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Neraphym Primary Character

#1 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 17 April 2005 - 04:27 PM

Neraphym


Character:

Name: Neraphym
Gender: Male
Race: Aphorite
1st Class: Soldier
2nd Class: Monk(1), Myrmidon(2)
Hometown: Regulus (Arunakil)
Alignment: Technology
Devotion: Agnostic
Job: GM
Factions:
- Wind of Redemption (Alliance of Eridaan)
- Nemorok's Legion (Dark)
- Knights of Aderon
Clan:
- DASE


Race:
Aphorites: An intelligent race of lifeforms (alien to this world) which somewhat resemble humans in form. Their intelligence allows them to build impressive ships and advanced technology, and use it to explore new systems and sometimes destroy groups of Karlorons and other malicious creatures.
- Vitality Effect (per stat point): Increases your hit points by 45
- "Bonus Post Count" of 300


Class:
> Soldier (of the Technology alignment): Soldiers are highly capable of using technology and are able to use equipment unusable by other classes - some very powerful. What a soldier lacks in abilities is made up by his/her wide selection of unique equipment and weapons.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 2
- Strength Effect (per point): Normal attack DP + 7
- Starting Affinity: 0
- Starting Constitution: 0




Stats:

As of PC: 9800 (+300 Racial Bonus)
Stat Points: 414 (312 Base +12 Racial +10 Starter Bonus)
  • VIT: 180 (170 Base +10 Faction)
  • STR: 250 (243 Base +7 Faction Bonus)
  • INT: 12 (0 Base +7 Faction +5 Equipment Bonus)
  • CON: 15 (0 Base +15 Monk Bonus)
  • AFF: 1 (1 Base)
  • DEV: 10 (0 Base +10 Faction)
Health: 8650 (8100 from Hit Points (45 per) + 0 from Equipment + 250 from Monk +300 from Myrmidon)
DP: 2800 (1750 from Strength (7 per) + 600 from Equipment + 450 from Myrmidon)
EC Bonus: -24 (-24 from Intelligence (-2 per))



Combat Information:

Stats:
HP: 8650
DP: 2800
EP: 9800


Bonuses:
Energy Cost - 24
DP Recieved - 10% + 70 - 75(vs. Dark only)
Summon Turns - 1




Money:

Cinii: 75,450
or
Credits: 301,800



Equipment:

Primary Weapon: Vurinde's Flame (DP + 250)
Off-hand: Neutronium Katana (DP + 100)
Orbital: Daggers of the Doomed (Ranged DP = 50)

Head: ---
Body: ---
Legs: ---
Arm(Right): ---
Arm(Left): ---
Hands: Idle Hands (DP + 100; Effect: Takes one less turn to summon; Hands Slot)
Feet: ---
Neck: ---
Shoulder: ---
Back: ---
Charm(1): DASE Communicator (Intelligence + 5; Effect: Allows contact with anyone in possession of a DASE Communicator; Charm Slot)
Charm(2): ---
Finger(1): Leon's Ring of Might (DP + 100)
Finger(2): ---
Finger(3): ---
Finger(4): ---


Effects:
Neraphym does +350 DP for physical attacks.
Neraphym does +200 DP for all attacks.
Neraphym does +50 Ranged DP with all attacks.
Neraphym has +5 Intelligence.
Neraphym requires one less turn to summon.


Other Items:

Genesis Amulet Version 2.1 Allows you to create NPCs anywhere)
Fissure Blade (Blast Damage (can damage up to three in same location in the same turn); Strength - 15, Vitality - 5)
Tech Starship Certification - May pilot a starship.
Unholy Weapon Certification - May use dark equipment.
Toothpick of DOOOOOOOOOOOOM! (Novelty Item) (Special Skill: Prick - Pokes the monster, annoying it immensely)
The Chimaera's Strike (Effect: 70 DP to target per turn in a battle; Vulnerable if Constitution is less than 35): 3000 cn.
Small Sapphire: (Effect = Decoration, perhaps?) A glittering, blue sapphire, about half a centimeter long. 1200 cinii
Ruby: (Effect = Decoration, perhaps?) A glittering, red ruby, about two centimeters long. Worth: 3000 cinii
Large Diamond: (Effect = Decoration, perhaps?) A glittering, white diamond, about seven centimeters long. Worth: 10000 cinii
3x Greater Potion of Healing: (Effect = Heals 500 HP) A normal sized vial filled with super strong healing potion!
2x Greater Potion of Mana: (Effect = Restores 500 EP) A normal sized vial filled with super strong healing potion!
Fire Extinguisher (Effect = Kills all fire-based creatures in one attack; Deters fire-based attacks; Freezes other targets for two turns, disabling movement, fleeing, and attacking) Innovative warriors can use ordinary objects to their advantage, such as this Fire Extinguiser. Can only be used once per battle.
Amulet to Durencia - Gives you access to Durencia. Does not need to be equiped.
Harpoon (Harpoon Abilites): A harpoon can stick into almost anything, and remain steadfast.
2x Jar of Dirt: "I've got a jar of dirt!"
Broken Longsword: A set of three pieces of an ordinary longsword. Nothing special it seems.
Pants of Better First Impressions (Leg slot): These are essential.


Craft:


Legionaire's Warhorse: Xylphion
(leave region from location)


Blood Dragon: Lohengrin
HP: 5000
DP: 600
(Allows entrance into the Sky Region)


Guardian: Legend
HP: 4,800,000 (4,800,000 Base)
DP: 100,000 Electron DP (Standard Installed Electron Pulse Weapon)

Pilot-Fired Weapons: 6
  1. <Level 5> Ion Cannon (600,000 Ion DP): 30000 cr.
  2. <Level 5> Particle Accelerator (600,000 Particle DP): 30000 cr.
  3. <Level 5> Flak Cannon (600,000 Kinetic DP): 30000 cr.
  4. <Level 5> Electron Pulse Accelerator (600,000 Electron DP): 30000 cr.
  5. <Level 5> Isotope Destabilizer (600,000 Isotope DP): 30000 cr.
  6. ---
Passenger-Fired Heavy Weapon: 1
  1. ---
Equipment Slots: 3
  1. ---
  2. ---
  3. ---
Passengers: 18


Control:

Orbital Defense Station: DP of starship weapons + 10000
Aphorite Transponder Station: Impossible to spoof transponders and give a friendly signal to the alignment in control of this station. In other words, no one can use an ability to feign an alliance with the empire in control.
Aphorite Command Station: Allows a non-attack (1000 HP) escape ship to be called to any space station. This prevents you from becoming stranded in an enemy station if your primary ship is destroyed.
Orbital Battlestation: Requires four fewer minutes to take over stations.
Smuggler Base: If a system is being blockaded and your post count is higher than the person conducting the blockade, you can pass through it.
Pirate's Haven: Increases the time required for other empires to take your empire's stations by four minutes.
Capella Shipyards: Your ships' HP + 30,000


The Caeriu Hills: > Summon Caeriu Scout (0): EC=0; Effect = Summons one Caeriu Scout (HP = 200; DP = 15 per attack): Summons a Caeriu Scout, who can assist in battle or move independently of the summoner.
The Badlands: Survival Instincts (0): EC=0; Effect = Regenerate 20 HP per minute while motionless and out of battle, according to when you post the ability thread: Knowing how to survive in the wilderness can be an important skill for any adventurer.
The Whispering Wood: Your side's controlled regions are cursed to enemies. It will take the other sides an additional five minutes to take control of any regions that your side controls.
The Desert of Maldenar: With the people of Maldenar on your side, they will bolster your side's favor of the deities, providing Devotion + 5.
The Shores of Izkaldan: The merchants of Izkaldan favor your side, providing the ability to call merchant vessels to traverse the ocean. These ships have 4000 HP and can transport up to three characters, but cannot mount any weapons.

Aderon
Entarca
Forlon



Abilities:
Weapon Abilities


Vurinde's Flame

Essentially an sinister sword hilt, when great faith is invested in the weapon, its true from, comprised of the sword hilt and a fiery blade made of dark metal, appears. It is a combination of magic and technology, technology being used to create the sword and magic being used to channel faith as energy to power it. The sword contains the corrupt darkness that once tainted the Sage of Fire, Vurinde Flamekeeper. Because Neraphym is an Aphorite, the color of the sword's flame turned blue, the same color as the binary star of the Regulus system the Aphorites hail from.

- Special Ability: Aura of Light (1000); Persistent Effect = Lights the current location.

- Special Ability: Prominence (4000); EC = 1000; Effect = Target loses their next turn: An illusionary prominence flares out from the sword and wraps itself around the target, making it seem as if they are burning.

- Special Ability: Nova (6000); EC = 2000; DP = Standard + 200; Effect = Burns the target for a further 100 DP for the next three turns (Immunity 20): When this ability is used, fire from the blade will gather into a ball (about two feet in diameter) and shoot towards the target.

- Special Ability: Solar Fury (9500); EC = 3000; Effect = Berserk for 5 turns, Adrenaline boost of 2000 HP for 5 turns. The fury of the Flame God is unleashed through the Soldier, who temporarily gains god-like powers.


Neutronium Katana

A deadly katana made from neutronium, a synthetic material which resembles the composition of a neutron star.

---


Fissure Blade

A lethal short sword foriegn to this universe.

---


Daggers of the Doomed

A set of four obsidian daggers. Each dagger has a small white circle on it, the meaning of which is currently unknown. Bonuses are applied to the daggers as individuals, although they are grouped together when equiped.
  • Dagger of ???: A razor sharp obsidian dagger with a white circle on it.
  • Dagger of ???: A razor sharp obsidian dagger with a white circle on it.
  • Dagger of ???: A razor sharp obsidian dagger with a white circle on it.
  • Dagger of ???: A razor sharp obsidian dagger with a white circle on it.
Orbital (0): Persistent Effect = Daggers may be wielded with the mind (does not consume an equipment slot). The Daggers orbit around the wielder and can be sent to attack an opponent. (Ranged DP = 50)


Soldier Abilities


- Use Technology (0): Provides the Soldier with the ability to use technologically advanced equipment and ships (continuous ability).


Monk Abilities


A Monk is one who strives to maintain balance between one's self and mind. Highly disciplined and experienced in this art, a Monk is capable of many difficult feats.

- Meditation (1000): Effect lasts until cancelled or broken by battle, movement, or another ability: EC=0; Recovers 100 EP Per Minute Of Meditation: In order to set one's mind at peace, a monk may choose to meditate and let go of the troubles inhibiting his/her concentration.

- Damage Mitigation (2000): Persistent Effect = Decreases physical damage taken by 10% of the attack's DP: An experienced monk is able to mitigate any physical attack which hits him/her.

- Feign Death (3500): EC=2000; Effect = Unless one has more than twice the monk's post count or is also a monk, he/she cannot attack the monk; Effect cancelled when ability is used or the monk moves; Cannot be used in battle: When in a tight situation a monk is capable of almost stopping his/her metabolism to give off the appearance that he/she is not alive. With this image, the monk is not likely to be attacked.

- Advanced Conditioning (5500): Persistent Effect: Total HP + 250, Constitution + 15: Through conditioning one's body, a monk is able to make himself/herself stronger and more resistant to damage or harmful states.


Myrmidon Abilities


Myrmidons focus on strength and speed to take down their enemies swiftly. They commonly would rather wield a powerful weapon (or two) instead of heavy armor, and are fierce and loyal warriors sure to bring fear to the eyes of their enemies.

- Weapon Mastery (1000) (5000): Persistent Effect = Increases DP bonus of each equipped weapon by 25 DP: A myrmidon is a master of weaponry and is capable of doing more damage than otherwise believed possible.

- Berserker's Fury (2000) (6000): Persistent Effect = While activated (takes one turn to activate and deactivate if done during battle) increases DP of each equipped weapon by 50 but the Myrmidon will take 70 more DP than usual per enemy's attack: A Myrmidon is in many ways an offensive warrior, and when angry can unleash a devastating fury upon his/her enemies. Usually only deemed effective when wielding more than one weapon, the increased offense will leave the myrmidon with less defense.

- Myrmidon's Ambidexterity (3500) (7500): EC=0; Persistent Effect If Don't Currently Have Ambidexterity = Allows two one-handed weapons to be equipped and used at once (bonuses of each weapon are added together for attack damage), EXCLUDING light, dark, and tech weapons: An experienced myrmidon will often prefer an extra weapon instead of a shield.

- Training of the Legionaire (5500) (9500): Persistent Effect: Total HP + 300: By mastering the profession of myrmidon, one will become very confident in his/her power in combat. This confidence, alongside training, will boost the myrmidon's natural defensive strength.

Devotion: Agnostic


Faction: Nemorok's Legion


Nemorok's Corruption (0): EC=0; Non-Stacking Self Effect = Devotion + 10, Vitality + 10, Intelligence + 7, Strength + 7: Nemorok lends his power to the legions of Valeron.
Neraphym Archaeon
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