Post by Crofea Villiers on Jun 10, 2015 4:08:38 GMT
Crofea Villiers
Character Info
REAL NAME: Mary Applegate
REAL GENDER: Female
GAME GENDER: Female
AGE: 27
SEXUALITY: Heterosexual
FACE-CLAIM: female magician, MAOYU
PLAYED BY: khorosho
RACE: Ritual
FACTION: Adventurer
Appearance Crofea is a dozey looking Sorcerer that on first glance doesn't seem very reliable, one aspect among the many that reflect her real life appearance. Roughly 5'2, Crofea is shorter than most adventurers. Preferring looser clothing, Crofea's choice in attire favors comfort, though some stylistic choice can be seen in her willingness to be a little bit more daring in showing off her limbs. Physically, Crofea's body is kept well in shape which can be surprising considering her general demeanor seems better fitted for a slower pace in life. She has an average bust and takes particular pride in her legs which help show her maturity. She keeps her hair in a short manageable bob, something she feels mixes feminine charm with a sense of youthfulness. Being a Race of Ritual, Crofea has tattoo markings running all the way up her arms and legs with additional sets arrayed across her stomach, chest, and back. Her markings have a crow motif that seems vaguely tribal. Visually, the tattoos' design begin as black wings on her back and depicts numerous molting black feathers falling in unison across her body as if she were a bird taking sudden flight. Seemingly perpetually gloomy, Crofea typically looks lost and on the verge of a very long yawn. Her violet eyes have a very clear expression like that of a still pond which point toward sense of deep insight in character. | Personality Crofea is a compartmentalist in the way she tries to keep certain aspects of her life from blending together, be it work, home life, friendship, or hobbies. This function of her personality can at first make her seem a bit cold but is really a symptom of her over-earnestness. Crofea dislikes multi-tasking and takes a ritualized approach to any activity and as such is a terribly slow starter. Crofea is an introvert but not at all shy, in fact, she can be surprisingly blunt in conversation. Even so, Crofea values harmony over discord and is willing to take the long-view when she fails to perceive any immediate problems in her path. Honest in nature, Crofea would prefer to lean toward a devil may care attitude but constantly finds herself tripped up by a somewhat nosey desire to help others. She is an excellent listener and a fine sounding board for any concerns, a skill she's honed over life through her quieter disposition. Crofea is however no hero and entertains more the notion of being like a big sister; she would rather provide aid than be the sole solution. Crofea entertains a romantic heart but has realist disposition toward responsibility, she loves a sense of journey and adventure which originally attracted her to this game but her approach to the game especially in light of current events is quietly serious. Crofea holds herself to her own highest standard and refuses to judge anyone except on their own terms, however there is a danger of arrogance in such a mentality and it can take awhile to earn anything more than a basic business-like trust due to her personality. Crofea believes in being a well-rounded person and as such takes on any perceived weaknesses in herself with gusto in order to transform them into strengths. Because of this, Crofea tends to take a more observant and cautious approach to conflict, choosing to see to her own defensive stance made solid before advancing. For valuing such variety in character, it is anyone's guess why Crofea rejects all elements in combat in favor of fire. Such a factor might be a small peek into a hidden, more stubborn, quirky matter of taste. Crofea can be a frustrating person for those quick to confuse sympathy with agreement. Her greatest weaknesses are indirectness and a commitment to a personal sense of style even at the cost of practicality. Overall, Crofea can be summed up as patient, composed, and good-humored and as such is a decent match for most any person or party so long as they are willing to put up with her pace and quietly forceful attitude. |
Extra
Biography
Mary was rather uncharacteristically a gym teacher at a local elementary school before the apocalypse. She decided her course in life rather suddenly based on a rather random memory of her panicking in gym class because she knew she would fail the upcoming test when she was in third grade, a time when it was cool to be fast. Choosing to try and turn something she had a distaste for into something fun for others, Mary decided to simply go for it. It seemed like a nicer job than basic humdrum business anyhow. From there on, Mary lead a rather simple lifestyle and was more or less satisfied. She was an only child herself so she visited with her parents on the weekends and kept up with whatever friends happened to be in town from month to month. Her greatest pleasure was that she could walk to work, even if she didn't enjoy waking up early for the mornings.
Young at heart, Mary was surprisingly popular with the students, and she came to enjoy the kids' straightforward natures. What she saw was typically what she got, what she invested was more or less returned without effort, and her job sans a due diligence was actually pretty easy and pretty much based around teaching basic human integrity. She was generally sad when classes came to graduation but quickly accepted losing those transient age-gaped friendships. Her best friend around her own age eventually came to be the school nurse as they became acquainted over the course of Mary carrying over injured students from time to time. They typically went for drinks on Fridays.
Fond of the downtime especially during summers, Mary usually played whatever games the kids raved about or simply read. She'd recently taken up vegetable gardening on her small apartment's patio before she became trapped in the game.
Mary, now Crofea, a name she made up by combining crow and feather, is originally from the North American server but in an effort to escape was one of the first people to attempt to cross through a Fairy Gate mere hours into the confusion. Landing in Londonium while still a fresh level 1, she had absolutely no bearings to speak of but was determined to make the best of things. Mary realized that any available solution to her current predicament would not be a quick one and decided to begin looking for a way to make a sustainable life.
Inventory
(If your character's subclasses allow another item, such as arrows/bolts/puppets, place them here. Otherwise leave blank.)
EQUIPMENT
Left Arm Starter Staff: A two-handed starter weapon designed for novice adventurers, made out of cheap wood. It is typically used to channel magic, but can also be used to whack people on the side of the head. 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 N/A |
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: Sorcerer
Form Shift: 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.
Orb of Lava: A ranged Fire-element magic that hurls a fist-sized orb of lava onto enemies. This lava ball bounces across enemy targets, dealing damage on impact. Since this skill is Fire-based, this is very effective against enemies weak against fire. One well-known trait of this skill is that it does not affect allies during combat, making it a popular skill among players. This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
Inferno Strike: Elemental enchantment. The Sorcerer enchants a weapon with the flame element, causing it to glow red and release occasional small embers. A target struck by the weapon at this time can be ignited, causing minor damage over time. Because of the direct hit necessary to activate this skill, it is a slightly risky strategy. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Level 4 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 4.
Level 7 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 7.
Level 10 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 10.
Level 13 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 13.
Level 16 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 16.
Level 19 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 19.
Level 22 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 22.
Level 25 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 25.
Level 28 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 28.
Level 31 Tier II Skill: A skill slot that can be occupied with either an Adventurer or Main Class skill. The skill may be either a Tier I or II skill. Unlocked at Level 31.
Roleplay Class: Sage
Sense Element: Sages are sensitive to the different forms of mana once it has polarized into the eight main elements. Sense Element allows the Sage to home in onto a specific element and obtain a vague impression of that element's location. This can be useful for searching for water sources when traveling through a dry desert or for being able to navigate oneself through a dark cave by following the trail of light or wind mana. Of course, based on the context of the environment, this skill may not be particularly helpful at times. Using it while sailing on the high seas to search for water mana, for example, will probably overload the Sage's senses. Sense Element has a casting time of 10 seconds, a range of 25 meters, and a cooldown of 60 seconds.
Crafting Class: Blacksmith
Heatsink: Blacksmiths are able to wear chain armor without penalties if they are normally unable to wear chain armor. They are able to wear plate armor without penalties if they are normally able to wear chain armor but not plate armor. Also a toggle skill. Through their skills at working around a forge, blacksmiths have developed a slight tolerance toward heat. They take reduced damage of 10% from fire-based attacks.
Change Log
MM/DD/YYYY -- Info
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