《Midara: Paradox》Yykekaitel Character Sheet

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Yykekaitel (pr. Eek-ehk-ate-el)

AKA: Tel

Spoiler: Design Theory Silmid are a predominately arboreal herb/insectivore species with significant sexual dimorphism. Males burrow and look something like an anthropomorphic badger. Females (like Tel) are tree dwellers with closer resemblance to squirrels or small primates, though with longer limbs in proportion to their bodies. Ref: Meerkats. Both are roughly half the height of a human, though males are far stockier.

While they wear little by way of clothing, they do use armor. Because fur doesn't do well against pointy metal. Tel's armor design will be leather, with an arm-mounted variant of a shepherd's sling blended with something like a crossbow.

Remains barefoot.

Theme music: Something a bit frantic, chaotic, and wild... with a bit of electronica in the mix.

Spoiler: Basic Info Class: Alchemist/Summoner

"What she lacks in size, she makes up for in high explosives."

3'1'' (94cm), Dark brown eyes, grey speckled with flecks of white fur

Hobbies: Resentment, alchemy

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: D

Agility: A

Vitality: D

Intelligence: A

Perception: A

Willpower: C

Elements: Plant

Combat Style: Highly agile ranged attacks using alchemical pellets. Expansive spread of elemental and status damage depending on what ammo she fires. While her individual attacks will be generally weaker than any other character, she has the capacity to exploit the elemental and status weaknesses of almost every creature in the game via alchemy.

Secondary ability: Summoner. Summoning has lots of weaknesses, but in the right circumstances it gives her offensive and utility options.

Spoiler: Combat Features BASE ABILITIES: These are natural traits available to Tel.

Climbing- so long as their hands and feet are bare, female silmid can easily scale trees, cliffs, and even buildings with their long, narrow claws (which can also serve as a weak melee weapon).

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Demi-Quadruped- So long as she's not carrying anything in her hands, she can increase her run speed by 75% by running on all fours.

Sharp Nose- Silmid have a remarkable sense of smell. So long as the air isn't full of overpowering smells, Tel has a short radius ability to detect otherwise invisible foes if they carry a scent and no overpowering smells are in the area. This trait also gives her a static bonus to identifying and crafting alchemical goods.

Sharp Ears- While not as capable as their male counterparts, Silmid females can detect nearby invisible threats so long as they're not silent and no overpowering noise is in the area.

Detect Traps and Poison: Silmid senses give excellent odds of Tel spotting ambushes and areas of high concentrations of toxicity before anyone gets hurt.

Fur- Silmid have a slight bonus to armor and cold resistance thanks to fur. They have a slight penalty to heat and fire resistance. This is calculated after all armor and defensive effects.

Collect Reagents- As an alchemist, Tel has extensive knowledge of organisms and their uses. Collect more food and alchemy from creatures that provide such loot (useless against golems and the undead).

Meldcast Effect: Spell Scalpel- Spells she's meldcast destroy significantly fewer of the target's supplies and reagents.

WEAPON TYPE:

Alchemical Pellet Launcher: Arm-launchers are a common weapon among Silmid women, using the natural swing of the arm as well as a spring loaded mechanism to launch projectiles. While most Silmid use modified javelins, Tel uses a modified variant to launch deadly chemical weapons.

Claws- Tel has claws on her hands and feet. Tel isn't trained for melee combat, so she makes poor use of hers.

ARMOR TYPE:

Light leather or fiber/cloth armors. Tel relies mainly on mobility to keep her alive.

MAGIC STYLES: While a weak mage, Tel has access to nature magic, and is also one of the rare few whose bloodline can use summoning with any efficacy.

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NATURE MAGIC- Tel has a limited number of nature oriented spells. However, she is a weak mage with precious few options.

Cleanse Toxin or Disease- Tel can remove many poisons and infectious agents from people or supplies.

Cleanse Region- A more advanced variant of the above that clears toxins out of a small area, often used to safely harvest reagents from otherwise despoiled corpses. Can also be used to disable traps and poison based obstacles.

Augment Reagent- Increases the value of a reagent for the purpose of crafting alchemical goods.

Gentle Healing- A low level regeneration spell.

Venom Shield- A precautionary spell that makes the recipient temporarily immune to toxins.

Concealing Winds- By causing wind to blow in a specific way, she can increase the range of her scent detection while hiding her own scent.

Camouflage- While not invisibility, she can make herself very difficult to see.

Sun's Caress- This spell makes plants grow faster. Including reagents.

SUMMONING: Summoning allows one to potentially call upon numerous high-power magical creatures that can often drastically change the nature of the battle. They also come with significant drawbacks, making the strategic concerns of summoning significant.

1- Summoning consumes large amounts of Mana from the caster, and continues to drain energy so long as the summon remains. If the caster runs out of mana, the summon vanishes.

2- Injury to the summon will draw even more energy from the summoner, and hasten the dispelling of the magic.

3- Summons are controlled by the caster in a direct, active manner. The summoner sees what the summon sees, feels what it feels, and controls it by thought. While a summon is active, the summoner's ability to control his or her own body is limited. The exact extent determined by the gap of power between summon and summoner. Strong summons, using multiple summons simultaneously, or a weak summoner can leave the summoner's body comatose while using the summon.

4- Summons require a summoning stone to access. Summoning Stones are a particular and rare variant of Sarite, and follows the usual rules of such in addition to special rules for summoning.

5- As a rare benefit, Summoners cannot be directly harmed by their own summon's abilities, such as AoE attacks. Indirect harm (like knocking over a tree) still deal damage as normal.

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