So this'll be the character I use for FFRPG, which is of course set in the Final Fantasy universe...hence the technical way I talk about the equipment etc.
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Email/Contact Information: Hotmail: [email protected] (don't ask); AIM: leonleidstein (again...don't...)
Name: Khan (last name undisclosed)
Race: Dwarf
Age: 34
Description: About 4'2'' in height...short, pointed ears (not the long, pointed ones like anime-style elves always have), pale skin. Hair is long, wavy, unkempt and brown in color, as is the short beard he keeps. Somewhere around 200 lbs, very stocky, but in muscle, not fat. Beady, dark brown eyes that always gave a calculating (but not untrusting) look about them.
His choice of attire is anything that's effective against melee attacks - mainly plate armor, but he'll settle for mail if circumstance won't permit such heavy armor. The particular armor he was wearing when he stumbled upon AA is Paladin Armor, specially equipped to suit the needs of - you guessed it - a paladin knight.
He wears a Ribbon tied around his right upper arm: This family heirloom is a mystical relic that protects him from all negative status effects such as poison, blind, etc.
Personality: Khan is a man of honor; he will stop at nothing to defend not only his own honor, but also that of others...his friends and innocent people, in particular. He's very blunt in his interactions with others, which at times makes him come off as rude or hard, but he never was one to beat around the bush. His general attitude can best be described as "no-nonsense", although he's never without his sense of humor.
He has a bit of an inferiority complex as far as battle goes, always comparing the damage factor of his own attacks to the marginally more damaging attack power of his fellow traveler, Kebert (who is a ninja adept at dual-wielding weapons, so it's really understandable). However, his companions have found that his usefulness comes from his ability to absorb a lot of damage as a result of his high vitality and thick armor; many a time has he parried an especially powerful attack meant for an ally, allowing them to avoid the worst.
Though for the most part Khan is a very logical, rational fellow, he can at times act based on instinct, intuition and impulse (the 3 I's). Sometimes this puts him in danger, but he usually doesn't do anything too impulsive if he knows it can lead to one of his companions getting hurt or killed.
As a dwarf, his speech is rough and takes a lot of 'shortcuts' ("your" turns to "yer", of turns to "o'", that to "tha'", etc.), and as such, it has that typical Scottish twinge to it. He tends to call friendly strangers "stranger" or "neighbor" rather than "friend", which makes him seem impartial and aloof, but in reality he's not a hard person to reach. (This quirk is simply due to his stance that strangers who call him "friend" rarely have any friendly intentions.)
Abilities:
White Magic
As a paladin, he has at least some experience in the arts of white magic. Some spells he knows include Cure (for healing HP), Protect from Fire (cuts fire damage in half), Aero (wind-based spell), Create Element (can conjure up any element [earth, fire, water, air, etc.]) at will.
Stasis Sword
A non-elemental attack utilized by channeling energy through the sword (although it consumes no MP). 1.5 times the damage of a standard attack, never misses, can hit multiple foes who are positioned close together, and has a chance of inflicting paralysis. Can also reach enemies on much higher elevations.
Weapon Mastery Lv.1
After executing a normal physical attack once in a fight, Weapon Mastery can be used to deal an attack of maximum damage. Can be paired with Stasis Sword (for a small penalty) for even more brutality.
Parry
The word parry itself doesn't make it seem like it'd much of a skill, but this one if done properly, it can completely protect Khan from any and all damage that may be caused by an opponent. For a penalty, he can even parry for his allies.
Dual Wield
This allows Khan to attack with a weapon held in a different hand (if he so chooses to equip a second weapon in place of his shield). He is still developing this skill, so he's not quite as good with a second weapon as Kebert.
Equipment: Khan has the full set of paladin armor (body, helmet and gauntlets) with the exception of a Paladin Shield; he's only got a Mythril Shield. His current weapons are the Drainer, a sword that saps the HP out of whoever gets hit with it, using it to replenish the HP of its wielder; and a Break Sword, which has a chance of turning an enemy to stone. He has a Power Wrist relic that ups his physical strength, as well as the aforementioned Ribbon that nullifies all negative status effects.
Biography: Khan was born in Balthan, a major city of the distant dwarven nation, Ghelwar, located near the north pole. Growing up in such an environment - the extreme weather, coupled with the roughness of big city life - has, from an early age, desensitized Khan to many of the harsher aspects of society. It was the things he witnessed in the city - drunken belligerance, rape and other miscellanious acts of crime - that inspired him to learn the ways of the peacekeeper: The paladin knight.
Khan's parents, of course, were vehemently opposed to him becoming a paladin knight. "Paladins are the most unambitious of all the orders of knighthood," his father would say. "It's a job fit only for lesser men as elves and humans." But his parents' disapproval only fueled his determination, and after 14 years of intense training at the Knight's Academy, he was knighted as a paladin by church officials.
For the last couple of years, Khan has been wandering around the world, exploring lands far from his remote homeland, and keeping the peace. During his travels, he has met fellow wayfarers of variable merits: Kebert, a thieving werewolf who has been well-versed in the ways of the ninja; Neres, a tree sprite of the forest who specializes in White Magic and other tasks of healing; and his girlfriend Avari, an elven red mage whom Khan freed from the (sexual) servitude of his arch enemy, Ethaniel.
It was when Neres and Avari attempted to open up a portal to "The Other Side" that they inadvertently created a doorway to the Arcane Arena universe...a doorway through which Khan entered first in order to ensure his friends' safety. A work of architectural genius was the last thing he had expected to see on "The Other Side"...
"Lads," he said, marveling at the massive structure before him, "Yeh've gotta see this!" But when he turned around, he saw nothing but empty air. The portal was gone, and none of his companions had followed him through. Alone, Khan headed toward the structure without a clue as to what would await him...
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