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 Matt Eria

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Matt Eria

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Level : 1
Male Posts : 86

PostSubject: Matt Eria    Thu Nov 14, 2013 9:15 am




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Name:
Aleksei Matteo - goes by "Matt Eria"

Race
E-Human - Sphere Junctioner

Age:
19

Gender:
Male

Profession:
Sphere Hunter

Class
Variable

Species Skill
Jump Start



Organisation:
If your character is part of an organisation?
||Current Lifepath:
 Current LPWC:8979

Alignment
Neutral Good

Home Continent:
Spira

Personality:
Generally, Matt is a nice guy. He works hard, has a kind outlook, and smiles, for the most part. Then, there is the part that is not so nice. Matt is a Sphere Hunter by trade - and that term is literal. He will kill to collect spheres if necessary, going so far as to make enemies out of those he probably should not. Do not interfere with him as he tries to get Spheres, and he will gladly fight alongside you. However, he will automatically consider you an enemy if you do. At least until the Sphere is his. Then there's no hard feelings... right?

Appearance:
See Above

Equipment:
Warrior Sphere [ Default ]
White Mage Sphere ( Stats listed in brackets )
Variable Blade [ Initial Level ] - Designed to work with his Junction Sphere system.
Gil5000




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Stats:

Warrior Sphere:

HP: 900 +150 ( 1050 )
MP: 150 ( 200 )
STR: 1000 +100 ( 1100 )
DEF: 300
MAG: 0
MAGDEF: 0
SPD: 500 +100 ( 600 )


Black Mage Sphere:

HP: 500
MP: 550 + 200 ( 750 )
STR: 0
DEF: 50
MAG: 1200 +100 ( 1300 )
MAGDEF: 200 +50 ( 250 )
SPD: 350 +50 ( 400 )


White Mage Sphere:

HP: 500
MP: 550 + 200 ( 750 )
STR: 0
DEF: 50
MAG: 1200 +100 ( 1300 )
MAGDEF: 200 +100 ( 300 )
SPD: 350

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Combat Abilities:

Level 1 Slots:

Junction Sphere System Support / Default

  • Description: His body is capable of consuming and retaining Sphere information by a system referred to as 'Junctioning.' This differs in standard 'Junction' in the sense that once a Sphere has been added to his arsenal, it cannot be removed.
  • Damage: 0
  • Additional Effects: By consuming a turn ( both actions ) he may change his class to any Basic Class dress sphere he owns, unlocking 'Class Abilities.' 'Class Abilities' ( Designated in the listing next to the name ) do NOT count cumulatively, and count only when there is more than one per Sphere. ( 1 Warrior ability, 1 Rogue ability, and 1 Mage ability all count as '1' CA, for the purposes of purchasing CAs. However, a 2nd Warrior ability will count as a new ability. May only purchase abilities for Spheres he owns. ) Stats, HP, MP, and passive abilities change based on Sphere currently equipped.
    MP Cost: 0


Crippling Blow Active / Warrior Sphere

  • Description: Warrior Bonus CA - A piercing strike designed to hamstring an opponent.
  • Damage: 100
  • Additional Effects: Inflicts Slow. Refreshes on additional strike.
    MP Cost:


Matt Eria wrote:
4000 Gil ( 3500 transfer from Asher




Limit Gauge: 0%
Limits:

Master Junction:

  • Allows the use of one ability from each owned Sphere without cost. ( Example: Cure, Crippling Blow
  • Damage: ( Variable )
  • Additional Effects: ( Variable )



Magic
Magic is the power of the ancients, the ability to use the powers of the planet to heal or even to damage. Unlike combat abilities magic abilities cannot be made. Magic is premade and is listed under magic. At creation each character starts with a single magic slot, this is increased depending on race or class. A list of availble magics is in the appropriate thread. Level 2 and 3 magic abilities can only be learned if you have the corrisponding lower level spell.

Level 1 Slots
- Protect
- Cure White Mage Sphere

Level 2 Slots
-

Level 3 slots
-

Summons:
Summonings are powerful magical spirits that will aid your character in combat. You can't start with any. So leave this blank for now.

Experience
1348.8

Gil:
1348.8

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History:

Bevelle has always had its secrets. Spheres have always been a necessary part of Spiran culture - it just took the right people to weaponize it. Based on technology observed from other parts of the world, they designed an implant system in a person, allowing them to take Memory Spheres into themselves as a permanent addition. This, however, proved somewhat problematic. Many of the lab rats were incapable of containing the memories of one, let alone two spheres. After all, this wasn't a Dress Sphere - this was a very literal absorption of memory and power.

Matt, was not one of those candidates. He survived. Not one, but two sphere implants. He possessed the right kind of psychology necessary to properly compartmentalize the memories and not be overwhelmed by them. Matt was to be a prototype for a new kind of frontline warrior, so that Spira might somehow keep up with the technological masters on other continents.

However, as with most test subjects, he did not like the fact that he was being used in such a manner. On his first opportunity, he escaped, slipping away. Had he thought about it, he would have stolen the remaining stores of Memory Spheres and junctioned them first, but he was too concerned with actually leaving.

He cannot return to Bevelle. Not until he has gained enough skill to break the people that made him irreversibly inhuman. He took up trade as a Sphere Hunter, under the new guise - a name taken from one of the things he'd seen within the lab.


RP sample:
Phbbbbt this is Ven. You know my face.






Last edited by Matt Eria on Thu Nov 21, 2013 8:06 pm; edited 1 time in total
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PostSubject: Re: Matt Eria    Thu Nov 14, 2013 9:22 am

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Accept-didly-epted
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Matt Eria

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Level : 1
Male Posts : 86

PostSubject: Re: Matt Eria    Sat Nov 16, 2013 9:03 am

( Basically, to make it easier to reference the character stats, I'm going to make multiple posts, one for each sphere. )

Warrior Sphere
Stats


  • HP: 1050
  • MP: 200
  • STR: 1100
  • DEF: 300
  • MAG: 0
  • MAGDEF: 0
  • SPD: 600


Level 1 CAs:

Junction Sphere System Support / Default

  • Description: His body is capable of consuming and retaining Sphere information by a system referred to as 'Junctioning.' This differs in standard 'Junction' in the sense that once a Sphere has been added to his arsenal, it cannot be removed.
  • Additional Effects: By consuming a turn ( both actions ) he may change his class to any Basic Class dress sphere he owns, unlocking 'Class Abilities.' 'Class Abilities' ( Designated in the listing next to the name ) do NOT count cumulatively, and count only when there is more than one per Sphere. ( 1 Warrior ability, 1 Rogue ability, and 1 Mage ability all count as '1' CA, for the purposes of purchasing CAs. However, a 2nd Warrior ability will count as a new ability. May only purchase abilities for Spheres he owns. ) Stats, HP, MP, and passive abilities change based on Sphere currently equipped.
    MP Cost: 0


Crippling Blow Active / Warrior Sphere

  • Description: Warrior Bonus CA - A piercing strike designed to hamstring an opponent.
  • Damage: 100
  • Additional Effects: Inflicts Slow. Refreshes on additional strike.
    MP Cost: 25


Charged Assault: Offensive / Active / Warrior Sphere

  • Description: By focusing his will, he can augment the damage and power behind his attacks.
  • Damage: 2x basic attack
  • Additional Effects: By sacrificing one action, he may perform a charged attack - he imbues his sword with one elemental ability, and that single strike does 2x damage.
    MP Cost: 25

Level 1 Magic


  • Protect


Last edited by Matt Eria on Sun Dec 01, 2013 11:48 pm; edited 4 times in total
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Matt Eria

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Level : 1
Male Posts : 86

PostSubject: Re: Matt Eria    Sat Nov 16, 2013 9:10 am


White Mage Sphere
Stats


  • HP: 500
  • MP: 750
  • STR: 0
  • DEF: 50
  • MAG: 1300
  • MAGDEF:300
  • SPD: 350


Level 1 CAs:

Junction Sphere System Support / Default

  • Description: His body is capable of consuming and retaining Sphere information by a system referred to as 'Junctioning.' This differs in standard 'Junction' in the sense that once a Sphere has been added to his arsenal, it cannot be removed.
  • Additional Effects: By consuming a turn ( both actions ) he may change his class to any Basic Class dress sphere he owns, unlocking 'Class Abilities.' 'Class Abilities' ( Designated in the listing next to the name ) do NOT count cumulatively, and count only when there is more than one per Sphere. ( 1 Warrior ability, 1 Rogue ability, and 1 Mage ability all count as '1' CA, for the purposes of purchasing CAs. However, a 2nd Warrior ability will count as a new ability. May only purchase abilities for Spheres he owns. ) Stats, HP, MP, and passive abilities change based on Sphere currently equipped.
    MP Cost: 0


Pray: Support / Active / White Mage Sphere

  • Description: By drawing on the power of faith, he releases a holy prayer to benefit his team.
  • Damage: -
  • Additional Effects: +10% MAX HP for each character in his battle party. Whenever a heal is used, he gains a charge of 'White Light.' By expending a 'White Light' charge, Pray will be free. This is not directly affected by his MAG stat, however, he gains +1% for every 500 points in his MAG stat - to a cap of 15%
    MP Cost: Leave Blank


Ennervate: Support / Passive / White Mage Sphere

  • Description: His healing magic is quite potent – it will jolt a receiver with newfound energy.
  • Damage: -
  • Additional Effects: Whenever he heals a character, that character also receives 50% of the healing as Mana. This does not work on himself. ( He heals a character for 100, that character also gets 50 MP back. )
    MP Cost: Leave Blank


Level 1 Magic


  • Cure
  • Haste
  • Life


Level 2 Magic


  • Cura


Last edited by Matt Eria on Fri Nov 29, 2013 6:51 am; edited 5 times in total
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Matt Eria

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Level : 1
Male Posts : 86

PostSubject: Re: Matt Eria    Sat Nov 16, 2013 9:13 am


Black Mage Sphere
Stats


  • HP: 500
  • MP: 750
  • STR: 0
  • DEF: 50
  • MAG: 1300
  • MAGDEF: 250
  • SPD: 400


Level 1 CAs:

Junction Sphere System Support / Default

  • Description: His body is capable of consuming and retaining Sphere information by a system referred to as 'Junctioning.' This differs in standard 'Junction' in the sense that once a Sphere has been added to his arsenal, it cannot be removed.
  • Additional Effects: By consuming a turn ( both actions ) he may change his class to any Basic Class dress sphere he owns, unlocking 'Class Abilities.' 'Class Abilities' ( Designated in the listing next to the name ) do NOT count cumulatively, and count only when there is more than one per Sphere. ( 1 Warrior ability, 1 Rogue ability, and 1 Mage ability all count as '1' CA, for the purposes of purchasing CAs. However, a 2nd Warrior ability will count as a new ability. May only purchase abilities for Spheres he owns. ) Stats, HP, MP, and passive abilities change based on Sphere currently equipped.
    MP Cost: 0


Cross-Cast: Offense / Active / Black Mage Sphere

  • Description: By drawing on his memory, he can cross some spells together.
  • Damage: -
  • Additional Effects: By paying 50% of a the desired spell’s MP cost, he may cast any rank 1 spell he knows, when casting a spell. ( i.e., if he casts Fire, he may also cast Aero for 50% of its cost )
    MP Cost: Leave Blank


Level 1 Magic


  • Fire
  • Aero
  • Slow
  • Blizzard


Last edited by Matt Eria on Sun Dec 01, 2013 11:46 pm; edited 2 times in total
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Matt Eria

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Level : 1
Male Posts : 86

PostSubject: Re: Matt Eria    Wed Nov 27, 2013 8:12 am


Martial Artist Sphere
( Current Default )
Stats


  • HP: 1250
  • MP: 00
  • STR: 1500
  • DEF: 0
  • MAG: 0
  • MAGDEF: 0
  • SPD: 500


Level 1 CAs:

Junction Sphere System Support / Default

  • Description: His body is capable of consuming and retaining Sphere information by a system referred to as 'Junctioning.' This differs in standard 'Junction' in the sense that once a Sphere has been added to his arsenal, it cannot be removed.
  • Additional Effects: By consuming a turn ( both actions ) he may change his class to any Basic Class dress sphere he owns, unlocking 'Class Abilities.' 'Class Abilities' ( Designated in the listing next to the name ) do NOT count cumulatively, and count only when there is more than one per Sphere. ( 1 Warrior ability, 1 Rogue ability, and 1 Mage ability all count as '1' CA, for the purposes of purchasing CAs. However, a 2nd Warrior ability will count as a new ability. May only purchase abilities for Spheres he owns. ) Stats, HP, MP, and passive abilities change based on Sphere currently equipped.
    MP Cost: 0


Battle Aura Passive / Default / Martial Artist Sphere

  • Description: While in combat, his aura - as well as his body - become his weapons. A slight haze can be seen in the air around him.
  • Additional Effects: Any action he makes in combat generates 10% Limit Gauge - unless it consumes a portion of his Limit Gauge. However, rather than Mana, he must spend his Limit Gauge to use any active abilities. Rank 1 spells cost 20%, Rank 2 costs 40%, rank 3 costs 60%. Limit Gauge costs will replace "MP Cost" for any active CAs.
    Limit Cost: 0


Battle Aura Passive / Martial Artist Sphere

  • Description: The more energy he has, the stronger and faster he becomes.
  • Additional Effects: His STR and SPD stat increase as his Limit Gauge increases, which caps at 100%. In addition, at the start of combat, he gains 10% Limit.
    Limit Cost: 0


Level 1 Magic

  • Haste

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