Race: Elvaan
Gender: Male
Nation: The Kingdom Of Ahn'Veria
Class: Chemist
Weapon Type: Knife
Age: 26
Zodiac: Taurus (apr 20 – may 20)
Key Traits: Stable, practical, thorough, short-tempered, bull-headed, selfish, materialistic.
Blood Type: Type AB
Key Traits: Cool, controlled, rational, outgoing, popular, emphatic, aloof, critical, unforgiving, indecisive.
Level: 5
EXP:
Attributes
HP: 121
MP: N/A
P.ATK: 26 P.DEF: 14
M.ATK: 26 M.DEF: 20
Strength: 9/21
Vitality: 7/21
Agility: 8/19
Speed: 7/21
Magic: 6/19
Spirit 7/19
Level 1 - Potions At Disposal
Being a chemist your abilities are all about the usage of potions, elixirs and helpful liquids. Unlike the games claiming to use the item on someone doesn't mean it automatically happens in fact. The effect and use must be role-played out. To administer a potion would be to get to someone and have to open there mouth or be handed the drink itself and use it. However, as usual all potions have a maximum amount especially seeing we're human and can only carry so much. The number on the left tells you how much of the item you have. The items can only recharge when you go to a city or town and visit a alchemy shop/guild. To use a potion requires either your round only or your round and the person if used to someone else.
10 -Tonic: Restores 50 HP
8 -Potion: Restores 100 HP
5 - Hi-Potion: Restores 200 HP
2 - Hyper Potion: Restores 400 HP
1 - X-Potion: Restores HP to max.
10 - Tincture: Restores 25 MP
8 - Ether: Restores 50 MP
5 - Hi-Ether: Restores 100 MP
2 -Hyper Ether: Restores 200 MP
1 -X-Ether: Restores MP to the maximum.
2 -Elixir: Restores 100 HP and 50 MP
1 -Megalixir: Restores 300 HP and 150 MP
2 - Phoenix Down: Revives a dead player to 10% HP and MP.
1 - Phoenix Pinion: Revives a dead player to the Max
1 - Mega Phoenix: Revives all characters who are near you.
2 - Antidote: Removes Poison/Venom
2 - Eye Drops: Removes Blind
2 - Echo Herbs: Removes silence
2 -Tranquilizer: Removes Beserk
2 - Bandage: Removes Disable
2 - Alarm Clock: Removes sleep/unaware
2 - Cornucopia: Removes Mini
2 - Maiden’s Kiss: Removes Toad
2 - Golden Needle: Removes Petrify/Stone
0 - Holy Water: Removes Curse/Zombie
0 - Chronos Tear: Removes Slow, Stop, Sap
0 - Remedy: Removes anything.
10 - Waters
10 - Extra Materials
Level 5 Mix
You have the ability to mix your potions and items together. Know you may only mix one item per round and can only use two types of items but not the same time. Only Potion + Item or Potion + Potion will work. Waters are used with extra materials to create something you currently know (Those with 0 are unknown or are just natural). When you mix, the two abilities are basically added. To create or give a nice bonus.
Level 10 Capacity Increase
Items currently in stock get +2
Level 20 - New Items
Remedy, Holy Water, and Golden Tear are in stock for 1. (Does not add with capacity increase lv.1)
Level 40
You now have get an additional +2 to your stock and you are able to now mix something and still have an action to do. However you can't mix twice.
ACTING 13
Default Attribute: Spirit (SPR) Type: Intuitive
A character with this Skill has the training to fake emotions and devise new personalities for himself. With a successful Task Check, the character may attempt to use Acting to bluff, improvise, impersonate, or con. If the target has the Awareness Skill, resolve the attempt through an Opposed Task Check; a Botch will always expose the character's ruse.
DANCING - 10
Defaults Attribute: Agility (AGI) Type: Intuitive
A character with this skill can tell a waltz from a gavotte, and knows enough of the general etiquette and required steps to avoid mashing people’s toes in the process.
AWARENESS - 13
Default Attribute: Magic (MAG) Type: Intuitive
This Skill measures a character’s collective sensory awareness. In the field, it is mainly used to spot hidden items, secret passages, and other incongruities that might not be noticeable at first glance. At higher levels, Characters with this Skill gain a certain sixth sense when it comes to spotting potential dangers or noticing when something isn’t quite right – a con-man attempting to swindle the party out of its Gil with counterfeit Elixirs is just as likely to get the neck-hairs tingling as a dozen slavering beasts waiting in ambush around the corner. (As a GM I will be the one to say if those with this skill realize anything)
COOKING - 12
Default Attribute: Magic (MAG) Type: Learned
Knowing haute cuisine may not improve one's reputation as a fearsome warrior, but when the alternative is another week's worth of dried meat, nobody's liable to complain. A character with this Skill knows how to prepare and identify all types of dishes with a successful Task Check. Often you can control this yourself but if a task check ever comes into play I'll let you know.
TRADE - 18
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill knows her way around the art of buying cheap and selling dear. A successful Task Check can be used to locate merchants and shops in the immediate area, or can be used to appraise the authenticity and value of an item.
LANGUAGE: Common Tongue - 16
Default Attribute: Spirit (SPR) Type: Learned
With this Skill, a character can understand and communicate in a particular language – at lower levels, fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer.
LANGUAGE: Elvaan - 15
Default Attribute: Spirit (SPR) Type: Learned
With this Skill, a character can understand and communicate in a particular language – at lower levels, fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer.
LANGUAGE: Vieran - 11
Default Attribute: Spirit (SPR) Type: Learned
With this Skill, a character can understand and communicate in a particular language – at lower levels, fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer.
LORE: Folklore (Ahn'veria) - 11
Default Attribute: Magic (MAG) Type: Learned
Skills that cover a character's understanding of a particular concept or area, abstract or not – facts, figures, and essential information relating to a subject the character has studied in at least some detail. The quality, quantity, and detail of a character's knowledge in a particular Lore will increase with the Skill Rating.
LORE: Magic (Black) - 11
Default Attribute: Magic (MAG) Type: Learned
Skills that cover a character's understanding of a particular concept or area, abstract or not – facts, figures, and essential information relating to a subject the character has studied in at least some detail. The quality, quantity, and detail of a character's knowledge in a particular Lore will increase with the Skill Rating.
LORE: Magic (White) - 11
Default Attribute: Magic (MAG) Type: Learned
Skills that cover a character's understanding of a particular concept or area, abstract or not – facts, figures, and essential information relating to a subject the character has studied in at least some detail. The quality, quantity, and detail of a character's knowledge in a particular Lore will increase with the Skill Rating.
ETIQUETTE - 11
Default Attribute: Spirit (SPR) Type: Intuitive
This Skill gives a character the ability to act and speak diplomatically regardless of the circumstances, observing and respecting the sensibilities of others. A successful Task Check allows a character to discern the most appropriate code of conduct in a given situation, and act accordingly; a failure results in the character misinterpreting the situation, with potentially disastrous results. Botches will almost always result in a diplomatic gaffe of the first order.
ALCHEMY - 23
Default Attribute: Magic (MAG) Type: Learned
Knowledge of compounds and chemical principles allows a character with this Skill to brew up a wide variety of useful mixtures, potions and tinctures.
HEALING - 14
Default Attribute: Magic (MAG) Type: Learned
A character with this Skill knows enough about the body and its workings to diagnose and treat most kinds of sickness and injury. A successful Task Check is required for a correct diagnosis; another for the treatment if the character has the means to carry it out. Failure in either could have drastic consequences for the patient. Healing can also enhance a party's natural recovery (This can be first aid as well)
DISGUISE - 7
Default Attribute: Magic (MAG) Type: Intuitive
The ability for a character to assume a new appearance, ranging from a simple change of clothing to a full-blown transformation. The character must state her intended 'target'; a successful Task Check allows the character to take on the target's appearance. Note that this only covers the 'looks' of the target -- the actions a character makes while disguised are covered by a separate Task Check against Acting, and just as important in maintaining the illusion. A good Disguise will typically have a positive effect on Conditional Modifiers for Acting Task Checks, and can also be used to conceal small objects on the character’s person.
ESCAPE - 8
Default Attribute: Agility (AGI) Type: Intuitive
Everyone gets caught sometimes. For this reason, the ability to slip out of a tight bind can prove to be a valuable asset. A character with this Skill can use a successful Task Check to worm his way out of rope, manacles, or chains. Failure simply means a character remains trapped, while a Botch can easily result in injury, tangled bonds, or suspicious captors checking in to see what all the racket is about…
PICKPOCKET - 10
Default Attribute: Agility (AGI) Type: Intuitive
A skilled thief depends on her ability to sneak small items out of their owners' pockets without them noticing and raising alarm. With this Skill, a character can try to 'palm' an object upon a successful Task Check; one Task Check is required for each object taken. If the target has the Skill Awareness, resolve the attempt through an Opposed Task Check. A Botch will always result in the character being caught. Should the need arise, this Skill can also be used to sneak items onto a person for similar purposes.
STREETWISE - 12
Default Attribute: Spirit (SPR) Type: Learned
Streetwise allows a character to navigate a city's criminal underground. A successful Task Check can allow a character to
obtain a piece of information, locate illicit goods and services, or find a contact. The amount of time taken for the search can vary between half an hour and several days. A Failure simply means the character has not been able to locate the object of her search and may continue trying. A Botch, however, will alert local gangsters and authorities to the character's search, with potentially disastrous consequences. Streetwise can also be used as the criminal equivalent of Etiquette if the character does not have that particular Skill available to her.
KNIVES - 13
Default Attribute: Agility (AGI) Type: Intuitive
This Skill covers smaller bladed weapons such as Knives and Ninja Blades.
RIDING - 8
Default Attribute: Agility (AGI) Type: Intuitive
A character with this Skill knows the basics of staying on and controlling a mount like a Chocobo. One Task Check is required to mount up and begin riding; depending on the conditions, additional Task Checks may need to be made during the course of the ride.
SCAVENGE - 16
Default Attribute: Magic (MAG) Type: Learned
A talent essential to any monster hunter looking to make a profit on their activities. This Skill allows a character to identify and extract items of value from the carcass of a monster – hide, horns, teeth, scales – without damaging them in the process. It can also be used to extract things of value from mineral deposits, exposed ore seams, and other sources of raw material.
SURVIVAL - 7
Default Attribute: Magic (MAG) Type: Intuitive
A character with this Skill is able to locate drinking water, forage food and avoid natural hazards that could easily take the life of an inexperience traveller. One successful Survival Task Check is required for each day a character attempts to sustain herself in the wilderness; if the character is foraging for others, additional Task Checks may be needed. Survival can also be used to weather natural hazards.
Nobility
You're of a noble family in Ahn'veria. You're relatively if not the closest friend of the royal family (Before Sera'veilan). Well relatively, you are still the favored because of her but recent times the rest of your family has there doubts on some things that happened but no matter, you are still a very important figure of the kingdom as most nobles are.
Allegiance (To the Queen of Ahn'veria - completely loyal to her)
Although there are rumors and such going on, you are completely loyal to Ahn'veria and her queen. You listen none to your family about any matters and because of this, the queen has appointed you and has become quite fond of you. (Not like a lover.) With this, she recently promoted you to be a minor ambassador and has you do affairs for her. (Nothing too big).
Ally
You have a Mi'qote female alchemy assistant, relatively not seen as great but she's your assistant who resides in the commoner section of Ahn'veria. She's relatively your age, clumsy but smart. She works for you basically selling things you create and will create things on the side when you aren't around. If it ever comes to it she will do as asked but remember she also has her own opinion on things that don't involve the shop or chemistry.
Contacts
You did a bit of talking back in the day and showed a lot of skill to the Alchemy store (Alexander). You even did some work for them back in the day and actually made quite a name for yourself there. When they see you, they know who you are and often give you what ever materials you need, free of charge. However, when they need your help, they often will stop you in your tracks if they come across you and expect your help.
Bottomless Pockets
Effect: You never realize how valuable a strategically-bent piece of wire is until you’re staring at the inside of a locked prison door. In keeping with this philosophy, the character has an odd or end for every situation.
Charismatic
Effect: Whether it’s through good looks, riveting oratory, or blind animal magnetism – a Charismatic character has the uncanny ability to wrap people around her little finger in no time flat.
Grand Entrance
Effect: Some characters have a knack of arriving at just the right moment.
Heightened Senses
Effect: The character has enhanced hearing, smell, or sight, allowing her to spot things that would normally not be obvious.
Phobia
Effect: The character suffers from a deep-seated, pathological fear of something – heights, insects, fire, darkness, root vegetables, Malboros… Decide the object of fear in question when first choosing this Trait; the character will not willingly expose themselves to it unless circumstances leave them with no other alternative.
Oliviert has a crippling fear of large bodies of water due to almost drowning when he was very young.
Standing at a rather tall 6' 5", or 2 meters, tall, Oliviert is a good looking Elvaan with tan skin and white-grey hair that falls just further than his face, the fringe slightly covering his dark grey eyes. His ears reach a length of around 17 centimetres and he weighs 92 kg, though, despite him seeming somewhat slimmer, his build makes up a portion of it. Still fairly young when considering the life expectancy of his race, he is free of the strain and tell tale ageing signs of his family and peers, and Oliviert is rather muscular, used to long hikes and exerting himself, not embracing the stereotype of his status. Generally, he wears clothes very similar to the picture. When travelling, he wears a long coat that reaches down to his knees made of dark brown fabric of high quality. It has many pockets both on the exterior and interior for ingredients, phials, other tools and items. On his left leg, as in the picture, there is a small pouch for holding a number of common ingredients that he would need more than any other. There is another, bigger, pouch strapped to his right hip for potions and mixtures for him to use in and out of battle. Finally, he has a knife in its sheath. A 6 and a half inch blade with his family name, "Aristan", inscribed into it, with a strong, dark, wooden handle. It was a gift from his father.
Despite his origins as a noble, Oliviert refuses live up to the stereotype. While most in his position would abuse their power, status and relationship to the Queen, Oliviert actively tries to avoid it. Although he is good looking and his social skills make's him fairly popular, there are very few he would call his true friends. Further still, he tends to avoid the parties and social gatherings of his fellow nobles, preferring instead to continue working on his mixtures, travelling from Ahn'veria to different nation and spending time with his assistant whom he holds in high regard, despite her being a "commoner" as his mother put it. Cool, controlled and rational, Oliviert is not one to make any hasty decisions. Most need time for him to think through and work out the best way to approach the problem without fear of repercussions or consequences. This is not to say he cannot make quick decisions, or that they are in any way lacking in intelligent thought. He just prefers to take him time when thinking.
While many would call his stubbornness a fault, Oliviert is proud of it. He is happy with the fact that it will take a lot to sway him from his decision. This is shown particularly in his fierce loyalty to his Queen. His family have heard the rumours and warned him to be careful and yet he still refuses to just abandon her, both their Queen and close friend. Because of this she has become quite fond of him in a non sexual way and has tasked him with some errands that need completing. Grateful for the work, and that it takes him from his family, he serves her loyal no matter what. He has also been described by many as somewhat cold and direct in his ways of dealing with people, not one to flatter people or beat around the bush when something is bothering him. Along with these someone negative qualities, Oliviert can also be a little selfish at times, very quick tempered and critical of those around him. These are balanced though by him being a father figure of sorts. In a group, he would be quick to take the responsibility for the actions, would put anyone that needed it back into their place and just generally watch over them with fatherly encouragement and help.
One area in which Oliviert lacks particularly is fighting. As a noble, he has had little need of fighting knowledge. His brother when they were young taught him some basic self-defence with a knife but he has had little need for the knowledge. Occasionally there has been a monster he has needed to kill in order for him to get the supply he needed and money by selling its parts. However, the monsters have always been lower levels and easily killed. Never before has he needed to fight anything remotely humanoid and, he thinks, that in the situation of needing to kill someone he would not be able to do it. He can't quite tell whether it is a fault or not, but he tends to accept it more as a strength, that his concern for other people world prevent him taking a life.
The second son of a highly respected noble family in the Kingdom of Ahn'veria, which has direct ties to the royal family and the Queen through a close friendship, Oliviert Aristan grew up in luxury. Free to indulge as he wished with no worries of responsibility as it all fell to his sibling, he lived rather carelessly, to a fault in fact. It was due to this recklessness that he nearly died messing around near a river far from his family's protection. As a result of his near death by drowning, Oliviert developed a crippling fear of large bodies of water. When faced with having to enter one, or even get close to it, he will freeze and become useless to all those around him who may be relying on him. After this, he began to take more responsibility for his actions, realising that living that way could end up killing him the next time he acted a fool. In time, his brother was married off to a respectable young noble lady and bore a son, an heir, relieving most responsibility for producing an heir and continuing the Aristan line. When it came the time for Oliviert to be paired off with another respectable young noble, he worked for days to find a way around it. At first he had been willing to marry her just for the sake of his parents, but he couldn't go through with it in the end and found a way for the woman to marry to man whom she truly loved. He also found a way out of the second wife that his father had picked. Choosing to have faith in that his son would be smart enough to marry a woman who would not shame the family, he accepted that Oliviert should have some choice in the matter.
As the years went by, Oliviert heard many stories of great alchemists who had made a name for themselves in the world and felt an attraction towards the road of science. While he believes that science and magic are both powerful in their own right, he does not see either as more or less important that the other. His family were slightly reluctant for him to pursue such a role, particularly as it required at later ages for him to leave Ahn'veria for varying periods of time for supplies and recognition. It was on one such travel that he was able to impress the alchemy market in Alexander with his skills that he almost entirely accidentally established an unofficial contract with the alchemists. They give him any supply he needs free of charge (though he still tried to pay them at least something) in exchange for him running errands, mixing a potion or whatever else they needed him to do. He tries his best not to overly use this arrangement, but will if he has little other choice. As his skills increased further, he gained an assistant in Ahn'veria to help with orders and such things - a clumsy, but very intelligent Mi'qote woman his age. Their friendship is not very far along, having only known each other for a short time, but she will help him in any way she can. That does not mean that she will like it however, or that she will overly keep it a secret.
As rumours began to surface about the Queen and her rule, Oliviert's family grew cautious of their association with her. Despite their warnings, Oliviert remained entirely loyal to the Queen, something she both noticed and praised. As a reward, she recently promoted him to a minor ambassador and occasionally asks him to perform some minor, but important tasks for her. These tasks took him out of Ahn'veria also, which was very much to his liking, but angered his parents. They felt that after giving him so much leniency in his career, love life and appearances at parties and such among the nobles, that he should listen to their words concerning their Queen and his travels from them.
He was working on his alchemical skills and mixtures while in Ahn'veria when he was brought into the story.