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<<Kane>> The Atoner


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«Kane» The Atoner.

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» User name: Kane

» Real name: John Riley

» Age: 21

» Gender: Male

» Height: 6' 1"

QUICK STATS:

Equipped with Dusk Shine + Venomous Protector + Ebonlight: +1 to Attack, -1 to Enemy's Attack, +5 Damage, +2 HP, -1 Parlyz.

Battle Healing: Takes a post action, heals 4 HP per turn.

Heavy Metal Armor: Soak 5 points of Damage.

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Animal Companion: Smoke, the Umbra Shadow Cat. -1 to Enemy Attack Rolls when in Vapor mode, +1 to Kane's Attack Rolls in Solid mode.

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» About: Born John H. Riley III on June 9th, 21 years ago. John's parents, Martha and John II, were American missionaries to Japan. John spent his youth being bounced back and forth between Japan and the United States, his parents taking furlough every four years. Though he agreed with his parents' views on God on paper, their faith and fervor were not his. Attending MK schools in Japan and private academies in the US, John was an intelligent, if not humble student. A lifelong fan of kung-fu movies and fantasy flicks, John studied kendo in Japan and Historical European Martial Arts in the US, along with fencing, swimming, and archery. With the training and the capacity to fight came some arrogance, and John tended to get into trouble for not keeping his mouth shut.

John's life changed during his final year at film school, where he had been studying writing, directing, and acting. His internship took him right back to Japan, where his parents were concerned that he had drifted too far from the faith. The last conversation he had with his parents before donning his headset that fateful day was an annoyed one, where he chided them for pestering him.

Now, with his life on the line, John is deeply regretful of his former attitude. Re-dedicating his life to God, he embraced the player name he had chosen: Kane. One who walks the earth. Not in rebellion, but to live, and to help others survive so that they may someday make it back to the real world. Kane's goal in SAO is to become strong enough to survive the perils of this world, to make it back home to his family, and to defend those too weak to fight for themselves, so that one day, he too can stop wandering.

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» Virtues:

Combat Trained. Kane reaps the benefits of prior training in martial arts, weapon handling, and tactical thinking. He's still getting used to the mechanics of the world around him, but the muscle memory for combat and an awareness of his opponents is already a part of him.

Diplomat. As the son of missionaries, Kane has always felt slightly out of place in both of his home countries, but he learned to take that weakness and turn it into a strength. Regardless of people's initial attitude towards him, Kane is well-versed at setting people at ease, and the ability to make friends easily is a valuable one in a world like Aincrad.

Decisive. Confident and sure of himself, Kane is never at a loss for a plan. He is wholly dedicated to what he considers his mission of mercy, growing strong enough to help others survive and return to the real world. Others naturally look to him for direction, and he's willing to lead when it's needed. This also translates into being able to improvise stratagems and re-evaluate battlefield tactics on the fly.

» Flaws:

Prideful. Kane is accomplished, and he knows it. His ego can get wounded easily, and he has a hard time working with people who are type A personalities like himself.

Ruthless. While he works towards the greater good, Kain is not above manipulating others to achieve that end. A gifted speaker, the downside of his ease with others is that he can slip into seeing people as tools, or as stepping stones on the path to victory.

Lazy. In spite of his abilities and dedication, Kain occasionally has a lazy streak. This usually manifests as the desire to skip training days or take long showers/naps.

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Profession: None thus far, Kain prefers to stay close to the front lines.

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Inventory Capacity: 8

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SKILLS: 32 Skill Points (Start=1)+(Level ups= 19)+(Completed RPs=14)= 33 (2 unused)

Each Skill represents six stages of proficiency in a single area.

0 - Unskilled -->2

1 - Novice -->4

2 - Journeyman -->6

3 - Expert -->8

4 - Master -->10

5 - Grandmaster -->12

(Before placing the final skill point, a player must make a two page topic detailing the culmination of their training for GM review. You have to earn it people.)

You need 2 points in order to advance to novice and then +2 each level (i.e the next one is 4 then 6,8, and finally 12= level 5) and each new level you start over from 0 and the recently earned points DO NOT carry over. You start with 2 skill points, You get 1 point per completed RP, so a level 1 player starts out with 1 skill point and gains 1 for each COMPLETED RP.

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Non-combat:

Lvl. 0- Searching: Players investing in the Searching Skill are able to notice players attempting to conceal their presence with Hide. Each Skill Point invested in the Searching Skill, decreases a player’s Searching check by a ½ point rounded up, with a minimum of 1..

Lvl. 0- Tracking: Stays at rank One, and allows Players to successfully track monster spawns or unconcealed players.

Lvl. 0- Listening: Stays at rank One, and allows Players to use their hearing to detect creatures or players that are nearby but not within line of sight.

Lvl. 0- Detection: Players investing in the Detection Skill have a higher chance of finding hidden Treasure and Loot Chests as they explore Aincrad as well as being able to detect hidden monsters and traps. For each Skill Point spent in Detection, a player’s loot roll is increased by ½, with a minimum of 1.

Lvl. 0- Hiding: Players investing in the Hide Skill are capable of concealing their presence from monsters and other players. Each Skill Point invested in the Hiding Skill, decreases a player’s Hiding check by a ½ point rounded up, with a minimum of 1.

Lvl. 1- Acrobatics: Stays at rank one and allows players to perform System Assisted aerial maneuvers such as tumbles, flips, and somersaults as well as reach areas of the map that are outside of a normal player’s ability to reach via being able to jump and reach ledges and other means of climbing.

Lvl. 1(+1)- Night Vision: Stays at rank one and allows players to see normally in low light conditions

Lvl. 1(+1)- X-ray Vision: Investing in the X-ray Vision Skill allows players to see through some objects such as walls and doors. This effect can be maintained for an additional post per Skill Point invested in this skill. Max level allows a player to see through secure rooms. (Does not work on clothes)

Lvl. 0- Sprint: By investing in Sprint a player gains a passive movement speed bonus to help them get around the map. In addition each Skill Point invested in the Sprint skill increases a player’s chances of evading incoming attacks by ½ per skill point invested, with a minimum bonus of 1. In the event of a successful Evasion Attempt, a player is able to avoid all incoming damage from their evaded attack. In the event of a failed Evasion Attempt, a player will take damage as intended, mitigated by their Equipment Skill. (The Light Shield Equipment Skill Bonus will not be included in a failed Evasion Attempt)

Lvl. 2- Extended Weight Limit: Investing in the Extended Weight Limit skill enables a player to carry more gear into the field, be it weapons, armor, or useable items. Players start out with an inventory with 6 available slots, and gain one extra slot per Skill Point invested in the Extended Weight Limit skill

.

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Combat:

Lvl. 0- Howl: (Hate Skill) Stays at Rank 1. Attracts the attention of NPC monsters and increases a player's Hate status effect. Often used by tanks as an opening move to lure enemies to the player. (Creates 3 Hate, counts as a post action.)

Lvl. 0- Fighting Spirit: (Hate Skill) Stays at Rank 1. A single target Hate generating skill that can be used to hold a monster’s attention in the middle of a battle. (Creates 2 Hate, counts as a post action.)

Lvl. 0- Spiritual Light: (Hate Skill) Stays at Rank 1. Uses an aura effect to maintain high Hate status in combat. Used by tanks to keep Hate while party members can focus on attacking without worrying about drawing Hate. (Creates 1 Hate every post, does not count as a post action.)

Lvl. 0- Parry: Investing in the Parry Skill allows a player to attempt to counter an enemy Sword Skill with one of their own. In the event of a successful Parry, a player may negate ½ damage, rounded up, with a minimum of one damage negated while dealing ½ damage, rounded up, with a minimum of one damage back to the attacker. In the event of a critical success in an attempted Parry, a player will negate all incoming damage from their parried attack or sword skill and will deal full damage back to their opponent, calculated as a normal attack, with Weapon Skill Point bonuses included.

Lvl.7- Battle healing: (Heals 4 HP Currently) Battle Healing allows a player to regenerate health in small increments. For each Skill Point invested in Battle Healing, a character is able to regenerate ½ health point, with a minimum of 1. (Using Battle Healing counts as a post action, meaning no other action or attack can be taken without negating the Healing Attempt)

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Equipment skills: Investing in a player’s perspective Equipment Skill serves to help mitigate incoming damage through the use of equipped armor.

Lvl. 0- Leather Equipment: The effectiveness with which a player can use Leather Equipment. For each Skill Point invested in the Leather Equipment Skill, a incoming damage is reduced by .30 damage points, rounded up, with a minimum of one damage point reduced. This metric increases slowly, requiring some investiture over time before seeing increase an in damage mitigation. Leather Equipment carries a built in +1 to Evasion Attempt modifier so long as a player has invested at least one Skill Point in Leather Equipment and is wearing Leather Equipment. At the same time, it carries a -1 to absorbed damage on a block attempt. These modifiers reflect the light nature of the armor.

Lvl. 0- Light Metal Equipment: The effectiveness with which a player can use Light Metal Equipment. For each skill point invested in the Light Metal Equipment Skill, incoming damage is reduced by .40 damage points, rounded up, with a minimum of one damage point reduced. This metric increases at a pretty steady pace, not requiring quite as much investiture over time before seeing an increase in damage mitigation. Light Metal Equipment does not carry a bonus or negative, being a balanced armor choice.

Lvl. 9- Heavy Metal Equipment: (Soak 5 points of Damage) The effectiveness with which a player can use Heavy Metal Equipment. For each skill point invested in the Heavy Metal Equipment Skill, incoming damage is reduced by .50 damage points, rounded up, with a minimum of one damage point reduced. This metric increases the fastest of the armor skills, providing the best overall defense of the Armor Skill types. Heavy Metal Equipment carries a built in +1 to mitigated damage on a Block attempt, so long as the player has invested at least one Skill Point in Heavy Metal Equipment and is wearing Heavy Metal Equipment. At the same time it carries a -1 to an Evasion roll attempt. These modifiers reflect the heavy nature of the armor.

Lvl. 0- Light Shield Equipment: The effectiveness with which a player can use Light Shields. For each Skill Point invested in the Light Shield Equipment Skill, incoming damage is reduced by .25 damage points, rounded up, with a minimum of one damage point reduced. This metric increases slowly, and requires investiture before seeing an increase in damage mitigation, and is best used to support one of the other Equipment Types as a secondary form of armor.

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b]Weapon Skills: Weapon skills modify damage done with specific weapon types. For each Skill Point invested in a specific Weapon Skill a player will do 1 additional damage, with a critical hit applying a double bonus.

Lvl. 3- One-Handed Straight Sword: The effectiveness with which a player can use one-handed longsword-like swords. (Example: Arming sword, Longsword)

Lvl. 0- One-Handed Curved Sword: The effectiveness with which a player can use one handed slashing swords. (Example: Scimitar, Kilij)

Lvl. 0- One-Handed Dagger: The effectiveness with which a player can use knives and daggers. (Example: Pugio, Stilleto)

Lvl. 0- One-Handed Assault Spear: : The effectiveness with which a player can use one-handed piercing Spear type weapons. (Example: Javelin, Iklwa)

Lvl. 0- One-Handed War Hammer: The effectiveness with which a player can use one-handed Hammer or Mace type weapons. (Example: Flanged Mace, Warhammer)

Lvl. 0- One-Handed Rapier: The effectiveness with which a player can use one hand thrusting type swords. Unlocked after reaching Skill Rank 3 in

One-Handed Straight Sword. (Example: Rapier, Epee)

Lvl. 5- Two-Handed Straight Sword: The effectiveness with which a player can use two-handed type long swords. Unlocked after reaching Skill Rank 3 in One-Handed Straight Sword. (Example: Claymore, Broadsword)

Lvl. 0- Two-Handed Assault Spear: The effectiveness with which a player can use two-handed piercing type polearms. Unlocked after reaching Skill Rank 3 in One-Handed Assault Spear. (Example: Warspear, Lance)

Lvl. 0- Two-Handed Battle Axe: The effectiveness with which a player can use two-handed cleaving type weapons. Unlocked after reaching Skill Rank 3 in One-Handed War Hammer. (Example: Broad Axe, Battle Axe)

Lvl. 1- Blade Throwing: The effectiveness with which a player can use throwing weapons. (Example: Throwing Knife, Throwing Pick)

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Extra Skills:

Lvl. 0- Meditation: Restores HP and cures Status conditions. This can only be done when no other action is being taken. <>.

Lvl. 1- Martial Arts: The effectiveness with which a player can use unarmed combat. Unlocked after completion of <>.

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-Inventory-

Col: 6,496

Transactions:

Gained 3,040 from Quests.= 4,096

Spent 1,000 on 5x <> (Heals 3 points of damage)= 2,040

Traded <>, <>, and <> for 6x <> (Throwing Daggers)= 2,040

Completed "Hunting the Blue Tiger"- +820= 2,860 Gained 1x <> (Monster Drop)

Completed "Duel w/ Daeron" +400= 3,260

Completed "Feeding The Enemy" +836= 4,096

Completed "Training" +1600= 5,696

Completed "That Stings" +800= 6,096

Completed "Good, The Bad, and the Ugly" +1600= 7,696

Purchased Ebonlight -2000= 5,696

Completed "Recruiting for the Guild" +800= 6,496

ARMOR/CLOTHING/ACCESSORIES

1x <> -Perfect -Heavy Armor -Scorpion Metal -This red/purple hued armor reduces the duration of Paralysis effects by 1 Turn. +2 HP EQUIPPED

1x <> -Rare -Accessory -Gold/Emerald -Unknown Properties.

1x <> -Rare -Accessory -Cloth -1 to Enemy Attack Rolls.

1x <> -Rare -Mask -Wood -This mask allows one's eyes to never be deceived, always seeing what others normally could not. Even one's impending defeat is easily predicted to those who wield this mask to it's full potential. However, the eyes of the mask's owner remain a mystery to all. Night Vision +1 X-Ray +1 Enemy Combat Rolls -1 EQUIPPED

WEAPONS

6x <> -Common- Throwing Blades- Steel- 0/2 Enhancements.

1x <> -Uncommon- Two-Handed Sword- Mithramantine- 1/2 Enhancements: 1 Quickness= <<+1 To Hit>> EQUIPPED

TOOLS

1x <<50 Ft. Rope>> (Tool)

1x <> (Tool)

CONSUMABLES:

10x <>

4x <>

2x <>

MISCELLANEOUS:

4x <>- Cloth Crafting Material

2x <>- Weapon Crafting Material

1x <>- Cloth Crafting Material

5x <>- Armor Crafting Material

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Simple Sword Skills:

Slant - (1-hit strike) A simple sword skill slashing diagonally.

Vertical - (1-hit strike) A simple sword skill slashing vertically.

Horizontal - (1-hit strike) A simple sword skill slashing horizontally.

Vertical Arc - (2-hit combo) A simple sword skill creating a 'V' shape trajectory.

Snake Bite - (2-hit combo) A left and a right swing that target the opponent's weapon, with a chance of breaking the weapon.

Throwing Weapon Techniques

Pin Down- (1-hit strike) A Throwing Knife skill, it strikes the target with precision, pinning their armor/garment to a solid surface.

Psionic Parry- (1-hit Counter) A Throwing Knife skill, the user throws a dagger at the opponent. If it strikes, the dagger disappears. The next time that opponent successfully strikes the user, their attack is stopped by the re-materializing dagger, which is then destroyed.

Judeu's Retort- (2-hit strike) A Throwing Knife skill, the user targets the enemy's weapon with two different daggers, attempting to sunder/disarm.

Two-Handed Techniques

Bravier- (2-hit combo) A Two-Handed technique that charges the target, bringing the blade up first with a jump, then crashing down. May stun.

Gust Blade- (1-hit strike) A Two-Handed technique; starting at the side, the blade is brought in a wide frontal arc, creating an arc of force after the strike, knocking opponents backwards. Strong enemies resist knock-back.

K-Strike- (3-hit combo) A Two-Handed Technique that starts with the blade low by the right side, and is brought diagonally up across the opponent, stopping in the middle, then changing directions to go right across their left side, then swinging a mighty blow downwards. The attack pattern resembles the letter 'K'.

Fulcrum Counter- (1-hit Counter) A Two-Handed Technique that starts by bracing the sword in front of you like a shield. A charging enemy is flipped up and over the user's head, receiving a slash as their momentum carries them to the ground.

Relentless Revolution- (3-hit combo) A Two-Handed technique, the blade starts across the back, and is brought crashing down twice in a figure-8 pattern. At the end of the second strike, the user harnesses their momentum to spin, bringing the blade horizontally crashing against the foe to complete the assault.

Sonic Charge- (1-hit strike) A Two-Handed technique, the blade is held point forward at eye level, building power for a 3-count, then the user speeds forward, past the opponent in a slash. If timed correctly, the cooldown is negatable, and can be combo'd up to 5 times, the 5th slash being full of momentum, causing knockback.

Fallen Leaf- (2-hit combo) A combination unarmed/Two-Handed technique, the user starts with the blade held behind the head like a baseball bat. The user then sprints towards the enemy, flipping over their head and delivering a vicious slash as they flip. Upon landing, the user then sweeps their leg out in an attempt to trip/kick the foe.

Rising Sun- (2-hit combo) A combination unarmed/Two-Handed technique, the user holds the blade with an inverted grip behind the back. The attack begins with a bicycle kick, which brings the edge of the sword up in a pinwheeling slash. A dodge as well as a strike.

Sundering Strike[-/u] (1-hit strike) A Two-Handed technique, the blade is moved at a high speed to target an opponent's hands, striking them to disarm them of their weapon.

Completed Roleplays:

>http://sao-rpg.com/viewtopic.php?f=7&t=1785 [sP-F1] <> Kane- COMPLETE

> http://www.sao-rpg.com/viewtopic.php?f=7&t=1783 [OP-F1] The Atoner- COMPLETE

>http://www.sao-rpg.com/viewtopic.php?f=7&t=1850&p=24682#p24682 [sP-F2] <>COMPLETE

> http://www.sao-rpg.com/viewtopic.php?f=7&t=1869&p=25042#p25042 [sP-F6] <> Kane- COMPLETE

> http://www.sao-rpg.com/viewtopic.php?f=7&t=1841 [PP-F2] By the Horns (Kane/Miaki)- COMPLETE

>http://sao-rpg.com/viewtopic.php?f=7&t=1878 [OP-F1] The Very First Steps She Took- COMPLETE

>http://sao-rpg.com/viewtopic.php?f=7&t=2085 [sP-F3] Search for the Hoya- COMPLETE

>http://sao-rpg.com/viewtopic.php?f=7&p=30506#p30506 [DUEL-F7] Just A Spar [Daeron vs Kane]- COMPLETE

>http://sao-rpg.com/viewtopic.php?f=7&t=2152 [PP-F6] Hunting the Blue Tiger (Kane/Miaki)- COMPLETE

> http://www.sao-rpg.com/viewtopic.php?f=7&t=2178 [sP-F6] <> Kane- COMPLETE

>http://sao-rpg.com/viewtopic.php?f=7&t=2205 [OP-F1] Training- COMPLETE

>http://sao-rpg.com/viewtopic.php?f=7&t=2262 [OP-F6] That Stings- COMPLETE

>http://www.sao-rpg.com/viewtopic.php?f=7&t=2223&p=30792#p30792 Good, The Bad, and the Ugly- COMPLETE

>http://sao-rpg.com/viewtopic.php?f=7&t=2283 [OP-F7] Recruiting for the Guild- COMPLETE

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Relationships (optional)

» Kain is bisexual, and he's not in a long-term relationship at the moment.

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Story Thus Far (optional)

»Kane has completed his soul searching, and emerged ready to power up and see the mad Kayaba's death game through to the end. After a chance meeting with fellow American Miaki, Kane found himself in need of better equipment in order to challenge the field boss of floor 2, the Bullbous Bow. Wandering through the streets of Starting City, he came across the NPC blacksmith, Pepper, who sent him on a quest to retrieve materials for a rare and unique weapon.

After besting the mind games of the NPC Mr. Riddle, Kane had all of the Mithral and Adamantine that he needed for Pepper to forge him a blade. The blade that he ended up receiving, the <>, was a custom, colossal blade that was as big as Kane himself, yet light enough to use because of its Mithral/Adamantine construction.

As he leveled up, Kane was able to obtain better armor, and now he wears <> which better protects his vital areas, as well as a <> to carry his titanic blade. Winning a pair of <> from a card game with the seductive Ruby, and <> from his combat with the Bullbous Bow field boss, Kane is now wearing a full set of Medium Armor.

He takes a few breathers from time to time in town on the 1st floor, meeting players like Miaki, Rynn, Swift, and Askavi. On the 2nd floor, he tapped his inner warrior spirit to destroy a boulder with his bare hands, gaining the <> Extra Skill. After that ordeal, Kane made his way to the outskirts of the 2nd floor, battling the immense field boss <>, and striking the final blow with his own blade. On the 3rd floor, Kane and Swift encountered the Wasp Queen field boss, and engaged it in combat.

On the 6th floor, he confronted his inner demons and emerged victorious, gaining the <> Extra Skill. Back on the first floor, he met the headstrong athlete, Rynn, and set out to help her make a spear. They battled the fiery Ifrit, a hellish secret boss secreted within a cavern. Kane's <> was set ablaze and destroyed during this battle. He had the cloak replaced with an enhanced <> by Ayane, a Tailor. On the third floor, Kane entered the Forest of Wavering Mists to find King Minos' Tomb, seeking the precious <> within. He defeated the Tomb's Minotaur guardian, and emerged with the pendant.

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