Post by Evelyn on Mar 16, 2015 21:16:05 GMT
Evelyn
Character Info
NAME: Evelyn Di Angelo
GENDER: Female
AGE: 20
SEXUALITY: Heterosexual
FACE-CLAIM: Unknown source
PLAYED BY: Val (Valerie)
RACE: Human
FACTION: Person of the Land
DISTRICT: Black
Appearance Evelyn is a very petite girl who stands at 4’10” and looks more like a doll than a human. She has long blonde-brown hair that falls all the way to the ground with straight bangs that hover over the top of her eyes. Hazel ties it up in high ponytail that still reaches down to her ankles. She has fair skin and large, light hazel coloured eyes that look darker against her pale skin. She normally wears a short strapless black dress that ends mid-thigh with small black, worn out ballet flats on her feet. Her dagger is strapped to her right leg with a black leather sheath. Her black dress has a loose, dull golden belt where her sword hangs from her left hip in a black leather scabbard. Alone, Evelyn will usually wear the same thing, never bothering to change because she had very small variety of clothes. Under her clothes, she has a pale thin scar on the left side of her back from the middle of her back to her hip and a small healed bullet piercing on the lower part of her back. She is covered by a light, black leather cloak with a deep hood that covers part of the girl’s face when worn. The cloak reaches the middle of her calves and it will usually be tucked behind the girl to prevent it from limiting her movements. The girl is an aspiring dancer, who wants to live and make a living in the Yellow District. She stands with her back slightly arched but perfectly straight. (Inspiration for Evelyn) | Personality Evelyn is an incredibly shy girl and is very wary around people who are from other Districts, especially Blue, Red, and Purple. As a person from the Black District, she is friendly and optimistic to the people who are also from the Black District and is can sometimes be quite witty with her comments to keep her life interesting. Otherwise, she is a very quiet young woman who doesn’t have much to say, living her life in the shadows of the dark District. She never says anything unnecessary and often speaks through her actions instead of words. When around people of the Blue, Red, and Purple District, Evelyn is reserved and polite, silently acknowledging the difference between them. She has no desire to suck up to the rich in order to gain a higher social standing for it was and will never be, her goal. With people of the Orange, Green, and White District, she is more open and friendly toward them. With people of the Yellow District, Evelyn treats them with pure respect for being able to live off their art. It will take quite a while before Evelyn opens up to the people of the other Districts and while she may trust them, if they do anything suspicious toward her that may threaten herself or other people in her District, she will become wary and withdrawn while interacting. |
Extra
Nickname: Evie
Aspiring contemporary dancer
Mother's name: Angeline or Angel Di Angelo
Aspiring contemporary dancer
Mother's name: Angeline or Angel Di Angelo
Biography
Evelyn grew up in the Black District to a single mother, Angeline Di Angelo or Angel, who was killed by someone in the Blue District for allegedly harming and seducing his son. Angel named her daughter Evelyn, hoping that she will continue to light up the Black District, preventing it from sinking deeper into the darkness. Ironically, Evelyn had an Assassin Class and loved the shadows, but her personality toward her neighbors is bright and happy.
On the day her mother was killed, Evelyn was fifteen years old and was walking home in the streets of the Black District. The young teenager saw her mother run pass her, yelling to her daughter to run away to her next door neighbor’s home to take shelter there. Angel was being chased by some people from the Blue District who worked under the rich aristocrat who wanted her dead. Evelyn, being rebellious at the time, ran after her mother and attempted to defend her, but only received two scars to remember the death of her mother, a knife wound on the left side of her back and a bullet wound in her right side.
From that moment on, Evelyn lived alone in her house and started a small blacksmith business, making weapons and other things when required. She makes regular visits around the district to purchase some food and materials for her work. About once a month, she would make a short trip to the Yellow District once every two months or so. When she would do so, Evelyn would put up her hair in a bun and visit Saffron Studio to watch people perform in the theater. The girl is currently trying to make enough money to move to the Yellow District and hopefully make a living there.
Obviously, being from the Black District, she had committed a few crimes herself. Those included, stealing a small loaf of bread from a large bakery corporation in the Blue District that had made hundreds of bread for the citizens of other Districts, stealing a piece of fabric for a fellow member of the Black District who needed some cloth to make some clothes for her new born daughter. In return, some had stolen some metals for the Blacksmith. But everything she did was to help her fellow citizens in the Black District to survive another day.
On the day her mother was killed, Evelyn was fifteen years old and was walking home in the streets of the Black District. The young teenager saw her mother run pass her, yelling to her daughter to run away to her next door neighbor’s home to take shelter there. Angel was being chased by some people from the Blue District who worked under the rich aristocrat who wanted her dead. Evelyn, being rebellious at the time, ran after her mother and attempted to defend her, but only received two scars to remember the death of her mother, a knife wound on the left side of her back and a bullet wound in her right side.
From that moment on, Evelyn lived alone in her house and started a small blacksmith business, making weapons and other things when required. She makes regular visits around the district to purchase some food and materials for her work. About once a month, she would make a short trip to the Yellow District once every two months or so. When she would do so, Evelyn would put up her hair in a bun and visit Saffron Studio to watch people perform in the theater. The girl is currently trying to make enough money to move to the Yellow District and hopefully make a living there.
Obviously, being from the Black District, she had committed a few crimes herself. Those included, stealing a small loaf of bread from a large bakery corporation in the Blue District that had made hundreds of bread for the citizens of other Districts, stealing a piece of fabric for a fellow member of the Black District who needed some cloth to make some clothes for her new born daughter. In return, some had stolen some metals for the Blacksmith. But everything she did was to help her fellow citizens in the Black District to survive another day.
Inventory
Limbo: Level 15 long sword: It is a straight sword that is made of two different coloured metals, a pale silver metal and a dark black metal. It is forged together and joined by a twisted handle that is covered by black leather for a better grip. It has the same dimensions as the sword, Scar.
EQUIPMENT
Left Arm Phantom: Level 15 dagger. It is a plain dagger with a nine inch blade made of dark metal. Its handle is made of black leather. It comes with a black leather sheath that can be strapped to a limb or a user. | Armor Simple Leather Cloak: Level 15 Armor. It is a light leather cloak that does little to protect the user from the elements, but enough to prevent the wearer from getting wet from the rain. It has a deep hood made of the same black leather the rest of the cloak is made of. The bottom of the cloak reaches Evelyn’s calves and is extremely light, allowing the girl to move quickly without being restrained by a heavy cloak. | Right Arm Scar: Level 15 long sword. It is a simple straight sword with a dark metal blade and black leather handle. The blade is about one foot and eight inches long and has a short handle about six inches long, totalling to a sword that is a bit longer than two feet. |
Accessory #1 Emblem of Perception: Lv30 accessory. A crest of the Lune Seaport, given out to those who wish to expand and improve their profession. When equipped, it allows wearers to equip accessories up to the level of their roleplay subclass's level rather than their main class level. | 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: Assassin
Deadly Dance
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
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 have a chance to poison their enemies, slowly chipping away at their health overtime. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. 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 have a chance to poison their enemies, slowly chipping away at their health overtime. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. This skill has a casting time of 5 seconds and a cooldown of 30 seconds.
Fatal Ambush
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.
Hiding Entry
Self Buff. One of the basic stealth magics of the Assassin. A signature move of the Assassins, known for being able to hide in plain sight, that allows them to bend light around them and become invisible to the naked eye for an extended period of time, up to ten minutes. Offensive actions, stabbing a target for instance, immediately break the magic used to hide the Assassin. The spell itself can be a bit taxing to the Assassin and can only be used sparingly. This skill has a casting time of 2 seconds, lightly draining the user's MP upon use. It has a cooldown of 30 seconds the moment it is canceled.
Self Buff. One of the basic stealth magics of the Assassin. A signature move of the Assassins, known for being able to hide in plain sight, that allows them to bend light around them and become invisible to the naked eye for an extended period of time, up to ten minutes. Offensive actions, stabbing a target for instance, immediately break the magic used to hide the Assassin. The spell itself can be a bit taxing to the Assassin and can only be used sparingly. This skill has a casting time of 2 seconds, lightly draining the user's MP upon use. It has a cooldown of 30 seconds the moment it is canceled.
Quick Draw
A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise. This skill has an animation time of 1 second and a cooldown of 15 seconds.
A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise. This skill has an animation time of 1 second and a cooldown of 15 seconds.
Shadow Bind
Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely. This skill has a casting time of 3 seconds and a cooldown of 45 seconds.
Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely. This skill has a casting time of 3 seconds and a cooldown of 45 seconds.
Heal
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
Roleplay Class: Acrobat
High Jump: Passive. One of the most basic tricks of the Acrobat's specialty is their ability to jump greater heights than any average person. The Acrobat's maximum jumping height is doubled. While this skill might seem otherwise mundane, it can allow one to reach places that would be difficult for many others.
Balance Mastery: Passive. The Acrobat's training in their overall athletic abilities allow for them to maintain a greater sense of balance than any ordinary human. The Acrobat is treated to have the Adventurer skill [Fall Defense] if they do not already have it. If the Acrobat already has the skill, the damage reduction offered by the skill is doubled. Additionally, the Acrobat will be able to walk on icy surfaces without sliding or slipping.
Air Step: Passive. A skill born from a combination of acrobatics and magical power from this world. The Acrobat is able to perform a second jump at any time in mid-air. This skill allows them to effectively double their already improved jumping abilities. It has a number of other effects such as a dodge or feint.
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.
Speed Forge: The blacksmith's role in an active situation usually demands that their teammates' equipment is kept up to shape. A broken weapon cannot hurt much, while broken armor will only spell trouble against a difficult foe. It is in this time that blacksmiths will prioritize speed over quality. By taking makeshift materials around them, be it metal fragments, ore, or even rocks, they quickly melt it down and fix up equipment for the time being. Proper repairs will have to be performed following the battle in order to prevent impurities from weakening the equipment's quality. Defense debuff effects are halved when this skill is used on a target.
Change Log
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