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                                    MAIN INFORMATION


                                Full Name: William Mason
                                Nicknames: Will-o-Wisp
                                Age: Unknown
                                Birthdate: Unknown
                                Gender: Male

                                Culture: Volana
                                Religion: Atheist
                                Languages:

                                De Facto - Common
                                Fluent - Demonica
                                Basic - Angelica

                                Nation: Nocturne
                                Rank: Adept
                                Title: Citizen


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                                    MAJOR INFORMATION


                                Bloodline: Ghost Car
                                Class: Gunslinger
                                  Sub-Class: unlocked at expert rank

                                Strength: 3
                                Speed: 11 (12 in car form) (13 while dodging)
                                Sin: None
                                Gene Mods: None

                                Energy Color: Green and Gray
                                Energy Meter: 900
                                Element: Fire
                                Battle Strength: Is extremely creative in his tactics when taking on opponents
                                Battle Weakness: Often willingly holds back to have more fun during a fight

                                Fights Won: 0
                                Fights Lost: 0

                                Completed Quests
                                  S Rank:
                                  A Rank:
                                  B Rank:
                                  C Rank:
                                  D Rank:
                                  E Rank:


                                Gold: 7000

                                Talent:


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                                    EQUIPMENT INFORMATION


                                Weapons: 2 Shotguns (6 rounds each), 1 Cannon
                                Armor: Unless you count standard clothing as armor, nothing



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                                    SKILL INFORMATION


                                Elemental

                                  • Fireball E
                                  Prerequisite for all abilities
                                  A basic ability; jabs and punches produce miniature fireballs and missiles of flame.
                                  • Flame Deflection E
                                  This spell uses energy equivalent to the power of the deflected fire-based attack.
                                  • Flame Dagger D
                                  Creating blowtorch-like jets from the fist or fingertips to use as close range attacks within meters. These lack the actual ability to block physical objects.
                                  • Flame Launch D
                                  The caster builds a ball of fire in their hands hands, capable of launching it at their target at high speeds. This can easily ignite clothing.
                                  • Flame Punch/Kick D
                                  As the caster attacks with either their fist or foot a jet of flame will shoot out for a short distance of 1 foot.
                                  • Fire Stream D
                                  Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.
                                  • Flame Whip D
                                  Requires Fire stream
                                  An extension of a fire stream, this continuous stream of flame can be used as a whip. This has a range of 4 meters.
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                                Bloodline

                                  • Unyielding
                                  All manner of wounds can be healed overnight. However, complete destruction of the ghost car or extensive damage (such as destruction of the core parts of the vehicle; engine, tank, etc) will destroy the Ghost Car. In battle, however, a Ghost Car's regenerative abilities are limited. At different ranks you may regenerate your wounds. Trainees(E-Ranked) can only deal with cuts. By Novice(D-Ranked) it becomes deep cuts and burns. Adept(C-Ranked) rank you won't bother with a broken bone. Experts(B-Ranked) can deal with an entire sword going through a non vital organ and second degree burns. By Master(A-Ranked) you can deal with a sword piercing any organ which is not your heart or brain as well as third degree burns. At Sage(S-Ranked) regenerating a lost limb would be of no problem. If a driver does die in battle, however, their physical form will be shattered and it will take an undetermined amount of time for them to recover it. Contact your guild captain if this happens, and they will decide what it will take for your character to recover and how long you must wait for it to happen.
                                  • Racer
                                  The user can move at extreme speeds and build up momentum each post spent running/driving.
                                  First post: 30mph
                                  Second post: 60mph
                                  Third post: 90mph
                                  Fourth post: 120mph
                                  • Car Form
                                  The user can freely and instantaneously transform themselves into the car they died in. This is the only vehicle the user can transform into, but regardless of how it looked in life it will not effect its speed. All Ghost Cars are incredibly fast, faster than most race cars, and their max speed rises with the user's stats.
                                  • Poison/Disease Immunity
                                  The user is a ghost, they cannot be poisoned or infected by ordinary means. You cannot give a Ghost Car a disease no more than you could give your toaster the flu.
                                  • Bright Light E
                                  A simple trick where a driver materializes their car's high beams behind them, momentarily blinding anyone in front of them that happens to be looking their way.
                                  • Eat My Dust E
                                  A simple trick where a driver materializes their car's rear tires behind them, which spin and kick up sand, dust, mud, dirt, and rocks into the face and eyes of their opponents.
                                  • Rearview Mirror E
                                  The user materializes their car's rearview mirror in front of them so that they can use to see what's coming up behind them. Can be adjusted for preference. Hangs in the air for up to 3 posts.
                                  • Highbeams D
                                  Opening their glowing red eyes (or highbeams if in car form) the user can cause the opponent to stop moving for one post if they gaze into their eyes. The Ghost Car cannot kill their opponent when using this technique.
                                  • Full Metal Punch D-A
                                  By adding energy to the user’s fists, they are able to strengthen them significantly. The fists gain in strength according to how much power is put into them, and force behind them will make an opponent feel as if they'd just been hit by a car. The enhancement lasts until the end of the battle. Enhancements can only be done at or below your rank, meaning a C rank user cannot use B rank enhancements, but can use C and D rank. This skill can be used without an energy cost if the user has already built up enough momentum using the Racer ability.

                                  D: 30mph. Can break through bone and stone.
                                  C: 60mph. Can break through bronze and brick.
                                  B: 90mph. Can break through iron.
                                  A: 120mph. Can break through steel.
                                  S: Unattainable.
                                  • Car Door D
                                  The user sticks his arm out and somewhere, within a 10ft radius of himself, a steel car door will open up seemingly out of thin-air. This can be used to block attacks, push opponent's aside, or cause a running target to come to a very sudden and painful stop.
                                  • Ghost Walk D
                                  A ghost ability where the user moves straight through walls and solid objects without harm. The user can turn this ability off and on however many times they wish during the post it is used. This technique does not allow the user to phase through enemy attacks.
                                  Car Form
                                  • Break Check D-A
                                  After building momentum the car slams on the breaks, throwing off anyone trying to hang onto the car. If someone is inside the car, this technique can also be used to slam them into the dashboard. The skill costs D-rank energy, but its strength is determined by how fast the car is going when it uses this technique.
                                  • Wall Drive D
                                  After building momentum the car uses energy to temporarily ride up or along-side walls. This techniques lasts for however many posts the car has been building up momentum.
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                                Class

                                  • Sight Lock Passive
                                  This skill is necessary for any and all gunslingers to keep in mind, letting them gain a mental lock-on on the foe. So long as the foe is in any form of view, without anything to obstruct the view, such as a smoke screen or any visual type of illusions. Another bonus is that the Gunslinger can utilize the reflections of anything to find their opponent. The gunslinger can even quick draw with their gun, in a blink of an eye, they can shoot a target in their sight, meaning the opponent has to see and react to the draw of the gun or the moment upon firing.
                                  • Soften E
                                  Must be Novice or above to use.
                                  By blocking the tip of a bullet with a very small cushion of energy, gunslingers can change a normal bullet into the equivalent a rubber bullet without having to re-reload the gun. This skill does not affect the speed of the bullet in any way.
                                  • Gun toss D
                                  A common thing shown by Zeran, it is a form of switching guns. Since you only have two arms this allows you to temporarily use three guns. First your hands must be empty. You pull out one gun and toss it high into the air, you pull out two other guns and shoot with them. As the other gun is about to fall you toss a gun in your hand into the air and switch, you may switch back as the other guns are falling. Alternatively you may kick a gun on the ground into the air while shooting and grab it as it falls back down.
                                  • Energy Bullet D, E-S
                                  This is either used when a gunslinger wants to fire a silent shot or when he is out of ammo, most likely he is out of ammo. You fuse your energy with the gun and fire a shot, only one. This bullet is as powerful as the energy you put into it.
                                  Shotgun
                                  • One arm c**k E
                                  A ability for the pump action shotgun. It takes a certain degree of skill to be able to do this with two pump action shotguns this skill is a gunslinger only skill though other people may still do the one arm pump with one shotgun. This means you may use two pump/lever action shotguns at a time. Passive
                                  • Bullet Rain D
                                  3 Ammo
                                  Shotguns are unique in that each round fired is, in actuality, a number of balls (Shot) that spread out. Bullet Rain uses this unique feature of shotguns by shooting it into the air rather than directly at the target. As the balls flies up into the air, they disperse, and continue dispersing, until they fall back to the ground at the same speed that they were shot but with a much wider range. This rain of bullets is the skill, Bullet Rain, and it will cover a large area around the user (5 meters of dense coverage and several more meters of increasingly sparse coverage as the range increases). The user himself/herself is not harmed thanks to a shield of energy that repels the bullets from him/her.
                                  Cannon
                                  • Frag Shot E
                                  Standard attack for the cannon. The gunner uses a fragmentation round and fires it. Upon impact, the round explodes and sends shrapnel flying in all directions.
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                                Sub-Class
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                                Hand-to-Hand/Weapon
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                                    CHARACTER INFORMATION


                                Personality: Energetic, playful, though he can get bored easily if there isn't anything happening around him. He often does many strange things just to get a reaction, or even just to entertain himself.
                                Sexuality: Asexual
                                Quote: "It's not worth doing if it's boring."
                                Height: 5 feet 10 inches
                                Weight: 185 pounds
                                Eye Color: Green


                                Theme Song: Adachi Theme - Persona 4 Arena Ultimax
                                Battle Theme: Get Jinxed - League of Legends


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                                    BACKGROUND INFORMATION


                                xxxxx No one really knew how Will first became a ghost. Even Will himself didn't know. No one really cared about this, because most people didn't even know he existed. They are more worried about an urban legend that seems to have some truth to it. Reports telling of strange, green lights appearing in abandoned place. How people who try to find the source run out screaming. And how, when people who are armed enter these places, rarely come out unscathed. Thus is a story of the wandering light known as the Will-O-Wisp.

                                When he arrived in Nocturne, he ended up seeing quite a few beings he wasn't familiar with. He had oftentimes provoked fights and gotten into some trouble to spice the city up in his own way. When the authorities had finally caught him, they decided to incorporate him into the army as a means of making use of this hyperactive gun nut. Seeing as he needed to regain the skills he had forgotten over the centuries, Will decided to go along with it for now. The Will-O-Wisp was ready to light this world up.