Post by Prim on Jan 15, 2024 22:54:35 GMT -5
GENERAL INFORMATION
NAME: Prim
AGE: 20
GENDER: Irrelevant, but seems to respond to any sort of typical pronouns.
SPECIES: Konatsian (Kashvar)
WEAPONS MASTER:
Konatsians start with a unique racial item parallel to Super Items. The chosen item takes one item slot but doesn't contribute XP toward Malus, cannot be sold or changed normally, and cannot be traded to others. The user also cannot purchase the regular Super Item their choice parallels. Konatsians may use this special item 2/Thread. This acts like an item for all purposes EXCEPT Bare-Knuckle Brawler.
Kashvar Tu Aeir - Dark Age of the Sands: Crafted by a master smith, this magically imbued khopesh is said to manipulate both time and the arid sands of the Sahra. May boost a tech by +25% except for evasives. Z-SWORD
SPIRIT SURGE:
Once per thread, you may use a free 70% evasive technique that can be boosted. Additionally, you may interact with your selected Home Region as if you always had a Popo Stone consumable available.
WARRIOR HERITAGE:
Whenever you use an item, gain the EMBOLDENED buff.
GENERAL TRAITS:
MINIMALIST:
You may split your consumables into two, half-strength uses. Allies may use these half-strength items, but they only persist until the end of the thread.
DEEP POCKETS:
You can carry two additional items into threads.
STARTING PLANET: Earth
HOME REGION: Twisted Wilds (Konats)
CHARACTER DESCRIPTIONS
APPEARANCE:
(Temp Imagery of Mizu, Official Art from Blue Eye Samurai)
Height: 5'5" (165 cm~)
Weight: Go ahead and ask
Outside the usual tonal greys and blues of a desert tunic and boots of konatsian and kashvaran make, Prim sports several more distinct features. Striking blue eyes set behind amber shades, a lightly pale complexion with the faintest hint of purple. Pointed ears draw attention up to the two-tone black and blue hair they keep cut short and tied off into a tail. A common duster obscures most of their torso as it lays over the tunic underneath. Just a hint of the pristine khopesh underneath pokes out while not in use.
BACKGROUND:
Prim was, from conception, an appeal to the dark arts. Their parents were part of a deeper dark occult that to this day the young warrior knew little about. What they would know later in life was that whatever cruel ritual brought them about left them unwanted. With the father nowhere to be seen and the mother passing early in their life, Prim was quickly an orphan on the streets. There was SOME communal parenting that went on in Nasibu, where they found themselves, but it was hardly the life of a carefree child.
It wouldn't take too long for the kid to get pushed off into the wilderness from the neglect and bullying they received. A place they had to hide and scavenge for food. It was a miserable few months before they stumbled into an old hermit's hut deep outside the purview of man. This old smith and veteran of the constantly ongoing onslaught between the Konatsians and Kashvar took in the quiet youth as a house hand and hesitant apprentice later in life.
They learned how to wield weapons, fashion new ones on the fly, and forge and repair what they had. Alongside that, survival techniques to live off the land were handed down to the young Prim. For them, this was the smith's life. And this was all under the assumption the young boy would take up his role as a well-known blacksmith. Filling in after he was gone from the world. It would have been a quaint life, but it was not the life Prim found they wanted. What Prim wanted was to search for a man one thought lost.
"Those that wish not to be found will hide as a needle in the hay, finding the largest oceans of the dried weed to throw themselves into. Don't be a fool."
Making their own weapons, the boy would defy this warning. Stretching their legs abroad by taking up jobs across Konats as a wandering Mercenary. Always keeping an ear to the ground in hopes they can find out just where their father went or what became of that cult that made them so.
COMBAT INFORMATION
TECHNIQUES 6/6: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
Light Offensive || Sand Slash
Gathering shifting sands around a blade, Prim holds firm a readied strike to be cut out at a foe.
Power: 40%
KP Cost: 2 KP
Variants: +10% Power x 3
Light Defensive || Windswept Step
Wind and sand brush harshly against Prim's legs as they suddenly propel themselves out of danger, light as the air carrying them.
Power: 60%
KP Cost: 2 KP
Variants: Evasive, +10% Power
Medium Offensive || Aeir nu Hvastar: Sandstorm Strike
Utilizing a series of techniques envisioned by the blade unto Prim, the Kashvar lunges forth while spinning like a cyclone. Developing and sending out energy in the form of a sand dervish backed by their wild swing, exploding with energy on impact.
Power: 60%
KP Cost: 4 KP
Variants: Overflowing, +10% Power x 2
Heavy Offensive Sparking || Gnash Aeira-vu: Cut Through the Desert
Raising their blade, Prim focuses in front of them. Visions of the desert play out in their mind's eye as a sharp ravine-like area cuts open in front of them, out in far-reaching branched lines. Winds howl and sudden sands start to fly out of the gaping hole for the few moments it's allowed to exist before the Kashvar lowers their blade down onto the tear. The act seals the rip shut violently along with anyone caught close enough to it.
Power: 140%
KP Cost: 6 KP
MP Cost: 5 MP
Variants: Quake+, +10% Power x 7
Utility Technique || Jien Aeir-va: Ride the Sands
A specialized form of Geokenisis. While Prim focuses efforts on their blade they can form, restructure, and move solid earth at a range comparable to Magic Materialization. Down to grains of sand and arid dust and air. The specialized nature of this manipulation and creation allows for finer control and larger amounts with less focus required compared to its parent general magic form. Along with this, while Emboldened, Prim is surrounded by a kicked-up dust devil. These cutting winds and sand enhance the next outgoing technique that can use it.
Utility Technique || Ki Sensing
A technique that allows you to sense, measure, and differentiate the ki signatures of ki attacks and all living beings without the Anti-Sense trait. Higher ki signatures are easier to sense and can be sensed at greater distances than lower ones. This technique is passive and does not use KP.
ADDITIONAL NOTES: Transfer from Kima! dbsparking.freeforums.net/user/747
50k XP and 24,654 Zeni
STARTING LOADOUT: 20k for Power Pole, 5k for Battle Armor, 5k for Blaster, 5k for Blood Ruby, 4K for Dyno Capsule, 4K for Capsule Carry Kit, 4k for Armor Lining, 3K to PL
NAME: Prim
AGE: 20
GENDER: Irrelevant, but seems to respond to any sort of typical pronouns.
SPECIES: Konatsian (Kashvar)
WEAPONS MASTER:
Konatsians start with a unique racial item parallel to Super Items. The chosen item takes one item slot but doesn't contribute XP toward Malus, cannot be sold or changed normally, and cannot be traded to others. The user also cannot purchase the regular Super Item their choice parallels. Konatsians may use this special item 2/Thread. This acts like an item for all purposes EXCEPT Bare-Knuckle Brawler.
Kashvar Tu Aeir - Dark Age of the Sands: Crafted by a master smith, this magically imbued khopesh is said to manipulate both time and the arid sands of the Sahra. May boost a tech by +25% except for evasives. Z-SWORD
SPIRIT SURGE:
Once per thread, you may use a free 70% evasive technique that can be boosted. Additionally, you may interact with your selected Home Region as if you always had a Popo Stone consumable available.
WARRIOR HERITAGE:
Whenever you use an item, gain the EMBOLDENED buff.
GENERAL TRAITS:
MINIMALIST:
You may split your consumables into two, half-strength uses. Allies may use these half-strength items, but they only persist until the end of the thread.
DEEP POCKETS:
You can carry two additional items into threads.
STARTING PLANET: Earth
HOME REGION: Twisted Wilds (Konats)
CHARACTER DESCRIPTIONS
APPEARANCE:
(Temp Imagery of Mizu, Official Art from Blue Eye Samurai)
Height: 5'5" (165 cm~)
Weight: Go ahead and ask
Outside the usual tonal greys and blues of a desert tunic and boots of konatsian and kashvaran make, Prim sports several more distinct features. Striking blue eyes set behind amber shades, a lightly pale complexion with the faintest hint of purple. Pointed ears draw attention up to the two-tone black and blue hair they keep cut short and tied off into a tail. A common duster obscures most of their torso as it lays over the tunic underneath. Just a hint of the pristine khopesh underneath pokes out while not in use.
BACKGROUND:
Prim was, from conception, an appeal to the dark arts. Their parents were part of a deeper dark occult that to this day the young warrior knew little about. What they would know later in life was that whatever cruel ritual brought them about left them unwanted. With the father nowhere to be seen and the mother passing early in their life, Prim was quickly an orphan on the streets. There was SOME communal parenting that went on in Nasibu, where they found themselves, but it was hardly the life of a carefree child.
It wouldn't take too long for the kid to get pushed off into the wilderness from the neglect and bullying they received. A place they had to hide and scavenge for food. It was a miserable few months before they stumbled into an old hermit's hut deep outside the purview of man. This old smith and veteran of the constantly ongoing onslaught between the Konatsians and Kashvar took in the quiet youth as a house hand and hesitant apprentice later in life.
They learned how to wield weapons, fashion new ones on the fly, and forge and repair what they had. Alongside that, survival techniques to live off the land were handed down to the young Prim. For them, this was the smith's life. And this was all under the assumption the young boy would take up his role as a well-known blacksmith. Filling in after he was gone from the world. It would have been a quaint life, but it was not the life Prim found they wanted. What Prim wanted was to search for a man one thought lost.
"Those that wish not to be found will hide as a needle in the hay, finding the largest oceans of the dried weed to throw themselves into. Don't be a fool."
Making their own weapons, the boy would defy this warning. Stretching their legs abroad by taking up jobs across Konats as a wandering Mercenary. Always keeping an ear to the ground in hopes they can find out just where their father went or what became of that cult that made them so.
COMBAT INFORMATION
TECHNIQUES 6/6: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
Light Offensive || Sand Slash
Gathering shifting sands around a blade, Prim holds firm a readied strike to be cut out at a foe.
Power: 40%
KP Cost: 2 KP
Variants: +10% Power x 3
Light Defensive || Windswept Step
Wind and sand brush harshly against Prim's legs as they suddenly propel themselves out of danger, light as the air carrying them.
Power: 60%
KP Cost: 2 KP
Variants: Evasive, +10% Power
Medium Offensive || Aeir nu Hvastar: Sandstorm Strike
Utilizing a series of techniques envisioned by the blade unto Prim, the Kashvar lunges forth while spinning like a cyclone. Developing and sending out energy in the form of a sand dervish backed by their wild swing, exploding with energy on impact.
Power: 60%
KP Cost: 4 KP
Variants: Overflowing, +10% Power x 2
Heavy Offensive Sparking || Gnash Aeira-vu: Cut Through the Desert
Raising their blade, Prim focuses in front of them. Visions of the desert play out in their mind's eye as a sharp ravine-like area cuts open in front of them, out in far-reaching branched lines. Winds howl and sudden sands start to fly out of the gaping hole for the few moments it's allowed to exist before the Kashvar lowers their blade down onto the tear. The act seals the rip shut violently along with anyone caught close enough to it.
Power: 140%
KP Cost: 6 KP
MP Cost: 5 MP
Variants: Quake+, +10% Power x 7
Utility Technique || Jien Aeir-va: Ride the Sands
A specialized form of Geokenisis. While Prim focuses efforts on their blade they can form, restructure, and move solid earth at a range comparable to Magic Materialization. Down to grains of sand and arid dust and air. The specialized nature of this manipulation and creation allows for finer control and larger amounts with less focus required compared to its parent general magic form. Along with this, while Emboldened, Prim is surrounded by a kicked-up dust devil. These cutting winds and sand enhance the next outgoing technique that can use it.
Utility Technique || Ki Sensing
A technique that allows you to sense, measure, and differentiate the ki signatures of ki attacks and all living beings without the Anti-Sense trait. Higher ki signatures are easier to sense and can be sensed at greater distances than lower ones. This technique is passive and does not use KP.
ADDITIONAL NOTES: Transfer from Kima! dbsparking.freeforums.net/user/747
50k XP and 24,654 Zeni
STARTING LOADOUT: 20k for Power Pole, 5k for Battle Armor, 5k for Blaster, 5k for Blood Ruby, 4K for Dyno Capsule, 4K for Capsule Carry Kit, 4k for Armor Lining, 3K to PL