Warlord of the Amani
A troll lean but well muscled forest troll, Zul'Jin has light green skin and a short white mane braided into two long bangs on either side of his face. He has only 1 eye and both of his arms are marked with tribal troll tattoo's. He dresses rather plain in a simple baggy tribal pants and wrapping a large purple scarf around the lower half of his face draping the rest over his shoulders.
A fierce forest troll of the Amani tribe, Zul'jin's ability as a warrior and leader meant that he did what no other troll has done since the Troll Wars: unite the warring tribes of Zul'Aman under a single leader. He was infamous for his daring raids on the outskirts of Quel'Thalas, at a time when trolls had been completely beaten into obscurity by the high elves. Some say he planned to unite all trolls, but his plans were quickly put on hold by the events of the Second War.
At the time of the Second War, the orcish warchief Orgrim Doomhammer approached Zul'jin to ask the forest trolls to join the Horde. Zul'jin initially refused, but after Quel'Thalas allied itself with the human nations, he realized once the Alliance was done with the orcs, they would turn on the trolls. His subsequent capture by humans and rescue by the Horde lead him to join forces with the orcs for the Second War.
Zul'jin fought throughout the Second War, however Zul'jin grew furious when Doomhammer not only failed to destroy Quel'Thalas, but also abandoned his siege against the elves in favor of assaulting the Holy Wall. Zul'jin and his armies stayed behind, slaughtering thousands of elves. Yet once it became clear the Tsai had lost the war, his alliance fell apart, and the forest trolls returned to their savage and undisciplined ways, removing themselves from the Horde as quickly as they had joined. It was during this time that Zul'jin mysteriously "disappeared".
Most believed he died under a hail of Elven arrows. However, Zul'jin had been captured and was tortured for hours on end, eventually losing his right eye. When his tormentors were attacked by a small troll war-band, Zul'jin seized the opportunity and cut off his own arm with a fallen spear to escape. Swearing vengeance against the elves and the rest of the world. He also regrew his arm in the process.
C Rank Fighter
This is the level of your characters fighting ability in comparison to all other characters in the game including NPCs.
The Ranks go from D , C , B , A, S. D being the lowest and S being the highest.
All new characters start off at C and must earn their way up the chain.
>Fight Record: W: 0, L: 0, D: 0
>Mission Record: S: 0, A: 0, B: 0, C: 0, D: 0
>Mission Record: S: 0, A: 0, B: 0, C: 0, D: 0
I made this god damn game!
After you have posted your Character Profile, post the info below for approval as well as a random number 1-10 to determine how many stat points you get to distribute for your characters main stats
Right now the current stat range is : 1000-1100
Power Level : (the sum of your total stats)
1 week of Food
1 week fo Water
Hexdrinkers - Medium Weapon - 50 damage, 500 durability - The hexdrinkers are a pair of ancient glaives of the Amani, blessed by their gods in times of old and passed down through out the heroes of the tribe. Crafted to be extremely resistant to magic and Ki and excellent for both offense and defense. When blocking, the glaives also do damage back to whatever hits them. Their defense/attack is doubled when used against magic.
Stalker - Being a guerrilla fighter all his life Zul'jin has learned to hide his presence perfectly. Cannot be detected while hiding or stealthed
Blood Thirsty - Doubles bleed effects from weapons, and increases bleed effects from techniques by 50%.
Cutthroat - An expert of stabbing people in the back or killing them before they even know whats going on. Zul'jin's surprise attacks do 25% more
Rage - When ever taunted or emotionally angered, a troll can go into a blind rage, giving him +25% to attack
Berserk - Naturally warlike, Troll Fighters have been known to easily go beserk in the minst of battle, gaining 50% dmg and 25% ap, but take 25% more damage. While beserking, the user can only use basic attacks.
Troll Regeneration - Trolls have always been known for their tenacious regeneration allowing them to heal in at accelerated rates even int he midst of battle. Grants an extra 10% regen outside of battle. In battle they are able to regen 10% of their HP every turn.
Big Bad Voodoo - The forest trolls of Zul'aman worship ancient gods known as the Loa as well as the many natural spirits that wander the living worlds and have learned to harness their power. Through the sacrifice of life energies the trolls have been able to appease the spirits and granted the use of their great powers and blessings.
Zul'jin has an extra pool of Ki called "Voodoo Power" which he may use as regular ki to cast both normal spells or voodoo spells. This "Voodoo Power' is equal to half of his PL. However Voodoo power cannot be charged like normal ki. Instead it is fueled by life essences. Zul'jin may only fill his Voodoo power by damaging other living beings. This can be in the form of sacrifices or as he battles, hurting enemies in battle, or his own life energies.
Wind Walk - 4th class Ki - Using voodoo power, the user momentarily steps into the spirit realm becoming invisible like them. Cloaks the user for 1 turn per class, or until an attack is made.
Back Stab - Ability - When attacking from behind, Zul'jin does 25% more damage.
Eviscerate - 1st class weapon NK - the user delivers a deadly strike at his opponent aiming to cause as much damage as possible to their internal organs. Causes 10 bleeding per class and lowers their max stamina by 10 per class.
Shadow Step - 1st class power up - Using voodoo power the user wraps himself in darkness and steps into the realm of shadows. From here he is able to appear in the shadow of anything naer by thus placing himself behind the target. His next attack also does 25% more damage.
Feign - Ability - Once a turn the user is able to cancel out one of their attacks turning it into a feign. They are automatically refunded half of the cost of their attack. If the opponent attempted to counter this move, it automatically misses.
Berserkers Stance - Users of this stance have been able to some what master and exert some control over themselves when they go into their berserk rages. This stance allows them to use moves while berserking. However due to the amount of concentration and will power it takes, these moves cost 50% more AP.
Using my 7th move to get the Hexdrinker Glaives.