping that the download didn't take five years off her life. By the time Alma was completed in the character maker to log in, the last thing Clair swore out loud was that she thought there was a power outage as every light in the room went out.
- Extra --Dad works as a business firm as one of the many office cubicle workers while Mom manages a retail store in the city.
-Clair has arachnophobia and thought playing a game as a powerful character would help her fears if she killed enough spider mobs.
-A picky eater who loathes the taste of tomatoes and pickles.
-Dominantly left handed.
-As Gaia Reborn was Italy themed her character was named after a type of fig.
-Combat style also leans towards using kicks subconsciously than punching.
-Best subjects at school was art and science while her worst was math and history.
-Alma tends to be clumsy with doors and ceiling spaces.
- Statistics -Race: Faunri
Class: Monk
Class EXP: 0
Talent: Sigilmaker
Talent Level 1
Talent EXP: 0
Crafting Talent: Scribe
Crafting Talent Level 1
Crafting Talent EXP: 0
Skill Points: 1
Ability Points: 0
- Ability Levels -Unarmed: 4
One-Handed Melee: 0
Two-Handed Melee: 1
Ranged: 0
Magic: 0 (1*)
Shield: 0
Light Armor: 3
Medium Armor: 2
Heavy Armor: 0
*With Grimoire as active weapon
- Skills -- Class -- Beginner -Auto-Attack
A skill that controls the user's body and allows them to automatically target a monster and attempt to basic attack. Auto-attack will do a constant chain of attacks so that the total DPS is roughly the same as dealing minor damage once a second. For example, a heavy weapon will do slower but stronger attacks, while a player wielding two daggers will do faster, less damaging attacks.
Any skills or movements that the user may manually perform will take priority over this skill, but the system will generally try to aim for an accurate hit.
It was a staple among players in the original Gaia Reborn game, but since the Apocalypse, its use has taken a drastic drop. Manual basic attacks allow for much more fluid and precise control of attacks, and as such, the skill has barely been used by Adventurers since then. It does, however, allow for people who are not proficient with their weapon of choice to be able to reliably hit their target.
Passively, the player can also delay their next attack to increase the basic attack’s power by performing what’s known as an “empowered attack”. Each second used to charge an attack increases the damage dealt by 20%, up to a maximum of 100% at 5 seconds.
Toggle, No cooldown. No cost.Roads to RomaliaA skill that can be found prominently on the player’s interface. Roads to Romalia allows a player to teleport back to Romalia from any city or town with a cathedral. Activating it causes the user to channel for five seconds, restricting them from doing anything until this cast time is done. If they choose to make any other action or are hit by an attack, Roads to Romalia is interrupted and put on a 1 minute cooldown. Because teleporting in this way to one’s home city essentially breaks them down into raw energy, it is extremely taxing to players after the Apocalypse, and repeated use in a short span can inflict mental and physical strains.
5s cast time, No cooldown. No cost.Interface Control
Even after the Apocalypse, players have kept the ability to use their interfaces. When mentally called upon, the interface hovers slightly in front of them, visible only to themselves and is slightly transparent. It can be interacted with by touch of the fingertips or mentally. The interface allows players to access their party list, friend list, guild settings, crafting list and many other menus. Friend invites can only be sent in a face-to-face meeting, and the same goes for party invites. However, a friend can be added to a party regardless of where they are. Additionally, an Adventurer can talk to friends or party members through telepathy, by pressing one finger to their ear after dialing them. This causes words said to be spoken into their mind rather than out loud.
Passive.Cast Compression
Key to the power of a Monk, they have the ability to chain two skills together through compression of cast and animation times. After a successful skill with a cast or animation time, the Monk may instantly use a second skill within 5s which will benefit from having no cast or animation time at all, instantly executing it after the first skill.
Passive skill.Moving CastAs the Monk has lower defensive stats than other tanks, its mobility is of great importance when fighting off hostile entities. The Monk is allowed to move freely whilst they are in Cast or Animation times.
Passive skill.- Rank I -Arcane Alphabet
The user’s fingertips will leave arcane ink on any surface they brush over. The color of this ink is cyan by default, but it can be customized with a RGB slider. Additionally, the user may stamp down pre-written messages by selecting one out of ten customizable messages in their interface and pushing their palm down like a stamp. The user chooses how much mana they pay for each stroke with higher costs allowing for the arcane ink to last up to a week.
Toggle, no cooldown. Variable mana cost.
“One may also use any quill to write more clearly.
Scribe’s contracts do not work with Arcane Alphabet’s writing.”Cat’s Feet
After learning this skill, upon taking fall damage, it will be reduced by 30%, but any fall damage that would kill the player before this reduction is applied will still kill them.
Passive skill.Upheaval
The user takes a firm step forward as they raise their feet, surrounded by a faint yellow glow. They then perform a powerful forward kick, driving their sole into the enemy and upon contact dealing minor damage. The enemy is then knocked back up to 2m. Being knocked back into an object causes them and the object to take an additional minor amount of damage. This skill has the unique ability to be activated and performed during the animation time of another skill, making it essential for melee classes that seek to mix-up their combat.
1s animation time, 15s cooldown. Low mana cost
Obelisk Stomp
Raising its knee up high, the Monk thrusts its foot into the ground, creating a rupture of up to 10 meters forward in a straight line in the direction the foot is facing. Underneath the first entity hit rises a stone pillar, dealing low damage and launching the entity 5 meters into the air.
1.5s animation time, 12s cooldown. Low mana cost.
- Rank II -- Rank III -- Racial & Talents -[Racial]
Animal Instincts: The Faunri’s ears and nose are more sensitive than any other’s. Their perception is greatly increased through their senses of Hearing and Smell.
[Racial]
Fluffy Armor: The Faunri has a thick coat of fur either in patches like a mane and on their wrists or fully covering their bodies, which protects them from magic and the frigid wastes. They gain a passive
low magic defense up and resistance to cold weather.
[Racial]
Inefficient Metabolism: The Faunri’s heritage leads their bodies to needlessly burn energy. As such, they suffer a
below-average decrease in stamina regeneration and increase in stamina depletion rate.
Sigilmaker Level 1Trap RunesThe Sigilmaker creates a special rune on the ground or applies the rune to an item. When a creature - friend or foe - touches the rune, it will trigger a specific effect depending on the type of rune applied. Up to three runes may be placed at any given moment; placing a fourth rune will cause the oldest rune to disappear.
Su (wind): A powerful gust of wind originating from the rune will push the creature that triggered the trap roughly 5 meters away in a direction specified when the rune is placed. Depending on the size of the creature, the blowback effect will be more or less effective; larger creatures will be pushed less by this rune while smaller ones will be pushed further away.
Frin (fire): When triggered, this rune will explode, dealing
average fire damage to the creature that triggered the trap and instantly cooking small game.
Iiz (ice): When triggered, ice will form around the rune, Binding the creature that triggered this trap in place for 3 seconds if placed on the ground or if placed on the object causing said object to stick to the creature for 10 seconds.
Denek (earth): When triggered, this rune will blast a cloud of dust, smoke, or sand into the air and the eyes of the creature that triggered it, inflicting an
average Blind that lasts 5 seconds, as well as forming a helpful smokescreen.
2m cast time, No cooldown. Below-Average mana cost.Scribe Level 1Scribe Aptitude
Scribes are known for their ability to take comprehensive notes quickly and examine various writings carefully. Due to their talents, Scribes obtain the Adventurer skill Arcane Alphabet from the start. Their knowledge also grants additional proficiency in the use of Grimoires in combat, receiving a +1 to Magic Proficiency when they wield a Grimoire as weapon.
Passive skill.- Equipment -Armor: Novice Shirt
Left Hand: Leather Knuckles
Right Hand: Leather Knuckles
Accessory #1:
Accessory #2:
Accessory #3:
Accessory #4:
- Vanity Gear -Armor:
Accessory #1:
Accessory #2:
Accessory #3:
Accessory #4:
- Inventory -Name: Leather Knuckles[Equipped] [x2]
Item level: 1
Equipment type: Unarmed, Fists
Effects: /
Skills: /
Description: A simple padded strip of leather that goes around the knuckles and palm. It’s intended to protect your fists, not for amplifying your punching power.
Name: Novice ShirtItem level: 1
Equipment type: Light Armor, Shirt
Effects: /
Skills: /
Description: A cloth shirt that exposes the upper arms and fits loosely. It is preferred for swift melee classes over robes, as they don’t get in the way.
Name: Novice GrimoireItem level: 1
Equipment type: Magic, Grimoire
Effects: /
Skills:
SpellboltFire a non-homing, purple ball of magical energy up to 5 meters. Upon contact with an enemy it deals low non-elemental magical damage. This ball originates from the pages of the grimoire.
1s cast time, 8s cooldown. Low mana cost.
Description: A thin, small leather-bound grimoire that only holds a few pages detailing the basics of mana. It doesn’t serve a great job as a magic focus unlike a wand or staff, but instead, it offers extra spells. It can be held and flipped through with one hand.