[b]Name: [/b]
[b]Nickname:[/b]
[b]Age:[/b]
[b]Eyes:[/b]
[b]Hair:[/b]
[b]Description:[/b]
[b]Country of Origin:[/b]
[b]Condition:[/b] Adept
[b]Biography:[/b]
[b]Equipment:[/b]
Lens-
Left:
Right:
Ring:
Pendant:
[b]Gear[/b]- (0 Kudos)
[b]Skills-[/b]
Mobility: (0 Kudos)
Combat: (0 Kudos)
[b]Septima[/b]-
Name:
Element:
Color:
Powers- (0 Kudos)
Build:
SP: 3/3
[b]Special Skills:[/b]
Active-
1:
2:
3:
Known-
"Name"
"Verse[Haiku]"
[Class]
[b]Kudos:[/b]
Start: (1000 default, 0 used, BONUS: 0, 1000 Remaining)
Total Used:
Total Earned:
Total BONUS:
Highest Earn:
Highest "Combo":
Kudo net total:
[b]Nickname:[/b]
[b]Age:[/b]
[b]Eyes:[/b]
[b]Hair:[/b]
[b]Description:[/b]
[b]Country of Origin:[/b]
[b]Condition:[/b] Adept
[b]Biography:[/b]
[b]Equipment:[/b]
Lens-
Left:
Right:
Ring:
Pendant:
[b]Gear[/b]- (0 Kudos)
[b]Skills-[/b]
Mobility: (0 Kudos)
Combat: (0 Kudos)
[b]Septima[/b]-
Name:
Element:
Color:
Powers- (0 Kudos)
Build:
SP: 3/3
[b]Special Skills:[/b]
Active-
1:
2:
3:
Known-
"Name"
"Verse[Haiku]"
[Class]
[b]Kudos:[/b]
Start: (1000 default, 0 used, BONUS: 0, 1000 Remaining)
Total Used:
Total Earned:
Total BONUS:
Highest Earn:
Highest "Combo":
Kudo net total:
Name: (Given name first, then family name if any, please.)
Nickname: (If any. One will be earned based on performance)
Age: (Oldest Adepts should be in their early 20's.)
Eyes: (Eye color)
Hair: (Hair Color)
Description: (Appearance, either in text or as an image. No photos please.)
Country of Origin: (Pick anywhere. Adepts will be given a reason to be near Sumeragi's center if you can't find one already.)
Condition: (Adept or Non-Adept, and the like)
Biograhy: (Short history and personality descriptions here.)
Equipment:
Lens-
Left:
Right:
Ring:
Pendant:
(These are items that effect Septima use and other things from the game. The list can be found here. Please refrain from starting with any upgraded gear, and explain where the character got it. However, this gear is not common, especially to the general public.)
Skills- (Skills and Septimal abilities will cost a certain number of points, as will specialized gear. You will start with 1,000 points, and earn other upgrades as the roleplay progresses. The points earned in missions for achieving certain conditions and making your character more powerful are called KUDOS. The end of the CS can be used to keep track of them.)
Mobility:
Combat:
Gear-
Septima- (If an Adept) [Septima use is finite, based on the body's EP. If all EP is depleted, the Adept enters Overheat, and Septima can not be used again until the entire amount is recharged. EP recharges over time, and can be charged by an Adept when not overheated.]
Name: (Name of the Septima)
Element:(What is controlled.) Standard Element- (100 Points) Psyonic Remote Manipulation[i.e. Controlling birds, machines, etc.]- (150 Points) Psychic Power- (200 Points) Reality Manipulating Power (500 Points) Existing Septima (500 Points) Existing Plot-relevant Septima- (1000 Points.)
Color: [Each Septima has a main color.]
Powers- (Septimal Powers are built out of the aspects listed below. Powers that use multiple aspects, such as a blast that drains energy from the enemy and feeds it into the user, would cost as much as the constituent parts, being an Element Generation: Blast, a Projected Adjust and a Self Adjust, for a total of 245 KUDOS points. To keep the stronger powers, such as reality manipulation based abilities, in check with everyone else, powers that both have the same type but have different functions, such as a field that surrounds the user with their element, and a field that effects the environment but not enemies, or a field that acts only defensively, each count as individual purchases of Element Generation: Field.)
Build: (Average- Health and EP/Resource are equal. Tin Battery- Health is half that of Average, EP/Resource increased 50%. Meat Can- Health has a 50% increase, EP/Resources at half.)[More added later]
SP: (Default 3/3. Each extra SP costs 50 more points than the last. Selling SP starts at 100, but depreciates to 50 for further SP sold. As a result, selling all one's SP earns 200 points.)
Special Skills: (Special Skills are abilities that outperform the normal limits of a character. They utilize SP, or Skill Points, which recharge slowly over time. Special Skills themselves have a cooldown time. Which is to say, depending on the pace, you'll have to wait a number of posts to use Special Skills again. Offensive skills usually have a certain mantra like verse or incantation which accompanies them, and usually requires calling out your Septima in some way. This can take the form of a haiku like verse, used in the least as a Mantra to focus this surge of power for an Offensive Skill. Example.)
Offensive Skill 1 [Damage in a geometric area] (100 Points)
Offensive Skill 2 [More Damage in a shaped area] (200 Points)
Offensive Skill 3 [More Damage based on condition] (300 Points)
Offensive Skill 4 [Large Damage in a large area, or large output] (500 Points)
Support Skill Recharge [Recharge EP/Resource in an instant. Recover from Overheat] (100 Points)
Support Skill Power Charge [Temporarily increase Septima/combat effectiveness, defense, speed, etc.] (150 Points)
Support Skill Heal [Use Septima or tech to recover] (100 Points)
Kudos:
Start: (1000 default, 0 used, BONUS: 0, 1000 Remaining)
Total Used:
Total Earned:
Total BONUS:
Highest Earn:
Highest "Combo":
Kudo net total:
Nickname: (If any. One will be earned based on performance)
Age: (Oldest Adepts should be in their early 20's.)
Eyes: (Eye color)
Hair: (Hair Color)
Description: (Appearance, either in text or as an image. No photos please.)
Country of Origin: (Pick anywhere. Adepts will be given a reason to be near Sumeragi's center if you can't find one already.)
Condition: (Adept or Non-Adept, and the like)
Biograhy: (Short history and personality descriptions here.)
Equipment:
Lens-
Left:
Right:
Ring:
Pendant:
(These are items that effect Septima use and other things from the game. The list can be found here. Please refrain from starting with any upgraded gear, and explain where the character got it. However, this gear is not common, especially to the general public.)
Skills- (Skills and Septimal abilities will cost a certain number of points, as will specialized gear. You will start with 1,000 points, and earn other upgrades as the roleplay progresses. The points earned in missions for achieving certain conditions and making your character more powerful are called KUDOS. The end of the CS can be used to keep track of them.)
Mobility:
Run (25 Points)
Jump (25 Points)
Flip (25 Points)
Wall Jump [Bounce off walls by jumping.] (25 Points)
Wall Slide [Grip walls to slow your descent.] (25 Points)
Dash [The ability to reach full speed in an instant] (50 Points)
Air-Hop [A second jump in the air. Must be gear or septima-fueled.] (50 Points)
Air-Dash [A burst of mid-air speed in a forward direction] (75 Points)
Rebound [Redirect mid-air as if wall jumping, or hang in the air at a fight's boundary. Basically it's air-flipping at fixed points.] (75 Points) [Relative to target.]
Float [Rise above the ground and hover. Gear or Septima Fueled.] (100 Points)
Drift [A mobile version of Float. Move in the air between fixed points relative to target. Gear or Septima Fueled.] (100 Points)
Hover [Move in the air as propelled by a jet pack for a limited duration. Gear or Septima fueled.] (150 Points)
Fly [Gear or Septima Fueled.] (200 Points)
Phase [Temporarily leave an area or travel through a wall. Gear or Septima Fueled] (150 Points.)
Teleport [Change locations at will in less time than it would take to get there otherwise. Minimum one half second. Technology or Septima based.] (200 Points)
Jump (25 Points)
Flip (25 Points)
Wall Jump [Bounce off walls by jumping.] (25 Points)
Wall Slide [Grip walls to slow your descent.] (25 Points)
Dash [The ability to reach full speed in an instant] (50 Points)
Air-Hop [A second jump in the air. Must be gear or septima-fueled.] (50 Points)
Air-Dash [A burst of mid-air speed in a forward direction] (75 Points)
Rebound [Redirect mid-air as if wall jumping, or hang in the air at a fight's boundary. Basically it's air-flipping at fixed points.] (75 Points) [Relative to target.]
Float [Rise above the ground and hover. Gear or Septima Fueled.] (100 Points)
Drift [A mobile version of Float. Move in the air between fixed points relative to target. Gear or Septima Fueled.] (100 Points)
Hover [Move in the air as propelled by a jet pack for a limited duration. Gear or Septima fueled.] (150 Points)
Fly [Gear or Septima Fueled.] (200 Points)
Phase [Temporarily leave an area or travel through a wall. Gear or Septima Fueled] (150 Points.)
Teleport [Change locations at will in less time than it would take to get there otherwise. Minimum one half second. Technology or Septima based.] (200 Points)
Combat:
(Training for the same kind of weapon, i.e. Weapon Training- Traditional [Small], for knives, is a straight upgrade from the Familiarity variant for the same weapon, and both don't need to be taken at character creation. Upgrading later will basically equal having bought both, but Training replaces Familiarity.)
Weapon Familiarity- Traditional [Small] (5 Points)
Weapon Familiarity- Traditional [Medium] (15 Points)
Weapon Familiarity- Traditional [Large] (20 Points)
Weapon Training- Traditional [Small] (10 Points)
Weapon Training- Traditional [Medium] (25 Points)
Weapon Training- Traditional [Large] (50 Points)
Weapon Familiarity- Firearm [Small] (10 Points)
Weapon Familiarity- Firearm [Medium] (20 Points)
Weapon Familiarity- Firearm [Large] (30 Points)
Weapon Training- Firearm [Small] (15 Points)
Weapon Training- Firearm [Medium] (40 Points)
Weapon Training- Firearm [Large] (60 Points)
Hacking/Technology Overload (30 Points)
Weapon Familiarity- Traditional [Small] (5 Points)
Weapon Familiarity- Traditional [Medium] (15 Points)
Weapon Familiarity- Traditional [Large] (20 Points)
Weapon Training- Traditional [Small] (10 Points)
Weapon Training- Traditional [Medium] (25 Points)
Weapon Training- Traditional [Large] (50 Points)
Weapon Familiarity- Firearm [Small] (10 Points)
Weapon Familiarity- Firearm [Medium] (20 Points)
Weapon Familiarity- Firearm [Large] (30 Points)
Weapon Training- Firearm [Small] (15 Points)
Weapon Training- Firearm [Medium] (40 Points)
Weapon Training- Firearm [Large] (60 Points)
Hacking/Technology Overload (30 Points)
Gear-
Battle Shoe [A soft shoe which makes little noise, but causes tripping in a double dash.] (10 Points)
Super Sneaker [A stable shoe which allows Double-Dashing, and makes noise on hard surfaces] (10 Points)
Combat Boot [Hard boots which makes noise on hard surfaces, and allows continuous dashing] (10 Points)
Techno Boot [A boot infused with technology, such as a thruster.] (25 Points)
Simple Weapon (20 Points)
Septima Attuned Weapon (50 Points)
Special Weapon (40 Points)
Septima Attuned Special Weapon (60 Points)
Tactical Jacket (30 Points)
Combat Suit (60 Points)
Tech Armor (100 Points)
Turbo Armor (200 Points)
Robot Companion (500 Points)
Jet Pack (100 Points)
A.I. (1000)
Super Sneaker [A stable shoe which allows Double-Dashing, and makes noise on hard surfaces] (10 Points)
Combat Boot [Hard boots which makes noise on hard surfaces, and allows continuous dashing] (10 Points)
Techno Boot [A boot infused with technology, such as a thruster.] (25 Points)
Simple Weapon (20 Points)
Septima Attuned Weapon (50 Points)
Special Weapon (40 Points)
Septima Attuned Special Weapon (60 Points)
Tactical Jacket (30 Points)
Combat Suit (60 Points)
Tech Armor (100 Points)
Turbo Armor (200 Points)
Robot Companion (500 Points)
Jet Pack (100 Points)
A.I. (1000)
Septima- (If an Adept) [Septima use is finite, based on the body's EP. If all EP is depleted, the Adept enters Overheat, and Septima can not be used again until the entire amount is recharged. EP recharges over time, and can be charged by an Adept when not overheated.]
Name: (Name of the Septima)
Element:(What is controlled.) Standard Element- (100 Points) Psyonic Remote Manipulation[i.e. Controlling birds, machines, etc.]- (150 Points) Psychic Power- (200 Points) Reality Manipulating Power (500 Points) Existing Septima (500 Points) Existing Plot-relevant Septima- (1000 Points.)
Color: [Each Septima has a main color.]
Powers- (Septimal Powers are built out of the aspects listed below. Powers that use multiple aspects, such as a blast that drains energy from the enemy and feeds it into the user, would cost as much as the constituent parts, being an Element Generation: Blast, a Projected Adjust and a Self Adjust, for a total of 245 KUDOS points. To keep the stronger powers, such as reality manipulation based abilities, in check with everyone else, powers that both have the same type but have different functions, such as a field that surrounds the user with their element, and a field that effects the environment but not enemies, or a field that acts only defensively, each count as individual purchases of Element Generation: Field.)
Remote Manipulation: Tool [Control Septimal weapons/projections or devices like machines from afar.] (25 Points)
Remote Manipulation: Mass [Control specific nonintelligent masses, such as liquids, plants, etc. from afar.] (50)
Remote Manipulation: Animal [Manipulate animals or robots not created with RM:Tool from afar] (75 Points)
Remote Manipulation: Individual [Ability to effect intelligent, sentient beings from afar.] (100 Points)
Remote Manipulation: Group [Control large numbers of known Remote Manipulation targets] (50 Points)
Element Generation: Shock [Make a very small small burst of your element within reach of a body part] (5 Points)
Element Generation: Sphere [Make a small distanced instance of your element in one place.] (10 Points)
Element Generation: Blast [Fire a single projectile of your element. Stacks] (20 Points)
Element Generation: Beam [Launch an energy beam of your element] (50 Points)
Element Generation: Field [Create a geometric field of your element around you] (100 Points)
Self Adjust [Use septima to alter your own state] (75 Points)
Projected Adjust [Alter the state of another with Septima] (150 Points)
Remote Manipulation: Mass [Control specific nonintelligent masses, such as liquids, plants, etc. from afar.] (50)
Remote Manipulation: Animal [Manipulate animals or robots not created with RM:Tool from afar] (75 Points)
Remote Manipulation: Individual [Ability to effect intelligent, sentient beings from afar.] (100 Points)
Remote Manipulation: Group [Control large numbers of known Remote Manipulation targets] (50 Points)
Element Generation: Shock [Make a very small small burst of your element within reach of a body part] (5 Points)
Element Generation: Sphere [Make a small distanced instance of your element in one place.] (10 Points)
Element Generation: Blast [Fire a single projectile of your element. Stacks] (20 Points)
Element Generation: Beam [Launch an energy beam of your element] (50 Points)
Element Generation: Field [Create a geometric field of your element around you] (100 Points)
Self Adjust [Use septima to alter your own state] (75 Points)
Projected Adjust [Alter the state of another with Septima] (150 Points)
Build: (Average- Health and EP/Resource are equal. Tin Battery- Health is half that of Average, EP/Resource increased 50%. Meat Can- Health has a 50% increase, EP/Resources at half.)[More added later]
SP: (Default 3/3. Each extra SP costs 50 more points than the last. Selling SP starts at 100, but depreciates to 50 for further SP sold. As a result, selling all one's SP earns 200 points.)
Special Skills: (Special Skills are abilities that outperform the normal limits of a character. They utilize SP, or Skill Points, which recharge slowly over time. Special Skills themselves have a cooldown time. Which is to say, depending on the pace, you'll have to wait a number of posts to use Special Skills again. Offensive skills usually have a certain mantra like verse or incantation which accompanies them, and usually requires calling out your Septima in some way. This can take the form of a haiku like verse, used in the least as a Mantra to focus this surge of power for an Offensive Skill. Example.)
Offensive Skill 1 [Damage in a geometric area] (100 Points)
Offensive Skill 2 [More Damage in a shaped area] (200 Points)
Offensive Skill 3 [More Damage based on condition] (300 Points)
Offensive Skill 4 [Large Damage in a large area, or large output] (500 Points)
Support Skill Recharge [Recharge EP/Resource in an instant. Recover from Overheat] (100 Points)
Support Skill Power Charge [Temporarily increase Septima/combat effectiveness, defense, speed, etc.] (150 Points)
Support Skill Heal [Use Septima or tech to recover] (100 Points)
Kudos:
Start: (1000 default, 0 used, BONUS: 0, 1000 Remaining)
Total Used:
Total Earned:
Total BONUS:
Highest Earn:
Highest "Combo":
Kudo net total: