G'rhyf Kett (
songofthedawn) wrote2022-01-06 06:50 pm
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OOC:
ximilia Application
OOC
Name: Casey
Contact:
Gryphcat gryphcat#5471
Other characters: N/A
IC
Name: G'rhyf Kett (Warrior of Light)
Canon: Final Fantasy XIV
Canon point: 6.05
Age: 28
History:
Wiki for the player character
Scions page with general game history overview
Info page for G'rhyf with character specifics
Personality: choose three positive and three negative traits about your character that you wish to highlight. make sure to elaborate. a paragraph for each trait is fine. keep this section to roughly 800 words.
Powers/Abilities:
Being a JRPG protagonist that is capable of knowing multiple disciplines at once, to say G'rhyf is overpowered would be a fucking understatement. I'm not going to go over every individual hotbar button they have access to because realistically half of those are just 'swing weapon, hit baddie', but I'll go over the basic idea of each job and the notable abilities attached to them. G'rhyf does some level of mixing and matching with abilities between each job, but the more they try to do at the same time the harder it is for them to keep up (kind of like overclocking their aether usage). It can be assumed that any weapon they use is being empowered in some way by their aether, as this seems to be a common practice for any combatant that can channel sufficiently to produce the effect. (Whether the weapon can hold up to all that magical energy is another matter entirely.)
Dancer (DNC): A ranged class that uses chakrams, dancers are largely based around augmenting and aiding their allies in battle though...well, dance! They can choose one particular ally to create a magical bond with, empowering both of them and essentially creating a second nexus from which their wider-ranging effects can reach. This can do some small amounts of healing, but mostly the dance lends strength and fortitude to allies.
Bard (ARC/BRD): Bards are a unique discipline of archery, using the inspiring power of song to carry their allies through battle. Where dancers enhance the physical abilities of their allies, bards bolster their will and hold despair at bay, though their songs can also help to heal or free someone from the grasp of a magical impairment.
White Mage (CNJ/WHM): Shocking no one that is at all familiar with Final Fantasy as a series, white mages are by and large a healing discipline of magic. Conjury and white magic are tied to the power of nature, borrowing from that well of power to tear down foe and rejuvenate ally alike. They can even, at great cost to themself, bring a person back from the brink of death, but true revival is beyond them. (Also G'rhyf is apparently attacking using primal Light now? Don't worry about it.)
Monk (PGL/MNK): Basically what it says on the tin. Monks utilize their chakra, unique ties of aether awakened by combat, to empower their attacks and protect themselves from harm. You got punchy, you got kicky, but you sadly do not have a kamehameha. ...yet. (They can set their fists on fire, though!)
Warrior (MAR/WAR): Essentially the beserker discipline of this canon, warriors wield big fuckoff axes and get really fucking angry so they can protect their allies better. ...no, really, that's explicitly how it works. You get so angry that your friends might be in danger that you get faster and tougher and just fucking heal your own wounds. That anger is called the Inner Beast and it is possible to lose control of it and go into a rampage against friend and foe alike, but G'rhyf has thankfully not fallen prey to that.
Red Mage (RDM): Another huge shocker from this franchise, red magery is a highly unique discipline that combines principles of black magic, white magic, and fencing into a wholly unique art. The spells that they cast are powered entirely by internal stores of aether (a limitation guided by the calamity that nearly wiped out the practices of black and white magic), and the residual energy of those spells is stored in the weapon to be used in a burst of powerful, devastating close-ranged attacks.
There are two other notable powers that G'rhyf has outside of pure combat ability: the Echo, and the Blessing of Light. The Echo has been called 'the ability to trancend the barriers of the soul', and has slightly different manifestations for every individual. For G'rhyf, they are able to understand any spoken language and be understood in turn (essentially speaking soul-to-soul through intent), occasionally are subject to uncontrolled visions of the past (either the past of someone present, or an event that took place where they currently are), and a grab-bag of various small effects that they have personally labeled as 'knowing where they need to be'--being drawn to people that need assistance, having a notion of incoming attacks in battle, having a vague idea of where to look for a particular item, stuff like that. (Yes, this is a joke about in-game indicators, and I'll thank you to let me have this.) The Blessing of Light, meanwhile, is a protection bestowed by Hydaelyn that prevents the corruption of the soul by foreign aether, as well as seeming to grant some amount of physical and magical empowerment through the Crystals of Light that G'rhyf has gathered through their journeys.
Regret:
They want a chance to talk to Haurchefant again, one last time. Not a memory of him, not a shard or false version--this real soul, with as many memories as he may still retain after his death.
Inventory:
Sample:
Name: Casey
Contact:
Other characters: N/A
IC
Name: G'rhyf Kett (Warrior of Light)
Canon: Final Fantasy XIV
Canon point: 6.05
Age: 28
History:
Wiki for the player character
Scions page with general game history overview
Info page for G'rhyf with character specifics
Personality: choose three positive and three negative traits about your character that you wish to highlight. make sure to elaborate. a paragraph for each trait is fine. keep this section to roughly 800 words.
Powers/Abilities:
Being a JRPG protagonist that is capable of knowing multiple disciplines at once, to say G'rhyf is overpowered would be a fucking understatement. I'm not going to go over every individual hotbar button they have access to because realistically half of those are just 'swing weapon, hit baddie', but I'll go over the basic idea of each job and the notable abilities attached to them. G'rhyf does some level of mixing and matching with abilities between each job, but the more they try to do at the same time the harder it is for them to keep up (kind of like overclocking their aether usage). It can be assumed that any weapon they use is being empowered in some way by their aether, as this seems to be a common practice for any combatant that can channel sufficiently to produce the effect. (Whether the weapon can hold up to all that magical energy is another matter entirely.)
Dancer (DNC): A ranged class that uses chakrams, dancers are largely based around augmenting and aiding their allies in battle though...well, dance! They can choose one particular ally to create a magical bond with, empowering both of them and essentially creating a second nexus from which their wider-ranging effects can reach. This can do some small amounts of healing, but mostly the dance lends strength and fortitude to allies.
Bard (ARC/BRD): Bards are a unique discipline of archery, using the inspiring power of song to carry their allies through battle. Where dancers enhance the physical abilities of their allies, bards bolster their will and hold despair at bay, though their songs can also help to heal or free someone from the grasp of a magical impairment.
White Mage (CNJ/WHM): Shocking no one that is at all familiar with Final Fantasy as a series, white mages are by and large a healing discipline of magic. Conjury and white magic are tied to the power of nature, borrowing from that well of power to tear down foe and rejuvenate ally alike. They can even, at great cost to themself, bring a person back from the brink of death, but true revival is beyond them. (Also G'rhyf is apparently attacking using primal Light now? Don't worry about it.)
Monk (PGL/MNK): Basically what it says on the tin. Monks utilize their chakra, unique ties of aether awakened by combat, to empower their attacks and protect themselves from harm. You got punchy, you got kicky, but you sadly do not have a kamehameha. ...yet. (They can set their fists on fire, though!)
Warrior (MAR/WAR): Essentially the beserker discipline of this canon, warriors wield big fuckoff axes and get really fucking angry so they can protect their allies better. ...no, really, that's explicitly how it works. You get so angry that your friends might be in danger that you get faster and tougher and just fucking heal your own wounds. That anger is called the Inner Beast and it is possible to lose control of it and go into a rampage against friend and foe alike, but G'rhyf has thankfully not fallen prey to that.
Red Mage (RDM): Another huge shocker from this franchise, red magery is a highly unique discipline that combines principles of black magic, white magic, and fencing into a wholly unique art. The spells that they cast are powered entirely by internal stores of aether (a limitation guided by the calamity that nearly wiped out the practices of black and white magic), and the residual energy of those spells is stored in the weapon to be used in a burst of powerful, devastating close-ranged attacks.
There are two other notable powers that G'rhyf has outside of pure combat ability: the Echo, and the Blessing of Light. The Echo has been called 'the ability to trancend the barriers of the soul', and has slightly different manifestations for every individual. For G'rhyf, they are able to understand any spoken language and be understood in turn (essentially speaking soul-to-soul through intent), occasionally are subject to uncontrolled visions of the past (either the past of someone present, or an event that took place where they currently are), and a grab-bag of various small effects that they have personally labeled as 'knowing where they need to be'--being drawn to people that need assistance, having a notion of incoming attacks in battle, having a vague idea of where to look for a particular item, stuff like that. (Yes, this is a joke about in-game indicators, and I'll thank you to let me have this.) The Blessing of Light, meanwhile, is a protection bestowed by Hydaelyn that prevents the corruption of the soul by foreign aether, as well as seeming to grant some amount of physical and magical empowerment through the Crystals of Light that G'rhyf has gathered through their journeys.
Regret:
They want a chance to talk to Haurchefant again, one last time. Not a memory of him, not a shard or false version--this real soul, with as many memories as he may still retain after his death.
Inventory:
Sample: