Indigo
Posts : 109 Join date : 2015-08-19
| Subject: Day Kragg 2.0 Wed Jan 27, 2016 10:40 am | |
| Day Kragg General InformationAlias/Nickname: Blue Age: 19 Gender: Male Sexuality: Pansexual Race: Regg Descriptive InformationEye Color: Blue Hair Color: Grey Skin Color: Light Tan Height: 5’ 7” Weight: 120 lbs Overall Physical Description: Of a lean but thin build and maintaining a casual posture, Day hardly has an awe inspiring figure. His eyes are piercing, capable of leaving an impression on someone, and his grey hair is unkempt and curly, reaching the base of his ears. Otherwise, his face is fairly plain with no distinguishing features, as well as no piercings. Around his neck, he wears a long red scarf loosely, such that it flaps freely in the wind. On his hands he wears black fingerless gloves. His torso is unadorned, excluding the bandages which warp from below his shoulders, down to his waist. If necessary as a result of weather, Day will don a white zipper running jacket over the bandages. Beneath the bandages, his body is burned, almost in the shape of a distorted star, on his back. His baggy brown cargo pants obscure vision of the top half of his gray hiking boots. A blue drawstring bag is usually thrown over his shoulder. Day’s walk is full of calm confidence, and he wears his heart on his sleeve, seeming to react with his whole body to events. Despite this, he appears to remain free of tension, except when preparing for combat, when he gives off the impression of a coiled spring. Strengths: Physically Day is capable of performing great feats of strength and speed. From a mental side, he is likeable and approachable, as well as difficult to faze and confident. Weaknesses/Fears: Physically he lacks substantial stamina to maintain his top performance for a prolonged time. Mentally, he is prone to get overconfident and is easily excited. Furthermore, he can become enraged if you harm his friends, making them an easy way to get to him. In addition to that prior fear, Day also fears deep water as he can’t swim. Overall Mental/Emotional Description: With unshakeable (and some would say baseless) confidence, Day legitimately believes himself to be the strongest being alive, and destined to unite all the world as king. He is optimistic, friendly, loyal, and courageous. Despite his confidence, he generally thinks things through, though if he gets energized, he tends to act rashly. When faced with a challenge or problem, Day attempts to solve it as quickly as possible. Inversely, when it comes to crafting, Day will take as long as needed, ensuring that the final product is something worthy of his pride. For all his friendliness, Day doesn’t handle rejection well, and is apt to sulk later on. In front of others though, he always tries to maintain a positive attitude and an easy laugh. Additionally, Day is incredibly selfish, always putting his needs and wants before others. Fortunately for his allies, his main desire is to protect those close to him. While stubborn with strangers, friends are able to reason with Day in most circumstances, as he is able to recognize the value of long term gains through compromise. Overall, his defining cockyness and motivation are both powerful tools for, and against him, helping him overcome challenges in some cases, and creating challenges in others. Additional Race Details:ReggMelee or Ranged Preference: Melee Dual Wield or Single Wield Preference: Single Weapon Size Preference: Absurd Design Motifs: Explody - Racial Traits:
Can craft grade D items.
*Note that all races must fill out the Racial Traits. Back Story Overview Home City: Hun City Current Residence: Limrei Town - Backstory and History:
Back Story History: Born in an impoverished family, Day lived through his early life in abysmal conditions, often going without food for days at a time. As his parents worked together in a toilet factory, Day was left in the care of the slum he lived in’s smith, an elderly man by the name of Frank Frankson. Frank shared his craft with Day, as they worked to repair the objects of the other members of the community. As he worked with Day, Frank would tell enthralling tales of the various other beings that occupied the world, beings which Day himself had never seen due to the brutality of the Monarch Nation in which he lived. The elderly man’s tales filled Day with dreams of seeing the world, but it seemed as if an opportunity would never present itself. After all, conditions in the slums were hardly improving. At ten years old, Day had shown enough potential to Frank that he was able to become a full time apprentice and earn a sparse income, much to the delight of his parents. While some prospects were looking good for him, others were much less so. Day had been trying to share his dreams with the other children of his age, however as most of the locals were harshly xenophobic, resulting in his alienation from the other children. When he was made the apprentice smith, his peers, further stirred by jealousy, would torment them on his way returning to his home afterwards. Refusing to back down from his beliefs, these meetings almost always resulted in Day getting into harsh fist fights. While his parents and Frank reprimanded him for fighting, Day stubbornly stuck to his ideals, while gradually gaining a sense of dissatisfaction with the world. To Day, the widespread intolerance was inconceivable. By the time he was thirteen, Day was no longer bullied, having received a reputation as a deviant and a brawler. Under these circumstances, he began to accumulate what he felt to be a justified air of confidence. Which is fortunate, as the coming strife would need all of his courage. Only a few weeks before his fourteenth birthday, a toilet exploded, sparking a massive fire that destroyed the factory and much of the surrounding area, leaving Day without parents. Adding to the misery, as much of the slums burned down, the elderly Frank Frankson was left in critical condition as a result of the smoke damaging his lungs and Day sustained a severe injury of his own when burning debris impacted his back. Now parentless and jobless, Day was moved along with the other refugees to a community housing, where all the refugees older than ten were now assigned to manufacture keychains. While the work was grueling, Frank’s training paid off as Day’s prowess at crafting keychains was able to distinguish him from the other unpaid workers. When he reached fifteen after a year of working in the low tiers of key chain manufacturing, he was put in charge of refining the final keychains. At sixteen, despite his young age, he was made a Supervisor of Keychains, a notable accomplishment. Day had grieved his parents for some time, but they had been so absent in his life that his mourning felt almost baseless to him. The subsequent turn in fortunes as he now had better food, lodgings, and status, as well as his natural cheery nature only further aided him in dampening the loss. As grief faded to a dull satisfaction, Day’s past asspirations began to re emerge. However that which he had previously witnessed brought further change. Now, not only did Day wish to see the world, he wished to rule it, with all the races at his side. To better achieve this he knew that he would need skill, power, and an escape plan. While the ability to unite the world was something he presently lacked, Day would first have to escape the Monarch Organization’s Dominion in order to even begin that journey. With him now holding some small merit as a Supervisor of Keychains, just being allowed to walk off to oppose the Organization hardly seemed like a plausible future. For two years, Day planned his escape, trained in secret, and built up a stash of supplies for when he would leave. And finally, at age eighteen, Day was ready to leave Hun City. It happened in the dead of night. Day had just been relieved of his 9 PM to 2 AM shift. As normal, he had gotten a meal, returning to his quarters. From there, the plan began. Exiting through a window, Day removed his supplies from his hiding spot, a small bed of weeds outside the window. From there, it was a simple matter of dashing to the main streets, and then blending in with the crowds as they flowed out of the town. Though walking out on his responsibilities had made him a criminal, the offense itself was minor, so it was not as if Day was ever pursued with substantial effort. Given this, Day was easily able to make his way through the Monarch Organization’s Territory, and ultimately out of it. But from there where to go? As he was seeking people of an open mind and a diverse background to join him as allies in his quest, Day ultimately chose what he felt would be a good destination. Leaving behind his past to become King of the world, Day headed out for Limrei Town, known for acceptance and diversity. History:Trades and Purchases:
- Leave this blank for now, purchases made will go here([Link to Trade];All Changes to Gyun And Items)
Other Sources: InventoryGyun: 609 - Weapons:
Weapon Name: Shock Staton Weapon Type: Fusion Weapon Category: Weapon Weapon Grade: D Weapon Size: Normal - Large Weapon Weight: 15 lbs Weapon Description: This weapon is a possesses the electrical properties of a standard stun baton, which can be applied on impact. Uniquely, this weapon can expand in length from a length of 1/2 meters to 2 meters, switching between baton and staff size.
Weapon Name: Elite Boots Weapon Type: Enhanced Weapon Category: Gear Weapon Grade: C Weapon Size: Small Weapon Weight: 10 lbs Weapon Description: Standard issue military tactical boots. These boots add 10% to the user’s agility stat and double their jump height. The user can also safely land from great heights up to 10 meters without taking damage and 20 meters with reduced damage. The boots are uniform black with red lights running up their sides.
- Items:
Item Name: Bandage Roll Item Description: Approximately 3 meters of standard cloth bandages, tightly wrapped, for medical application should Day need to replace his bandages.
Stats Level: 10 Experience: 37/50 PR:140
Might: 25% Resistance: 15% Stamina: 15% Agility: 25% Perception: 20% AbilitiesAbility Points Used: 22 Total Ability Points: 26 - Abilities:
Ability Name: Parkour Mastery Race: n/a Tier: 3 Type: Supportive Description: Day has mastery of parkour, a training discipline using movement that developed from military obstacle course training. Practitioners aim to get from one point to another in a complex environment, without assistive equipment and in the fastest and most efficient way possible. Parkour includes running, climbing, swinging, vaulting, jumping, rolling, quadrupedal movement, and other movements as deemed most suitable for the situation. Parkour's development from military training gives it some aspects of a non-combative martial art. Parkour is an activity that can be practiced alone or with others, and is usually—but not exclusively—carried out in urban spaces.Parkour involves seeing one's environment in a new way, and imagining the potentialities for navigating it by movement around, across, through, over and under its features. Requirements: Arms, Legs, Surfaces Range: Arm/Leg Length Duration: Passive Cooldown: n/a Ability Name: Demon Style Mastery Race: n/a Tier: 3 Type: Offensive Description: Day is highly proficient in the Demon Style martial art, which focuses on using the user’s momentum to launch rapid and powerful strikes. This martial art uses strikes from the end of limbs such as punches, chops, and kicks, as well as striking weapons such as maces, staffs, and hammers. Erratic by nature, users incorporate the energy from their motion, running and leaping into strikes. Falling may also be incorporated into attacks. It is not uncommon for practitioners of this art to use their momentum from being struck by an attack to launch attacks of their own. Requirements: Arms, Legs, Weapons Optional Range: Arm/Leg/Weapon Length Duration: Passive Cooldown: n/a Ability Name: Aikido Mastery Race: n/a Tier:3 Type: Offensive/Defensive Description: Day possesses a mastery of Aikido, a martial art that primarily focuses on diverting the opponent's' attacks and using their momentum against them using a variety of throws and joint locks. To an extent Aikido also covers a variety of strikes, as well as use of the wooden sword, short staff, and knife (tanto). This martial art’s strikes are often weaker and not designed to harm an opponent. However, it is potent defensively, even in fending off multiple attackers or an opponent using a weapon. Requirements: Arms, Legs, Weapons Optional Range: Arm/Leg//Weapon Length Duration: Passive Cooldown: n/a Ability Name: Falling Strike Race: n/a Tier:2 Type: Offensive Description: As the user falls, they launch a downwards attack with an arm, leg, or weapon. For this attack, might is treated as .5 x Fall Distance in Meters x Might. This technique does not negate fall damage, so using it from unsafe heights is not recommended. Requirements:
- Arms, Legs, Weapon Optional
- Demon Style Knowledge
- Minimum falling height of 2 meters
Range: Arm/Leg/Weapon Length + Fall Distance Duration: Instant Cooldown: 3 Posts Ability Name: Spring Vault Race: Regg Tier:2 Type: Supportive Description: Day places the base of the staff against the ground, vaulting into the air like a pole vaulter. To increase the height, the weapon extends as the weapon juts into the ground. The motion of the leap is primarily vertical with only a slight horizontal component. The direction is in the same direction as Day’s momentum commencing the skill. Requirements:
- Regg Race
- Extending Weapon
Range: 1/10 Might in Meters Duration: Instant Cooldown: 3 Posts Ability Name: Reckoning Barrage Race: n/a Tier: 5 Type: Offensive/Defensive Description: The user unleashes a flurry of rapid strikes in cone to one direction. The strikes can be kicks, punches, palm strikes, lunges, jabs, or other similar attack types. The attacks function in both a damaging capacity as well as being able to block incoming strikes, up to anything that the striking tool (hand/foot/weapon) would conventionally be able to withstand. At high might, the force from the attacks can even extend slightly beyond the strike itself. The rate of the attacks is equal to 1/12th of Agility Strikes Per Second. Requirements: Arms, Legs, Weapons Optional Range: Arm/Leg/Weapon Length + 1/50 of Might in Meters, Including Decimals for Cm, Extending in a 90 degree cone. Duration: 1 post Cooldown: 5 posts Ability Name: Push Off Race: n/a Tier:1 Type: Supportive Description: The user pushes off the ground as they begin to move, adding one fourth of might to agility for an instant. Requirements: Legs Range: n/a Duration: Instant Cooldown: 1 Post Ability Name: Volt Build Race: Regg Tier: 3 Type: Offensive Description: The user charges up electricity within the weapon to overcharge it. The weapon will continue to charge until the electricity is discharged. While charging, the weapon cannot be used to shock opponents. Until the electricity is successfully discharged, charging can continue. Upon the strike in which the charge is released, the charge strength will be equal to the normal charge multiplied by the number of posts for which the weapon was charged, capping at a 5x charge. Requirements:
- Regg Race
- Electric Discharging Weapon
Range: Arm/Leg Length Duration: Instant Cooldown: 2 + Charge Post Number Posts PetsName: Gender: Species: - Information:
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Last edited by Indigo on Sat Oct 22, 2016 5:59 pm; edited 6 times in total | |
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