Post by CJ on Sept 12, 2006 16:00:51 GMT -5
IRC Name: Delfin/dlf - André
Name: Mia
Game of Origin/Race: Golden Sun / Golden Sun - The Lost Age [Human]
Age: 18
Weight: 117
Height: 5'4"
General Description:
General History: (I'm lazy for typing the whole story up so I'm stealing from wiki >.>)
Mia, a 17year-old Mercury Adept from the wintry town of Imil, is one of the two last living descendants of the Mercury Tribe. Mia is an attractive, caring young woman with long, flowing blue hair characteristic of Mercury tribesmen. Mia had previously held Alex as her apprentice, and as the custodians of the Mercury tribe their sworn responsibilities were to live as the healers of the populace and to ensure that the Mercury Lighthouse near town is never activated. Mia, of course, never suspects Alex’s hidden motives for self-gain, and she is left confused when Alex leaves Imil on his own, in effect abandoning her.
Mia’s life and destiny change completely when the warrior Isaac arrives in Imil in pursuit of Saturos to prevent his band from activating the Lighthouses and returning Alchemy to the world. Mia joins Isaac in hastily climbing to the top of Mercury Lighthouse, where to Mia’s supreme horror the Mercury Beacon has been lit by none other than Alex, revealed to be in league with the unusual, menacing Saturos and Menardi. Alex explains that in lighting Mercury he has freed the first part of a great power that has long been sealed away, a power that he obviously admires, and Mia in response accuses Alex of having gone mad in betraying not just their charge of duty but her as well. After Alex bids her farewell and leaves with Saturos, Mia vows not to let Alex get away with this and accepts Isaac’s invitation to join his quest to stop Saturos and Alex.
Mia becomes the designated healing figure to Isaac’s party in their journey from then on. Isaac and Mia do not encounter Alex again for the duration of their journey across Weyard, and in fact both realize later on that the return of Alchemy is actually a necessity for the welfare of the world. However, at the end of their journey at Mars Lighthouse, the Wise One reveals that both Isaac’s party and Saturos’ have been played for fools from the start; Alex manipulated the objectives of every individual involved in this chain of events so that when Alchemy does return to Weyard, Alex will be at the center of the process and hoard ultimate power for himself.
Mia is supremely mortified by her clan mate’s base tactic for self-gain, and later when the Adepts slay the Wise One’s Doom Dragon creation and realize that they destroyed their own parents, Mia is heard voicing that she will never forgive Alex for committing these irreversible sins. Right afterwards, however, when activating Mars miraculously revives the parents, Mia returns to her serene disposition as they return to Vale and discover that the town was destroyed but all the townspeople are safe. Alex turns up missing as well.
Shortly after she decides to go on a small journey to revisit some places, including her home town Imil, but..
What your character hates most: Alex, for his selfish acts and horrible actions towards her and her friends.
What your character loves most: Helping out people in need.
What your character hopes for: Improving herself while she helps others.
Class: Cleric [Mercury Adept / Ice-Water Spellcaster]
Exp: 0/1000 [6]
Level 18
~~
Life: 110
Magic, Mental, Special, ect: 95
Act Points: 4 / 4
~~
STATS: 220 (+5 on level)
Power: 20
Special Power: 40
Special Power 2: 50
Defense: 30
Special Defense: 30
Speed: 25
Accuracy: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Abilities: 3 Slots
Racial Ability: Magic Blood - Certain Tier C elements are easier to learn...
Hero Ability: Djinni Master: Start with a Djinni! w00t!
Serac - Absorbs Ice type attacks.
HP: 80
S.PwII: 100% (30)
Def: 100% (20)
S.Def: 100% (25)
Speed: 50% (8)
Slot 1: [Weapon Proficency Staff - Passive]
Slot 2: [Ice - Skill]
Slot 3: [Ply - Skill]
Slot 4: [Mana Bond]
Slot 5: [Frost]
Slot 6: [Ply Well / -]
Slot 7: [Wish]
Slot 8: [Ressurection]
Magic:
Ice - Attack with spikes of ice. 4 MP +8 ICE (Uses Spw)
Frost - Stronger Ice attack chills enemy to the bone. 6 MP, +12 ICE.
Ply - Restores health with faith's power. 4 MP +4 ICE (Heal - Spw2)
Mana Bond - For every 10 Magic based damage taken, recover 1 MP.
Ply Well - Restores health with faith's power. 6 MP +6 ICE (Heal - Spw2)
Wish - Restores health for all allies with faith's power. 6 MP +4 ICE (Heal - Spw2)
Ressurection - Revives one target with SPwrII Bonus+TheirSPwrIIBonus% HP. 12 MP.
IC Skills
10 Points to distribute among the following:
Blacksmithing
Writing
Crafting
Spellcraft 4
Machinery
Alchemy
Compounding 3
Cooking 3
~~~~
Inventory:
Coins: 20
Items:
Mercury Staff +8 Blunt (uses Pwr), also gives +2 Magic.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
Pandora's Box: A mysterious black cube used in the art of Fusion.
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor.
It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly!
Once used, the Heroism loses it's glow and must be recharged.
Djinn (kind of a pet):
Serac - A blue mercury (water/ice) spirit.
(Water, the one to the right, duh )
Name: Mia
Game of Origin/Race: Golden Sun / Golden Sun - The Lost Age [Human]
Age: 18
Weight: 117
Height: 5'4"
General Description:
General History: (I'm lazy for typing the whole story up so I'm stealing from wiki >.>)
Mia, a 17year-old Mercury Adept from the wintry town of Imil, is one of the two last living descendants of the Mercury Tribe. Mia is an attractive, caring young woman with long, flowing blue hair characteristic of Mercury tribesmen. Mia had previously held Alex as her apprentice, and as the custodians of the Mercury tribe their sworn responsibilities were to live as the healers of the populace and to ensure that the Mercury Lighthouse near town is never activated. Mia, of course, never suspects Alex’s hidden motives for self-gain, and she is left confused when Alex leaves Imil on his own, in effect abandoning her.
Mia’s life and destiny change completely when the warrior Isaac arrives in Imil in pursuit of Saturos to prevent his band from activating the Lighthouses and returning Alchemy to the world. Mia joins Isaac in hastily climbing to the top of Mercury Lighthouse, where to Mia’s supreme horror the Mercury Beacon has been lit by none other than Alex, revealed to be in league with the unusual, menacing Saturos and Menardi. Alex explains that in lighting Mercury he has freed the first part of a great power that has long been sealed away, a power that he obviously admires, and Mia in response accuses Alex of having gone mad in betraying not just their charge of duty but her as well. After Alex bids her farewell and leaves with Saturos, Mia vows not to let Alex get away with this and accepts Isaac’s invitation to join his quest to stop Saturos and Alex.
Mia becomes the designated healing figure to Isaac’s party in their journey from then on. Isaac and Mia do not encounter Alex again for the duration of their journey across Weyard, and in fact both realize later on that the return of Alchemy is actually a necessity for the welfare of the world. However, at the end of their journey at Mars Lighthouse, the Wise One reveals that both Isaac’s party and Saturos’ have been played for fools from the start; Alex manipulated the objectives of every individual involved in this chain of events so that when Alchemy does return to Weyard, Alex will be at the center of the process and hoard ultimate power for himself.
Mia is supremely mortified by her clan mate’s base tactic for self-gain, and later when the Adepts slay the Wise One’s Doom Dragon creation and realize that they destroyed their own parents, Mia is heard voicing that she will never forgive Alex for committing these irreversible sins. Right afterwards, however, when activating Mars miraculously revives the parents, Mia returns to her serene disposition as they return to Vale and discover that the town was destroyed but all the townspeople are safe. Alex turns up missing as well.
Shortly after she decides to go on a small journey to revisit some places, including her home town Imil, but..
What your character hates most: Alex, for his selfish acts and horrible actions towards her and her friends.
What your character loves most: Helping out people in need.
What your character hopes for: Improving herself while she helps others.
Class: Cleric [Mercury Adept / Ice-Water Spellcaster]
Exp: 0/1000 [6]
Level 18
~~
Life: 110
Magic, Mental, Special, ect: 95
Act Points: 4 / 4
~~
STATS: 220 (+5 on level)
Power: 20
Special Power: 40
Special Power 2: 50
Defense: 30
Special Defense: 30
Speed: 25
Accuracy: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Abilities: 3 Slots
Racial Ability: Magic Blood - Certain Tier C elements are easier to learn...
Hero Ability: Djinni Master: Start with a Djinni! w00t!
Serac - Absorbs Ice type attacks.
HP: 80
S.PwII: 100% (30)
Def: 100% (20)
S.Def: 100% (25)
Speed: 50% (8)
Slot 1: [Weapon Proficency Staff - Passive]
Slot 2: [Ice - Skill]
Slot 3: [Ply - Skill]
Slot 4: [Mana Bond]
Slot 5: [Frost]
Slot 6: [Ply Well / -]
Slot 7: [Wish]
Slot 8: [Ressurection]
Magic:
Ice - Attack with spikes of ice. 4 MP +8 ICE (Uses Spw)
Frost - Stronger Ice attack chills enemy to the bone. 6 MP, +12 ICE.
Ply - Restores health with faith's power. 4 MP +4 ICE (Heal - Spw2)
Mana Bond - For every 10 Magic based damage taken, recover 1 MP.
Ply Well - Restores health with faith's power. 6 MP +6 ICE (Heal - Spw2)
Wish - Restores health for all allies with faith's power. 6 MP +4 ICE (Heal - Spw2)
Ressurection - Revives one target with SPwrII Bonus+TheirSPwrIIBonus% HP. 12 MP.
IC Skills
10 Points to distribute among the following:
Blacksmithing
Writing
Crafting
Spellcraft 4
Machinery
Alchemy
Compounding 3
Cooking 3
~~~~
Inventory:
Coins: 20
Items:
Mercury Staff +8 Blunt (uses Pwr), also gives +2 Magic.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
Pandora's Box: A mysterious black cube used in the art of Fusion.
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor.
It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly!
Once used, the Heroism loses it's glow and must be recharged.
Djinn (kind of a pet):
Serac - A blue mercury (water/ice) spirit.
(Water, the one to the right, duh )