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[Accepted] Neos Subhein
Topic Started: May 2 2016, 06:54 AM (730 Views)
Cryool
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ᕙ( ̎ᑒ ̎ )ᕗ 9th Level Ex-Moderator ᕕ( ᐛ )ᕗ

Account Name: Cryold


Profile
Name: Neos Subhein
Nickname: Neos
Age: 18
Gender: Male
Height: 5'6"
Weight: 130 lb
Guild: Nine Lives
Class: C
Affiliation: Neutral

Appearance
Physical Description: The very definition of youth, wild, and free, Neos is a teenager with an infectious smile, the sort of fellow one never minds being around. With a harmless air about him and a physique to match, Neos looks like any other normal boy from the big cities, pale as the moon and untrained as a newborn pup. His most notable trait is his hair, a mess of red locks that never seem to stay down regardless of hair care routine. Outside of that, there is quite little to speak about Neos, unless one were to talk about the ever-present glint in his eyes, or that smile of his, equal parts cocky and mischievous, and yet at the same time something feels a bit off.

Even when he doesn't look like anyone else in particular, something always feels a bit familiar about him, doesn't it?

Clothing: A plain white shirt, blue jeans, a pair of nice brown shoes - nothing in Neos' wardrobe is out of the ordinary, or even out of stock; these are some fairly cheap, generic store-brand clothes we're talking about here. If anything, the boy at least bothers to put on a nice jacket to make up for his otherwise-unimpressive outfits, usually a nice aviator's jacket or something similar. As his pattern goes, none of the individual articles in his outfit are ever the same color at any given time, which brings up an interesting thought - does he actually not care about his outfit, or is he intentionally giving off the air of thoughtlessness? Alas; at his age, it is impossible to tell.

Accessories: A pair of aviator gloves and goggles - why? No one knows! Neos certainly has no plane or aircraft to speak of!

Extra: A small notepad-and-pen set is always somewhere in Neos' pockets, and maybe a packet of gum or mint - whatever it takes to keep his mouth occupied.
Picture:
Neos


Personality
A merry young soul, Neos is breezy as the western wind and jovial as the spring flowers. Like many others his type, Neos is a lover of small-talk and chit-chat, anything to keep his lips moving and his mind occupied. While he still has a functional sense of volume control, the boy's got a mouth that can run on for ages, and a brain full of equally trivial thoughts to match. Fish and visitors smell after three days - but Neos can drive anyone mad in a mere three hours. Looking beyond his penchant for speech, Neos has a playful side to him, always the first in the room to crack a joke or pull up a small prank, anything to draw out amusement for himself and anyone else looking for a laugh.

Neos may seem like a social creature, but the boy's also got a bit of a thirst for adventure. Through mountains and valleys, forests and caves, Neos has an appreciation of nature and love of the new that would refute any cranky older generation's arguments, and the wits to match! In fact, Neos rarely gets into arguments with elders, or in fact, anyone, really. It's the odd part of him, an uncanny feeling that everyone gets when they interact with him - he radiates an odd sense of endearment, even to people who can swear that they've never even seen him before.

History
History


Weaponry/Equipment

Homemade Gloves
Posted ImageName: Homemade Gloves
Class: B
Description: A pair of homemade gloves, crafted of a fine but durable leather
from an unknown beast. The gloves can be adjusted to become mittens or fingerless
gloves.
Effect/Function: The homemade gloves utilize latent spiritual energy to perform
an array of magical effects, including the following:
Posted ImageAncestral Knives - 5

A quintet of spirit knives float around the caster, prepared to strike any time.
These knives can be fired individually up to 20 m, each dealing moderate
damage and applying a stack of Cursed. The knives last for up to 2
posts or until fired, and have a 2 post cooldown.
Posted ImageAncestral Bucklers - 5

A trio of spirit bucklers float around the caster, actively seeking to defend.
These bucklers absorb negative energy from the next three attacks or spells
on the caster, nullifying any non-damage effects if the incoming attacks or
spells are of equal or lesser rank. For each buckler used up, the caster gains
a stack of Blessed. The bucklers last for up to 2 posts or until fired,
and have a 2 post cooldown.
Posted ImageAncestral Blade - 5

A spirit blade floats around the caster, prepared to strike. The blade can
be controlled and used to attack once, dealing moderate damage to a
target within 10 m. If the caster is Blessed, the target will be
afflicted by burning spiritual energy, being dealt moderate damage once per
post for each post, with affliction duration lasting as long as the amount
of Blessed stacks on the caster, using up the stacks of Blessed
in the process. The blade has a 2 post cooldown.
Posted ImageAncestral Shield - 5

A spirit shield floats around the caster, seeking to defend. The shield
provides a magical barrier attacks and spells, nullifying a single incoming
offense of equal rank, or multiple of lesser rank based on standard shield
rules. If the attacking target is afflicted by Cursed, breaking the
shield will empower the caster, allowing them to deal bonus magical damage
with their next attack or spell at a rank equal to the stacks of Cursed
on the afflicted target, up to serious damage at this rank. This uses up
the stacks of Cursed in the process. The shield has a 2 post cooldown.


Stats - 278
Power: 40
Endurance: 45
Toughness: 40
Speed: 43
Accuracy: 40
Magic: 50 [30 + 40/2]

Earned
Stat Points Earned: 0/223
Arc Points Earned: 0/7
Guild Points Earned 7/7
Jewels Earned: 17,757,000/60,757,000 (49,800,000)

Sources
Sources


Skills & Disciplines
[tabs][tab=With Family]Thanks to the years spent traveling and learning from his family, Neos has all the skills necessary for becoming a decent hunter, from tracking and hunting to simple tricks and tips for surviving in the wild. On top of that, Neos' later lessons from his parents imparted on him a fair knowledge of many random subjects, things interesting in a conversation but usually left untaught in school - subjects that, for the sake of his magical endowments, are perhaps the most important things for him to know. That, and excellent topics for impressing people at those little conversations in the pubs and taverns.[/tab][tab=With Knights]Two years in the Knight Academy, even for a drop-out, shows its benefits in many little ways. Armed with knowledge of the laws of the land and the martial skills necessary to defend oneself, Neos can find a job virtually anywhere he goes - granted, not a prestigious job, but definitely enough to rule out begging as a profession. On top of that, he's got a connection to many knights, almost all of whom are just starting in their knight careers and getting stationed around the country - certainly enough to ensure him some form of safety in the rougher parts of the cities.[/tab][tab=Alone]Two years of wandering are two years squandered, but not entirely so. While Neos may not be in any excellent position in life, he's certainly got down an admirable mix of a can-do attitude and a carefree demeanor. This, combined with his odd sense of empathy that seems to have been developed exclusively over the recent years, make him- well, still a tramp, but at the very least, a likable tramp.[/tab][/tabs]

Magic
Magic Name: Subhein Curse
Magic Type: Transformation
Tier of Magic: 1
Rank: 6
Magic Description: A rare endowment carried through the Subhein family, the Subhein Curse turns men and women into excellent hunters, by turning them into- well, into anything, really. Those who carry the Subhein curse access a potent transformative ability, allowing them to become monsters and men alike, be they beasts of nature or magic, demi-human races, or even humans with might or magic in their blood.

What separates the Subhein Curse from similar magics lie in not the potency but the sheer versatility of their transformations in a series of odd anomalies - transformations under the Subhein Curse lack an universal downtime, at the cost of being significantly more difficult to learn. These transformations also have a nigh-infinite duration, but lack both the immediate and total power granted by their nearest relatives, the take-over family of magic; while take-over magics grant a simultaneous increase in the physical parameters, magically-granted armament, and a modest set of magical abilities, Subhein Curse transformations only grant a slightly expanded set of magical abilities, and any magically-granted armaments or physical parameter boosts are drawn from the set of magical abilities.

Neos' transformations are divided into three classes - monsters, men, and magic. Monster forms consist of beasts and creatures of the wild, ranging from critters as mundane as rats to those as fantastic as the manticore; these forms usually possess racial abilities, such as sensory enhancements or natural armament. Those in the category of men consist of human forms, set in appearance but fairly generic, such as a little girl or an armed gladiator; these forms possess abilities or armament appropriate to the archetypes of the form, such as weaponry for warriors or a few flame powers for a fire mage. Transformations in the magic category fit neither prior group, and consist of demi-human races such as elves or magically-based entities such as golems; these, like prior groups, possess abilities and armament fit to the forms, be it the flame breath of a hellhound or the healing blessings of an angel.

Naturally, such diversity comes with costs of its own; what the magic has in versatility, it lacks in terms of sheer power, as each form has an individual cooldown of 3 posts, and a minimum in-form time of 1 full post prevents the user from simply machine-gunning devastation down all at once; and, on top of that, each form doesn't quite access the full range of abilities available to the disposal of the natural forms themselves - a flaw most evident in the more magically-oriented forms.

Techniques: 40/40 [25/25 earned + 15/15 purchased]

[tabs][tab=Monsters]
Posted ImageCat - 1
Type: Transformation
Range: Self
Effect: Neos transforms into a small black cat, 9" in height.
With its golden eyes, the cat strikes an eerie figure in the dark.
As a cat, Neos gains the ability to see through non-magical
darkness; the second ability is locked until rank 3 of the
transformation, and the third ability at rank 5.
Posted ImageHawk - 5
Type: Transformation
Range: Self
Effect: Neos transforms into a large brown hawk, 3' in height.
Bold and majestic, the hawk's piercing gaze renders others uneasy.
As a hawk, Neos can fly up to 25 m. in the air at +5 speed while
carrying up to 25 kg for up to 4 posts, with a 3 post cooldown.
He also gains enhanced vision, allowing him to perceive and pick out
minute details from an aerial view, not unlike an actual hawk.
Finally, Neos can perform a grand maneuver in the air, dashing at
60 speed up to 15 m., with a 2 post cooldown.
Posted ImageBear - 5
Type: Transformation
Range: Self
Effect: Neos transforms into a massive bear, 5' in shoulder height.
With a thick brown coat, sharp claws, and even sharper jaws, the bear
demonstrates the fearsome force of nature's creations.
As a bear, Neos gains a thick fur coat of B-class durability.
He also gains claws on his limbs, as powerful as B-class weapons,
and a set of jaws powerful enough to rival B-class equipment.
Fur coat loses defensive properties after 4 consecutive posts.
[/tab][tab=Men]
Posted ImageBusinessmage - 5
Type: Transformation
Range: Self
Effect: Neos transforms into a nondescript businessmage,
5'9" in height.
With a balding head and thick glasses, the businessmage strikes an
unimpressive figure.
As a businessmage, Neos gains increased anonymity, rendering him
unremarkable, if not downright invisible, to minor NPCs, while
giving him an odd sense of familiarity towards all NPCs in office
buildings and white-collar workplaces.
He also gains a set of spells:
Paperwork: Release countless sheets of paperwork into the air,
obscuring the vision of all other entities within 10 m.
Those with accuracy of 10 or less are virtually blinded, while those of
11 - Neos' accuracy (capped at 50) are irritated in degrees of severity
pending on their hatred of paperwork for up to 2 posts, with a 2 post
cooldown.
Deadline: Empower the balding head of the caster to release
a blast of magic upon next contact, dealing serious damage and
knocking the target back up to 10 m., decreasing 1 m. knockback
for every 5 toughness the target possesses. The caster is knocked
back 10 m. regardless. 2 post cooldown.
Posted ImageDamsel - 5
Type: Transformation
Range: Self
Effect: Neos transforms into a girl, about 5' in height.
With gentle eyes and a soft smile, the maiden is never seen without
her stuffed toy.
The maiden carries with her, always, a stuffed animal of about 2.5'
in height. Though the specific form of the stuffed animal never seems
consistent, the stuffed animal is always around that height, and is
B-class in quality.
She also gains the ability to freely control her stuffed animal,
permitting it to move and act as if it has 10 in each physical stat as
long as it remains within 50 m. of her. When she does so, however,
a substantial level of concentration must be maintained, visibly
affecting her capacities in other mentally-taxing tasks and deeds.
She can also share her senses with the stuffed animal, as well as
communicate through it; when used as such, the stuffed animal
says what is dictated by her, but has a random voice of its own.
Posted ImageStandard Knight - 5
Type: Transformation
Range: Self
Effect: Neos transforms into a well-armed warrior, 6' in height.
Fully equipped with sword and shield, the man within is completely
obscured beneath his suit of armor.
As a standard knight, Neos gains a full-body suit of armor, B-class
in durability.
He also gains a 4' long shield, also B-class in durability,
and a 3' long sword, B-class in durability as well.
Armor loses defensive properties after 4 consecutive posts.
[/tab][tab=Magic]
Posted ImageSlime - 4
Type: Transformation
Range: Self
Effect: Neos transforms into a sentient blob of green slime,
up to 2' in radius.
The amorphous ooze looks shiny but unintimidating from first glance.
As a slime, Neos gains a, well, an amorphous form, capable of
shifting himself to fit in and move through areas as small as 1/2" in
diameter.
He also gains a slightly acidic composition, allowing him to break
down non-magical objects up to his size over the duration of 2
posts of physical contact.
His third ability is locked until rank 5 of the transformation.
Posted ImageStone Golem - 5
Type: Transformation
Range: Self
Effect: Neos transforms into a stone golem, 10' in height.
Despite its large size, the many boulders that make up the
stone golem allow it to camouflage in rocky areas.
As a stone golem, Neos gains a natural body of stone, enforced
to the same level of durability as B-class armor.
He also gains the ability to stomp, dealing moderate damage to
everything within a 5 m. range; this damage is greatly increased
to severe damage when affecting buildings and similar
environmental structures, and has a 2 post cooldown.
He also gains the ability to empower himself, dealing bonus
serious damage to all targets struck by his next action; this
damage is dealt twice against buildings and similar
environmental structures. 2 post cooldown..
Posted ImageFunguy - 5
Type: Transformation
Range: Self
Effect: Neos transforms into a living mushroom, no more
than 1' in height.
With stubby limbs and a brown cap, this small fungal creature
enjoys propogating in damp and dark spaces.
As a funguy, Neos is naturally adept at dispersing spores,
uncontrollably releasing them once per post in a 1'-radius
around himself.
He also gains the ability to accelerate cultivation, allowing him
to raise full-grown colonies of fungi in a 25' radius around
himself once every 3 posts. The resulting fungi are mundane in
nature, and no more than a foot or two high, but vary wildly in
shape, size, and color, to the full extent of fungal diversity.
When surrounded in one of these fungal patches, his spore-
releasing abilities are enhanced; he can, once per 4 posts,
release a particularly potent variant of his spores, healing all
entities within 5 m. - regardless of affiliation - up to the equivalent
of 1 serious wound, over the course of a post. During this
process, fungi appear to grow over and into the wounds, though
they do eventually fall off to reveal the recovered areas.
[/tab][/tabs]
Edited by Mazohyst, Jan 19 2017, 10:33 PM.
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Cryool
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ᕙ( ̎ᑒ ̎ )ᕗ 9th Level Ex-Moderator ᕕ( ᐛ )ᕗ

Long Story Short, and this is also here for my own recordings, in case the magic description doesn't make it clear seeing as I did take a few liberties in how I wrote it #aesthetic,

ProsCons
No Global Cooldown T1 (crying)
Spam Prevention: Individual Cooldowns of 3 posts per form; Minimum Durations of 1 post per form - Result
Loophole Prevention: armor-granting abilities have limited duration to prevent perma-free equipment loophole
Theoretically Unlimited Form DurationsInstead of
  • Enhanced Buffs for TO forms
  • 3 Free Pieces of Equipment
  • 2 TP per Rank

Gets
  • Up to 3 Abilities Slots per Rank, each one either a spell, piece of equipment, or natural skill/ability; only 2 of the 3 Slots can be filled with an active ability
  • No Buff


Arbitrary Rules for Self
3 Categories of Forms: Monster, Men, Magic
Monster: Based on wild animals/beast archetypes, oriented towards natural abilities/physically oriented; limited in range
Men: The thing stuck in middle, based on job archetypes; more jack-of-all-trade forms
Magic: Based on more mythological archetypes, more magic-oriented; fairly specialized in what they do
Forms pre-selected from picture bank (RIP)
Only capable of taking on aforementioned forms (i.e. turning into other PCs & major NPCs as technique ideas is a no-go)
Three abilities per form at upper levels; one ability unlocked at rank 1, then another at rank 3 and final one at rank 5
Edited by Cryool, May 3 2016, 06:23 AM.
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Mazohyst
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Stay the course.

I think there's a bit of excess that could be trimmed to get this right and balanced. Here's what you need to do.

- You can only have 2 active abilities per form.
- You can have any number of passive abilities, but you're still bound by your overall 3 ability limit per form.
- Passive abilities are things like sensory or armor or claws.
- Flight should count as an active for balance purposes in terms of the slot, but acts as a normal passive flight in function.
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Cryool
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ᕙ( ̎ᑒ ̎ )ᕗ 9th Level Ex-Moderator ᕕ( ᐛ )ᕗ

Alrighty, edited to fit the above standards
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AuraLex
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Ask away; I have all the answers.

1/2
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Mazohyst
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Stay the course.

 



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