Application for
dyspros
Apr. 27th, 2013 03:18 pmOOC
IC
SAMPLES
IC
NAME: Nerissa
CANON: Class of Heroes (OC)
CANON POINT: Second game. Pre-game.
AGE: 162. Looks about 16. (This is just a coincidence - there isn't a correlation between apparent and real age in Gnomes.)
APPEARANCE: CoH gnomes are quite different from their traditional fantasy counterparts. They are not short in stature. Matter of fact, technically they don't have any stature at all. Speaking practically and without the involvement of weird interdimensional talk, Nerissa does not have a body, but exists simply as an non-tangible sentient entity incapable of actually changing the world. However, this doesn't stop her (if you can call her that) from being able to possess unanimate things. Her typical shell is 5'0" and quite organic, as evidenced by being able to eat and receive the same benefits from consumables anyone else would, but it remains all too obviously inhuman, emitting blue light from her true self through rings on her legs and arms, her headphone-like accessory and, on occasion, her eyes and mouth. Her natural eye and hair color are blue as well, having certainly been influenced by the most common traits of her race, though not without a small degree of chance.
WORLD INFO: This is an official canon. Sequel came out 2 weeks ago, if I might suggest a way for you to spend the weekend.
BACKGROUND: Nerissa has no family, not because of tragic backstories or irrelevance of such, but simply because Gnomes are born of the world itself. Being a freshman, she doesn't have much of a history behind her. You may be casting looks at the age section by now, but fact of the matter is, unless you have a body, being a Gnome is really, really boring to humans. Basically, Nerissa spent her first 162 years of life looking over nature. Communication with other people from her race during this time was substantial, and it's what has contributed to the homogenization of her people, making her a centered, yet oddly social individual. This last trait, however, manifested itself as it does in a considerable number of Gnomes, and it led her to not only be curious as to what the other races did with their time in this world, but doing it herself.
This isn't a decision that carries a stigma with it. Though Gnomes are aware of the subjectivity of the value associated with jobs, they do desire for their people to lead good lives. Fortunately, the profession of explorer became quite prominent in those times, leading to academies being opened. Nerissa decided to combine her curiosity and responsibility towards keeping the natural order of things, enrolling into school. Of course, this came with the decision to have a shell crafted for her, becoming one of the ambassadors of her race to the human (dwarven, elvish, ...) world. Nerissa's shell was created during the course of 3 years, with her maintaining herself informed at every step of the way by whatever engineers of her race were among the team.
Nerissa's taken 2 weeks before midterms for her first semester. She has become much like any other Gnome student, and hasn't gone through the events of the game yet (mainly because I want to play up her role as a student for all its worth, learning to be an explorer here). If I ever decide to update her, I will come up with suitable reactions for the events of the game.
PERSONALITY: Let's start off by describing the typical Gnome. Important part.
Gnomes in Class of Heroes are distinguished, apart from their ethereal nature, by having absolutely no beef with any of the races, so to speak. While even the pacifist ones will still avoid those prone to curses, Gnomes are the only race in the game to lack a single 'bad' relationship with other races. This goes to show that they are quite unprejudiced, perhaps out of a general lack of emotion.
Gnomes are also noted for being quite religious, which really shouldn't be a surprise, given how they descend from a spirit of the earth. Nerissa is no exception to this rule, and she will display a thoroughly devoted demeanor, although given the nature of her beliefs, this does not include praying or especially unusual customs.
Gnomes are unusually quiet. They are likely able to speak, given their potential to be of the Idol class in the second game, as well as having good relations with everyone, but they appear to simply prefer not to. Gnomes may instead express their feelings much like a machine, and are prone to blaring out alert messages not dissimilar to those of a computer. Whether this is an effect of the body or the nature of Gnomes themselves is not made clear, but given the circumstances granted by the game, I will go with the latter.
They do feel pain, mind. They clearly have the sensory function of nerves integrated alongside the motor one. Gameplay-wise, Gnomes suffer no notable difference in comparison to the other nine races, apart from the stats and abilities that will be mentioned later.
That's as far as race influences Nerissa's personality, and it is indeed a large part of it, given my intention for her to act as a representative of sorts. That said, she does have characteristics unique to her.Nerissa does her own maintenance, so she knows her way around machines. She's an anomaly within the field of tech sciences in that this doesn't prevent her at all from also taking up more natural hobbies, such as gardening or, more often, archeology (which is not odd at all when your job consists specifically of entering old ruins and taking anything with high numbers attached).
While Nerissa may fill the calm and collected archetype, she's by no means antisocial, and in fact hangs out with friends from school regularly. Nerissa has many of the same interests you would expect from a girl her ag--apparent age, even if she doesn't actually hold any passion for them. Being adaptable is an invaluable skill for the diplomatic Gnomes, and Nerissa has always found it easy to keep up with the times and what's fashionable to like at the time.
Nerissa does not see her shell as part of her. She is more aware than anyone just how superficial a body is, and how the only real part that can be defined as her is the energy within. That said, despite her overly calm (if not necessarily lenient) responses, she has about the same limits as you would expect from any teenage girl, demanding as much respect as she gives others.
PROJECTED CLASS: Summoner -> Disciple
The 'summoner' class does exist in CoH, but neither it or Sorcerer are open to Gnomes in the second game (the former not existing in the first and the second actually being available to them there). Alchemy, on the other hand, is a class only they can access, and apart from granting a wide range of knowledge on potions and chemicals, it also gives the ability to use magic. Gnomes are, in fact, the race with the highest amount of wisdom out of the ten, making them the most apt at offensive spellcasting in both games. Faith, on the other hand, is the stat they are second best at. This ties into the possibility of taking up the Monk role, which is in fact recommended for them alongside Priest in the instruction manual. The reason my character won't be a priest is due to their exclusive availability to Good and Evil characters. Heavy emphasis will be put into the subclass option, as it is available in the original game as well. I will also likely take up a skill related to levitation at some point, given how this is actually a passive ability of theirs in the game.
No, I haven't thought about this at all. Why do you ask?
OTHER: Additional notes/questions about the character go here.
CANON: Class of Heroes (OC)
CANON POINT: Second game. Pre-game.
AGE: 162. Looks about 16. (This is just a coincidence - there isn't a correlation between apparent and real age in Gnomes.)
APPEARANCE: CoH gnomes are quite different from their traditional fantasy counterparts. They are not short in stature. Matter of fact, technically they don't have any stature at all. Speaking practically and without the involvement of weird interdimensional talk, Nerissa does not have a body, but exists simply as an non-tangible sentient entity incapable of actually changing the world. However, this doesn't stop her (if you can call her that) from being able to possess unanimate things. Her typical shell is 5'0" and quite organic, as evidenced by being able to eat and receive the same benefits from consumables anyone else would, but it remains all too obviously inhuman, emitting blue light from her true self through rings on her legs and arms, her headphone-like accessory and, on occasion, her eyes and mouth. Her natural eye and hair color are blue as well, having certainly been influenced by the most common traits of her race, though not without a small degree of chance.
WORLD INFO: This is an official canon. Sequel came out 2 weeks ago, if I might suggest a way for you to spend the weekend.
BACKGROUND: Nerissa has no family, not because of tragic backstories or irrelevance of such, but simply because Gnomes are born of the world itself. Being a freshman, she doesn't have much of a history behind her. You may be casting looks at the age section by now, but fact of the matter is, unless you have a body, being a Gnome is really, really boring to humans. Basically, Nerissa spent her first 162 years of life looking over nature. Communication with other people from her race during this time was substantial, and it's what has contributed to the homogenization of her people, making her a centered, yet oddly social individual. This last trait, however, manifested itself as it does in a considerable number of Gnomes, and it led her to not only be curious as to what the other races did with their time in this world, but doing it herself.
This isn't a decision that carries a stigma with it. Though Gnomes are aware of the subjectivity of the value associated with jobs, they do desire for their people to lead good lives. Fortunately, the profession of explorer became quite prominent in those times, leading to academies being opened. Nerissa decided to combine her curiosity and responsibility towards keeping the natural order of things, enrolling into school. Of course, this came with the decision to have a shell crafted for her, becoming one of the ambassadors of her race to the human (dwarven, elvish, ...) world. Nerissa's shell was created during the course of 3 years, with her maintaining herself informed at every step of the way by whatever engineers of her race were among the team.
Nerissa's taken 2 weeks before midterms for her first semester. She has become much like any other Gnome student, and hasn't gone through the events of the game yet (mainly because I want to play up her role as a student for all its worth, learning to be an explorer here). If I ever decide to update her, I will come up with suitable reactions for the events of the game.
PERSONALITY: Let's start off by describing the typical Gnome. Important part.
Gnomes in Class of Heroes are distinguished, apart from their ethereal nature, by having absolutely no beef with any of the races, so to speak. While even the pacifist ones will still avoid those prone to curses, Gnomes are the only race in the game to lack a single 'bad' relationship with other races. This goes to show that they are quite unprejudiced, perhaps out of a general lack of emotion.
Gnomes are also noted for being quite religious, which really shouldn't be a surprise, given how they descend from a spirit of the earth. Nerissa is no exception to this rule, and she will display a thoroughly devoted demeanor, although given the nature of her beliefs, this does not include praying or especially unusual customs.
Gnomes are unusually quiet. They are likely able to speak, given their potential to be of the Idol class in the second game, as well as having good relations with everyone, but they appear to simply prefer not to. Gnomes may instead express their feelings much like a machine, and are prone to blaring out alert messages not dissimilar to those of a computer. Whether this is an effect of the body or the nature of Gnomes themselves is not made clear, but given the circumstances granted by the game, I will go with the latter.
They do feel pain, mind. They clearly have the sensory function of nerves integrated alongside the motor one. Gameplay-wise, Gnomes suffer no notable difference in comparison to the other nine races, apart from the stats and abilities that will be mentioned later.
That's as far as race influences Nerissa's personality, and it is indeed a large part of it, given my intention for her to act as a representative of sorts. That said, she does have characteristics unique to her.Nerissa does her own maintenance, so she knows her way around machines. She's an anomaly within the field of tech sciences in that this doesn't prevent her at all from also taking up more natural hobbies, such as gardening or, more often, archeology (which is not odd at all when your job consists specifically of entering old ruins and taking anything with high numbers attached).
While Nerissa may fill the calm and collected archetype, she's by no means antisocial, and in fact hangs out with friends from school regularly. Nerissa has many of the same interests you would expect from a girl her ag--apparent age, even if she doesn't actually hold any passion for them. Being adaptable is an invaluable skill for the diplomatic Gnomes, and Nerissa has always found it easy to keep up with the times and what's fashionable to like at the time.
Nerissa does not see her shell as part of her. She is more aware than anyone just how superficial a body is, and how the only real part that can be defined as her is the energy within. That said, despite her overly calm (if not necessarily lenient) responses, she has about the same limits as you would expect from any teenage girl, demanding as much respect as she gives others.
PROJECTED CLASS: Summoner -> Disciple
The 'summoner' class does exist in CoH, but neither it or Sorcerer are open to Gnomes in the second game (the former not existing in the first and the second actually being available to them there). Alchemy, on the other hand, is a class only they can access, and apart from granting a wide range of knowledge on potions and chemicals, it also gives the ability to use magic. Gnomes are, in fact, the race with the highest amount of wisdom out of the ten, making them the most apt at offensive spellcasting in both games. Faith, on the other hand, is the stat they are second best at. This ties into the possibility of taking up the Monk role, which is in fact recommended for them alongside Priest in the instruction manual. The reason my character won't be a priest is due to their exclusive availability to Good and Evil characters. Heavy emphasis will be put into the subclass option, as it is available in the original game as well. I will also likely take up a skill related to levitation at some point, given how this is actually a passive ability of theirs in the game.
No, I haven't thought about this at all. Why do you ask?
OTHER: Additional notes/questions about the character go here.
SAMPLES
FIRST PERSON SAMPLE: [Text rapidly fills the screen of anyone capable of receiving a message. Gnomes may be amicable beings, but they excel in helping each other. This is an attempt by Nerissa to receive such assistance, sending a string of code recognizable to any Gnomes. Despite having been here for a few hours, enough to enlist into a guild, she's seen none so far. Matter of fact, there seems to be an disproportionately high number of humans. Unsettling.]
. . .
[Aaand receiving no response. Where are the Gnomes? Moreover, why did her text color not change? She specifically went for sky blue. How will the others know it's her if if she's not using her trademark color?]
Requesting assistance. I did not mean to explore today, and I didn't bring escape items with me.
[She's wrong, of course. Gnome #3295, from 2-A, uses precisely the same shade of blue, despite having thousands of other shades of sky blue perceptible by their ocular sensor available.]
[Oh, also, in that she's not home at all.]
Now assuming waiting position until extraction protocol is complete.
[This isn't Nerissa's social demeanor, of course. She's in a dangerous place (at least in her eyes), and that means she should carry out her actions in the most efficient way possible. As anyone who's ever met people of her race in her homeworld will attest to, that means going full robot until the threat is gone.]
THIRD PERSON SAMPLE: You're never really lost as a Gnome. Not in the most essential meaning of the word. While even students of this race often find themselves in dire need of a map when navigating dungeons, there is always the understanding that the place is part of the bigger picture - a piece in the puzzle that includes the witness himself, integrating him and giving him space within the world.
It's a Gnome thing. You wouldn't understand.
Nerissa's lost, though. For the first time in her life, she feels capable of saying that. Despite being quite in tune with both technology and nature since she first came into existence, she feels connected to neither right now. While Gnomes aren't exactly known for leaving their shells, being trapped within it is much like being unable to get out of your own bed - comfortable enough, but you'll be going crazy before the week is over.
Fortunately, Nerissa's major comes with a few prerequisites. She knew that section on rolling with the punches (even if the school's monks didn't quite call it that) would come in handy sometime. First things first, she has to stand up from where she's landed, figure out this new place, and deal with the situation as a true explorer should, by gathering information and using it to her advantage.
Haven't standed. Haven't standed up. Getting used to this state of existence will be a challenge.
. . .
[Aaand receiving no response. Where are the Gnomes? Moreover, why did her text color not change? She specifically went for sky blue. How will the others know it's her if if she's not using her trademark color?]
Requesting assistance. I did not mean to explore today, and I didn't bring escape items with me.
[She's wrong, of course. Gnome #3295, from 2-A, uses precisely the same shade of blue, despite having thousands of other shades of sky blue perceptible by their ocular sensor available.]
[Oh, also, in that she's not home at all.]
Now assuming waiting position until extraction protocol is complete.
[This isn't Nerissa's social demeanor, of course. She's in a dangerous place (at least in her eyes), and that means she should carry out her actions in the most efficient way possible. As anyone who's ever met people of her race in her homeworld will attest to, that means going full robot until the threat is gone.]
THIRD PERSON SAMPLE: You're never really lost as a Gnome. Not in the most essential meaning of the word. While even students of this race often find themselves in dire need of a map when navigating dungeons, there is always the understanding that the place is part of the bigger picture - a piece in the puzzle that includes the witness himself, integrating him and giving him space within the world.
It's a Gnome thing. You wouldn't understand.
Nerissa's lost, though. For the first time in her life, she feels capable of saying that. Despite being quite in tune with both technology and nature since she first came into existence, she feels connected to neither right now. While Gnomes aren't exactly known for leaving their shells, being trapped within it is much like being unable to get out of your own bed - comfortable enough, but you'll be going crazy before the week is over.
Fortunately, Nerissa's major comes with a few prerequisites. She knew that section on rolling with the punches (even if the school's monks didn't quite call it that) would come in handy sometime. First things first, she has to stand up from where she's landed, figure out this new place, and deal with the situation as a true explorer should, by gathering information and using it to her advantage.
Haven't standed. Haven't standed up. Getting used to this state of existence will be a challenge.