
- MAIN INFORMATION
Full Name: Laat Oharis
Nicknames: just Laat.
Age: 26
Birthdate: November 4th
Gender: Male
Culture: Lumirian
Religion: Vaet Nocturnum (Vaetian),
Languages:
De Facto - Common
Fluent - Demonica
Basic - Meritia
Nation: Nocturne
Rank: Novice
Title: Citizen
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- MAJOR INFORMATION
Bloodline: Dreadnought
Class: Weapon Master
- Sub-Class: unlocked at expert rank
Strength: 8 (+3 carapace form)
Speed: 6 (-1 carapace form)
Sin: None
Gene Mods: None
Energy Color: Grey
Energy Meter: 700
Element: Earth
Battle Strength: Intimidation and crushing blows.
Battle Weakness: Avoiding anything that is extremely fast. He's a striker, not an acrobat.
Fights Won: 0
Fights Lost: 0
Completed Quests
- S Rank:
A Rank:
B Rank:
C Rank:
D Rank:
E Rank:
Gold: 3000
Talent: not sure what to put here.
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- EQUIPMENT INFORMATION
Weapons: Bladed Knuckles, Longsword
Armor: Scale-mail, cloak when not fighting.
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- SKILL INFORMATION
Elemental
• Earth & Stone Levitation E (Energy usage depends on size of rock)
The most common attack, involves levitating nearby earth and stone of numerous sizes and propelling them at foes by punching or kicking motions.
E= Up to melon sized
D= 5 foot cube <- current limit
C= dining table
B= Car sized
A= Bus Sized
S= 3 story house.
• Rock shield D
A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.
• Rock Hanging D
By minor manipulation of magnetic fields you are able to stick onto the surface of rocks and any earth material. These things are rocks, concrete, crystals and metal. 10 energy is used per post of hanging.
• Earth Trap D
A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well
The most common attack, involves levitating nearby earth and stone of numerous sizes and propelling them at foes by punching or kicking motions.
E= Up to melon sized
D= 5 foot cube <- current limit
C= dining table
B= Car sized
A= Bus Sized
S= 3 story house.
• Rock shield D
A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.
• Rock Hanging D
By minor manipulation of magnetic fields you are able to stick onto the surface of rocks and any earth material. These things are rocks, concrete, crystals and metal. 10 energy is used per post of hanging.
• Earth Trap D
A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well
Bloodline
• Elemental Infusion Passive
-1 Rank in damage taken from Earth skills
• Carapace E
The is the basic skill to put on your carapace. This carapace can block outside attacks up to E-rank. At Adept rank your carapace can block outside attacks up to D-rank. At Master rank your carapace can block up to C-rank attacks but this costs C-rank energy.
• Revert E
This is a basic skill that reverts your carapace form back into your human form. Works well if you know you can't block an attack in carapace form (You automatically know this)
• Shed E
Their most basic skill, shedding is a part of their life. When in Carapace form, the user must shed there carapace so that they can retain the hardness and add a new layer of carapace. Depending on what rank you have is when you can shed. (You automatically know this)
• Terror Ammo D
Though its not visible you need to create ammunition for your terror shot. This makes either 2 shots for your shotgun one magazine for a pistol 6 bullets for a revolver 5 for a rifle. eight if its a bow or crossbow.
Note: This is the one of two techniques that defy the normal carapace hardening requirements. This technique creates ammunition that only fades after the current fight is over, or used in a Terror Shot.
• Dagger Claws D
The user must harden there carapace like claws, each finger as powerful as steel daggers. They can also break normal weapons with ease and can cause some serious damage to a person. They also can't move there fingers, so holding a weapon in there hands would be quite useless. Depending on what element you have will give you a rank up or a rank down.
-1 Rank in damage taken from Earth skills
• Carapace E
The is the basic skill to put on your carapace. This carapace can block outside attacks up to E-rank. At Adept rank your carapace can block outside attacks up to D-rank. At Master rank your carapace can block up to C-rank attacks but this costs C-rank energy.
• Revert E
This is a basic skill that reverts your carapace form back into your human form. Works well if you know you can't block an attack in carapace form (You automatically know this)
• Shed E
Their most basic skill, shedding is a part of their life. When in Carapace form, the user must shed there carapace so that they can retain the hardness and add a new layer of carapace. Depending on what rank you have is when you can shed. (You automatically know this)
• Terror Ammo D
Though its not visible you need to create ammunition for your terror shot. This makes either 2 shots for your shotgun one magazine for a pistol 6 bullets for a revolver 5 for a rifle. eight if its a bow or crossbow.
Note: This is the one of two techniques that defy the normal carapace hardening requirements. This technique creates ammunition that only fades after the current fight is over, or used in a Terror Shot.
• Dagger Claws D
The user must harden there carapace like claws, each finger as powerful as steel daggers. They can also break normal weapons with ease and can cause some serious damage to a person. They also can't move there fingers, so holding a weapon in there hands would be quite useless. Depending on what element you have will give you a rank up or a rank down.
Class
• Zenith Passive
It's a common saying that anything is a weapon in the hands of a master, this concept is made real by the Weapon Master as they naturally coat any and all weapons they wield with energy. This results in two things, the weapons are made stronger by a rank, and they can strike things they normally shouldn't be able to, such as Shades.
• Empower D
A simple skill that allows the user to unleash a burst of concussive force from their weapon. The blast has enough force to blow the target away 5 feet, or can be used to knock them up or smash them onto their knees.
It's a common saying that anything is a weapon in the hands of a master, this concept is made real by the Weapon Master as they naturally coat any and all weapons they wield with energy. This results in two things, the weapons are made stronger by a rank, and they can strike things they normally shouldn't be able to, such as Shades.
• Empower D
A simple skill that allows the user to unleash a burst of concussive force from their weapon. The blast has enough force to blow the target away 5 feet, or can be used to knock them up or smash them onto their knees.
Sub-Class
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Hand-to-Hand/Weapon
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- CHARACTER INFORMATION
Personality: Driven. Tends to let actions speak for him. Intense in a fight.
Sexuality: Straight.
Quote: "Why are we standing around? Let's go beat the guy up, already."
Height: 6' 2"
Weight: 187
Eye Color: Yellow-green, like a cat's
Favorites:
- • red
• muffins
• cats
• Nocturne
Theme Song: Breaking Benjamin - Failure
Battle Theme: Five Finger Death Punch - Wrong Side of Heaven
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- BACKGROUND INFORMATION
xxxxxBeing a Dreadnought, Laat grew up on the streets. His "friends" consisted of other members of the orphan-gang he belonged to. During his time as a gutter rat he earned his share of scars. Living in those conditions ensured he grew up tough, and unafraid to fight it out to get what he wants. When he came of age he joined a small-time street gang as a low-level enforcer and was with them until a certain... misunderstanding. As a result he went solo, doing odd jobs or freelancing as hired muscle, repairing his damaged reputation bit by bit.