Post by Widow on Jan 10, 2015 20:08:41 GMT
Widow
Character Info
REAL NAME: Widow
REAL GENDER: Female
GAME GENDER: Gender Fluidity
AGE: 31
SEXUALITY: Pansexual
FACE-CLAIM: Veloce Visrin, CARCIPHONA
PLAYED BY: Saskia
RACE: Elf
FACTION: Person of the Land
Appearance High Sorceress Elegant Widow Queen of Sin Widow, the Magic Swordsman Widow is an alluring and attractive woman of mystical nature. She carries an air of enigma as she waltzes through the street or through the woods. Her hair cascades down her back like elegant silver wings and the emerald green portals of her eyes are both captivating and enchanting. She has a graceful and slender figure, allowing her to be quite nimble and light on her feet. Her wardrobe mainly consists of colors of ivory, emerald, and gold. She dresses in many ambivalent ways, someday dressing elegantly and demonstrating her feminine charm, others dressing more masculine, sometimes to the extent that some may mistake her for a male. In some occasions, she will even use skills that mask her appearance or alter it, becoming like a chameleon in nature. | Personality Improvising, adapting, and overcoming are Widow signature trademarks. They are the three pillars that uphold her when encountering adversity. She prefers the art of manipulation, trickery, and deception to exploit her opponents weaknesses. She often relies on her primal instincts and cunning to achieve her goal. Often relying on unconventional and unpredictable means, to disorient or disarm her opponent. She is extremely perceptive in nature and often studies and observes people as she goes people watching. She’s typically Reclusive in nature, yet approachable to those that desire conversation with her. Most can find her deep in thought or enjoying solitude. She enjoys literature and is an avid reader, often carrying several tomes with her. She is often for introverted and seclusive around Adventurers and the general population in general, given her past. She was bred with an innate survival instinct, living most of her life in the woods. She prefers not to enter places with large populations, and will often mask or even alter her appearance in order to conceal her identity. Having the horrible stigma attached to Heretics and being prosecuted for a crime, Widow has become untrusting of many as she lives out her life as an outlaw, having been an Escaped Convict from the Stratford Wardens. |
Extra
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Oh yes, while we're at it, after you post up your completed character app, you might want to stick it in archive.org/web/. Go to the bottom right of the page, paste in the link to your profile and then save the page. That way you can recover it in case it gets accidentally deleted or overwriten.)
Biography
Most details about Widow are unknown, the are rumors however, that she is a young heretic who has somehow evaded prosecution for the murder of a noble, Alexander Von Drake. during some period either before or after the Heresy Trials. She minds her own business at her awkwardly elegant home in the poorer districts of Londiminium, and local peasants does not care much about her questionable presence most of the time. She also spends the vast majority of her time out in the wilderness, sticking to the woods for large periods of time.
Daughter of a war hero, Elizabeth Hightower grew up as a struggling child living up to her family’s name. As a child she had to stay with her father, Arangalion Hightower, after her mother, the great sage , Sairilis, left her father to sail east, to the land of Polaris. Unfortunately, her obligations to her bloodline outweighed her wish to study the elements under her mother, Widow was forced to learn the lucrative aspects of warfare from the military officer’s academy when her raw talents where discovered. At that time, she was sent to many towns outside of Blackwood and her passion for Nature began to bloom.
Growing up away from her family made Widow focus in upon herself more and more. The rough tutelage of the military, in the ways of survival, created a tough ruthlessness inside her. Growing ever physically stronger as the seasons past, Widow became skilled at using her physical environment around her in tandem with her abilities. While miles away, Widow was learning the qualities of deception and trickery through political discourse, she was learning of the rawness of physical labor and patience of ambushing her prey.
Since she first learned to manipulate Miasma and learned of her talents she was always fascinated in the use of her dark arts, and decided to put them to good use to protect those dear to her. Preparing to ship out for countless battles, she would soon discover if he was ready for war, she was always showing off his skills to her friend, Cricket, whom lived in the same village as she, and practiced by herself to train her skills. She spent most of his time training & studying on how to further develop her skills.
As a warrior and and strategist, Widow shows traits that compare to both sides of the same coin. While she is more prone to straight out physical assaults, she is also known as the thinker who uses deceptions and decoys to sidle up and strike. Though competent on her own, Widow was always dependent on the fellowship between her and her allies when fighting straight up with other opponents. In turn, they were always dependent on his her to cause confusion on the field and create opportunities for them to attack while Widow drew the enemies attention by disorienting them. Though all were quiet individuals, their dedication to each other was unflinching.
Both at home in the woods, one a soldier and dark sorceress by training and student of nature and deceit, the other a sympathetic ear always listening to her tales of adventure, the duo were quite the team.
But one day, all the hopes and dreams of the two would vanish for an eternity...
Inventory
(If your character's subclasses allow another item, such as arrows/bolts/puppets, place them here. Otherwise leave blank.)
EQUIPMENT
Left Arm Starter Long Sword: A sword with a prominent shape designed for cutting. A starter weapon designed for novice adventurers, made out of cheap iron. 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. | Armor Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. 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. | Right Arm Starter Long Sword: A sword with a prominent shape designed for cutting. A starter weapon designed for novice adventurers, made out of cheap iron. 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. |
Accessory #1 Leave blank | Accessory #2 Leave blank | Accessory #3 Leave blank |
Accessory #4 Leave blank | ||
Vanity #1 Leave blank | Vanity #2 Leave blank | Vanity #3 Leave blank |
CLASS SKILLS
Main Class: Heretic
Form Shift
Tier I Skill
A magical skill that allows the character to transform their appearances slightly, although there are no changes to one's interface. Most of these appearance changes are rather minor, allowing one to change their physical appearance so that their face, hair, or body size might differ a little. It is possible to consciously influence which physical features get changed. However, it is unlikely that one will be able to change their appearance to resemble a specific character at this stage. There is a small MP upkeep to keep the effect sustained.
Tier I Skill
A magical skill that allows the character to transform their appearances slightly, although there are no changes to one's interface. Most of these appearance changes are rather minor, allowing one to change their physical appearance so that their face, hair, or body size might differ a little. It is possible to consciously influence which physical features get changed. However, it is unlikely that one will be able to change their appearance to resemble a specific character at this stage. There is a small MP upkeep to keep the effect sustained.
Shackles of the Sentenced
Tier I Skill
Miasma takes a tangible form in the shape of violet-black chains which erupt from the ground and wrap around a target. These chains root the enemy in place for 5 seconds. During this time, if the target should be afflicted with any skill that inflicts Corruption, their Corruption is increased by 1 additional point. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds.
Tier I Skill
Miasma takes a tangible form in the shape of violet-black chains which erupt from the ground and wrap around a target. These chains root the enemy in place for 5 seconds. During this time, if the target should be afflicted with any skill that inflicts Corruption, their Corruption is increased by 1 additional point. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds.
Miasma Bullet
Tier I Skill
The Heretic generates Miasma into a black orb projectile. The orb is then fired toward an enemy within 10 meters at a high velocity. Exposure to this concentrated mass deals dark attribute damage to the target and applies 1 point of Corruption to the target. The Heretic may alternately charge this skill to deal 25% extra damage and 1 additional point of Corruption for every second of charging. This skill has a cooldown of 5 seconds, a regular casting time of 2 seconds, and a maximum casting time of 5 seconds.
Tier I Skill
The Heretic generates Miasma into a black orb projectile. The orb is then fired toward an enemy within 10 meters at a high velocity. Exposure to this concentrated mass deals dark attribute damage to the target and applies 1 point of Corruption to the target. The Heretic may alternately charge this skill to deal 25% extra damage and 1 additional point of Corruption for every second of charging. This skill has a cooldown of 5 seconds, a regular casting time of 2 seconds, and a maximum casting time of 5 seconds.
Eye for an Eye
Tier I Skill
A spell that places a curse somewhere on the target's body and it appears as an eye-looking insignia. The user can see from that insignia as long as the target is within 100 meters. More obvious areas means it's easier to see, but also easy for the target to notice it. If the insignia is covered completely in any way, nothing can be seen. The user must close one of their eyes to see anything from the insignia. This skill has a casting time of 5 seconds, a maximum duration of 30 minutes, and a cooldown of 1 hour.
Tier I Skill
A spell that places a curse somewhere on the target's body and it appears as an eye-looking insignia. The user can see from that insignia as long as the target is within 100 meters. More obvious areas means it's easier to see, but also easy for the target to notice it. If the insignia is covered completely in any way, nothing can be seen. The user must close one of their eyes to see anything from the insignia. This skill has a casting time of 5 seconds, a maximum duration of 30 minutes, and a cooldown of 1 hour.
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.
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.
Pain Affliction
Tier I Skill
A concentrated stream of Miasma is fired toward a target's limb, causing a strong sensation of pain. Depending on where the burst made contact with, this psychological effect can cause a 25% reduction in attack speed or movement speed for 30 seconds. This skill has a casting time of 3 seconds and a cooldown of 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2.
Tier I Skill
A concentrated stream of Miasma is fired toward a target's limb, causing a strong sensation of pain. Depending on where the burst made contact with, this psychological effect can cause a 25% reduction in attack speed or movement speed for 30 seconds. This skill has a casting time of 3 seconds and a cooldown of 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2.
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.
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.
Roleplay Class: Apprentice
Level 1 Skill
Orientation: The apprentice's talent is their eagerness to learn from others. By using this skill and selecting a party member controlled by another RPer, Orientation transforms into one of the target's Level 1 Subclass Skills. This lasts until the end of the thread. This skill cannot be used to perform crafting or research outside of the Apprentice's crafting class.
Orientation: The apprentice's talent is their eagerness to learn from others. By using this skill and selecting a party member controlled by another RPer, Orientation transforms into one of the target's Level 1 Subclass Skills. This lasts until the end of the thread. This skill cannot be used to perform crafting or research outside of the Apprentice's crafting class.
Crafting Class: Alchemist
Level 1 Skill
Transmutation: Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
Transmutation: Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
Change Log
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