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pichuJC

Template OC WIP - Bernard

Oct 31st, 2015
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  1. Name: Bernard Jackson
  2. Age: 35
  3. Gender: Male
  4. Classification: Human
  5. Occupation: Beastmaster/Knight
  6. Height: 5 ’7”
  7. Weight: 163 Lbs.
  8. Eyes: Green
  9. Hair: Brown
  10. Appearance:
  11. From the waist up, Bernard looks like what one might expect a knight to look at... somewhat. He has suntanned skin, and his brown hair is oiled back and done up in a ponytail. His hair goes down into sideburns, and he has a goatee as well; thick black sunglasses cover his green eyes, and he tends to have a very pleasant, bright smile. Bernard wears a fairly standard set of chest armor and greaves, though there is nothing actually underneath them – these somewhat large pieces of metal armor just sit on top of his bare skin, giving him a somewhat ridiculous air. A leather strap is worn around him, which holds the scabbard for his sword. From the waist down, Bernard looks more casual than anything, as he has a loose pair of pale blue swim trunks, covered in bright pink-red hibiscus flowers, and on his feet he wears simple leather sandals.
  12.  
  13. Powers and Abilities:
  14. - Knightly Skills
  15. Bernard is trained as a knight, and is gifted with a unique blend of Faith- and Toxin-based skills that let him make up for his weakness as a simple human. Bernard’s skills are generally based around healing himself, since due to the nature of his slime, he is a bigger target than the slime is, meaning he has to be able to fend for himself. Of course, he is trained in the use of a sword & shield, and is more than capable of using those alongside his abilities. Examples of Bernard’s abilities include:
  16. ~ Venom Trigger – A variant of his regular sword attacks, where the blade is covered in a bright purple light. This effectively doubles the attack’s range & deals Toxin damage, but more importantly, when he hits the opponent after they have Beryl’s slime on them, a special effect takes place. The attack “triggers” the slime, causing it to start eating away at the opponent. This deals Water-based damage over time, and it will never wear off; the slime will eat away at any armor on the opponent & eventually the opponent themselves. However, like the regular version, a simple status clear ability will cure the ailment.
  17. ~ Venom Crusader – Bernard raises his sword upwards and calls for divine retribution. After a turn, a pillar of purple light will appear right on top of the opponent’s location, dealing heavy Toxin damage & creates the same poisoning effect as Venom Trigger. If it hits a flying enemy, they will be brought back down to earth.
  18. ~ Corrosive Covenant – Bernard creates a 7-meter explosion of purple magic anywhere within 5 meters of his location, and deals Toxin damage. Has a 2 turn cooldown.
  19. ~ Piercing Epiphany – Bernard performs a lunging stab, dashing straight in any direction for 10 meters. Bernard can also perform this attack upwards when on the ground or in the air, or downwards when in the air. As Bernard uses this attack, he will go through any enemies he hits, and a bright light will surround him; once he stops moving, a pair of Faith based orbs will surround him. These orbs will simply follow Bernard, homing in on & swiftly travelling to any enemies that get within 5 meters of Bernard; if Bernard hits any enemies (blocked or not), he can also choose to immediately fire these orbs to the enemy/enemies struck. If Bernard uses this move again while the orbs are still active, he will not create more.
  20. ~ Holy Protection – When Bernard successfully blocks an opponent’s attack with his shield, a holy light will shine, healing Bernard equivalent to some of the damage he would’ve taken had he not blocked. This effect will not work on attacks that break or ignore his shield.
  21. ~ Salvation – A basic Faith-based healing skill, where Bernard is decently healed, both mentally & physically, & clears all physical & mental ailments. This skill only affects Bernard, and has a two turn cooldown. Using this skill also grants Bernard passive regeneration, allowing him to heal himself slowly over time.
  22. ~ Cri Joyeux – Bernard’s ult. Shouting as he raises his sword arm up triumphantly, a large barrage of white lasers are released from both Bernard and Beryl, and then rain down on a 45 meter radius around both of them, dealing light Faith damage over three turns. These beams have the added effect that they will heal Bernard adequately for each successful hit. After using this attack, Bernard and Beryl will be unable to use this attack for 20 turns.
  23.  
  24. - Beastmaster Sense
  25. Bernard is knowledgeable on monsters, and using a ki-based scanning ability, can track & sense beasts of all shapes & sizes. This ability even lets him catch monsters in disguise, using his slime to trap them. He also has an easier time handling, getting along with, and even controlling beasts (or even beastmen) as a result. Note that controlling takes a very long time with beastmen (not that it’s a quick happening with regular monsters either), and only works on simpler creatures.
  26.  
  27. - Instant Movement
  28. Bernard – and out of this pair, Bernard alone – is capable of achieving temporary super speed using this technique. By focusing his efforts and matching his movement speed to his reaction speed, Bernard can move much faster than normal, appearing as though he is teleporting (he’s not though), but only in straight lines.
  29.  
  30. - Slime Child Beryl
  31. Bernard controls a large, green slime named Beryl, which is about 3 cubic feet large. Normally taking the form of a big green ball of slime, with a simple expression closely resembling the “: D” smiley, Beryl is capable of transforming & replicating the physical appearance of others quite closely, though it also doesn’t mind just hiding in the ground until it’s needed; if needed, it can cover Bernard and disguise his appearance as well, though due to its size, this might be less convincing. As Beryl is just a simple creature made mostly of goo, it cannot feel pain and thus is essentially invulnerable.
  32. Beryl can combine its ability to transform with being able to manipulate its own density & certain Water magic to create various attacks. These include:
  33. ~ Being able to transform itself into any weapon Bernard knows of, as well as attack using more basic tentacles; all attacks deal partial Water damage, as well as using whatever the corresponding physical element is.
  34. ~ When using a tentacle attack, the slime can choose to grab the opponent, getting them stuck in its goo. This won’t deal any damage, but it will essentially disable whatever body part was stuck for at least a turn, forcing the opponent to struggle to get out. The opponent must use their turn to escape from the slime, even if they simply teleport out. If the caught character has higher Strength than Beryl, then they’ll have an easier time getting out of the slime.
  35. ~ Beryl changes part of them into a large chainsaw-like appendage, and performs a sweep attack that covers a half circle in front of them. The attack is capable of dealing more damage against forms of defense, such as shields and barriers.
  36. ~ Transforming itself into a cannon & firing a heavily focused Water beam, which blows enemies backwards even when blocked & dealing decent damage. The beam can also be fired as a pillar from below an opponent by aiming the cannon downwards. They can also choose to create a stream of bubbles, which move further, linger afterwards, and coat enemies in slime (explained below), but don’t deal a lot of damage. Both cannons have one turn of cooldown.
  37. ~ The slime can change into an eagle and speed across the sky as though it has two extra stars in speed, charging into enemies or using the momentum to attack the opponent from the air.
  38. ~ By altering its density & jumping, creates a shockwave accompanied by a wave of water, which knocks enemies away in a 10 meter radius; if you use this from a taller height, such as from the previously mentioned eagle transformation, the radius will double.
  39. When the slimes hit an enemy, or if they are hit by a physical attack, the slimes will stick a bit of itself to that enemy. If that enemy is hit with a debuff or status ailment, they’ll be more affected by that effect, although to a small degree. More dangerous, however, is that the slime will absorb any buffing abilities used on that character, negating them immediately – this includes healing abilities. It can’t affect innate healing abilities, or ones that occur inside the body, however. This slime can be cleared off an afflicted character by using any skill that clears physical ailments.
  40. Bernard and Beryl can both act independently in the same turn, as though one is controlling two characters. Beryl can always be called back to Bernard, no matter the distance, and although Bernard will be unable to do anything else during this time, Beryl can perform an action instead. Beryl can also be summoned anywhere in a 25 meter radius of Bernard.
  41.  
  42. Stats:
  43. -Strength: ** (Bernard)/*** (Beryl)
  44. -Projection: *** (Bernard)/** (Beryl)
  45. -Toughness: *** (Bernard)/***** (Beryl)
  46. - Attack Type: Slash, Faith, Toxin (Bernard)/ Water, Slash, Impact, Puncture (Beryl)
  47. -Resistances: Curse (-1) [Bernard]/All Elements (+3) [Beryl]
  48. -Endurance: ** (Bernard)/**** (Beryl)
  49. -Stamina: ** (Bernard)/**** (Beryl)
  50. -Speed: ***
  51.  
  52. Standard Equipment:
  53. ~ Joyeuse
  54. A sword which Bernard wields. The blade is a purple longsword about 4 feet long, with a golden yellow cross-shaped hilt. It has a unique property that, when it strikes the opponent, it will drain some of their Life Force away, healing Bernard with every attack. This is added on top of the health drain attributes of certain attacks.
  55.  
  56. ~ Ancile
  57. A powerful round gold shield, approximately 4 feet in diameter, that Bernard wields. It can reflect projectiles thrown at Bernard, and can be used in conjunction with his Holy Protection skill as well.
  58.  
  59. NOTES:
  60. ~ A turn refers to the time take during a player’s post, which starts when the player posts and lasts until they must post again. As a result, in larger RPs it’s possible for effects based on rounds to last longer, or for cooldowns to take longer.
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