Post by Time on May 19, 2023 20:42:18 GMT
--General--
Full Name: Orrion
Alias: The Sound of the Hunter's Strike
Age: 6 years
Residence: Silva
Gender: Male
Species: Will o' Elk
Alignment: Neutral
Faction: The Heart of Silva
--Appearance--
Picture:
Physical Description: Orrian is an evolved Willo Elk. His body having recently been reborn, he appears as a large stag with a golden coat that radiates with life. So much so, that traces of plant matter actively tend to grow on Orrion's body, with the most common being vibrant green algae on his fur. His tail is long and thin, but has a large tuff of fur on the end. Unlike most Willo Elks though, Orrion's horns are no longer physical, instead being made of energy that he can cause to grow or shrink on demand, or even change the shape of. These horns can break, but can almost immediately grow back, and once they break the disperse into remnant energy. Orrion's eyes glow white, with emerald green irises.
Clothing: A scabbard for the Dagger, Selesnya's Sacrament, and the dagger itself.
Abilities
Physical Powers Select a maximum of 3, these powers must be linked to your monster physiology in some capacity, however they do not automatically need to have drawbacks
Ability name - Symbiotic Growth
Body part - Fur/plant growths
Ability description - Orrion's body acts as a host for several unique species of plants and algae that grow on his body. These plants and algae act in a symbiotic relationship with Orrion, as his body can provide more than enough energy for them to grow, and as he travels can help to spread their seeds. In exchange, these growths actively heal Orrion given a moment, and can actively provide relief from most poisons, burns, and pain that Orrion receives. What's more, these plants actively do this without draining or requiring mental thought from Orrion, though if he wishes it, he can invigorate the growths to do other things, such as creating thorns or moving in a different fashion.
Ability name - Heartborn
Body part - Mind/Senses
Ability description - Orrion's mind has been changed by the Heart of Silva. With this change, Orrion is able to connect himself to the senses of the Heart in order to gain information about his environment. From the upcoming weather, to the health of plant life, and even the various types of energies that are nearby. If Orrion comes into physical contact with a creature, he can even tell various things about it, such as it's health, ailments, and even general disposition towards him to name a few things. This ability is only active outside of the Heart of Silva though, and Orrion can be overwhelmed if he's not prepared for the sensations. While using Invigorate life, if it's used as an active Territory Effect, he can actively sense where anything that's not under his influence is in a 3D environment. Otherwise, small pings of mystic energy can allow him to sense like a radar of sorts. In areas without plants, or in the open air, Orrion is effectively blind in these pings of energy.
Ability name - Bioluminescence
Body part - Pelt/Antlers/Eyes
Ability description - Orrion can emit large amounts of light from his body
Spiritual Powers Select a maximum of 3, these powers are supernatural effects you have consciously developed with your mystic energy, and do not need to be linked to any specific thing so long as they logically make sense for your monster to develop.
Ability name - Wellspring Antlers
Ability description - Orrion can produce antlers made of mystic energy that are completely solid, and can be manipulated in a number of ways. These antlers are able to grow and shrink, actively channel energy to become more durable, change shape entirely, and even create copies of items and even effigies that he can move around separately. He can also use the energy within the antlers to fire of beams, bolts, and other energy based projectiles from them. Selesnya can take control of effigies, as well as souls if Orrion realizes he can do it.
Ability drawbacks - Orrion's wellspring antlers draw directly from his mystical reserves, and while they can gain increased durability by channeling, any energy lost from them shattering or breaking off will result in all of that energy being lost. What's more, Orrion's attempts to use energy based ranged attacks are clearly obvious due to their bright glow. Effigies and items that are created by the antlers are not affected by the horns shattering, but a constant stream of energy is needed to sustain them, though the stream is only minimal to maintain them.
Ability name - Forest Strider
Ability description - An evolution of this previous Phantom Strider, Forest Strider allows for Orrion to physically phase through almost any brush and tree, allowing him a free range of movement through tough forest terrain. Unlike his original ability, while it doesn't make him transparent, it does allow him full range and use of his mystical and physical abilities. What's more Orrion can utilize the effects of deactivating his ability to gain momentum upon being forced to leave a dense tree. The larger the mass of the tree, the faster it ejects Orrion out.
Ability drawbacks - The biggest downsides of Forest Strider comes in it's drainage of energy. While moving through brush and grass isn't as draining in general, moving through solid plants such as trees does cost a significant amount of energy, and can be physically taxing upon Orrion. While moving through thin trees does not cost too much, Orrion can only move through about 16 trees that are as wide as Orrion is long. Of course, that said, the thicker the tree, the more physically and mystically taxing it is. If Orrion were to move through a Great Tree, he would only be able to move through it's entire width once before needing to rest, as it would cost him and extreme amount of energy, and physically tax him. What's more the denser the tree is, the more momentum that it will eject him out depending on how close to the center he is. Lastly, if Orrion deactivates his ability, he will be ejected at a speed based on the mass comparison to Orrion. If an tree is twice his length, it'll eject him twice as fast as it took or him to enter. What's more, the direction he's ejected out will be towards the closest exit.
Ability name - Invigorate Life
Ability description - Orrion is capable of passively invigorating life around himself without draining himself of energy. Animals will actively become passive towards him so long as he/his allies do not actively threaten them. Plant life will begin to actively grow at his feet as well, even parting way in order to allow Orrion to move unimpeded through vegetation. When Orrion actively Invigorates the area around him, he can actively command animals to act in his favor, and plant life will actively move to his will. Plants can grow in any way he needs them to in order to fit his needs such as mutating to growing thorns, creating poisons, or even replicating other plant life properties. Plants that are invigorated are also stronger than normal depending on the amount of energy Orrion concentrates into them. When plant life is invigorated, Orrion can also use the plant life as an extension of his sense of touch as though he was a part of the plant itself. Orrion can also pull back the energy he uses to invigorate plant life to regain some energy. Orrion can also activate a uniqe ability called "Territory". During this, he gain's full and active control of all plant life, and a heavy influence upon animal life. WIth this ability, Orrion permeates a zone of 250 feet in his energy, allowing him to effectively create a territory where 100% of his mystic energy is able to be utilized.
Ability drawbacks - Orrion is unable to convince monsters normally to be actively passive around him without mentally subduing them. This applies for both animal and plant like monsters. He also cannot force animals to endanger themselves, or pacify them again for 24 hours unless they are actively willing to do so. Moving plants also requires more energy depending on whether he is moving grasses (least amount of energy across a wide range) or roots/branches/trees (requiring uninterrupted concentration while moving them, and only being able to move one tree at a time.) Changing the plants or causing them to grow rapidly by active invigoration also causes a drain depending on the situation. The more complex the changes, the more energy is required. While Orrion can recall energy that he donates, he can only regain one third of that energy back. He can gain up to one half of the energy back, but he effectively kills the plant he regains energy from in return. It should be noted that Orrion's Territory Effect puts an immeasurable amount of strain upon his mystic reserves, and can deplete them within a minute of sustained use.
Ability name -
Ability description -
Ability drawbacks -
--Important Information--
Personality: Orrion is an intelligent Willo Elk, and far more resourceful than one may wish to believe. While he may never understand humans, he does understand their want to survive and become stronger, and as such he has grown to respect what they use to become stronger. He will often times go out of his way to study things that humans make, pondering what their function is. With that said, Orrion's ambitions gives him drive to learn, and is often times willing to swallow his pride in exchange for more knowledge. While Orrion is a monster, he has been given enlightenment by the Heart of Silva. He understands that the cycle of life and death are one in the same, a circle that never ends, thus it is only natural to see things live and die. He often times speaks his mind, even when it might be to the detriment of others, and while is tends to be somewhat ignorant to most human feelings, he does try to understand them, and in turn learn to avoid such things if he can. While Orrion is willing to give trust to others in a neutral sense, he is not one to betray, as he will take it very personally.
Likes: Human mechanisms, puzzles, scenic beauty, learning new things, Artia's Cooking, meeting new individuals, and proving others wrong.
Dislikes: Corruption, impatience, forced ignorance, being told he can't do something, pointless fighting, and fog.
Strengths: Orrion is excessively patient, calculative, and observant. He's willing to wait until the moment is right to make a move. His ability to learn and adopt other creature's strategies allows him to think ahead, rather than simply act upon instinct. His other strength is his personality. As someone who actively wishes to understand others, Orrion is willing to hear out others, and even attempt to befriend them, if not talk them out of a fight.
Weaknesses: After his bout with the Horror within him, Orrion has an instinctive fear for mist and fog, almost to the point of being nebulaphobia. He also finds that he's overly stubborn to a fault, and will let his curiosity get the better of him. This happens to the point of where Orrion will actively forget what he was doing before hand as he gets caught up in learning something new.
Skills: Orrion has learned the following skills: Basic Trap Creation and utilization, basic tool creation, basic understanding of human devices, cooking, and knot tying. He is also learning a handful of unique human ideas... like what certain complex emotions are. That sort of thing.
Talents: Will o Elks are naturally efficient at moving through forests quickly, as well as preforming various ambush tactics when waiting for, or stalking prey. They are adept climbers when it comes to steep inclines, and naturally stealthy when they wish to be.
Motto: "One day I am the hunter, the next I am the prey. Either way, I choose which one I shall be."
Goal: Orrion's goals are now set in stone. He wishes to be rid of the Entity, and it's minions to secure a peaceful life for him and Artia, as well as help guide the souls within him to their afterlife. He also wants to create a world where humans can learn to co exist with monsters instead of simply hating them.
Music Video: If you have a song, you may place it here.
[spoil] [bbvideo]https://www.youtube.com/watch?v=45V7J2Z_QwU[/bbvideo] [/spoil]
History: Orrion's story is his own...
Orrion was born as a Willo Elk. His mother had been one as well, though she died protecting him from a hunter. Orrion wouldn't blame that hunter, but the moment had been carved into his soul, as he grew up alone within the herd. He watched, and learned from the Alpha. He often times doesn't like to mention the alpha, due to his past. None the less, Orrion did continue to grow stronger, eventually taking part in an attack on a pair of humans, and eventually learned how to use a human voice. With that said, Orrion eventually began to want to learn more about humans, searching through human ruins to discover strange things he barely knew. Eventually he learned how humans made traps, and used tools to their advantages. This lead to Orrion overpowering the stronger alpha, and becoming the alpha of his own herd.
He met Artia, his mate, during the convergence, an event for elks where they gathered to meld together, and sometimes leave that way. An ambush by humans evicerated most of the herds during the convergence, with those few willo elks who did escape eventually either reforming herds of their own, or joining Orrions. Eventually in his attempt to prevent another slaughter, Orrion scouted the other places, and came across a human. This human introduced himself as Meryl once Orrion decided to let his curiosity take over. The man would agree to teach Orrion in exchange for food, though it was an agreement that Orrion had offered. In an attempt to learn more about human books, Orrion entered a ruin where a Horror was about to escape. With the aid of a human who's soul was trapped in a dagger, as well as the old man, Meryl; and the Avatar of Change herself Awaisera, Orrion was barely able to defeat the horror, though it was not over.
He had consumed a piece of the horror's prison, and in a sense the horror itself. Like a cancer, it began to grow in him, but eventually Orrion was able to travel to the Heart of Silva, and cure himself of the Horror's influence. After being shown the cycle of life and death, and what the greatest threat to it was, Orrion has decided to fight against it. With the help of the Heart, Orrion has gained a new body, and plans to fight the Horror to destroy it once, and for all... but his story is not yet finished....
Stats
Level - (3)
Your level represents your overall ability in comparison to others. These levels grant a general sense of your character's overall strength in comparison to others. Each level up is a larger gap than the last. (the gap between a 4 and a 5 is larger than a 1 and a 2, and the gap between 6 and 7 even greater still). Which is not to say a level 4 cannot beat a level 5 under the right circumstances (or any other example, 3 beating a 4, 5 beating a 6, etc...).
Stat Graph - This is where a picture of your radar graph will go for your stats. Stats are NOT COMARIATIVE, meaning that the radar is more a means to get a general measure of your overall strengths and weaknesses. Moderators/Co-Moderators can handle creating the graph in your stead, but for those who wish to make it themselves we provide this link. chachart.net/radar?lang=en
[spoil]
[/spoil]
Physical
Strength - (3)
pretty self explanatory here, how much you can lift, how hard you punch, etc...
Speed - (5)
Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly.
Durability - (5)
both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down
Skill - (2)
How good you are with your equipment. Are you a master of a sword? Or maybe you're a marksman who can shoot off the wing of a fly without killing it from a mile away? This stat reflects that.
Spiritual
Intelligence - (8)
very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things)
Intelligence serves a secondary function for monsters. More intelligent monsters often develop the ability to control less intelligent ones through verbal or telepathic commands. The more intelligent the monster the stronger this ability becomes, enabling them to affect more monsters at once and exert greater degrees of control. On the flip side, the intelligence serves as a defensive against this kind of control.
Mystic Reserves - (7)
The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities
Channeling - (8)
How well you can utilize your Mystic Reserves efficiently. It tends to act as a form of endurance for your abilities, but it can also be utilized to grant an increase to your physical abilities. Humans cannot naturally tap into their mystic reserves without bonded objects, or training, and as such this stat mainly affects your abilities. Humans who have received special training can utilize channeling to enhance their physical abilities like monsters, but this requires much more focus upon the human's part as opposed to monsters, and cannot be used passively without abilities.
Full Name: Orrion
Alias: The Sound of the Hunter's Strike
Age: 6 years
Residence: Silva
Gender: Male
Species: Will o' Elk
Alignment: Neutral
Faction: The Heart of Silva
--Appearance--
Picture:
Physical Description: Orrian is an evolved Willo Elk. His body having recently been reborn, he appears as a large stag with a golden coat that radiates with life. So much so, that traces of plant matter actively tend to grow on Orrion's body, with the most common being vibrant green algae on his fur. His tail is long and thin, but has a large tuff of fur on the end. Unlike most Willo Elks though, Orrion's horns are no longer physical, instead being made of energy that he can cause to grow or shrink on demand, or even change the shape of. These horns can break, but can almost immediately grow back, and once they break the disperse into remnant energy. Orrion's eyes glow white, with emerald green irises.
Clothing: A scabbard for the Dagger, Selesnya's Sacrament, and the dagger itself.
Abilities
Physical Powers Select a maximum of 3, these powers must be linked to your monster physiology in some capacity, however they do not automatically need to have drawbacks
Ability name - Symbiotic Growth
Body part - Fur/plant growths
Ability description - Orrion's body acts as a host for several unique species of plants and algae that grow on his body. These plants and algae act in a symbiotic relationship with Orrion, as his body can provide more than enough energy for them to grow, and as he travels can help to spread their seeds. In exchange, these growths actively heal Orrion given a moment, and can actively provide relief from most poisons, burns, and pain that Orrion receives. What's more, these plants actively do this without draining or requiring mental thought from Orrion, though if he wishes it, he can invigorate the growths to do other things, such as creating thorns or moving in a different fashion.
Ability name - Heartborn
Body part - Mind/Senses
Ability description - Orrion's mind has been changed by the Heart of Silva. With this change, Orrion is able to connect himself to the senses of the Heart in order to gain information about his environment. From the upcoming weather, to the health of plant life, and even the various types of energies that are nearby. If Orrion comes into physical contact with a creature, he can even tell various things about it, such as it's health, ailments, and even general disposition towards him to name a few things. This ability is only active outside of the Heart of Silva though, and Orrion can be overwhelmed if he's not prepared for the sensations. While using Invigorate life, if it's used as an active Territory Effect, he can actively sense where anything that's not under his influence is in a 3D environment. Otherwise, small pings of mystic energy can allow him to sense like a radar of sorts. In areas without plants, or in the open air, Orrion is effectively blind in these pings of energy.
Ability name - Bioluminescence
Body part - Pelt/Antlers/Eyes
Ability description - Orrion can emit large amounts of light from his body
Spiritual Powers Select a maximum of 3, these powers are supernatural effects you have consciously developed with your mystic energy, and do not need to be linked to any specific thing so long as they logically make sense for your monster to develop.
Ability name - Wellspring Antlers
Ability description - Orrion can produce antlers made of mystic energy that are completely solid, and can be manipulated in a number of ways. These antlers are able to grow and shrink, actively channel energy to become more durable, change shape entirely, and even create copies of items and even effigies that he can move around separately. He can also use the energy within the antlers to fire of beams, bolts, and other energy based projectiles from them. Selesnya can take control of effigies, as well as souls if Orrion realizes he can do it.
Ability drawbacks - Orrion's wellspring antlers draw directly from his mystical reserves, and while they can gain increased durability by channeling, any energy lost from them shattering or breaking off will result in all of that energy being lost. What's more, Orrion's attempts to use energy based ranged attacks are clearly obvious due to their bright glow. Effigies and items that are created by the antlers are not affected by the horns shattering, but a constant stream of energy is needed to sustain them, though the stream is only minimal to maintain them.
Ability name - Forest Strider
Ability description - An evolution of this previous Phantom Strider, Forest Strider allows for Orrion to physically phase through almost any brush and tree, allowing him a free range of movement through tough forest terrain. Unlike his original ability, while it doesn't make him transparent, it does allow him full range and use of his mystical and physical abilities. What's more Orrion can utilize the effects of deactivating his ability to gain momentum upon being forced to leave a dense tree. The larger the mass of the tree, the faster it ejects Orrion out.
Ability drawbacks - The biggest downsides of Forest Strider comes in it's drainage of energy. While moving through brush and grass isn't as draining in general, moving through solid plants such as trees does cost a significant amount of energy, and can be physically taxing upon Orrion. While moving through thin trees does not cost too much, Orrion can only move through about 16 trees that are as wide as Orrion is long. Of course, that said, the thicker the tree, the more physically and mystically taxing it is. If Orrion were to move through a Great Tree, he would only be able to move through it's entire width once before needing to rest, as it would cost him and extreme amount of energy, and physically tax him. What's more the denser the tree is, the more momentum that it will eject him out depending on how close to the center he is. Lastly, if Orrion deactivates his ability, he will be ejected at a speed based on the mass comparison to Orrion. If an tree is twice his length, it'll eject him twice as fast as it took or him to enter. What's more, the direction he's ejected out will be towards the closest exit.
Ability name - Invigorate Life
Ability description - Orrion is capable of passively invigorating life around himself without draining himself of energy. Animals will actively become passive towards him so long as he/his allies do not actively threaten them. Plant life will begin to actively grow at his feet as well, even parting way in order to allow Orrion to move unimpeded through vegetation. When Orrion actively Invigorates the area around him, he can actively command animals to act in his favor, and plant life will actively move to his will. Plants can grow in any way he needs them to in order to fit his needs such as mutating to growing thorns, creating poisons, or even replicating other plant life properties. Plants that are invigorated are also stronger than normal depending on the amount of energy Orrion concentrates into them. When plant life is invigorated, Orrion can also use the plant life as an extension of his sense of touch as though he was a part of the plant itself. Orrion can also pull back the energy he uses to invigorate plant life to regain some energy. Orrion can also activate a uniqe ability called "Territory". During this, he gain's full and active control of all plant life, and a heavy influence upon animal life. WIth this ability, Orrion permeates a zone of 250 feet in his energy, allowing him to effectively create a territory where 100% of his mystic energy is able to be utilized.
Ability drawbacks - Orrion is unable to convince monsters normally to be actively passive around him without mentally subduing them. This applies for both animal and plant like monsters. He also cannot force animals to endanger themselves, or pacify them again for 24 hours unless they are actively willing to do so. Moving plants also requires more energy depending on whether he is moving grasses (least amount of energy across a wide range) or roots/branches/trees (requiring uninterrupted concentration while moving them, and only being able to move one tree at a time.) Changing the plants or causing them to grow rapidly by active invigoration also causes a drain depending on the situation. The more complex the changes, the more energy is required. While Orrion can recall energy that he donates, he can only regain one third of that energy back. He can gain up to one half of the energy back, but he effectively kills the plant he regains energy from in return. It should be noted that Orrion's Territory Effect puts an immeasurable amount of strain upon his mystic reserves, and can deplete them within a minute of sustained use.
Ability name -
Ability description -
Ability drawbacks -
--Important Information--
Personality: Orrion is an intelligent Willo Elk, and far more resourceful than one may wish to believe. While he may never understand humans, he does understand their want to survive and become stronger, and as such he has grown to respect what they use to become stronger. He will often times go out of his way to study things that humans make, pondering what their function is. With that said, Orrion's ambitions gives him drive to learn, and is often times willing to swallow his pride in exchange for more knowledge. While Orrion is a monster, he has been given enlightenment by the Heart of Silva. He understands that the cycle of life and death are one in the same, a circle that never ends, thus it is only natural to see things live and die. He often times speaks his mind, even when it might be to the detriment of others, and while is tends to be somewhat ignorant to most human feelings, he does try to understand them, and in turn learn to avoid such things if he can. While Orrion is willing to give trust to others in a neutral sense, he is not one to betray, as he will take it very personally.
Likes: Human mechanisms, puzzles, scenic beauty, learning new things, Artia's Cooking, meeting new individuals, and proving others wrong.
Dislikes: Corruption, impatience, forced ignorance, being told he can't do something, pointless fighting, and fog.
Strengths: Orrion is excessively patient, calculative, and observant. He's willing to wait until the moment is right to make a move. His ability to learn and adopt other creature's strategies allows him to think ahead, rather than simply act upon instinct. His other strength is his personality. As someone who actively wishes to understand others, Orrion is willing to hear out others, and even attempt to befriend them, if not talk them out of a fight.
Weaknesses: After his bout with the Horror within him, Orrion has an instinctive fear for mist and fog, almost to the point of being nebulaphobia. He also finds that he's overly stubborn to a fault, and will let his curiosity get the better of him. This happens to the point of where Orrion will actively forget what he was doing before hand as he gets caught up in learning something new.
Skills: Orrion has learned the following skills: Basic Trap Creation and utilization, basic tool creation, basic understanding of human devices, cooking, and knot tying. He is also learning a handful of unique human ideas... like what certain complex emotions are. That sort of thing.
Talents: Will o Elks are naturally efficient at moving through forests quickly, as well as preforming various ambush tactics when waiting for, or stalking prey. They are adept climbers when it comes to steep inclines, and naturally stealthy when they wish to be.
Motto: "One day I am the hunter, the next I am the prey. Either way, I choose which one I shall be."
Goal: Orrion's goals are now set in stone. He wishes to be rid of the Entity, and it's minions to secure a peaceful life for him and Artia, as well as help guide the souls within him to their afterlife. He also wants to create a world where humans can learn to co exist with monsters instead of simply hating them.
Music Video: If you have a song, you may place it here.
[spoil] [bbvideo]https://www.youtube.com/watch?v=45V7J2Z_QwU[/bbvideo] [/spoil]
History: Orrion's story is his own...
Orrion was born as a Willo Elk. His mother had been one as well, though she died protecting him from a hunter. Orrion wouldn't blame that hunter, but the moment had been carved into his soul, as he grew up alone within the herd. He watched, and learned from the Alpha. He often times doesn't like to mention the alpha, due to his past. None the less, Orrion did continue to grow stronger, eventually taking part in an attack on a pair of humans, and eventually learned how to use a human voice. With that said, Orrion eventually began to want to learn more about humans, searching through human ruins to discover strange things he barely knew. Eventually he learned how humans made traps, and used tools to their advantages. This lead to Orrion overpowering the stronger alpha, and becoming the alpha of his own herd.
He met Artia, his mate, during the convergence, an event for elks where they gathered to meld together, and sometimes leave that way. An ambush by humans evicerated most of the herds during the convergence, with those few willo elks who did escape eventually either reforming herds of their own, or joining Orrions. Eventually in his attempt to prevent another slaughter, Orrion scouted the other places, and came across a human. This human introduced himself as Meryl once Orrion decided to let his curiosity take over. The man would agree to teach Orrion in exchange for food, though it was an agreement that Orrion had offered. In an attempt to learn more about human books, Orrion entered a ruin where a Horror was about to escape. With the aid of a human who's soul was trapped in a dagger, as well as the old man, Meryl; and the Avatar of Change herself Awaisera, Orrion was barely able to defeat the horror, though it was not over.
He had consumed a piece of the horror's prison, and in a sense the horror itself. Like a cancer, it began to grow in him, but eventually Orrion was able to travel to the Heart of Silva, and cure himself of the Horror's influence. After being shown the cycle of life and death, and what the greatest threat to it was, Orrion has decided to fight against it. With the help of the Heart, Orrion has gained a new body, and plans to fight the Horror to destroy it once, and for all... but his story is not yet finished....
Stats
Level - (3)
Your level represents your overall ability in comparison to others. These levels grant a general sense of your character's overall strength in comparison to others. Each level up is a larger gap than the last. (the gap between a 4 and a 5 is larger than a 1 and a 2, and the gap between 6 and 7 even greater still). Which is not to say a level 4 cannot beat a level 5 under the right circumstances (or any other example, 3 beating a 4, 5 beating a 6, etc...).
Stat Graph - This is where a picture of your radar graph will go for your stats. Stats are NOT COMARIATIVE, meaning that the radar is more a means to get a general measure of your overall strengths and weaknesses. Moderators/Co-Moderators can handle creating the graph in your stead, but for those who wish to make it themselves we provide this link. chachart.net/radar?lang=en
[spoil]
[/spoil]
Physical
Strength - (3)
pretty self explanatory here, how much you can lift, how hard you punch, etc...
Speed - (5)
Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly.
Durability - (5)
both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down
Skill - (2)
How good you are with your equipment. Are you a master of a sword? Or maybe you're a marksman who can shoot off the wing of a fly without killing it from a mile away? This stat reflects that.
Spiritual
Intelligence - (8)
very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things)
Intelligence serves a secondary function for monsters. More intelligent monsters often develop the ability to control less intelligent ones through verbal or telepathic commands. The more intelligent the monster the stronger this ability becomes, enabling them to affect more monsters at once and exert greater degrees of control. On the flip side, the intelligence serves as a defensive against this kind of control.
Mystic Reserves - (7)
The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities
Channeling - (8)
How well you can utilize your Mystic Reserves efficiently. It tends to act as a form of endurance for your abilities, but it can also be utilized to grant an increase to your physical abilities. Humans cannot naturally tap into their mystic reserves without bonded objects, or training, and as such this stat mainly affects your abilities. Humans who have received special training can utilize channeling to enhance their physical abilities like monsters, but this requires much more focus upon the human's part as opposed to monsters, and cannot be used passively without abilities.