Post by Zelenin on Nov 10, 2015 4:18:12 GMT
ZELENIN
Character Info
REAL NAME: Esfir Ivanovna Medvedeva
REAL GENDER: Female
GAME GENDER: Female
AGE: 25
SEXUALITY: Homosexual
FACE-CLAIM: jin kisaragi, BLAZEBLUE
PLAYED BY: Benetnasch
RACE: Wolf hair
FACTION: Adventurer
Appearance The avatar chosen by Esfir was designed to be sleek, tall, visually appealing, and as androgynous as she could muster. Zelenin is 5'10, with short blonde hair and an ectomorphic build. Her eyes are a vivid shade of green, and only seem capable of glaring in most situations. No scars or any other imperfections mar her flesh. Her choice of armor is simple: tunics, leggings, boots, and if the weather calls for it, cloaks or jackets, all in muted colors. As for casual clothing, she favors tank tops and loose pants; simple and comfort win out against fashion. Outside of the database, there are very few resemblances between Esfir and Zelenin. For starters, Esfir stands at 6'2, and is noticeably muscular. Her hair is white blonde and cropped shorter than Zelenin's. She has a scar running across her left cheek, and several more dot her arms and torso, the latter being larger. Her eyes are a pale blue, and dull in the sense that they appear to be devoid of life. The thick Russian accent is inescapable, and very obvious. Aside from the differences in appearance, their mannerisms are the same. She moves with the grace and silence of a jungle cat, and proceeds with caution. Her body is always alert when out and about, so that she can retaliate if needed. Alone and in the company of friends, she can relax and drop her guard a little. One might see her do more than glare silently or snarl at the world; easy laughter, joking, and light banter that would be unacceptable anywhere else. | Personality Esfir/Zelenin leans more into the introverted category. She values her solitude, and only seeks out the company of close friends and family. People get on her nerves, especially in her home country. People who talk without getting straight to the point or prod her with questions irk her the most. Level headed and relying more on logic than emotions, however, she is not the sort to shut them up with violence. That is reserved for the asshats. Things are savvy if she left to her own devices. Her personal strengths lie in her honesty, blunt as it may be, her protective nature (particularly for dear friends or lovers), her stoicism, and reliability. She often feels inclined to help people if they otherwise seem incapable of defending themselves, and the situation is dire or downright cruel. Interfering when gang members attacked women or homosexuals is a prime example of this. She has a strong distaste for the strong preying on the weak, and has gone a little too far in stopping some altercations. Her flaws are her cynicism, perversion, secretiveness, and vindictiveness. Her pervasive nature is something she keeps under wraps in person, though she found it easier to express through anonymity online. Her thirst for revenge is an even closer kept secret. On more than one occasion, she has lashed out at a previous offender when they least expected it -- cold, calculating revenge. Her fears? Being incapacitated or useless. |
Extra
- Was nicknamed Mischa, due to her surname meaning bear.
- Formerly trained in Systema and SAMBO. Informally trained in boxing.
- Abstains from drinking and other drugs.
- She can burn water. Eat your heart out, Gordon Ramsey.
Biography
Esfir was the eldest of two daughters, born and raised in Moscow, Russia. Esfir and her sister, Darya, were mostly raised and supported by their mother. Their father's presence was spotty at best, and provided little more than strife. He and his brother and friends spent their meager salaries on alcohol, downing vodka like it was water. The lot of them would drink so heavily that they positively reeked, and this smell was what Esfir grew to associate with her father. And she hated it -- the intoxication, the carefreeness, the total lack of responsibility or care for your offspring…
Esfir hated him. It was not hard to do, either. He was almost always drunk when he came to visit, and heavy handed at that. There was not much that Esfir could do to protect her mother as a small child, and her growth spurt at twelve did not place her on equal footing with her ex-soldier father, but she never went down without a fight. She refused to allow him to rough up her mother or harass her and her little sister, and that went double for his brother and friends. Esfir was particularly protective of her sister, who was gentle and more inclined to comfort her mother than fight her father.
Things took a turn for the better when their father "accidentally" fell off of their apartment building. The man was a notorious drunk, and had come close to going to jail several times for rowdy behavior. Given the high amounts of suicide in the country, the police were quick to write the man off as another victim-less crime. That is not to say that the local drunks ever left them alone; a single mother with daughters and no sons to protect them was technically easy prey. Or should have been, if not for Esfir. She took up boxing lessons, and between that and rugby, was able to hold her own. Still, drunks were drunks, and it took a lot of persuasion for them to back off. Meanwhile, her sister was able to live a (mostly) normal life, and her mother started dating again.
After graduating high school, Esfir attended a technical college, after which she sought work in the security field. Her sister went on to attend a pharmaceutical academy in Perm, but Esfir had no interest in seeking a higher education. She was content to live a simple life, and did not desire more than what was necessary. Her main hobbies were reading, along with browsing forums and light video game playing. She could never really get into MMOs and the like, but did well enough with fps and fighting games. The only reason she bothered with Elder Tale was so that she could spend more time with a friend she was fond of. Her only regret is not picking the Monk class.
Inventory
5 x Medicinal Tablets: Level 10. A healing pill that restores about 375 HP. It is generally considered more convenient than drinking a formula due to the player only needing to swallow or chew the tablet. It has a toxicity rating of 1. After a player drinks potions with a total toxicity rating of 20, any potions taken afterward become halved in effect. Therapeutic Index applied.
5 x Impure Poison: Level 5. A fairly diluted poison suggested by Pharmacist Polio. It has a toxicity rating of 4. Drinking it directly will lower the character's current HP by 125. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute. Its potency depends on the average level of the materials used to make it. Therapeutic Index applied.
Potion of Nighteye: Level 5. Researched by Pharmacist Icyferno. A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it.
Smoke Grenade: Level 5. A flask containing powder derived from plants which can produce smoke spontaneously when ignited. The neck of the flask contains powder derived from a herb which burns slowly when it comes into contact with mana, which can be released through the flask. This gives the user a maximum of three seconds to prepare before the flask explodes and releases a large torrent of smoke.
5 x Lesser Mana Potion: Level 10. A recipe by Capsule. A basic mana potion that restores 125 MP. It's good for lower levels, but lacks the oomph higher levels need. Therapeutic Index applied.
Vintage Elve: Level 20 vanity clothing. “Bozhe moi...” - Zelenin
A casual set of clothing for those easygoing days. Comes with a crimson Henley sweater, faded denim jeans, and red combat boots. A stylized symbol of a parasol is stitched into the inner lining to denote the crafter.
Testament to Innocence: Level 20 vanity clothing. "What do you do with the fur and other bits? Throw them away or at least sell them to a tailor?" - Zelenin
A black bomber hat, lined with the silver and black fur of a slain Frenmic Rabbit. Dangling from the hat are two fluffy pom poms. A stylized symbol of a parasol is stitched into the inner lining to denote the crafter.
MDFC: Level 11. Moon Dance Fried Chicken; based on the festive Lander meal, made with real Snow Chicken! Food effect active for the next 5 post cycles, cannot be used in battle and overrides any existing food buff. Increases the character's maximum HP by 10% but decreases movement speed by 10%. HP is further increased by 6%.
Snowflake Necklace: Lv30 accessory. A necklace consisting of interlocked metallic snowflakes. Reduces incoming ice-type damage by 10%. If the wearer's main class level is less than 30, this accessory scales down to their level. Reduces incoming ice-type damage by 10%. Increases the damage of your ice-type attacks by 10%.
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.
Starter Hatchet: 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.
Starter Leather Armor: A basic set of soft leather armor made from cheap leather. 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.
5 x Impure Poison: Level 5. A fairly diluted poison suggested by Pharmacist Polio. It has a toxicity rating of 4. Drinking it directly will lower the character's current HP by 125. Of course, its attributes as a poison makes it more useful when applied to a weapon and used to attack an enemy. Enemies struck by a weapon affected by Impure Poison have a chance of acquiring a minor poison debuff which slowly lower HP over the course of a minute and sickness debuffs which lower all stats for about a minute. Its potency depends on the average level of the materials used to make it. Therapeutic Index applied.
Potion of Nighteye: Level 5. Researched by Pharmacist Icyferno. A potion made from a certain species of herbs that are said to have granted the People of the Land temporary night vision in the past. Due to the low quality of the solvents used to make this potion, it should be drank rather than used as eyedrops according to old Lander testimony. Upon being used, it tints the user's vision green and slightly increases their ability to see in the dark for a short period of time. Its duration and potency depends on the average level of ingredients used to make it.
Smoke Grenade: Level 5. A flask containing powder derived from plants which can produce smoke spontaneously when ignited. The neck of the flask contains powder derived from a herb which burns slowly when it comes into contact with mana, which can be released through the flask. This gives the user a maximum of three seconds to prepare before the flask explodes and releases a large torrent of smoke.
5 x Lesser Mana Potion: Level 10. A recipe by Capsule. A basic mana potion that restores 125 MP. It's good for lower levels, but lacks the oomph higher levels need. Therapeutic Index applied.
Vintage Elve: Level 20 vanity clothing. “Bozhe moi...” - Zelenin
A casual set of clothing for those easygoing days. Comes with a crimson Henley sweater, faded denim jeans, and red combat boots. A stylized symbol of a parasol is stitched into the inner lining to denote the crafter.
Testament to Innocence: Level 20 vanity clothing. "What do you do with the fur and other bits? Throw them away or at least sell them to a tailor?" - Zelenin
A black bomber hat, lined with the silver and black fur of a slain Frenmic Rabbit. Dangling from the hat are two fluffy pom poms. A stylized symbol of a parasol is stitched into the inner lining to denote the crafter.
MDFC: Level 11. Moon Dance Fried Chicken; based on the festive Lander meal, made with real Snow Chicken! Food effect active for the next 5 post cycles, cannot be used in battle and overrides any existing food buff. Increases the character's maximum HP by 10% but decreases movement speed by 10%. HP is further increased by 6%.
Snowflake Necklace: Lv30 accessory. A necklace consisting of interlocked metallic snowflakes. Reduces incoming ice-type damage by 10%. If the wearer's main class level is less than 30, this accessory scales down to their level. Reduces incoming ice-type damage by 10%. Increases the damage of your ice-type attacks by 10%.
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.
Starter Hatchet: 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.
Starter Leather Armor: A basic set of soft leather armor made from cheap leather. 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.
EQUIPMENT
Left Arm Darya -- Level 12 Knife -- Strong, one must be, in face of enemy. Power and strength will help you see next day. But no dumb. No be dumb, or you will end up like Streya. Streya has no leg and now must walk like cripple. Walk like cripple gets you laughed at. Be strong. Hold head high. Fight with heart and muscle. But no dumb. Or you end up like Streya. This weapon is a thin, extremely sharp blade forged and molded to follow the shape of another blade found in a tundra; a shashka. The blade, abandoned and left behind in the torrent of snow, is one that had traveled a long way from home. Lost to time, it remained in his white tomb until it was stumbled upon by a curious adventurer. This blade, an oversized knife that takes the same shape of a sabre, is a replica of that lost blade. Its shape does not reflect those of the British Isle and its style is much sleeker. Its single edge, guardless handle, and hooked pommel are characteristics of a civilization that once may have attempted to conquer the oversized stone island. The Funeral Parlor emblem is engraved into the base of the pommel. | Armor Sisu -- Level 12 Cloth Armor -- ”Extraordinary determination, courage and resoluteness in the face of extreme adversity.” A black turtleneck and matching pair of leggings under a white tunic, accompanied by fingerless white gloves, grey boots, and a turquoise jacket. The Funeral Parlor emblem is sewn into the lower right hip of the tunic. Reforges: Level 12 Movement Speed Increase (+3%) | Right Arm The Tryhard's Tool -- Level 12 One Handed Axe -- What do people like to do? Throw things. We love to throw things. What do people also like to do? We like to kill each other. So what happened? Exactly what you think. We made a thing we could throw that we could kill each other with. The Tomahawk. But this isn't any tomahawk. Oh no, this is a special Tomahawk. With a capital 'T'. This Tomahawk was used by a foolish Adventurer who thought it would be okay to challenge Zeus to a throwing contest. He argued that if he could throw it more accurately than Zeus could throw his lightning bolt and kill someone on impact, he was more suited to be a God. He lost. Zeus banished him to Hades to throw boulders for eternity. The end. This Tomahawk is a basic tomahawk but there is a lightning bolt engraved into the left side of the axe head. On the right side, there is a symbol with a single meaning to it; "Tryhard". The Funeral Parlor emblem is etched into the bottom of the pommel, but it's covered up by a piece of leather (out of shame). |
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CLASS SKILLS
Main Class: Assassin
Accel Dance: Tier I Skill
Physical Attack. The sister skill to Deadly Dance, focusing in increasing the Assassin’s speed rather than their power. As the Assassin strikes their foes, they enter a state of mind where they can release some of their body’s natural limiters, allowing them to increase the speed of their attacks by 10%. The repeated usage allows the Assassin to descend deeper into this state and increase their attack speed even further. While originally designed for melee attacks, as it is more of a state of mind, the technique can be applied to ranged attacks as well. This skill has a duration of 30 seconds, a cast time of 2 seconds and a cooldown of 10 seconds. The Assassin may spend an additional 2 seconds casting this skill to increase attack speed by 20% instead. If Accel Dance is used while it is currently in effect, attack speed is not increased further but the buff's duration will reset back to its full 30 seconds.
Physical Attack. The sister skill to Deadly Dance, focusing in increasing the Assassin’s speed rather than their power. As the Assassin strikes their foes, they enter a state of mind where they can release some of their body’s natural limiters, allowing them to increase the speed of their attacks by 10%. The repeated usage allows the Assassin to descend deeper into this state and increase their attack speed even further. While originally designed for melee attacks, as it is more of a state of mind, the technique can be applied to ranged attacks as well. This skill has a duration of 30 seconds, a cast time of 2 seconds and a cooldown of 10 seconds. The Assassin may spend an additional 2 seconds casting this skill to increase attack speed by 20% instead. If Accel Dance is used while it is currently in effect, attack speed is not increased further but the buff's duration will reset back to its full 30 seconds.
Atrophy Break: Tier I Skill
Debuff Ranged Attack. While Assassins primary favor physical attacks, they have adopted some minor magic in the past to keep up with the advances of magi. By enchanting a projectile with a spell, the Assassin can cause a spectral chain to bind their target on contact, the projectile itself only deals normal physical damage however. Weaker enemies with little resistance can be completely paralyzed by the chains, while stronger enemies are merely slowed. This skill has an casting time of 3 seconds and a cooldown of 15 seconds.
Debuff Ranged Attack. While Assassins primary favor physical attacks, they have adopted some minor magic in the past to keep up with the advances of magi. By enchanting a projectile with a spell, the Assassin can cause a spectral chain to bind their target on contact, the projectile itself only deals normal physical damage however. Weaker enemies with little resistance can be completely paralyzed by the chains, while stronger enemies are merely slowed. This skill has an casting time of 3 seconds and a cooldown of 15 seconds.
Deadly Dance: Tier I Skill
Physical Melee Attack. A skill that uses the Assassin’s angular momentum in order to increase the damage of their attack. The Assassin jumps and spins in the air while gripping their weapon, then lands onto the opponent and delivers a downward slash. The key of Deadly Dance is to accumulate angular momentum, so users might find it advantageous to use the skill multiple times in succession. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
Physical Melee Attack. A skill that uses the Assassin’s angular momentum in order to increase the damage of their attack. The Assassin jumps and spins in the air while gripping their weapon, then lands onto the opponent and delivers a downward slash. The key of Deadly Dance is to accumulate angular momentum, so users might find it advantageous to use the skill multiple times in succession. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
Death Stinger: Tier I Skill
Self Buff. Poison, a classic tool of assassins but honor less by nature. By coating their weapons in these foul concoctions, the attacks of an Assassin can poison their enemies, slowly chipping away at their health overtime. A successful hit with an regular melee or ranged attack by the Assassin inflicts a Death Stinger poison debuff on the target, which inflicts damage over time for 10 seconds. Every time the target is hit again, the debuff duration is refreshed. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. The effect of this skill is removed whenever the Assassin switches out the weapon. This skill has a casting time of 5 seconds and a cooldown of 30 seconds.
Self Buff. Poison, a classic tool of assassins but honor less by nature. By coating their weapons in these foul concoctions, the attacks of an Assassin can poison their enemies, slowly chipping away at their health overtime. A successful hit with an regular melee or ranged attack by the Assassin inflicts a Death Stinger poison debuff on the target, which inflicts damage over time for 10 seconds. Every time the target is hit again, the debuff duration is refreshed. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. The effect of this skill is removed whenever the Assassin switches out the weapon. This skill has a casting time of 5 seconds and a cooldown of 30 seconds.
Fatal Ambush: Tier I Skill
Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly. This skill has an casting time of 5 seconds before it may be used. When it is used, Fatal Ambush has an animation time of 1 second and a cooldown of 60 seconds.
Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly. This skill has an casting time of 5 seconds before it may be used. When it is used, Fatal Ambush has an animation time of 1 second and a cooldown of 60 seconds.
Equipment Mastery: Unarmed Combat: Tier I Adventurer Skill
A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.
A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.
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: Tracker
Silent Move: A skill that deadens the user's movements whenever traveling, preventing them from making any sound while walking. In exchange, the Tracker's movement speed is reduced by 50%. For every 10 levels the tracker gains in their subclass level, this debuff is decreased by 10%. After Level 50, the debuff is eliminated completely.
Crafting Class: Chef
Iron Stomach: Not even food poisoning can stop a dedicated chef! This skill can be toggled, allowing chefs to become immune to status debuffs caused by drinks and food. They also passively recover from sickness status effects twice as quickly.
Picnic: Level 11 Skill
One of the joys of cooking is the ability to share it with others. When this skill is toggled and the Chef summons a food item, it is duplicated among all party members. Duplicated food items share the same effect, but disappear after a minute if not eaten before then. This skill has a cooldown time of 30 seconds after each activation.
One of the joys of cooking is the ability to share it with others. When this skill is toggled and the Chef summons a food item, it is duplicated among all party members. Duplicated food items share the same effect, but disappear after a minute if not eaten before then. This skill has a cooldown time of 30 seconds after each activation.
Change Log
MM/DD/YYYY -- Info
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