Warrior

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K
Posts in topic: 3
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Joined: Wed Oct 06, 2010 8:33 pm
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Warrior

Post by K » Mon May 26, 2014 10:25 am

Bio
Race: hume
Height: 6'1"
Weight: 189-lb body + 35-lb armor = 224 lbs unarmed
Age: 26
Origin: Armagh town, Narris Stronghold grasslands region, planet Buhiri, monogalactic universe of Snaemia, dimension-intersection of Ekpronoe
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User avatar
K
Posts in topic: 3
Posts: 648
Joined: Wed Oct 06, 2010 8:33 pm
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Post by K » Mon May 26, 2014 10:25 am

Inventory
Armor:
Armagh standard mail- Suskoinium plates, ciojerium chains, and leather are strapped, linked, and riveted together to form this highly defensive, yet rather lightweight armor that has boosted stability via magnetism. The magnetic force comes from the uzubrese metal core of the belt buckle. If Warrior places his hand on it in a pre-arranged manner (in his case, the unarmored glove side of his thumb, his index finger middle-knuckle, and his middle finger middle-knuckle arranged in an equilateral triangle with his thumb directly above the center of the orb), it causes an emergency cancellation of its magnetic influences and immediately focuses its energy into an EMP that extends to 15 meters around Warrior. It builds energy as Warrior walks around, so it can usually be in working order again within just a couple hours of deploying an EMP.
Underclothes- Ebonsilk is a black, waterproof, heat-resistant, breathable material that is harvested regularly from local turtle-moths. Because it is comfortable and practical, it is a staple material in many outfits throughout the grasslands around the Narris Stronghold.

Weapon:
Zweihänder Elite- Expertly crafted of bayiacium, Warrior's greatsword is 5 lbs and 5 feet (1.524 meters) even. The material auto-repairs slowly and has been enchanted to repair into the shape that is apparent in the picture, engravings included. Though such a heavy and large weapon as this would be used more like a polearm than a sword in the real world, Warrior easily has the strength and skill to wield it however he bloody-well pleases. He has to carry it on his shoulder when his magnetism is down, but he generally has it stuck to his back magnetically. Aside from being an obviously strong weapon, it magically boosts Warrior's speed a bit as long as it isn't totally broken. If it is lost, Warrior can hold his hands up and spend all of his mana and chakra (must be at least 70% of starting values) to summon it. Its power factor is a touch high, even for a zweihänder.

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K
Posts in topic: 3
Posts: 648
Joined: Wed Oct 06, 2010 8:33 pm
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Post by K » Mon May 26, 2014 10:26 am

Abilities
Magical
Molten Missiles- For an average amount of chakra or mana, Warrior summons missiles of burning, molten metal (an iron-zinc ore with trace elements). It can be one the size of his arm, two at half size, or three at a third. If multiple, they can be shot in different directions, but all missiles are magically propelled through the air at a fair speed as soon as they appear. They have average power factors, which isn't saying much when multiplied by Warrior's low magical power, but they get the job done. Their damage is half-fire and half-earth elemental.
Heal- For a little mana, Warrior can project a small, white pulse of magic that goes to himself or an ally within 5 meters and restores a little health energy.
Nurse- For a little chakra, Warrior projects four white rings that appear above his head, then expand as they travel downward, forming a cone shape around himself and nearby units briefly. Anyone within the area receives a tiny amount of tissue damage recovery. It has a flat-rate power factor that ignores Warrior's magical power, but the power factor is so low that it's usually not worth using this mid-battle unless you can get at least two allies with yourself.
Metaphysical
Wrath of Law- Warrior performs an overhead swing with his sword glowing white. Take the difference between his maximum health energy and his current (i.e. how much un-healed damage he has taken), cut it in half, and that's how much damage is added to the power of this slash.
Earth Power- Warrior holds his sword up and prepares to plunge it into the ground, charging up earth energy. He has to hold still while charging, but he can start mid-air while he's falling. When he thrusts his sword into the ground, if something is in the way, it will take additional damage, because the strike gets a little stronger as it charges. In addition, one of the following effects occur, depending on how long he's been charging:
  • less than 2 seconds = Earth that the sword strikes flies up in the form of small rocks, which then shoot forward briefly as though thrown.
  • 2 to almost 3 seconds = Man-sized spikes of stone shoot up from the ground around Warrior, stabbing anyone who is nearby with decent power.
  • 3 to almost 5 seconds = A 2.5-meter high and wide mudslide quickly shoots forward for 15 meters, dealing good damage to anyone that it touches and hopefully clouding their vision/smell/whatever.
  • 5 seconds = Warrior can't hold it in anymore and releases the attack, causing a 5-meter-wide fissure to immediately open up for 20 meters in front of him. After one second, the fissure smashes back together, crushing anyone that was caught inside. While almost totally impractical against any fighter that's worth its salt, this can be great in some setups or against plenty of monsters.
Support
Blessing of Maintenance: As long as he has a weapon that auto-repairs, his armor and underclothes do the same.
Cranial Enhancement: Health energy damage to Warrior's cranial region is reduced by 1/3rd, tissue damage to it is reduced by 2/3rds, and his skull can't normally be damaged.

Stats:
PS- noticeably high
MS- average
HE- high
MA- low
CH- low
STR- tremendous
DEF- tremendous
MAG- pathetic
RES- slightly low
SPD- pathetic

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