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Varren Disgnia

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TvIaMsOqTuHeYz
Crew

Dangerous Loiterer

PostPosted: Thu Jan 14, 2016 7:30 pm


❂Varren Disgnia❂
User Image


Personal Information

Name: Varren Disgnia
Titles:
Age: 20
Birth Date: 7/18
Gender: Male
Height: 6'
Weight: 150 lbs

Personality: Varren is sarcastic and seemingly disinterested. However, this is only because Varren finds pointless chit chat meaningless and simply something to pass what time could better be spent bettering the world, or yourself. He tends to spend his time reading, or writing down his thoughts for further study at a later time.
Description:


Racial Information

Race: Human
Secondary Race: Elven Half Blood

Alignment: Neutral
Alignment Points: 50

Diet: Omnivore
Food Points: 100
Metabolism: Normal

Known Languages
Civ Standard
Elven


Character Modifiers

Specialization Traits

Scholar: A person of learning and wisdom, the Scholar's intelligence knows no bounds, and ever grows to exceed all others.
► +1 Intelligence per Character Level

Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power.
► +1 Magic per Character Level

Racial Traits

Broad Specialization: Humans, while they have no natural leaning towards any particular skills, are nonetheless capable of easily learning and mastering new things, often displaying more talents than other more focused races.
► May choose two Specialization Traits.

Elven Magics: Whether it is true that magic runs in the blood of elves or not, the fact remains that the race has a strong aptitude for the arcane arts.
► ½ SP cost to learn Spells

Low Strength: Countering the Elves magical potential, their slight builds afford them little strength, and it is hard work for an elf to build up the musculature necessary for feats of strength.
► Strength costs double SP to increase.

Mixed Blood: Half Bloods have access to all the talents of their parent races. Beginning life with one trait from each, and being able to develop more over time as their blood strengthens.
► Begin with one Trait from each parent race. May buy more traits for 5 SP each, plus five per trait.

Hybrid Talent: Half Bloods have the distinct advantage of having two, rather than one, source of racial skills, as both their parent races provide them the opportunity to learn.
► May learn Racial Skills from both parent races.

Genetic Mistake: One difficulty Half Bloods face, and one reason many pure races look down upon them, is the chance that any flaws in their parent's genes are more likely to appear in the half blood than they would be in a pure child, creating severe weaknesses at times.
► Half Bloods must take all negative traits from both parents.

Dirty Blood: Half Bloods are often considered impure, dirty, and little more than animals by many people. As a result, it becomes harder for a half blood to earn respect from organizations or some individuals, and some shops might attempt to rip them off, if they sell to them at all.
► -25% To Relationship Gains, +25% to Relationship Losses. +25% to Buying Prices, -25% to Selling Prices.

Limit Breakers

{Limit Breaker Name}: {Effect}


Feats

{Feat Name}: {Description}
► {Bonus}
 
PostPosted: Thu Jan 14, 2016 7:32 pm


Skills & Spells


Skills

Racial Skills

{Paste all Racial skills here.}

General Skills

{Paste all general skills here.}

Trade Skills

{Paste all trade skills here.}


Spells

Level One

Cinder
Spell Level: 1
Prerequisites: N/a
SP Cost: 1
Class: Fire
Incantation: Uetus [3 Syllables]
Energy Cost: 1
Description: One of the most basic fire spells, if not THE most basic Fire spell is Cinder. Cinder creates a small ethereal flame in one's palm that creates no light, and is warm to the touch, but it merely feels warm as it produces no heat, creating a hollow sensation. Cinder's main use, is to spark fires to life. Cinder can be placed or thrown at flammable objects to create a spark to ignite the flames. If Cinder touches something flammable that isn't the caster's palm, it will create a spark which is always successful in creating the beginnings of a fire. If it touches something that isn't flammable, it merely spark with a clack, and disappears.ste all level One spells here}

Silence
SP Cost: 2
Class: Dark
Incantation: Sileo
Energy Cost: 1
Description: If a mage cannot speak, they cannot cast. The silence spell instantly renders their target incapable of vocally creating a sound. This is useful most notably for incapacitating wizards, but also has uses in stealth and social events. This spell is only effective if the user's Magic stat is higher than their target's. If the target has a higher Magic stat, the spell will have no effect. When the spell takes effect, it lasts for a set number of posts, according to the difference in magical power between the user and target. If the difference is five points, the spell will last for five posts. The spell can be canceled prematurely in a few different ways. The original caster can cancel the spell anytime they wish, for no extra cost, another mage can cast the same spell, reversing the effect, and the spell is also canceled if the caster is killed or unconscious.

Level Two

{Paste all level Two spells here}

Level Three

Flame Wrap
Spell Level: 3
Prerequisites: N/a
SP Cost: 6
Class: Fire
Incantation: Ignis adhaeret hostibus meis [10 Syllables]
Energy Cost: 5
Description: This spell allows Varren to launch a projectile from the palm of his hand, moving at a speed of 1 Agility per point in Magic, that, when it makes contact with a target, within 20 feet before fizzling out, it erupts into flames that wrap around the target. The Spell is used primarily to engulf the target in flames, which is understandably incredibly painful. However, this flame is just flame, and easily snuffed out by rolling, patting yourself down completely, or taking a dip in a nearby water source, any form of putting out flames can be used to put one's self out. This Spell is used normally as a punishment for irking Varren, though in combat it removes a combatant for a short period under normal circumstances.
 

TvIaMsOqTuHeYz
Crew

Dangerous Loiterer


TvIaMsOqTuHeYz
Crew

Dangerous Loiterer

PostPosted: Thu Jan 14, 2016 7:33 pm


Stats & Trades


Stat Points & Experience

Character Level: 5
Combat Level: 5

Character Stats
Strength: 0 /100
Armor: 0 /100
Agility: 5/100
Dexterity: 5/100
Intelligence: 15/100 [+5]
Magic: 10/100 [+5]
Energy: 5/100
Endurance: 5/100

Experience
Total EXP: 5000
Used EXP: 5000
Unused EXP: 0

Stat Points
Converted SP: 50
Bonus SP: 10
SP Spent on Stats: 55
SP Spent on Skills: 5
Unspent SP: 0
Total SP: 60


Trades

Enchanting [L1] [0 Exp] [1/0 Points]
Runic Enchantment [L 1] [1]

{Trade Name} [L{Level #}] [{#} Exp] [{#Spent}/{#Unspent} Points]
{Branch Trade} [L #] [# Points]
 
PostPosted: Thu Jan 14, 2016 7:34 pm


Inventory


Equipped Items

Money Pouch:
Worn On: Inside Jacket | Right side


Carried Items

Money Pouch
Worn On: Inside Jacket | Right Side
Gold: 0
Silver: 50
Copper: 0

{Item Name}:
Stored: {Location on body}

{Container Name}
Worn On: {Location on body}
{Item Name}


Stored Items

{Storage Location}
{Item Name}


Banked Items

{Bank Location}

Platinum: 0
Gold: 0
Silver: 0
Copper: 0

{Item Name}
 

TvIaMsOqTuHeYz
Crew

Dangerous Loiterer

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