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Shinra von Glaz

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Shinra von Glaz

Post by TaiyoTsuki on Fri Jan 06, 2017 6:15 pm

Name: Shinra von Glaz
Age: 16
Gender: Male
Magic person type: Wizard
Planet of origin: Keywork
Morality and personal alignment leanings: Chaotic good. Will he, ultimately, do the right thing? Yes. Will he always follow the rules doing so? ...Not...exactly.
Appearance: Purple-black hair; fair skin with freckles; green eyes; solid build; heart-shaped face. Speaks with what would be a Scottish accent if he were from Earth. Normally, dressed like this when he's not in his uniform--> Casual garb
Power type: Technology. Most of his spells aren't oriented to cause damage themselves, so much as affecting/animating/shaping mechanical devices and metal around him.
Spells:
-Machinery animation: Low level. One of his most basic spells, targets some sort of artifice nearby and animates it. It then forms into a simple golem, no larger than a large dog, capable of following his directions but not capable of more advanced combat. Can deliver one blow with (at most) moderate damage. Also good for blocking incoming attacks/missiles and being a general distraction. Duration: thirty seconds, or until otherwise countered/dispelled or Shinra is knocked unconscious.

-Metalbending: Mid level. Another of his basic spells. Summons metal and he can bend it in any shape he desires, to use it either as a sword or other weapon or just fling it in a brute-force attack at his opponent. The metal summoned by his "metalbending" can also be used in other spells as well, if there's no metal available in the environment. Maximum volume of metal that can be summoned: 1.5-2 cubic feet. Duration: One minute, or until otherwise dispelled.

-Shocking grasp: Mid level. Can electrocute someone in physical contact with her, causing moderate damage.
   -Variation: Charged weapon. Rather than using physical contact, he channels the imparted electricity through a weapon, such as a phantoblade (provided it's properly insulated, to prevent injuries and explosions and unhappy roommates and teachers) or a weapon formed from Metalbending. Has the potential to do even more damage due to being able to better direct the energy.

Combat maneuvers:
Sword Dash
-High-level. Shoots forward at high speed, slashing twice and following with three quick jabs.
   -Can be used to hamstring an opponent.
   -Beware of your surroundings. If there is a wall or another hard object close behind your target, you will probably go splat.
   -Heavy damage.

Whirlwind
-Medium-level. Pivots on one foot, using his sword to attack several targets at once. Could potentially also be used to deflect several attacks.
-Spin lasts for approx. 10 seconds, as does any disorientation caused after the spinning stops.
   -Added advantage: Cloak whirls out, causing more disorientation. Whether it's to the enemies or to oneself is up for debate.
   -Downside; reduced reaction time to counterattacks.
   -Light to medium damage

Flying Face-Kick
-Unarmed. Low-level. Literally just jumps off a high/tall object/spot and plants his boot right in their face.
   -Best as a distraction. You will piss off who or whatever is getting kicked in the face.
   -Very light damage and attracts the ire of the victim of the kick.

Strengths:
-Melee combat (favors a sword);
-Planning things out; he's better at taking on an issue, be it combat or a test, when he's had an opportunity to at least put together a rough plan.
-Building/artifice spells;
-Math & science (at least when he's awake and not bored--see below).

Weaknesses:
-Really anything that doesn't involve a sword;
-Direct damage spells;
-Being left alone in a lab when he's a) bored, b) tired, or c) both--this will generally result in Bad Things* happening.

Personality: Shinra's a brainiac who's sometimes too smart for his own good and prone to overthinking things. He's a tinkerer, chemist, general explosion-lover, and smartass. The best way to describe him would be as a "mad scientist"; his living space has a tendency to be filled with journals filled with scribbled notes and diagrams of stuff he's built, currently building, or intending to build at some point, as well as whatever project(s) he's working on currently. Basically, organized chaos; the general detritus of his mad scientist tendencies will inevitably scatter over wherever he's living, and he's almost always got a grease-stain somewhere on his person. In other words, his surroundings generally reflect his headspace; chaotic, messy, disorganized to anyone who isn't familiar with it, yet he knows exactly where everything is, even if the place looks like a tornado blew through.
   On the flip side, when Shinra makes friends he takes those friendships seriously. Once past the chaotic, organized disorganization exterior, is a very loyal, often very passionate friend who wouldn't think twice about blundering into danger because a friend is in trouble. He's the type of person who doesn't have (or really need) more than a few friends, but the ones he has he tends to pick carefully--and once he does, it's not something taken lightly. And if he's betrayed, he will hold a grudge...and it can be held for a very, very long time, depending on how serious or deep the betrayal was.
   Positives: Loyal, brainy, strong (physically as well as mentally), honest, skilled, lab rat
   Negatives: Sarcastic, brash, irreverent, overthinker, chaotic, lab rat
Hobbies/likes/dislikes (optional for now): Plays violin, fiddles with tech/mechanics (he literally built a pet cat), reads. A lot. Has also been known to toss paper throwing stars at people who get annoying.
History: Shinra is the Prince of the North, heir to the Crystal Throne and son of Aldan von Glaz, a notable wizard artificer in his own right and the current King of the North. Due to the history of Keywork and its royal families, Shinra is less like a so-called "typical" princes than what would be thought. He isn't particularly posh, and is more at home in a lab than at a gala.
   He takes after his father.
   For the most part, Keywork's royal families and high nobility has a general tendency to keep out of the public eye, or at least keep their children out of the public eye. This has several effects, both good and bad.
   On the good side, it meant that Shinra grew up pretty much...normally. He had a measure of privacy that wasn't ordinarily afforded the children of royalty; there was a general awareness that the von Glaz line had an heir, but it was unclear as to whether or not that heir was a prince or a princess. This was true of not just the magical universe, but of a great majority of Keywork as well. His parents kept it this way, so that he would have a chance to be a normal kid--something that the current King of the North hadn't grown up with.
   As a child, he spent a lot of time getting into trouble, taking things apart, and following his father everywhere. Especially to the lab.
   Probably why he ended up a lab rat himself.
   Before attending Red Fountain, Shinra attended school on her home planet of Keywork; from kindergarten up until he left for Specialist training. Over the course of his primary education, he was tutored additionally with other magically-talented nobility in the use of his magical ability, so that he had a groundwork to build on becoming a battlemage when he left Keywork for Red Fountain.
   Shinra has always had a talent for tinkering, probably inherited from his father (who has more than a few mad scientist tendencies himself--he has a habit of blowing his eyebrows off every month or so). So, fittingly, his own magical talents would fall along the categories of technology and metal. He discovered his abilities to animate and form metal when he was tinkering with an old, outdated automaton. Currently, he's fine-tuning his art of "metalbending" so it can be used more offensively, to make up for his marked lack of directly offensive spells.
   As for his attending Red Fountain...he is on a double track, taking the classes for both a specialist and a wizard, with the intention of becoming a fully-trained battlemage--a mage skilled with both sword and spell. Not the easiest goal, but it's a path he's willing to follow nonetheless.


Parents
Aldan von Glaz--Father
   Wizard
   Artificer
   King of the North Kingdom of Keywork

Titiana Aurelio von Glaz--Mother
   Faerie
   Queen of the North Kingdom of Keywork


*Bad Things can include explosions, fire, chemical spills, mystery concoctions, hospital visits, injuries, damage to property, etc, etc. Basically, a bunch of stuff that you really, really don't want to happen in a lab...or anywhere, really.


Last edited by TaiyoTsuki on Fri Apr 14, 2017 6:21 pm; edited 1 time in total
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Re: Shinra von Glaz

Post by zerowing21 on Mon Jan 09, 2017 3:09 pm

*stamps approved on forehead*
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Re: Shinra von Glaz

Post by Hyfnae on Tue Mar 07, 2017 3:22 pm

Not yet combat approved. Combatmaneuvers will have to be properly tuned.

-Tuning suggestions will follow soon.
-You may still engage in normal RP.
-If combat were to start before tuning is complete, you'll have to sit it out. Your character will be safe if retreated.

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Re: Shinra von Glaz

Post by Hyfnae on Sun Apr 02, 2017 5:59 am

Double post (for clarity)

Let me start by saying that the artificer concept is a very nice one. The set does require some tuning though to be in line with other spell kits power wise.

Machinery animation: Duration down to 30 seconds and the golem can deliver 1 blow with moderate damage at most. This is a low level spell and a full 1 minute control of a unit is too strong given the utility it offers. (It can block incoming projectiles, harass enemies and despite being weak it causes a lot of chaos for any adversary).

Metalbending: Add limitation to amount of metal being summoned. (Suggested maximum of 2cubic feet. Which is plenty to craft any weapon desired except maybe an exceptionally huge mace)

Shocking grasp: Does this spell only deal damage? If so, you can mention this spell dealing a fierce amount of damage, especially when used in combination with a weapon.

Whirlwind: Hoe long does he spin, how long does the disorient last? (Suggested is 10 seconds for both, with the disorientation duration starting only when he stops spinning. This makes for enemies being disoriented during and for another 10 seconds after he stops spinning)

Any spells or combat maneuvers not mentioned are good as is.

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Re: Shinra von Glaz

Post by Hyfnae on Sat Apr 15, 2017 10:11 am

Combat approved. Make sure to also update the sheet in the fairy section of Shinra.

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