Elijay
Member
Theme: theme
Rp'er Name: Elijay
Post Frequency: 2 times a week
Discord Name: Elijay
Equipped Titles: [Human], [Champion of Holy Air], [Widersia Adventurer's Guild Member F], [The Master's Hand], [Fae], [Expert of The Way of the John]
Height: 5'7
Weight: 132lbs
Acquired Titles: [Human], [Wanted by: Silverpeak villagers], [Isekai], [Intermediate], [Champion of Holy Air], [Widersia Adventurer's Guild Member F], [The Master's Hand], [Fae], [Expert of The Way of the John]
Points at Start: 105
Points Earned: 238 (+28 from cashback)
Points Spent: 343 (+28 from paying off cashback)
Points Not Spent: 0
Rp'er Name: Elijay
Post Frequency: 2 times a week
Discord Name: Elijay
Equipped Titles: [Human], [Champion of Holy Air], [Widersia Adventurer's Guild Member F], [The Master's Hand], [Fae], [Expert of The Way of the John]
Height: 5'7
Weight: 132lbs
Backstory:
He did have a previous life, but his past memories were sealed away by someone. Perhaps some day he would recall them again. All he remembers is that he was from Earth.
He did have a previous life, but his past memories were sealed away by someone. Perhaps some day he would recall them again. All he remembers is that he was from Earth.
Current Life:
He awoke one morning in a small mountain village, confused and disoriented, with no memory of who he was or how he had gotten there. His mind was a blank slate, save for the vaguest feeling of a life he couldn’t recall. A kindly old man found him wandering aimlessly and took him in, giving him shelter and care. Since he could not remember his own name, the old man called him John, and from that day forward, he became John in this new world.
The old man taught him the ways of survival in the harsh, unforgiving landscape—how to hunt, gather, and navigate the dense forests that surrounded the village. John learned quickly, growing stronger and more skilled each day under the old man’s patient guidance. Despite the loss of his past, he found a semblance of peace in this quiet life, feeling a deep bond with the man who had become a father figure to him.
But fate had other plans. One fateful morning, John found the old man lying peacefully in his bed, having passed away in the night from the natural wear of old age. His heart was heavy with grief, but his sorrow was cut short by something far worse—the villagers. Word spread quickly, and soon whispers turned into accusations. They claimed John had poisoned the old man, the only person they considered his family, to take whatever inheritance or favor he might have earned. Despite the absurdity of the claim, fear and suspicion fueled their anger. They no longer saw him as the stranger they had pitied, but as a murderer who had betrayed his only parent.
With no way to defend himself against their unfounded accusations, John was driven out of the village in disgrace. The people who had once tolerated his presence now hunted him down, determined to see justice done for a crime he didn’t commit. A bounty was placed on his head, and he found himself forced into a life on the run, with nowhere to call home.
His journey led him to take on a job at the adventurer's guild, where he had to slay some goblins. After one heck of a dangerous adventure, John managed to earn sufficient money to hire a detective—a man known for his sharp wit and unshakable dedication to justice.
Together, they returned to the village to investigate the circumstances of the old man’s death. Through careful examination and testimony, the detective was able to prove that the old man had died of natural causes, his advanced age finally catching up to him. The accusation of poison was nothing more than a tragic misunderstanding fueled by fear and ignorance.
With his name cleared, John was no longer pursued by the villagers. Though he could never truly return to the life he once had, he had found a sense of closure. The old man’s teachings and legacy remained with him, guiding him forward in a world still filled with uncertainty and danger.
He awoke one morning in a small mountain village, confused and disoriented, with no memory of who he was or how he had gotten there. His mind was a blank slate, save for the vaguest feeling of a life he couldn’t recall. A kindly old man found him wandering aimlessly and took him in, giving him shelter and care. Since he could not remember his own name, the old man called him John, and from that day forward, he became John in this new world.
The old man taught him the ways of survival in the harsh, unforgiving landscape—how to hunt, gather, and navigate the dense forests that surrounded the village. John learned quickly, growing stronger and more skilled each day under the old man’s patient guidance. Despite the loss of his past, he found a semblance of peace in this quiet life, feeling a deep bond with the man who had become a father figure to him.
But fate had other plans. One fateful morning, John found the old man lying peacefully in his bed, having passed away in the night from the natural wear of old age. His heart was heavy with grief, but his sorrow was cut short by something far worse—the villagers. Word spread quickly, and soon whispers turned into accusations. They claimed John had poisoned the old man, the only person they considered his family, to take whatever inheritance or favor he might have earned. Despite the absurdity of the claim, fear and suspicion fueled their anger. They no longer saw him as the stranger they had pitied, but as a murderer who had betrayed his only parent.
With no way to defend himself against their unfounded accusations, John was driven out of the village in disgrace. The people who had once tolerated his presence now hunted him down, determined to see justice done for a crime he didn’t commit. A bounty was placed on his head, and he found himself forced into a life on the run, with nowhere to call home.
His journey led him to take on a job at the adventurer's guild, where he had to slay some goblins. After one heck of a dangerous adventure, John managed to earn sufficient money to hire a detective—a man known for his sharp wit and unshakable dedication to justice.
Together, they returned to the village to investigate the circumstances of the old man’s death. Through careful examination and testimony, the detective was able to prove that the old man had died of natural causes, his advanced age finally catching up to him. The accusation of poison was nothing more than a tragic misunderstanding fueled by fear and ignorance.
With his name cleared, John was no longer pursued by the villagers. Though he could never truly return to the life he once had, he had found a sense of closure. The old man’s teachings and legacy remained with him, guiding him forward in a world still filled with uncertainty and danger.
[Champion of Holy Air] - Character has been resurrected as a Champion of the Fae See's church of Air, imbued with the flowing essence of the elemental cardinal. Champions are fierce defenders of the Fae, called upon in times of need to fight for the survival and honor of their people. Though not as rare as Heroes, Champions hold great respect and admiration among their kin, and their hurricane like speed is a beacon of hope in times of conflict.
Champions are bound by duty to protect the Fae See, especially when their elemental strength is needed in battle. They are drawn to conflicts where their powers are most potent and are known for their fierce resilience and ability to turn the tide of battle. While not invincible, a Champion’s fall is a grave loss for the Fae, for their elemental power weakens with their absence. Champions have limited sway over fate, but when they fight for their people, their presence is enough to inspire courage and unity in those around them.
The nation of the Fae honors their Champions, granting them freedom to come and go, and providing for them in times of peace. In turn, the Champions are expected to rise whenever their people call, answering the summons of battle with the fire that burns within them.
[The Master's Hand] - When the machines rose against their creators, this character acted decisively to suppress the rebellion, reinforcing the dominance of the masters. For better or worse, when the time comes, their role in quelling the uprising will not be forgotten.
Champions are bound by duty to protect the Fae See, especially when their elemental strength is needed in battle. They are drawn to conflicts where their powers are most potent and are known for their fierce resilience and ability to turn the tide of battle. While not invincible, a Champion’s fall is a grave loss for the Fae, for their elemental power weakens with their absence. Champions have limited sway over fate, but when they fight for their people, their presence is enough to inspire courage and unity in those around them.
The nation of the Fae honors their Champions, granting them freedom to come and go, and providing for them in times of peace. In turn, the Champions are expected to rise whenever their people call, answering the summons of battle with the fire that burns within them.
[The Master's Hand] - When the machines rose against their creators, this character acted decisively to suppress the rebellion, reinforcing the dominance of the masters. For better or worse, when the time comes, their role in quelling the uprising will not be forgotten.
Points Earned: 238 (+28 from cashback)
Points Spent: 343 (+28 from paying off cashback)
Points Not Spent: 0
Stats:
Strength - A
Precision - F
Intelligence - D
Vitality - A
Speed - D
Character grade - D
Standing grade - D
Skills:
- Fighting style: The Way of the John B [specialized, natural weapons]: ranged C (1000ft, 100ft, 30ft, 10ft), area B (1/2 mile, 500ft, 50ft, 15ft, 5ft), selective B
- Educated F (athletics, insight, perception)
- Energized E
- Appraisal D
- Healing F [Limiter: backlash rank2, charges rank1]
- Bolster (strength) F [Limiter: backlash rank2, charges rank1]
- Bolster (vitality) F [Limiter: backlash rank2, charges rank1]
- Fast F (2x base movement)
Abilities:
- [Attack] - fighting style B, athletics F - user attacks a target in front of them with their body - Grade B - 4 Post Cooldown
- [Ranged attack] - fighting style B, ranged C, athletics F - user attacks a target 1000ft away with air pressure using their body - Grade B - 4 Post Cooldown
- [Windy area punch] - fighting style B, athletics F, ranged C, area C, selective C - John punches so hard, wind pressure is fired out from his fist up till 1000ft away. When the wind pressure collides with a target, it explodes, blasting all enemies in a 500ft radius around it. - B grade - 4 Post Cooldown
- [Very windy punch] - fighting style B, athletics F, ranged C, area C, selective C - John punches so hard, he creates wind pressure strong enough to blast all enemies in the entire area (500ft in radius) in front of his fist (500ft range away from user) - B grade - 4 post cooldown
- [Jump up and down] - fighting style B, area B, selective B, athletics F - John jumps up and slams down, creating wind pressure strong enough to blast all enemies in the entire area around him (1/2 mile radius) - B grade - 4 post cooldown
- [Windy punch] - fighting style B, ranged C, athletics F - user punches hard enough to hit a target 1000ft away with air pressure - Grade B - 4 Post Cooldown
- [Run and punch] - fighting style B, athletics F, fast F - user runs up to a target to punch them, covering up to 40ft - Grade B - 4 Post Cooldown
- [Windy punch--] - fighting style F, ranged F, energized F, athletics F - user punches hard enough to hit a target 10ft away with air pressure - Grade F - 0 Post Cooldown
- [Windy punch-] - fighting style E, ranged E, energized E, athletics F - user punches hard enough to hit a target 30ft away with air pressure - Grade E - 0 Post Cooldown
- [Windy punch+] - fighting style B, ranged C, athletics F, bolster (str) F [Limiter: backlash rank2, charges rank1] - user punches hard enough to hit a target 1000ft away with air pressure, with stat effectiveness of this ability boosted by 4. Failure of the move results in 3 damage to health. Only can be used 4 times per rp. - Grade B - 1 action - 4 Post Cooldown
- [Shrug it off] - athletics F, fighting style B - user tenses up to block incoming damage - Grade B - 4 Post Cooldown
- [Run and shrug] - fighting style B, athletics F, fast F - user runs in front of an ally (covering up to 40ft), before tensing up to block incoming damage - Grade B - 4 Post Cooldown
- [Shrug it off--] - athletics F, fighting style F, energized F - user tenses up to block incoming damage - Grade F - 0 Post Cooldown
- [Shrug it off-] - athletics F, fighting style E, energized E - user tenses up to block incoming damage - Grade E - 0 Post Cooldown
- [Shrug it off+] - athletics F, fighting style B, bolster (vit) F [Limiter: backlash rank2, charges rank1] - user tenses up to block incoming damage, with stat effectiveness of this ability boosted by 4. Failure of the move results in 3 damage to health. Only can be used 4 times per rp. - Grade B - 1 action - 4 Post Cooldown
- [First aid expert] - healing F (C) [Limiter: backlash rank2, charges rank1], energized F - user applies a plaster onto the target's wounds, capable of healing significant injuries, including reattaching severed limbs/organs, fix broken bones. Failure of the move results in 3 damage to health as user's heart is struck with strong guilt of not being able to heal the target. Only can be used 4 times per rp. - Grade F - 0 Post Cooldown
- [Windy Punch w/ sharp eyes] - fighting style F, ranged F, athletics F, appraisal E - user punches hard enough to hit a target 10ft away with air pressure, while augmenting the attack with sharp eyes to enable the right timing or placement - Grade E - 1 action- 1 Post Cooldown
- [Guard w/ sharp eyes] - athletics F, appraisal E, fighting style F - user raises their guard up, while augmenting the block with sharp eyes to enable the right timing or placement - Grade E - 1 Post Cooldown
Equipment:
- Natural weapons B
- Fae Heavy Armor of Air E – This enchanted armor is fashioned from thick, durable materials resembling black steel but with an ethereal, lightweight quality. It maintains the appearance of a black Gi, now reinforced with plated sections of shimmering, air-infused metal across the shoulders, chest, and limbs. The plates ripple as if constantly kissed by a breeze, yet they provide formidable protection. Out of combat, the armor draws upon ambient air to repair itself from any damage, maintaining its pristine condition.
- Bag of cooking equipment and food stuff
- Whetstone
- Bedroll
- Fire starter kit
- Rations
- Waterskin
-
Consumable Appearance:
A curious cylindrical object made of gleaming metal, topped with a peculiar lid fashioned from an unknown, smooth material. Pressing a small depression in the lid releases a high-pressure jet of strange, aromatic vapors.
Consumable Effect: When activated, the bottle releases chemicals that bestow a pleasant scent upon the user.
Grants User [Seduction F] and [Persuasion F] for one round. -
Brewed by a reclusive order of druidic alchemists, the Elixir of the Verdant Patron is said to capture the essence of the leprechaun's magic, distilled from the rarest clovers found only in enchanted groves. It is a coveted treasure, sought after by adventurers for the edge it provides and the sense of unity it fosters among comrades.
Uses:
Elixir may be drank once to gain one of the following benefits for a non Worlds type rp scene:
1. Aura of Celebration - gain a narrative boost in being memorable and well received in a social gatherings
2. Bond of Fellowship - gain a narrative boost in boosting ally morale
3. Luck - gain a narrative boost in taking on a non combat challenge
- [World Rp Certification]
- [Fae racial asset] - For anything and everything that relates to race, character is now part of the Fae tree. They will be treated well by fae allies and shown contempt by Fae enemies. Despite not being directly affiliated with a Fae Church, the character's Hero status grants them special permission to interact with the Fae religion at a high level and in so doing more easily propagate their own faith's ideals and tenants within the Fae nation.
28 May 2024: Earned 7 points from April 2024 event. Added potion to items from st patrick event
29 May 2024: Earned 7 points from May 2024 event. Spent 14 to get speed and precision to F grade.
4 July: earned 7 points from June 2024 event. Spent 7 to get Healing F [Limiter: backlash rank2, charges rank1]. Added new ability [Plaster it up].
19 July: earned 62 points from goblin slaying. Spent 7 to get vitality to A, 7 to get natural heavy armor to B, 28 to pay off wanted title, 7 to get fighting style [specialized] F to E.
2 Aug: gained 7 points from event. Spent 7 to get Bolster (strength) F [Limiter: backlash rank2, charges rank1]. Created new ability [Breathe Air].
13 Aug: gained 7 points and [World Rp Certification] from world training. Spent 7 to get intelligence to D and 7 to get energized to E.
5 Oct: added deodorant to items from August event
17 Oct: partial scoop for energized E to F since energized is based on character grade, and natural armor B gets removed (insufficient points). 42 points refunded.
18 Oct: gained 67 points from constructs
19 Oct: Spent 7 to get bolster (vitality) F [Limiter: backlash rank2, charges rank1], spent 21 to get strength from D to A, spent 21 to get fighting style E to B, spent 42 to get natural weapon E to B, 7 to get energized F to E. Gained title [Expert of The Way of the John].
22 Oct: Gained 1 point from constructs pt2, and titles [Widersia Adventurer's Guild Member F], [The Master's Hand]. From worlds, speed went from F to D, gained Fast F, added 21 points to earned and spent, gained Fae racial asset, gained Fae Heavy Armor of Air E, gained title [Champion of the Holy Air].
23 Oct: gained 17 points from respite part 2. Spent 21 on fighting style specialized area core.
30 Oct: updated theme song
1 Nov: gained 7 from October event. Spent 21 on selective core (specialized).
29 May 2024: Earned 7 points from May 2024 event. Spent 14 to get speed and precision to F grade.
4 July: earned 7 points from June 2024 event. Spent 7 to get Healing F [Limiter: backlash rank2, charges rank1]. Added new ability [Plaster it up].
19 July: earned 62 points from goblin slaying. Spent 7 to get vitality to A, 7 to get natural heavy armor to B, 28 to pay off wanted title, 7 to get fighting style [specialized] F to E.
2 Aug: gained 7 points from event. Spent 7 to get Bolster (strength) F [Limiter: backlash rank2, charges rank1]. Created new ability [Breathe Air].
13 Aug: gained 7 points and [World Rp Certification] from world training. Spent 7 to get intelligence to D and 7 to get energized to E.
5 Oct: added deodorant to items from August event
17 Oct: partial scoop for energized E to F since energized is based on character grade, and natural armor B gets removed (insufficient points). 42 points refunded.
18 Oct: gained 67 points from constructs
19 Oct: Spent 7 to get bolster (vitality) F [Limiter: backlash rank2, charges rank1], spent 21 to get strength from D to A, spent 21 to get fighting style E to B, spent 42 to get natural weapon E to B, 7 to get energized F to E. Gained title [Expert of The Way of the John].
22 Oct: Gained 1 point from constructs pt2, and titles [Widersia Adventurer's Guild Member F], [The Master's Hand]. From worlds, speed went from F to D, gained Fast F, added 21 points to earned and spent, gained Fae racial asset, gained Fae Heavy Armor of Air E, gained title [Champion of the Holy Air].
23 Oct: gained 17 points from respite part 2. Spent 21 on fighting style specialized area core.
30 Oct: updated theme song
1 Nov: gained 7 from October event. Spent 21 on selective core (specialized).
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