Post by Prim on Jan 19, 2024 21:47:38 GMT -5
GENERAL INFORMATION
NAME: Prim
AGE: 20
GENDER: Irrelevant, but seems to respond to any sort of typical pronouns. They/Them is common.
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 Standard Technique by +20% except for those with the evasive variant. You may also add Wind-Up, Overflowing or Sharpened to the technique used, but cannot exceed two variants on one technique. Z-SWORD
THE WANDERER'S WAY:
Twice per thread, you may reduce the cost of a Standard Technique by 1 KP. This can not make techniques free, but you can use both uses on the same technique.
Additionally, you may interact with home region as if you always had a Popo Stone consumable available and your 2 MP Power Boost is granted additional effects;
ATTACK - If your attack technique deals at least 10% damage, the target takes an extra 10% PL damage based on your PL when the attack was launched.
DEFENSE - If your defense technique loses a clash, reduce the remaining damage by 10% of your current PL.
BEAST WITHIN:
You may opt to spend 1 MP to boost your standard offensive techniques by +20% You suffer from the POISONED status effect for one turn starting next turn, and cannot use this trait while affected by POISONED. This CAN be used in conjunction with other boosts.
GENERAL TRAITS:
TENACIOUS:
Once per thread, a Non-Heavy Standard technique you use during combat costs -1 KP. This cannot make it cost 0 KP. It cannot have its power boosted in any way.
DANGER ZONE:
You can choose an extra sub-target on your Splash techniques for the additional attacks. The additional techniques created by your Splash and Quake techniques take an additional +10% from the initial technique's power.
STARTING PLANET: Earth
HOME REGION: Twisted Wilds (Konats)
CHARACTER DESCRIPTIONS
APPEARANCE:
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 shoulder cape 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.
NAME: Prim
AGE: 20
GENDER: Irrelevant, but seems to respond to any sort of typical pronouns. They/Them is common.
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 Standard Technique by +20% except for those with the evasive variant. You may also add Wind-Up, Overflowing or Sharpened to the technique used, but cannot exceed two variants on one technique. Z-SWORD
THE WANDERER'S WAY:
Twice per thread, you may reduce the cost of a Standard Technique by 1 KP. This can not make techniques free, but you can use both uses on the same technique.
Additionally, you may interact with home region as if you always had a Popo Stone consumable available and your 2 MP Power Boost is granted additional effects;
ATTACK - If your attack technique deals at least 10% damage, the target takes an extra 10% PL damage based on your PL when the attack was launched.
DEFENSE - If your defense technique loses a clash, reduce the remaining damage by 10% of your current PL.
BEAST WITHIN:
You may opt to spend 1 MP to boost your standard offensive techniques by +20% You suffer from the POISONED status effect for one turn starting next turn, and cannot use this trait while affected by POISONED. This CAN be used in conjunction with other boosts.
GENERAL TRAITS:
TENACIOUS:
Once per thread, a Non-Heavy Standard technique you use during combat costs -1 KP. This cannot make it cost 0 KP. It cannot have its power boosted in any way.
DANGER ZONE:
You can choose an extra sub-target on your Splash techniques for the additional attacks. The additional techniques created by your Splash and Quake techniques take an additional +10% from the initial technique's power.
STARTING PLANET: Earth
HOME REGION: Twisted Wilds (Konats)
CHARACTER DESCRIPTIONS
APPEARANCE:
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 shoulder cape 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.