Post by Conand on Dec 19, 2014 10:17:16 GMT
[attr="class","ws"] [attr="class","h"]Conand [attr="class","fc"] [attr="class","bi"]REAL NAME: Conand [attr="class","bi2"]REAL GENDER: Male [attr="class","bi2"]GENDER: Male [attr="class","bi2"]AGE: Twenty-eight [attr="class","bi2"]SEXUALITY: Heterosexual [attr="class","bi2"]FACE-CLAIM: Cu Chulainn, Fate/Prototype [attr="class","bi2"]PLAYED BY: Blue [attr="class","bi2"]FACTION: People of the Land [attr="class","h2"]Appearance [attr="class","b"]Conand stands tall among his fellows, muscularly built and sporting mesomorphic features. He has a warriors tan, having worked with the Avon militia most of his adult life. He's built like a soldier and carries himself like one to. It's something you develop when fighting against the miasma. Well, fighting and not becoming corrupted yourself. That's a whole new world of cosmetics let me tell you. The former Warden has inherited many traits of his Alven ancestors, with azure hair and crimson eyes. His facial features are sharp. One looking at him for the first time would describe him as awesome or intimidating, a little of both maybe. It's that look of a soldier who's seen a lot of battles and seen a lot of friends die. Real death, not that 'inconvenience' that strikes the common Adventurer from time to time. His expression is often as grim as befits such circumstances. Despite leaving the militia, Conand keeps the military equipment given to him during his years of service. Having relinquished his abilities as a Warden however, he has removed any such technology that would allow him to act in that class. Instead he wears what looks to be the scraps and under-armor of a Warden soldier's armor, with chain-mail and leather, sporting the occasional steel armlet or pauldron. He also carries with him a silver amulet of a Wolf biting a moon. A sentimental charm from his days before joining the militia. A sign of good luck in dark times. Ironic that it did not work... Detracting from the seriousness of it all, there is a body under his suit of armor that likes to relax from time to time. When out of combat, he enjoys the simple look, wearing a Lander tunic and trousers. He ties his hair back in a tail, and thanks to it's unprecedented volume, it actually looks good on him. Who'd have thought, yeah? He prefers to wear cold and dark clothing for casual wear, often leaving the embellishments for his armor. Aside from that, not much is put into his appearance, aside from staying fit. He never understood why Adventurers put so much emphasis on their looks. They can get away with it though, much to his chagrin. [attr="class","h3"]Personality [attr="class","b"]To be honest, Conand was never a fan of people. Living close to the Manor where the miasma came from did that to you at a young age. Everyone was afraid of the Heretics and championed the Wardens for their service to the people. He grew up with stories of heroism on part of the Wardens and terrible misdeeds by the corrupted. It clouded his perception of others, distinguishing the world in black and white. People were inherently villains, and it took a higher calling to bring them to the light. In light of recent events, he's learned that the world is not so clear cut and most things are dyed in grey. However, he still carries himself as a man of higher pursuits. His military training keeps him rigid and stern. People who know him will understand that he is not a man to be trifled with, and commands respect. Years of battle have ingrained a certain discipline in him. His stern personality reflects in his treatment of people. He is distant, never letting people close, but speaks to them in a weathered and knowing tone. He does not presume to know others, but he does know the world and the course that conflict takes. He is conflicted in his judgement's of others, his own system of belief challenged by recent events. People are... worth giving a chance? That's what Conand supposes anyhow. It is impossible to tell what is truly in the hearts of man. He fears the change of heart effecting him and so pushes others away lest he become something different... something dangerous. Wardens were never characterized as "good", they simply did what others could not, fight the Miasma no matter the cost. In light of that purpose, many Wardens relinquished the need of a moral compass, willing to do great evils for the greater good. Conand was one such Warden. He killed people in order to stem the tide of the Miasma and would be willing to commit greater atrocities for the sake of the people. With his newfound... position, this fact is more true than ever. Steps must be taken to secure the future. Even if his soul is stained in blood and darkness, he will press on into the blight. [attr="class","h3"]History [attr="class","b"]The Warden's of Avon are known for their silent vigil against the threat of the Miasma. Children are raised to both respect and fear these warriors who battle against the forces of what is believed "evil". Conand was one such child, born to a simple farmer in a family of five. He was the youngest child with an elder sister and even elder brother. They taught him the stories of old, just like their father had taught them. "Do not fear the Warden for what they are, fear them for what will happen should they leave us." They said. It was just words to Conand as a child, but as he grew, the true meaning began to be very much clear to him. His family had always lived close to the old Mansion where the Miasma came from. The area was given a wide berth by most commoners but Conand's family remained, unwilling to leave their home in the face of danger. The Wardens nearby had constantly insisted that they move, else they could not promise protection. The patriarch of the family had always been a stubborn one though. It was at Conand's eighteenth year that those very same Warden's who warned against their presence met a fatal end. Terrible monsters had poured forth from the mouth of the Miasma, mad men and beasts mutated by the corruption. The soldiers garrisoned at the nearby fort didn't stand a chance... and without the Warden's, who was there to stem the tide from taking Conand's home? It was that day that the Miasma took yet another part of the Avon Valley. The young farm boy who had just come into his own was the only survivor of the events that transpired that eve. Stepping out of the poisonous mist days later, Conand was taken into the custody of Warden's seeking answers. The boy had none to give. They kept him under surveillance, pondering whether to kill him or release him. The boy answered for them. "Fear them for what will happen if they leave us." Conand understood it now. Without the power to fight back, he had been helpless and afraid. No more. After much pleading, the boy was taken in by the Wardens to be trained in their arts. Given strange technology and trained to counter the darkness of the Miasma, they sought to mold Conand into a weapon that would turn the tide of evil. With nothing else to live for, the new recruit soaked up the information given to him, allowing them to overwrite his personality with one they could use. He became a man of war, a killer in the name of peace. If anyone was going to push back the Miasma back into that den of evil from whence it came, it would be him. For years he fought and stood vigil against Heretics and the spread of Corruption. He soon became one of their most seasoned warriors, a hero among his men. Yet fate does not simply take a turn and leave it at that. No, the road of destiny treacherous. At almost ten years of service, Conand was finally given a chance he had been waiting for: To reclaim the lands lost so long ago. He'd be able to take back his home and purge the evil that had grown over it. What an ideal occasion to punctuate his years of veterancy. With sanction by the Warden's, Conand took to the lands around the Mansion. Only the best for this mission, they could not afford to lose their foothold in the Miasma. Alas, fate was more cruel than expected. Only the boy who once fled those forests knew where to go. It was a stroke of misfortune that separated him from his team. Heretics and mad beasts just like ten years ago, but somehow more twisted than before. They ambushed his men, routed him to the forest while beasts played with his soldier's bones. Then black. Conand could not recall after that. When the defeated soldier regained his clarity, there was only himself in the polluted forest. Nothing to say of his men or the Heretics that had struck them down. All Conand had was his thoughts, and a certain... wrongness inside him. Something had changed within him. He could no longer wield his Warden weaponry efficiently, and the light felt like fire on his skin. It didn't take long to realize what had happened. He had lain in the forest too long. The Miasma had taken him, changed him. He was no longer a Warden. The Miasma bent to Conand's will. The situation had thrown him into shock. He went mad in anguish as all he had known was taken from him yet again. He cursed the world, the Miasma, the Wardens, himself. Everything was wrong... so wrong... It is said that a man now wanders Avon, bearing the remains of Warden attire yet commanding the Miasma as a Heretic. Welcomed by neither side of the conflict, he is an anomaly of sorts. One of the many mysteries of the Valley. [attr="class","h3"]Extra [attr="class","b"] |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Half-Alv [attr="class","bi4"]CLASS: Heretic [attr="class","bi4"]SUBCLASS: Pathfinder [attr="class","bi5"]CRAFTING CLASS: Mechanic [attr="class","h4"]Stats (DO NOT EDIT THIS SECTION) [attr="class","b3"] [attr="class","lt"] [attr="class","lt1"]character level [attr="class","lt12"]001 [attr="class","lt2"]subclass level [attr="class","lt22"]001 [attr="class","lt2"]crafting level [attr="class","lt22"]001 [attr="class","hm"]HP [attr="class","hm2"]---- [attr="class","hm"]MP [attr="class","hm2"]---- [attr="class","st2"]Strength [attr="class","st22"]--- [attr="class","st12"]+00 [attr="class","st2"]Dexterity [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Agility [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Intelligence [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Wisdom [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","rt"] [attr="class","h3"]Skills [attr="class","b2"] [attr="class","skill"]Black Operon: Tier I Skill Toggle skill. Heretics are the primary manipulators of Miasma and it is no surprise that they are able to extract excess Corruption from their body whenever it is needed. When this skill is toggled, the Heretic selects a Corruption Stage. If the Heretic should then enter that Corruption Stage, they will gradually lose an amount of Corruption points equal to the Stage selected, at the beginning of each post cycle. For example, selecting Corruption Stage 1 will cause the Heretic's Corruption points to decrease by 1 each post. Selecting Corruption Stage 5 will result in their Corruption points being decreased by 5 each post. As soon as the Heretic's Corruption Stage drops below the designated stage, their Corruption points will stop decreasing. This skill may be untoggled in order to select a new Corruption Stage. [attr="class","skill"]Equipment Mastery: Spears: Tier I Skill Passive. An Adventurer skill that provides weapon proficiency of both one-handed and two-handed spears/polearms. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both types of spears normally. [attr="class","skill"]Equipment Mastery: Chain Armor: Tier I Skill Passive. An Adventurer skill that provides armor proficiency of leather and chain armor. Normally, classes that are incompatible with certain types of armor suffer from decreased defense and mobility which wearing the armor, making it feel abnormally heavy. Possession of an equipment mastery skill negates this penalty for that specified armor type. Generally, there are reasons behind why certain classes focus on certain armor types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both leather and light armor normally. [attr="class","skill"]Oblivion Claw Tier I Skill A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. If the user does not damage an opponent within 10 seconds of this skill's activation, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5. [attr="class","skill"]Gluttonous Haze Tier I Skill The Heretic casts a spell onto a target, causing a thin black mist to surround their body. As that target deals damage to an enemy, the mist absorbs the Anima that was spilled by the blow and feeds it into the target's body to heal them a small amount. This spell, combined with Tainted Charity, allows the Heretic to take a slightly more support-oriented playstyle. However, keep in mind that the presence of the black aura has been linked to mood swings and aggressive among those affected by it. Gluttonous Haze has a duration of 10 seconds, a 4 second cast time, and a 20 second cooldown. While a target is affected by this skill, their Mind resistance is reduced by 1 stage. [attr="class","skill"]Miasma Curtain Tier I Skill The Heretic concentrates Miasma in a dispersed form and swings its essence around them, causing a violet mist to materialize and rapidly whip out from the Heretic's body. The Miasma strikes all opponents within 2 meters with dark attribute damage and applies 1 point of Corruption to all affected targets. Miasma Curtain does not damage allies, but will still apply Corruption if they are within range. This skill has a minimum casting time of 2 seconds, a maximum casting time of 5 seconds, and a cooldown of 10 seconds. Miasma Curtain's casting time can be increased in order to deal 10% extra damage and 1 additional point of Corruption per second. [attr="class","skill"]Disassembly: Level 1 Skill Toggle skill. Mechanics have a certain affinity with taking apart machines, so monsters that are mechanical in nature had better watch out. Mechanics deal 20% more damage to Machine-type monsters. They can also cancel buffs on Machine-type monsters upon a successful hit. [attr="class","skill"]Battle Perception: Level 1 Skill Toggle skill. Battle perception allows the Pathfinder to notice nearby monsters more easily by displaying their names and levels above their heads. It allows the Pathfinder to detect monsters about 3 meters further than a normal character, and is most useful for preventing ambushes. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Starter Chainmail: A basic set of chainmail armor made from cheap iron. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it. [attr="class","skill"]Left Hand: [attr="class","skill"]Right Hand:Starter Long Spear: A starter weapon designed for novice adventurers, made out of cheap iron and wood. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can [attr="class","skill"]Accessory#1: [attr="class","skill"]Accessory#2: [attr="class","skill"]Accessory#3: [attr="class","skill"]Accessory#4: [attr="class","h3"]Inventory [attr="class","b2"] Elder Tale Anniversary Medal: Level 1 accessory. A gold medal that was given out from voting or nominating in the Log Horizon RP's first annual end of the year awards. Its only effect is that equipping it causes either the Elder Tale title theme or the popular Elder Tale Theme Song from the Yamato server's 20th anniversary to play in the wearer's head. The song preference and music can be toggled on or off using the interface when this item is equipped. |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY |
Coded By Archetype=Luna
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