Post by Valentia on Mar 19, 2015 2:33:19 GMT
Valentia d'Waldhardt
Character Info
NAME: Valentia d'Waldhardt
GENDER: Female
AGE: 22
SEXUALITY: Homosexual
FACE-CLAIM: Rin Tohsaka, FATE/STAY NIGHT
PLAYED BY: Victorie
RACE: Human
FACTION: Person of the Land
DISTRICT: Blue
Appearance Valentia is a rather sleight young woman, positively posh and still totally secure in her youthful features, were it not for the near constant severe glares and the ever present frown on her face one would never expect her to be a captain of the guard. Indeed, from head to toe she could easily be called 'cute', especially considering she stands at the absolutely lofty height of five foot two inches. Yet, she is always straight backed and knows how to square her shoulders in just the right way at least present the illusion of presence. Her skin is fair and free of blemish and has clearly seen more than a fair amount of attention, and her hair adheres to the very same standard. Her black hair has been done up in a rather cutesy style totally unbecoming of a guard, to mention nothing regarding all the accessories she constantly wears in it! Her eyes are a bright ice blue that are perfect for looking right through people, and her face innately fit for pouting. Which, truly, is a very common occurrence. She's quite animated with her facial expressions, despite being the exact opposite of an animated person. It's quite rare not to see her thin lips pulled into a frown and brow furrowed in some sort of consternated (It's a word! Fight me!) expression. Valentia's outfits are really quite exquisite, when 'on the job' as it were she wears a set of decorative leather armor that would be far more suited for parade or ceremony than combat. The armor is clearly designed for a certain amount of comfort, followed then by form and finally actual function. Only her chest and left side are protected to any degree, the pauldron on her left shoulder is overly designed and intricately engraved with gentle lines that form a small set of waves. Her right side is unarmored, so that she has full mobility when drawing her bow while still gaining a certain amount of protection with the side of her body she presents towards the enemy. Her chest piece is quite similarly designed, engraved across the chest with the crest of Lune Seaport, the engraving dashed with silvery dye to make it stand out prominently from the armor. She wears a light, airy outfit underneath, normally accompanied with a skirt, leggings or stockings and shin guards. Most notably, she wears a quiver over her shoulder the immaculately fletched arrows always poking up over the side of her head. She's quite partial to powder blue and white accented clothing, but she always has her deep blue cloak secured around her shoulders while on duty, to signify her position in the guard and quite possibly in some attempt to garner respect from appearance alone. And certainly that cloak is an extravagant affair, royal blue and done in silk or some other suitably expensive fabric. The cloak is accented with inlaid silver stitching, causing it to shine with starlight like luster when the light hits it just right. She is just a little caught up in her looks is all. Just... A little bit. | Personality Valentia is a rather... Severe individual. Indeed, she quite commonly approaches situations with a sense of aloof calmness and the world's largest chip on her shoulder. She tends to think she's the smartest person in the room at any given time and commonly looks down on others. She's quite a jerk to put it simply, but she's also far from an amalgamation of negative characteristics alone. She is ambitious to a fault and sets an immensely high standard for herself. She does nothing that is not worth doing right and looks down on those that she considers lazy or idle, which ends up being a lot of people! Of course, she's overtly decisive and always speaks up for herself! She lives the entire concept of 'lead me, follow me, or get out of my way'. Yet, despite being an overall stingy individual, she is at least somewhat amiable in a formal setting. She grew up in the halls of Lune aristocracy so she is quite well versed in the formal comings and goings and proper manners of the ballroom and 'gentle' conversation. Her words are always well chosen and eloquent, even if they're poisoned with resentment or double meanings. But, at the very least she can be spoken to in a proper manner! She tends to get rather obsessive about certain things and has little episodes of total exhilaration and almost child like glee at times. Of course, she tries to stamp out this little episodes and would never admit to them. She's far too domineering and introverted to let people in on her thoughts or those little moments of exposure! |
Extra
- She is so very aloof that the idea of close combat is such a distasteful thing, she belives herself above such mindless bloody brawling.
- Oddly enough, Valentia always smells heavily of mint. It's quite impossible to notice and yet to this day the source has not been found.
- She is rather partial to facemasks and helmets, wearing them whenever the opportunity presents it's self. Of course she professes their need, but she really just thinks they look cool. She'll never admit this.
- Valentia has a weak spot for dogs, particularly large ones. Also something she will never admit.
- She is an ardent drinker of expensive red teas. Some would note she drinks near three or four cups a day, and she that she treats the idea of sweetening her bitter tea like heresy.
- She secretly loves to sing, but it is also something she will never admit. Indeed, she would sooner fall on her sword than admit such a 'foolish' folly.
Biography
Valentia was born the second daughter to a rather prominent noble family in the Blue District of Lune seaport, her family was powerful enough to be notable and invited to all the fancy parties and walk around with their chests puffed out, but not actually control much more than a rather large shipping company and a somewhat sizable manor within the district. It of course goes without saying that while Valentia's youth and teenage years were happy, she found herself growing up in the shadow of her sister. Where her sister was beautiful, amiable, extravagant and groomed to take over her father's holdings, Valentia was reserved, quiet, intense and fated to be little more than a wallflower in her father's court. Or worse yet, another little pawn to get married off to strengthen some invisible tie of alliance with another house.
This would weigh on Valentia for quite a time, instilling the young girl and teen with a warped sense of self worth that only drove a clear division between herself and her sister. She would take up archery and equestrian in an attempt to distance herself from being just another song bird in the court, but even these diversions would only save her from the expectations of her family for so long. And her father, with his innumerable connections within the city and an insatiable need to spread his influence as wide as he could, found the perfect occupation for his wayward daughter.
There was yelling, a lot of yelling, maybe a dish had been thrown and three fire filled glares had been cast towards Valentia as she seethed from her corner of the table. One of the family's close friends happened to be a prominent member of the Blue District's guard, and being such a kind man, had offered a position as an Officer to Valentia. It was a prestigious appointment to be sure! But certainly not one that Valentia was happy to receive, to say nothing of the fact it came entirely at the insistence of her father. Truly, she had no real choice, and the tantrum she threw in front her sister, mother and father did nothing more but put a pitiful voice to the disdain she felt in that moment. And it was to be the only words of resistance she would be able to mutter before forced into the life of a guard, well, an officer of the guard, but a guard none the less.
She is not exactly happy with her appointment, and lacks the years and respect that mark a captain of the guard. Certainly, in a system ridden with nepotism (As she can so attest...) she isn't the worst of the lot. It's been a few years at this point, the woman working from a young junior officer into the middle command ranks at a speed appropriate to a nobleman's daughter. She's come in charge of a rather decent number of men, and has garnered the reputation of being a rather severe taskmaster and has gone to great lengths to keeping the streets of her portion of the district clean. Yet, no matter how much she may crack down on petty crime, she has only ever idly taken stabs at the corruption evident in the system. Of course, even the simple notion of going against the norm has done an excellent job of displeasing superior officers, she is a little too ambitious for them all, a little too quick to speak out and so overtly disdainful of their idleness.
But then, she is a product of their same corruption, so what leg does she have to stand on exactly?
She may well be able to be swayed in either direction at this point, it all depends on what type of pressure she receives from above or below. And no matter how stringent she may seem, the taste of power is a potent poison that could sunder even the most principled of individuals.
This would weigh on Valentia for quite a time, instilling the young girl and teen with a warped sense of self worth that only drove a clear division between herself and her sister. She would take up archery and equestrian in an attempt to distance herself from being just another song bird in the court, but even these diversions would only save her from the expectations of her family for so long. And her father, with his innumerable connections within the city and an insatiable need to spread his influence as wide as he could, found the perfect occupation for his wayward daughter.
There was yelling, a lot of yelling, maybe a dish had been thrown and three fire filled glares had been cast towards Valentia as she seethed from her corner of the table. One of the family's close friends happened to be a prominent member of the Blue District's guard, and being such a kind man, had offered a position as an Officer to Valentia. It was a prestigious appointment to be sure! But certainly not one that Valentia was happy to receive, to say nothing of the fact it came entirely at the insistence of her father. Truly, she had no real choice, and the tantrum she threw in front her sister, mother and father did nothing more but put a pitiful voice to the disdain she felt in that moment. And it was to be the only words of resistance she would be able to mutter before forced into the life of a guard, well, an officer of the guard, but a guard none the less.
She is not exactly happy with her appointment, and lacks the years and respect that mark a captain of the guard. Certainly, in a system ridden with nepotism (As she can so attest...) she isn't the worst of the lot. It's been a few years at this point, the woman working from a young junior officer into the middle command ranks at a speed appropriate to a nobleman's daughter. She's come in charge of a rather decent number of men, and has garnered the reputation of being a rather severe taskmaster and has gone to great lengths to keeping the streets of her portion of the district clean. Yet, no matter how much she may crack down on petty crime, she has only ever idly taken stabs at the corruption evident in the system. Of course, even the simple notion of going against the norm has done an excellent job of displeasing superior officers, she is a little too ambitious for them all, a little too quick to speak out and so overtly disdainful of their idleness.
But then, she is a product of their same corruption, so what leg does she have to stand on exactly?
She may well be able to be swayed in either direction at this point, it all depends on what type of pressure she receives from above or below. And no matter how stringent she may seem, the taste of power is a potent poison that could sunder even the most principled of individuals.
Inventory
Quiver of arrows- Ornate wooden arrows with exquisite fletching, pack as much of a punch as any other.
Level 30 Spear- A beautifully designed spear with a light shaft and an ornate spearhead etched with engravings, the shaft is made of a bright wood with dark blue fabric wrapped about the grips. Appearance was clearly an important factor with this weapon, but its tip still gleams as dangerously as any other, and its light weight makes it excellent when coupled with fast strikes. Noble and dangerous to its very core.
Level 30 Dagger- A bright blade with prominent pommel and medium length for a dagger, designed to be worn with one's ceremonial armor and carrying the crest of Lune Seaport. A ceremonial weapon that still proves deadly in the right hands.
Level 30 Spear- A beautifully designed spear with a light shaft and an ornate spearhead etched with engravings, the shaft is made of a bright wood with dark blue fabric wrapped about the grips. Appearance was clearly an important factor with this weapon, but its tip still gleams as dangerously as any other, and its light weight makes it excellent when coupled with fast strikes. Noble and dangerous to its very core.
Level 30 Dagger- A bright blade with prominent pommel and medium length for a dagger, designed to be worn with one's ceremonial armor and carrying the crest of Lune Seaport. A ceremonial weapon that still proves deadly in the right hands.
EQUIPMENT
Left Arm Level 30 Longbow: A large and greatly sloped Reflex/Deflex long bow, the weapon adheres to traditional designs even in it's rather complex nature. The weapon is far from easily utilized and its cumbersome size favors long range and powerful shots at the expense of maneuverability and ease of use. It is made of a deep dark wood, and unlike much of Valentia's equipment, lacks grossly overt design. | Armor Level 30 leather armor: Fashionable leather armor comprised of a chest piece bearing Lune's emblem and additional armor to cover one's left side, leaves the right side unprotected. Includes an archer's three fingered glove. Light and easy to move in. Goes wonderful with extravagant blue cloaks. | Right Arm N/A |
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CLASS SKILLS
Main Class: Assassin
Accel Dance: Tier 1: 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.
Hiding Entry: Tier 1: 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.
Hide Walk: Tier 1: Self Buff. Even the novice Assassin must be adept at stealth. Known for being able to meld into shadow or disappearing behind cover, Assassins can become invisible to the naked eye for just a moment before dealing a deathly blow. It is not a perfect technique however, as those carefully watching the Assassin can see through their tricks. This skill has an duration of 2 seconds and a cooldown of 20 seconds.
Spark Shot: Tier 1: Magical Ranged Attack. One of the few attacks under the Assassin Repertoire that deals magic damage. By charging their projectile with lightning magic, the Assassin is able to create a small electrical burst upon collision. The projectile itself does physical damage, but the electrical burst deals magic damage. This skill has an casting time of 2 seconds and a cooldown of 20 seconds.
Death Stinger: Tier 1: 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.
Bank shot: Tier 1: An Assassin's skill that expends mana to allow the Assassin to change the trajectory of a fired arrow to adjust for a target's change in position. The arrow will now redirect its movement in an attempt to strike the target directly. Understandably, this skill is most effective against opponents who like to dodge but is near useless against enemies who prefer to block the attack altogether. This skill has an casting time of 1.5 seconds and a cooldown of 5 seconds.
Quick Draw: Tier 1: 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:Tier 1: 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.
Trinket Work: A skill focused on decreasing the player's aggro presence. By crouching down and holding the stance for a few moments, the player will release a visible purple aura from their body for ten seconds. For the duration of the aura, the player will be able to attack a monster while keeping the monster's aggro level upon the player low. This skill is effective in a party for when one wishes to perform attacks without attracting the attention of the enemy. This skill has an duration of 30 seconds at base level. Its duration increases to 40 seconds when the Assassin reaches Level 30, 50 seconds when the Assassin reaches Level 60, and finally 60 seconds when the Assassin reaches Level 90. Its casting time is 2 seconds and its cooldown is 60 seconds.
Malicious intent: Tier 1: Although an Assassin would typically prefer to reduce any attention toward themselves, Malicious Intent is a special technique that temporarily defies this convention in order to bring forth a more advantageous situation. When this skill is used, the Assassin releases an invisible aura from their body. This aura is stationary and cannot be seen directly, but anyone close enough will undoubtedly feel a sight of emotional discomfort. The aura generates a high amount of aggro, causing many enemies to turn their attention toward the aura. Opponents in the night or monsters that do not rely on eyesight may even attempt to attack the aura, even if the Assassin had moved away for quite some time. Understandably, this skill isn't very effective against anything that can see its obvious appearance. This skill has a casting time of 4 seconds, a duration of 30 seconds, and a cooldown of 50 seconds.
Atrophy Break: Tier 1: 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 1: 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.
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: Animal Trainer
Scout: The Animal Trainer attempts to recruit a monster to their cause in order to create a temporary partner. This is often done by approaching the monster without startling or aggravating it. If performed successfully, a tamed monster will fight by the Trainer's side for a few minutes before control is lost and the monster returns to the environment. Certain situations might make this duration last longer or shorter; acts of kindness toward the tamed monster will make it stick around for longer, while excessive demand will make the Trainer quickly lose favor with the monster. Only one monster can be tamed at a time at the early levels.
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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