Online ID: Mercurial Rayne
Real Name: Aaron Brisk
Sex: Male
Age: 16
Nationality: Japanese
Race: Elf
Level: 65
Class: Temporal Mage 2
A (usually) support class that focuses on altering the flow of battle by speeding up or slowing down actions. (Still working on skills and stuff.)
Has access to basic control spells that revolve around speeding up and slowing down allies and enemies.
Time's Friend - Passive - The longer Mercury is motionless, the faster his casting time and mana regeneration rate becomes.
Time's Favor - Active - 5 second cooldown - Mercury gives a nearby ally or enemy either the Haste buff or the Slow debuff. One increases movement and attack speed to 1.5, and the other decreases both to 2/3 of normal. I'll let you figure out which is which.
Time's Arena - Active - 15 second cooldown - Mercury touches his sword to the ground and a magic circle spreads out from that point. When he lifts his sword, a bubble envelopes everything inside the magic circle. Space inside the circle experiences time differently than the outside world (at 1.5 or 2/3 speed). The bubble will gradually shrink until it is completely gone, meaning that a larger bubble will both affect more targets and last longer. It has one version to speed up and one version to slow down.
Time's Backhand - Active - 5 second cooldown - A magical circle appears in the air in front of Mercury. The circle rapidly shrinks to a singular point, and the size of the circle determines the power of the attack. A large circle releases an AoE push that knocks back enemies and allies alike. A small circle releases a piercing bullet of invisible pushing force. The spell’s power output scales with level.
Time's Friend - Passive - The longer Mercury is motionless, the faster his casting time and mana regeneration rate becomes.
Time's Favor - Active - 5 second cooldown - Mercury gives a nearby ally or enemy either the Haste buff or the Slow debuff. One increases movement and attack speed to 1.5, and the other decreases both to 2/3 of normal. I'll let you figure out which is which.
Time's Arena - Active - 15 second cooldown - Mercury touches his sword to the ground and a magic circle spreads out from that point. When he lifts his sword, a bubble envelopes everything inside the magic circle. Space inside the circle experiences time differently than the outside world (at 1.5 or 2/3 speed). The bubble will gradually shrink until it is completely gone, meaning that a larger bubble will both affect more targets and last longer. It has one version to speed up and one version to slow down.
Time's Backhand - Active - 5 second cooldown - A magical circle appears in the air in front of Mercury. The circle rapidly shrinks to a singular point, and the size of the circle determines the power of the attack. A large circle releases an AoE push that knocks back enemies and allies alike. A small circle releases a piercing bullet of invisible pushing force. The spell’s power output scales with level.
Gains abilities and skills that increase own effectiveness and survivability.
Time's Cure - Passive - Greatly decreases time it takes for debuffs and negative status conditions to wear off and increases mana regeneration rate.
Time's Eye - Passive - Mercury sees ‘shadows’ of enemies' attacks or projectiles, so long as they move on a fixed path, greatly increasing his evasion (and critical strike if it is a skill he is able to counter).
Time's Future - Active - 2 hour cooldown – Mercury’s appearance physically ages, greatly increasing all of his stats and healing a large amount of health. Lasts one minute.
Time's Cure - Passive - Greatly decreases time it takes for debuffs and negative status conditions to wear off and increases mana regeneration rate.
Time's Eye - Passive - Mercury sees ‘shadows’ of enemies' attacks or projectiles, so long as they move on a fixed path, greatly increasing his evasion (and critical strike if it is a skill he is able to counter).
Time's Future - Active - 2 hour cooldown – Mercury’s appearance physically ages, greatly increasing all of his stats and healing a large amount of health. Lasts one minute.
Splits into either the hyper-offensive glass nuke Spatial Mage or the ungody support battle-reversing Causality Mage.
Time's Curse - Passive - Time is slowed in the space around Mercury, further greatly increasing his evasion.
Spatial Mage: Time's Equip - Passive – Weapon inflicts the Slow debuff. Mercury is immune to Slow.
Spatial Mage: Time's Back Door - Active - 1 minute cooldown - Sets a magic circle at the current location that can only be detected when activated. Must be cast twice, in two different locations, to have any effect. A third casting with erase the oldest circle placed. When activated, anything inside one magic circle will change places with anything inside the other. There is no cooldown on activating the circles, only placing them.
Spatial Mage: Time's Scalpel - Active – 30 second cooldown – Creates a magic circle around Mercury and those he is targeting (can target a number of enemies up to his class tier). The next attack Mercury uses within the magic circle hits every targeted enemy and does critical damage.
Causality Mage: Time's Past - Active - 3 minute cooldown - Reverses time around the target, healing and repairing any recent damage done in the last (three times class tier) seconds. Also reduces the length of any debuffs by that amount of time and adds that many seconds to the length of buffs.
Causality Mage: Time's Focus - Active – 20 second cooldown – Moves all debuffs on an ally onto self. The remaining duration of the transferred debuff is reduced by a third.
Causality Mage: Time's Exile - Active - 30 second cooldown - A number of enemies equal to half of the class tier (rounded down) is removed from time, becoming both unable to attack or move and immune to all damage for up to 10 seconds.
Time's Curse - Passive - Time is slowed in the space around Mercury, further greatly increasing his evasion.
Spatial Mage: Time's Equip - Passive – Weapon inflicts the Slow debuff. Mercury is immune to Slow.
Spatial Mage: Time's Back Door - Active - 1 minute cooldown - Sets a magic circle at the current location that can only be detected when activated. Must be cast twice, in two different locations, to have any effect. A third casting with erase the oldest circle placed. When activated, anything inside one magic circle will change places with anything inside the other. There is no cooldown on activating the circles, only placing them.
Spatial Mage: Time's Scalpel - Active – 30 second cooldown – Creates a magic circle around Mercury and those he is targeting (can target a number of enemies up to his class tier). The next attack Mercury uses within the magic circle hits every targeted enemy and does critical damage.
Causality Mage: Time's Past - Active - 3 minute cooldown - Reverses time around the target, healing and repairing any recent damage done in the last (three times class tier) seconds. Also reduces the length of any debuffs by that amount of time and adds that many seconds to the length of buffs.
Causality Mage: Time's Focus - Active – 20 second cooldown – Moves all debuffs on an ally onto self. The remaining duration of the transferred debuff is reduced by a third.
Causality Mage: Time's Exile - Active - 30 second cooldown - A number of enemies equal to half of the class tier (rounded down) is removed from time, becoming both unable to attack or move and immune to all damage for up to 10 seconds.
Gains skills and abilities that have to do with cooldown times for self and allies.
Time's Benevolent Will - Passive - Cuts cooldown times for self by one third.
Time’s Fast Walk – Haste and Slow status inflicted by self or allies affects cooldown times of skills.
Time's Advance Pay - Passive - Mercury can use a spell he's already used recently without waiting for the cooldown to be complete. The cooldown resets after the new casting and the spell cannot be cast again until the cooldown is fully completed twice.
Time's Present - Active - 10 minute cooldown – Restores target’s cooldown times of all skills to full (can be used on self or ally).
Time's Benevolent Will - Passive - Cuts cooldown times for self by one third.
Time’s Fast Walk – Haste and Slow status inflicted by self or allies affects cooldown times of skills.
Time's Advance Pay - Passive - Mercury can use a spell he's already used recently without waiting for the cooldown to be complete. The cooldown resets after the new casting and the spell cannot be cast again until the cooldown is fully completed twice.
Time's Present - Active - 10 minute cooldown – Restores target’s cooldown times of all skills to full (can be used on self or ally).
Gains access to new types of specialty skills. The Spatial Mage gains a variety of gravity-affecting skills, while the Causality Mage gains the power to redistribute damage with new skills.
Time's Late Payment - Passive - At any time, Mercury can a skill on cooldown without actually using the skill. The skill can later be activated without having to pay its cooldown.
Spatial Mage: Time's Sinking Feeling - Active – 40 second cooldown – Creates a magic circle that becomes a gravity well that pulls all enemies towards it and inflicts the Slow debuff.
Spatial Mage: Time's Fluctuating Mood- Active – 10 second cooldown – Creates a magic circle around himself or a target. The circle begins horizontal to the ground, and then it rotates with the target inside, reorienting “down” to be however the circle was when it ended. Wears off after 5 seconds while in combat or 30 seconds outside of combat.
Causality Mage: Time's Counterstrike - Active - 2 minute cooldown - Forces all enemies to focus on him. Mercury is frozen in time, unable to move, attack, or die for ten seconds. After ten seconds, every enemy that attacked is dealt the total damage inflicted on Mercury. Damage inflicted once his health has hit 1 continues to be added to the total damage inflicted.
Causality Mage: Time's Synched Heartbeat - Active - 10 minute cooldown – Creates a magic circle around Mercury and a target which inflicts the Stop debuff on both. The Stop debuff prevents any movement or the use of skills. The skill ends after 1 minute or when one of the targets is no longer inside the magic circle.
Causality Mage: Time's Change of Heart - Active - 40 second cooldown – Puts a magic circle around two targets and swaps their remaining health (percentage based).
Time's Late Payment - Passive - At any time, Mercury can a skill on cooldown without actually using the skill. The skill can later be activated without having to pay its cooldown.
Spatial Mage: Time's Sinking Feeling - Active – 40 second cooldown – Creates a magic circle that becomes a gravity well that pulls all enemies towards it and inflicts the Slow debuff.
Spatial Mage: Time's Fluctuating Mood- Active – 10 second cooldown – Creates a magic circle around himself or a target. The circle begins horizontal to the ground, and then it rotates with the target inside, reorienting “down” to be however the circle was when it ended. Wears off after 5 seconds while in combat or 30 seconds outside of combat.
Causality Mage: Time's Counterstrike - Active - 2 minute cooldown - Forces all enemies to focus on him. Mercury is frozen in time, unable to move, attack, or die for ten seconds. After ten seconds, every enemy that attacked is dealt the total damage inflicted on Mercury. Damage inflicted once his health has hit 1 continues to be added to the total damage inflicted.
Causality Mage: Time's Synched Heartbeat - Active - 10 minute cooldown – Creates a magic circle around Mercury and a target which inflicts the Stop debuff on both. The Stop debuff prevents any movement or the use of skills. The skill ends after 1 minute or when one of the targets is no longer inside the magic circle.
Causality Mage: Time's Change of Heart - Active - 40 second cooldown – Puts a magic circle around two targets and swaps their remaining health (percentage based).
Gains powerful abilities that exponentially increase the Temporal Mage's damage dealing or support power.
Time's Inside Joke - Active - 15 minute cooldown - Creates a magic circle around any number of enemies and/or allies. When activated, and damage or healing received within the last five seconds is repeated again, effectively doubling the damage that was inflicted or healing two times as much health healed.
Time's Emergency Exit - Active - 10 minute cooldown - Restores Mercury to a previous state (last time out of combat). His physical location, health, mana, buffs/debuffs, and cooldowns (With the exception of Time's Emergency Exit) revert to the way they were at the time.
Spatial Mage: Time's Prejudice - Active - 3 minute cooldown - A magic circle momentarily appears around the targeted enemy. As long as Mercury is channeling the magic, the targeted enemy is pulled strongly towards him. When he stops channeling to pull the enemy towards him, a large cutting shockwave from his weapon strikes the enemy, dealing heavy damage and sending the enemy flying back.
Spatial Mage: Time's Winning Hand - Passive - A skill activated within five seconds of the last casting begins a chain, which can be stacked up to five times. For each chain, the cooldown time of skills is decreased by 12%, for a total of 60% decreased cooldown time with five stacks. Stacks decay by one for every ten seconds without a skill chained. Using the same skill twice does not add to the chain or reset the stack decay.
Causality Mage: Time's Alternate History - Active - 15 minute cooldown - Mercury changes to another class that he has seen before for five minutes. He is unable to use any of his Temporal Mage skills during this time and is only able to use skills of the new class that he has seen used before.
Causality Mage: Time's Rule of Law - Active - 2 hour cooldown - Creates a magic circle with a radius of however long the magic was channeled times twenty feet. All non-player and non-boss enemies are instantly destroyed (they do not drop anything or give exp). All players are knocked out of combat and begin to regenerate health at ten times the normal rate. The space inside the magic circle is treated as a safe zone: no enemies can enter the circle, and no combat can be initiated within the circle. The magic circle shrinks at a rate of a foot a minute until it disappears. Bosses are merely knocked back outside of the circle and cannot enter, but it is also impossible to deal any damage from inside the circle.
Time's Inside Joke - Active - 15 minute cooldown - Creates a magic circle around any number of enemies and/or allies. When activated, and damage or healing received within the last five seconds is repeated again, effectively doubling the damage that was inflicted or healing two times as much health healed.
Time's Emergency Exit - Active - 10 minute cooldown - Restores Mercury to a previous state (last time out of combat). His physical location, health, mana, buffs/debuffs, and cooldowns (With the exception of Time's Emergency Exit) revert to the way they were at the time.
Spatial Mage: Time's Prejudice - Active - 3 minute cooldown - A magic circle momentarily appears around the targeted enemy. As long as Mercury is channeling the magic, the targeted enemy is pulled strongly towards him. When he stops channeling to pull the enemy towards him, a large cutting shockwave from his weapon strikes the enemy, dealing heavy damage and sending the enemy flying back.
Spatial Mage: Time's Winning Hand - Passive - A skill activated within five seconds of the last casting begins a chain, which can be stacked up to five times. For each chain, the cooldown time of skills is decreased by 12%, for a total of 60% decreased cooldown time with five stacks. Stacks decay by one for every ten seconds without a skill chained. Using the same skill twice does not add to the chain or reset the stack decay.
Causality Mage: Time's Alternate History - Active - 15 minute cooldown - Mercury changes to another class that he has seen before for five minutes. He is unable to use any of his Temporal Mage skills during this time and is only able to use skills of the new class that he has seen used before.
Causality Mage: Time's Rule of Law - Active - 2 hour cooldown - Creates a magic circle with a radius of however long the magic was channeled times twenty feet. All non-player and non-boss enemies are instantly destroyed (they do not drop anything or give exp). All players are knocked out of combat and begin to regenerate health at ten times the normal rate. The space inside the magic circle is treated as a safe zone: no enemies can enter the circle, and no combat can be initiated within the circle. The magic circle shrinks at a rate of a foot a minute until it disappears. Bosses are merely knocked back outside of the circle and cannot enter, but it is also impossible to deal any damage from inside the circle.
Class Mastery Level: 169 (+50)
Time's Friend - Passive - The longer Mercury is motionless, the faster his casting time and mana regeneration rate becomes.
Time's Favor - Active - 5 second cooldown - Mercury gives a nearby ally or enemy either the Quick buff or the Slow debuff. One increases movement and attack speed to 1.5, and the other decreases both to 2/3 of normal. I'll let you figure out which is which.
Time's Arena - Active - 15 second cooldown - Mercury touches his sword to the ground and a magic circle spreads out from that point. When he lifts his sword, a bubble envelopes everything inside the magic circle. Space inside the circle experiences time differently than the outside world. The bubble will gradually shrink until it is completely gone, meaning that a larger bubble will both affect more targets and last longer. It has one version to speed up and one version to slow down.
Time's Backhand - Active - 5 second cooldown - A magical circle appears in the air in front of Mercury. The circle rapidly shrinks to a singular point, and the size of the circle determines the power of the attack. A large circle releases an AoE push that knocks back enemies and allies alike. A small circle releases a piercing bullet of invisible pushing force. The spell’s power output scales with level.
Time's Cure - Passive - Greatly decreases time it takes for debuffs and negative status conditions to wear off and increases mana regeneration rate.
Time's Eye - Passive - Mercury sees ‘shadows’ of enemies' attacks or projectiles, so long as they move on a fixed path, greatly increasing his evasion and critical strike if it is a skill he is able to counter.
Sub-Class(es): Alchemist
The alchemist is also called the item master because all of its abilities involve using up items to create new ones. Alchemists are a godsend for players who love customizing their items to suit their tastes. You have an armor that looks badass but has abysmal stats and another that is ugly as hell but its stats are through the roof? Just have an alchemist combine the two to give the badass armor the good armor's stats. They are also known for turning their junk items into gold to turn a profit quick.
Tier 1: Capable of recoloring and renaming items (there is a content censor). Effectiveness of consumable items is increased (stronger with level).
Tier 2: Capable of combining two items to have the appearance of one with the stats or effect of the other.
Tier 3: Capable of combining similar items of the same rank to create an item a single rank higher.
Tier 4: Can give any item the appearance of a similar item, so long as the user has had the item in their inventory at one time.
Tier 5: Receives up to 7 times the normal value when selling or bartering an altered item. Bought items can only be sold for up to the sell for price maximum, not higher.
Tier 6: Can combine two items to create one with the effects of both.
Tier 1: Capable of recoloring and renaming items (there is a content censor). Effectiveness of consumable items is increased (stronger with level).
Tier 2: Capable of combining two items to have the appearance of one with the stats or effect of the other.
Tier 3: Capable of combining similar items of the same rank to create an item a single rank higher.
Tier 4: Can give any item the appearance of a similar item, so long as the user has had the item in their inventory at one time.
Tier 5: Receives up to 7 times the normal value when selling or bartering an altered item. Bought items can only be sold for up to the sell for price maximum, not higher.
Tier 6: Can combine two items to create one with the effects of both.
Sub-Class(es) Mastery Level: 142
Strength: 90
Agility: 140
Vitality: 35
Dexterity: 215
Resistance: 10
Intelligence: 45 (+5)
Stamina/Willpower: 115 (+5)
Max HP: 9,800
Max Stamina/Mana: 14,400
Equipment: "Sealed Blade", "Cloak of Midnight" (Renamed by Mercury for flavor)
Miscellanous Items: WIP (I have no clue what to put here, but I assume he would have some healing items and the basic junk)
Faction: New Terror
Personality: Mercury is childish and fun-loving around strangers. It’s always fun to have him around, even when he makes silly mistakes that even a total noob would know better than to make. He’s like an energetic little kid that someone thought it was a good idea to give sugar to, but it wasn’t. It just wasn’t. Always trying to entertain and break up the threat of seriousness before it manifests, Mercury’s attitude is that of someone new to the game. If not for his level, anyone would think it was his first day playing.
That’s just when he’s playing with strangers though. Mercury is a solid member of New Terror, and he doesn’t want the game to end. Around the members of New Terror that know him well, Mercury is cold and detached, acting bored and annoyed whenever the activities of the group take him away from his fun. He tries to finish whatever it is he has to do quickly so that he can go back to messing about sooner.
History: Aaron Brisk was… average? Boring? There certainly wasn’t much remarkable about him. He complained about homework that really wasn’t that bad, and he played baseball and videogames with his friends. Aaron was one of the first wave of players into New Terra Online, and he enjoyed playing it a lot. He went in mostly blind and just picked things that looked good or cool to him. He was about the furthest thing a player could be from “hardcore”. Every once in a while he’d log in and mess around, never taking anything too seriously or doing any real kind of grinding, but slowly but surely he gained levels and ranks during his romps through the world.
The time he’s spent trapped inside New Terra Online is some of the most fun Aaron’s had in his life. Seriously, why would he want out? If there was proof that everyone wouldn’t be forced out of the game the second a way out was found, he’d have no problem letting everyone that wants to leave out, but that seems like an unlikely solution. For now the best course of action seems to be just enjoying the vibrant world of the game and dissuading anyone from looking for a way out.
Like/Dislikes: Mercury likes newbies, doing simple tasks in unnecessarily complex or roundabout ways, attacking enemies when he should be supporting, being the center of attention, and making a fool of himself to entertain others. He hates experienced players that take the game too seriously and those people who’ve given up on having fun and just enjoying the game for what it is.
Other: Bakemonogatari and its sequels are my favorite anime.