《Midara: Paradox》Soret Character Sheet

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Soret en Tyr:

Spoiler: Design Theory Tough 'warrior' archetype, classic heroic features with a hint of a softer look. Start with John Reardon, do a bit of blend of battle-hardened and caring, put in high quality armor. Perfect.

Theme Music: As what is effectively a war-leader archetype, something vaguely militaristic is appropriate, but more along the "hopeful" angle than ominous stuff like, say, Mars, Bringer of War. And definitely not so frantic as Flight of the Valkyries. Unfortunately, I can't think of any good ones to work with. Whatever it ends up being, get Basil Poledouris to write it and we have ourselves a winner.

Spoiler: Basic Info Class: Paladin Prince

"A man trying to balance family, love, and duty."

6'2'' (188cm), Piercing blue eyes, fair skin, blond bordering on white hair

Hobbies: Hobbies?

STATS: (Note, stats increase with levels, so what will be listed is a grading scale of A-F suggesting what you can expect of this character compared to equivalent levels).

Strength: B

Agility: C

Vitality: A

Intelligence: A

Perception: D

Willpower: B

Elements: Creation, Mind

Combat Style: Okay frontline tank.

Primary value is his "battle guidance" ability which allows him to grant a series of buffs to his allies, making him a force multiplier that improves as the team does.

[spoiler=Combat Features]BASE ABILITIES: These are natural traits available to Soret.

Shared Awareness- When Soret is in the party, valuable tactical information is known to all party members rather than just the ones that have the appropriate ability (special senses, line of sight).

Telepathy- Can communicate mentally, negating effects that make vocal communication impossible.

Truthsayer- Anyone trying to lie to Soret will find it's a losing proposition.

Truthsight- He ignores most deception based magic and can spot hidden objects, traps, and ambushes much more easily than others. Does not convey an ability to see through other objects.

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Meldcast Effect: Twist Spell- AoE spells he meldcasts will ignore allies (if harmful) or ignore enemies (if a beneficial spell).

WEAPON TYPE:

Soret prefers the spear, but can also work sword-and-board well. Also makes a good archer.

ARMOR TYPE:

Heavy. Soret is an effective warrior, with the ability to boost his strength and endurance, but will never be a striker.

MAGIC STYLES: Soret is a Psion who focuses mainly on bolstering himself and others, as such he has a series of "aura effects".

Auras work as such: Target the entire battlefield, effect every target the ability describes.

Soret has a limited number of targets he can influence simultaneously. This number increases as he gains levels.

Soret gets double the benefits from any aura he has active that targets himself.

Can use multiple auras or even the same aura multiple times. Each aura counts its targets separately, meaning that if one target is effected by three auras, or the same aura three different times, that target counts as three against his limit.

Passive- The thing about auras is that they don't require actions or concentration, nor do they cost mana when running. Meaning he can be an active combatant while laying down his effects.

GUIDING AURAS: All these auras grant bonuses to allies ('ally' includes Soret and anyone else aiding him in the fight- he can also choose not to include specific individuals as allies) within range ('range' any part of the entire battlefield not blocked by a applicable shielding/antimagic/immunities).

Focus- Grants a 5% increase to mana regeneration.

Calm- 5% improvement to willpower for purposes of resisting/recovering from mental effects (mind control, fear, confusion, surprise, etc).

Strike- 5% improvement to accuracy for weapon attacks and certain spells.

Block- 5% improvement to all blocking chances (whether via weapon or shield)

Step- 5% improvement to evasion

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Counter- 10% improvement of odds of a counter-attack.

Press- 5% reduction to cooldown between actions.

Accuracy- 20% reduction in "friendly fire" hits.

SUPPRESSION AURAS- These auras work by weakening enemies. In situations where there's a single powerful foe, it can be more effective to use these as opposed to using the offensive aura. Since debuffs are often less predictable than buffs, I'm not sure what percentages will be used. Probably something like 3% instead of 5%. Or at least some calculation of diminishing returns so that 20 applications of the aura is a 50% penalty instead of 100%. Balance testing exists for a reason. And most suppressions are more specific since the player will by definition know what they're trying to exploit.

Apathy- Reduces enemy action speed, but also their vulnerability to certain mental effects (like fear)

Dread- Boosts vulnerability to fear effects whether natural (morale, intimidation) or magical

Ache- Increases sensitivity, causing a reduction of agility for movement purposes and boosting pain effects natural or magical.

Fugue- Decreases perception, causing all sorts of annoyances.

Vertigo- Reduces agility and perception for purposes of balance and accuracy.

Loneliness- Reduces willpower for purposes of persuasion, natural or magical.

Hate- Decreases agility for evasion purposes and perception for 'don't run into a dangerous situation' purposes. But increases some damage and vitality purposes, and resistance to fear and some other mind effects.[/spoiler

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