PLAYED BY OOC NAME
PLAYED BY Bone Dry
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Post by Kalidas on Mar 1, 2016 3:27:01 GMT
KALIDAS GOD OF | HUNTERS | TROPHIES | DEBAUCHERY
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"I am the spirit of the Hunter. I am the predator at your window, I am the master that holds your contract. "
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| APPEARANCE Pronunciation:kaa-lee-dass How the Culture Perceives Her:The culture around her has changed over the years. At one point, they believed Kalidas to be gender-less, only to finally settle on Kalidas to be of a male origin. With a gender decided upon they mounted statues of Kalidas that reflected very much the classical ideal of a male Gladiator wearing nothing but a lion cloth, fur, and head of a red stag. There are many other statues that have been created throughout the ages to depict her as a Red Stage or of a Cheetah. There are plenty of temples of Kalidas, though mostly outside the cities. The only one within the city is located within the Hunter Guild where a large humanoid statue stands proudly bearing a large spear. How He Actually appears:Sadly, her people have her image completely and utterly incorrect. She is not a well built man who goes around wearing a loin cloth or the skin of a great stag. She is a woman of average height with pale blue skin with darker blue hair that has a hint of brown and purple highlights. Her built might not be muscular or that of a gladiator but she certainly has the body of a fighter. Unlike her fellow Gods, she stays in her more traditional grab that is a mixture of traditional belly dancing wear and tribal armor. Most would consider her choice of apparel to be barbaric and outdated. Though her considering others opinions on her wardrobe is rather slim as she enjoys the classic looks. | PERSONALITY
LIKES - Exciting hunts - Challenges - Her manly statues - Teasing Her fellow Gods (mostly collecting their teeth) - Sporting Chances | DISLIKES - Being avoided - Unfair Hunts - The chases that ends too soon - The feeling being dissatisfied - Death of the young and old (no fun in it) |
POSITIVE ATTRIBUTESThrill Seeker: Always up for the game or hunt that has the most thrill and the biggest risk Caring Overseer: Enjoys seeing her Hunters living and following her ways NEGATIVE ATTRIBUTESUnforgiving: Non-forgiving to her fellows that disobey her will, often punishing them in the worst ways, usually very strict. Conceited: can be unmoving when something does not strike her as worthy. Adrenaline Junkie: Will often to anything for a good rush WEAKNESSESTunnel vision: The chance for the best hunt, if proposed to her, will instantly catch her undivided attention. | VERY BRIEF HISTORY Favoring those who catch her interest, Kalidas as decided to claim the Hunters as her children as they reflect much of her own ideals. Loving to watch them find their game and going through a near genocide, she has gifted them a piece of herself. However, if one of her children fail her or bring about shame, she will strip them of her gift and give them a far less kinder gift....that one does not want to ever have. Her curses are often something to the opposite effect of a gift received, ironic, or particularly cruel depending on the level of betrayal. | RELIGIOUS SECT Preferred Offerings: spice pumpkin slices, well-tanned hides, bones (preferably Magi ones) Most Common Followers:- Anyone in the Hunter Guild - Game Hunters - Soldiers - Very rarely Magi who consider themselves primal or savages, the terms they are more war mind infested then others. Kalidas has little love for Magi, but if one catches her eye he or she might receive a blessing but doubtful. Possible Blessings and Gifts- Hunter Blessings Hunter’s StarsWhen accepted all hunters will be assigned a “star rating”. This rating is 1-5, with 1 being the least challenging and 5 being the most. The star rating is based on background experience and skills purchased. All current hunters will be retroactively be given a star level.In order to promote to the star level, a hunter must complete HUNTER only missions that are above their current star level. Promotions will be decided by the DM, after posting in the Help Desk. It is important to note that there is a chance to be demoted if you do not complete the mission successfully. As there is a chance to promote, or be demoted, a hunter’s star level can remain the same. The maximum star level a “new” hunter can start with is 3. When a hunter becomes dishonored, they are given a “black star” level, which echoes the level they were at as an active member as well as their threat level. Dishonored hunters can earn a higher star level by evading (whether by stealth or killing) hunters who are sent on missions to catch them. The star level of a hunter shows the rank in the guild, and out of character gives players bragging rights. | [b]Shiva[/b] Final Fantasy | Kalidas PLAYED BY BONE DRY |
MADE BY ★MEULK OF GS
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PLAYED BY OOC NAME
PLAYED BY Bone Dry
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Post by Kalidas on Aug 18, 2017 2:28:56 GMT
Hunter Basics Hunters are non-magi followers of the Goddess Kalidas. Hunters are widely respected and generally act as Police or aid during times of strife for Human tragedies. On the forefront, it is a respectable religious organization. However it is common practice for Hunters to pursue Magi in the goal of killing them, dismembering their corpses to make money, and/or enslaving them secretly.
Active Hunter: You serve Kalidas and are expected to follow orders. The organization's information is to be kept secret.
Retired Hunter: You are allowed to keep one Unique Hunter Weapon, the rest have been returned to the organization. All information you were privy to is still considered secret. There will be consequences if you share freely info you should not. Society considers you an honorable citizen.
Dishonorably Discharged: A dishonored hunter is a former hunter who turned their back on the Goddess of the Hunt, Kalidas. Dishonored hunters are not able to gain blessings from the goddess, but a combination of residual magic and constantly watching your back for loyal hunters has honed your skills in different ways. In order to purchase a dishonored hunter ability, your hunter must have turned their back on the guild, which is done IC or in your biography.
Starter Abilities Heightened Sense of Sight: This person will never need corrective lenses of any kind (aka glasses or contacts) as long as they are in favor with the Huntress. This person can also, when focusing, see clearly for a perimeter of two miles in the distance.
Heightened Sense of Smell: Can now track someone similar to a hunting dog. You can even smell the baking pie from down the street.
Heightened Sense of Hearing: This ability is not as impressive as a cyborg's, you cannot hear the heart beat of someone. However, you may be able to hear the panicked breathing of your hiding prey and are able to hear at much greater distances than the average human.
Hunter's Step: Through practice and patience, you have learned to dampen the noise generated by your foot falls. At this level, your footsteps are fairly quiet, though a person in close proximity is still likely to hear you.
Tracking I: Your knowledge of tracks is at its base level. You know animal tracks and can vaguely place how long they've been there. However you cannot tell a direction unless there's a clear path.
Augmented Weapon: (Limit 2 per Hunter) This allows a character to own one Augmented Weapon. These are devices that have been crafted from the bones of slain Magi. Once crafted they are usually reinforced with light weight metals. Through assistance from the Runic University a professor is capable of prepping the weapon's innate magic to dispel a magical attack of the same kind, depending on what Magi type the bone came from. So for instance if you have a Fire Augmented Weapon (meaning the bone was taken from a deceased Fire Magi) a Fire Whirlwind could be dispersed upon touch by the weapon. (This weapon's magical abilities will only work when in your hand because of the weapon's rune specifying you as the one bonded to it. No other will be able to activate its abilities)
Intermediate ABILITIES Lie Detector: (Upgrade of Heightened Sense of Sight) This is pretty self explanatory. The user is able to look at a person and judge based on observing their micro expressions.
Aroma Memory: (Upgrade of Heightened Sense of Smell) Can now memorize smells and categorize them mentally. Sure, you can recognize the smell of apple fritters. But now you can tell apart the smell of one person to another. For instance, you'll recognize the scent of the escaped prey from five months ago~
Echolocation: (Upgrade of Heightened Sense of Hearing) Not only can you hear ultrasounds above or below normal hearing range but you are able to utilize echolocation. By creating sound and listening closely to the rates of echos you can navigate yourself by sound alone.
Familiar: Some Hunters are able to bond with one particular wild animal; bird, reptile, mammal, etc. It may be any animalistic creature that is not a Spirit or Magic inspired (no griffins, pegasus, etc). These animals are an allowed reoccurring NPC.
Night Vision: Self Explanatory. Not as clear as regular vision during the day but you won't stub your time in the middle of the night anymore. So there's that.
Bound: Enhanced jumping distances. You can now bound over a good ten feet. Just be careful on your landing. Wouldn't want you to break a leg. It's happened, poor John Doe.
Sharp Shooter: Skilled with projectiles and able to aim them with a high proficiency. Even if you are a level Firearm III, you are, with the purchase of this ability, considered a IV. This also applies to the Throwing and Archery skills. You serve the Goddess of the Hunt for a reason.
Spirit Sense: as a Hunter, you have been gifted with senses that far exceed that of your fellow mortals. Through rigorous training you have succeeded in learning to hone your senses to a razors edge, granting you a sort of “sixth sense” that allows you to sense nearby spirits as well as gauge their general location. (To purchase this ability, you must first complete an in-character thread with someone who already possess it so that they may train you
Tracking II: Your senses have increased, now you can notice other things to track like broken twigs and displaced greenery. Using these variables you can now infer a direction towards your prey.
Pack Sense: Just as wolves hunt in packs, so to are Hunters meant to hunt as a single unit. You gain the ability to sense your fellow Hunters' exact position in a 25 foot radius around you. Both Hunters must have this ability for it to function properly.
Hunter's Stride: Your Hunter's step has been polished to the point where you can nimbly walk on even the most detrimental terrain. You're able to walk silently on the surface of sand and snow, leaving little imprint behind you.
Advanced ABILITIES Familiar II: (Upgrade of Familiar) In regards to your one allowed animalistic creature buddy you are able to better communicate and understand the familiar. Verbal commands aren't necessary for every single action the Familiar takes now.
Spirit Sight (Upgrade of Spirit Sense): your ability to sense spirits has taken a great leap forward. Now you can not only sense a spirit within a one mile radius while concentrating, but you are able to see the distortions they cause even while on the ethereal plane.
Disturbance (Dishonored Hunter Only): You slow your heart rate, blend into backgrounds, and even trick your own mind into believing the words coming out of your mouth. All with the sole intention of fooling and misinforming your pursuers. Upon purchasing this ability, Active Hunters will have a much harder time detecting your falsehoods, locating you via ultrasound, and detecting you with Night Vision.
Pack Tactics: (Upgrade to Pack Sense) In addition to being able to sense your fellow Hunters within a fifty foot radius, you are now able to form a link with them that allows you to vaguely sense their emotional state, such as when they are in danger or in pain. At the same time you can sense their attack pattern, allowing you to work efficiently against the same target. You must both have this ability to for it to function properly.
Hunter's Sprint: Your nimble steps have become such a part of your movement, even in the frenzy of running you are silent, unobstructed, and leave little trace in your wake.
Tracking III: Tracking is second nature. broken twigs, up kicked dirt and sand, these things call out to your senses. In your vision these things clearly create a path to your target and how long it has been since they had been there. You can easily track someone even using Hunter's Stride.
Soul Bound: (Limit 1 per hunter; must have a living Magi/Player agree to lose a limb permanently to gain this weapon before purchasing) A Soul Bound Augmented Weapon, is crafted from a bone of a living Magi. These are rarer and more powerful, not only allowing all of the abilities of an Augmented Weapon but also allows the use of one minor spell as is listed below according to what type of Magi the bone was derived from. The biggest disadvantage of this type of weapon is that the magi can sense their own limb and thus track it down. (This weapon's magical abilities will only work when in your hand because of the weapon's rune specifying you as the one bonded to it. No other will be able to activate its abilities)
Fire: Allows the usage of Flame II. Earth: Allows the usage of Earthquake II. Air: Allows the usage of Lightning II. Water: Allows the usage of Ice II. Zero: Allows the usage of Healer II. So I guess this one isn't exactly a weapon but more of an item unless you're a very polite assaulter.
Master ABILITIES Dishonored Mastery: (Dishonored Hunter Only) WWhile you were with the Goddess of the Hunt, you possessed skill greater than your average human. However, when you turned your back on the huntress, her blessing had been revoked. However, with practice, you've learned how to access the residual magic, the muscle memory, of those blessings. This grants you an added .5 bonus to two of your weaponry skills. Meaning you will have the upper hand fighting anyone with the same mastery level as you. (i.e at level 3 mastery of sword facing off another with level 3 sword, you actually read at level 3.5, giving you an upper hand.) However, you shall certainly loose against one who still retains the goddess' favor or has focused their mastery into a single weapon art.
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