Post by Ériu on Mar 17, 2015 19:44:40 GMT
Ériu
Character Info
GENDER: Female
AGE: 16
SEXUALITY: Asexual
FACE-CLAIM: Shiragiku A- Astelight Shuushuubako
PLAYED BY: TheShapeofThings
RACE: Elf
FACTION: Person of the Land
DISTRICT: Green District
Appearance Ériu's figure carries a bit more bulk than that of your average Elf; although, that isn't all that surprising, given her subclass. One look at her 5'6 feet frame, and you know that she's lived a very active lifestyle on the farm. Lean muscle lines her short arms and legs, concealed only by a layer of pudge that rounds out her hips and thighs, giving her a promising feminine shape. She wears her strawberry-blonde hair in a myriad of styles, from a simple ponytail to braids, but she typically keeps it in a low-bun. Any other time, it falls just past her shoulder-blades. Her bangs are left to frame her face in layers. Her eyes are teal-green and knife-sharp. Her golden-beige skin is tanned more-often-than-not and scarred in various places. Neutral colors are the norm for her, coupled with natural colors like grass green.Her current outfit is comprised of a grey, scoop-necked poncho; a high-necked, button-down, one-piece suit of white and green; and brown boots. | Personality Ériu is an inquisitive soul, her curious mind reaching far beyond the fields and hills of her homeland. She desires something more than the life she has been handed and yet is held back by her sense of duty and dedication to her farm. She cares for each animal placed under her watchful eye but also sees them as a means for survival. There is a degree of violence in her actions -almost as if she is trying to scratch an itch- , from the way she kills a pig for a meal to the brutal offing of a predator. She makes quite the spectacle in battle, taking unsettling satisfaction in the disarray of the fight, even descending into sadism the longer it lasts. Fighting dirty is also to be expected. These quirks aside, she has the capacity of being a true companion and a deadly-devoted friend, as her obsessive nature leaks into pleasing and protecting those in her clique. Among other People of the Land, she is known for being polite, albeit secretive and perhaps vindictive. She isn't one to divulge personal facts to just anyone and can hold a grudge for a very long time. Interestingly, Ériu has paganistic beliefs and can is highly superstitious. |
Extra
-likes the sounds of wind-chimes.
-her favorite foods are veggie dishes and fruit-based meals.
-her favorite foods are veggie dishes and fruit-based meals.
Biography
Her earliest memory is that of the wind in her hair, in the tinkling chimes that dangle above the front porch. She remembers the sound of rain on the roof, cold against her skin, and she remembers Waverly's and Maple's fur, warm and fluffy, toasted by the crackling flames of the hearth.
She remembers how secure her childhood once was. Ériu looks back and realizes how very few memories of those days she has left. They are bright, but the colors and lines bleed together until the details are vague. She recalls sensations best of all.
Maple teaches her how to feed the chickens and collect eggs, and when she's got that down, the Werecat takes her out to the barn and shows her how to collect milk from the cows. Maple can't talk to the animals, but Waverley can, and pretty soon Ériu is flitting around the farm, eavesdropping on the hens and delivering messages from one end of the pasture to the other. The sheep are sweet and like to talk a lot, but the spiders in the barn know much more about the world. When she's done with her chores, she spends all day trying to coax more stories from them. They tell her how their grandmother was from the district with the big water and that when she was only a few minutes old, their mother spun a web and floated on the wind to the land with the greens. Then the spiders spin pretty, silver lines and wait for food, and Ériu knows not to ask any more questions.
Among the blurred lines and colors she sees pieces that remind her of herself. The angle of a sharp ear, the brush of reddish hair. Mama and Papa. Mama held magic in the palm of her hand; Papa didn't like to fight but baked bread instead. He kept a glaive hidden under the bed, though, just to be safe. One day they left Ériu in the country with the sisters Maple and Waverly; they didn't come back.
The sisters teach her how to hold magic in the palm of her hand -like Mama- and they give her Papa's glaive -just to be safe- but it takes years before she's able to use it. In the meantime, she practices with a staff, swishing the air with sharp swings. Sometimes, she even kills the beasties with it, the flow of magic powering the killing blows.
Ériu grows and learns. She forgets some things but remembers most others. The spiders in the barn die, but others come to take their place in the rafters. The Elf keeps an ear keen to their tales, remembering that they will only speak whisper-to-whisper; her speaking voice is too loud. Present day, they whisper about a war in the city, to which Ériu doesn't know what to think. Eyes up, she looks for smoke in the sky and for the coming of a battle.
Inventory
Samhain [Level 15] A glaive forged from the wood of a fallen Forest Treant. The pole measures nearly 6 feet, whereas the curved, steel blade measures over 2 feet.
EMPATHION OF INGENUITY: Lv1 accessory. You found that delivering the items to the mysterious Executive Chef caused a mysterious gemstone necklace to appear in your possession. It resembles an emerald in appearance but the gemstone itself phases through to the touch as though it were an optical illusion. Is the banquet a stage to something bigger? Cannot be reforged or enchanted. When this item is equipped, it applies a crafting bonus of +1 toward a craft's final item level.
AP Potion (5 AP): A potion for 5 AP. Use it in the Market Center.
EQUIPMENT
Left Arm Bealtaine [Level 15] A staff used primarily to channel magic; although, physical forms of combat aren't an impossibility. It's made from the wood of a fallen Forest Treant and looks suspiciously like a typical shepherd's crook. | Armor Imbolc: [Level 15] A suit of chain mail worn beneath the wearer's clothes. The sections of mail cover the upper-arms, the legs, and the torso. | Right Arm N/A |
Accessory #1 Emblem of Creation: [Lv30 accessory] A crest of the Lune Seaport, given out to crafters looking to build up their reputation in a competitive market. When equipped, it reduces the Material Fee of crafted items equal to your Crafting Level in Gold. For crafts with Material Fee, the minimum Material Fee a craft can be reduced to is 5 Gold. Only one Emblem of Creation may be equipped by a character at a time. | 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: Shaman
Splitting Fang: A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
Hearing Aptitude: A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.
Divine Subjugation: The Shaman's body is infused with the blessings of the spirits, increasing the damage of the user's physical attacks for the next 8 seconds. The Shaman's body glows a bright yellow at this time and all their attacks also contribute to an increased amount of aggro. It is oriented towards Battle Shaman builds that use swords or bows as primary weapons. This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
Damage Interception:A barrier skill known as the signature move of the Shaman. Forms either a stationary barrier or a barrier around a target that continues to exist until the "energy" of the barrier expires. Energy will decrease slowly over time and decrease from damage taken. This skill has a casting time of 1.5 seconds and a cooldown of 10 seconds.
Aura Saber: Swings the weapon around the user's body in a faint aura, then crashes it down upon the enemy. Multiple enemies can be struck by this attack by they are adjacent to the target. This skill increases targets' aggro on the user more than that of a regular attack. If this skill is used by Monks, the user will deliver an aura-enhanced swinging punch that delivers the same effects. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
Tongue of Nature: It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with.
Equipment Mastery: Spears: 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.
Equipment Mastery: Unarmed Combat: 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.
Barrier Channel: This skill allows the Shaman to infuse a barrier with additional mana, allowing it to last a little longer. When this skill is used, the Shaman must select a Barrier-type skill. That skill's duration is increased by 5 seconds. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds.
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: Farmer
Harvest: Passive. The Farmer subclass is able to buy seasonal food ingredients for cheap through growing their own crops. Reduce the Material Fee for Brewer/Chef/Pharmacist crafts by 10%. This bonus can be applied to the Farmer themselves if they are crafting, or it can be applied to a craft where the Farmer is receiving the craft. Reduce the Material Fee of any seasonal crafting material used in the Farmer's crafting recipes by a further 10%.
Animal Husbandry: The Farmer gains an ability similar to an Animal Trainer by being able to tame monsters and animals at Level 5 and below. Unlike Animal Trainers, the Farmer may train up to 5 animals at a time but cannot summon or desummon them in battle. Typically farm animals such as cows and sheep are selected due to their inherent use. Harvest's food yield increases by 1.
Crafting Class: Woodcrafter
Timber: Toggle skill. Woodcrafters naturally have an affinity for chopping and carving wood, making their abilities key in harming monsters that happen to be arboreal in nature. Woodcrafters deal 20% more damage to Plant-type monsters. They can also cancel buffs on Plant-type monsters upon a successful hit.
Quick Construction: In certain situations, the Woodcrafter may require their works to be created not with sturdiness in mind, but with speed. This allows them to create temporary structures such as stairs, walls, and bridges in a fraction of the usual time needed. Of course, these structures are not a long-term solution for an actual craft, as they fall apart very quickly with usage or damage. If left alone, a structure would probably last for an hour but with a couple of uses, the durability would drop to a few minutes.
Home Improvement: Who needs to buy a house when you can make one? Having this skill passively allows the Woodcrafter to apply a 10% discount toward purchasing or upgrading Guild Housing and a 25% discount toward purchasing or upgrading Personal Housing. This discount stacks with any discounts provided by the Accountant subclass. Alternately, a Woodcrafter can perform a crafting thread for a Guild or Personal Housing. For every word they make in the thread, the cost of the Housing is reduced by the total word count x 2.
-Place Holder for Level 31 Skill-
Change Log
05/14/2015 -- Added 2 main skills and 1 crafting placeholder upon approval of Main Class/Crafting Class AP -- Amaterasu
Coded By Saber of L33T T3@M