Post by Marian Fitzrobert on Nov 27, 2010 13:24:26 GMT -5
Archer
"You have enemies? good - It means you stood up for something, sometime in your life."
"You have enemies? good - It means you stood up for something, sometime in your life."
OTHER ALIAS: Maid Marian, Matilda Fitzwalter, Countess of Huntingdon[/color]
CURRENT AGE: 19[/color]
YEAR OF BIRTH: ~1174[/color]
GENDER: Female[/color]
ALIGNMENT: Neutral Good[/color]
OCCUPATION: Countess, Bandit, Lady-in-waiting[/color]
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Two for good measure...
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HEIGHT: 168 cm[/color]
WEIGHT: 53 Kg[/color]
EYE COLOR: Green[/color]
HAIR COLOR: Blonde[/color]
PIERCINGS: none[/color]
TATTOOS: none[/color]
DISTINGUISHING FEATURES: None[/color]
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[li]Stubborn
- Marian doesn’t not believe in ‘giving up’. Period. It doesn’t matter what she has set off to do – be it fight the king, the king’s army, or the king’s entire kingdom. She will keep at it until she has succeeded. Every set-back is just another reason to try harder for her. She believes that there is always a way to achieve something, even if it isn’t obvious.
[/li][li]Brash
- whether it is fighting or dealing with people, Marian often acts with little regard to the full consequences. She is always confident in her actions, and never doubts her choices or words once she’s committed to them. This can make her difficult to deal with, since she will often simply speak what she thinks with no regard to another person’s reaction. In combat, this often leads to her having an unwillingness to back down, even when a wiser warrior might have retreated.
[/li][li]Compassionate
- The last thing she wants to see is somebody hurt. She cares deeply for her friends and family, and it doesn’t take much to get her to pledge herself to your cause if your blight is horrible enough. This is in part from her time spent with the outlaws of Sherwood. In part, though, it is the reason why she joined them in the first place.
[/li][li]Clever
- As hard-headed as she might be, she is no fool. She revels in finding different ways to ambush, sabotage or subvert her enemies. She’s always trying to figure out a new angle, a better approach, or a new strategy to use.
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LIKES:[/color]
Forests
Outdoors
Good company
Archery Practice
Ale
Freedom
Adventure
Enlightened individuals
DISLIKES:
Chauvinist
King John
Confined Spaces
Royal Court
Oppression
King John
Traitors
Melee Combat
King John
Bracelets
Fools
…. Also, King John
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STRENGTHS: Trained by Robin Hood himself (Well, one of the Robin Hood’s…), she is a master of the hit-and-run. Striking with traps or from long range, she excels at striking from outside her opponents reach. [/color]
WEAKNESSES: Her skill at close quarters is mediocre at best. In a battle of blades, she would be able to defend herself at best against most other servants. Against A true knight, she would quickly find herself on the losing end of the fight.[/color]
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MY LEGEND: www.mspong.org/picturesque/little_dunmow.html[/color]
MY HISTORY:
Born in Essex, Marian was the Daughter of Baron Robert Fitzwalter, Lord of Dunmow. Despite being the daughter of a lord, Marian would often slip out of the castle and into the surrounding forest, dressed as a young page to hide herself and armed with a bow to protect herself. She enjoyed nothing more then to be outdoors, inside the forest and away from the confines of royalty. Alas, her father had other plans and soon had her being raised as a proper lady. As she matured, she became renowned throughout the land for her beauty, often referred to as one of England’s fairest maidens. One of the many men who sought her was Prince John, who ruled over the Kingdom while King Richard was being held captive in Austria. His chance to win Marian’s heart arrived with her Eighteenth birthday, for Baron Fitzwalter had declared that he would be holding at his castle in Ivanhoe in her honor. The price’s plan, however, did not go as expected.
On the fourth and final day of the tournament, a stranger arrived from the north, claiming to hail from Nottingham. He entered the tournament, and in the end claimed victory over all others. He gave no name, and his shield bore no emblem. The only clue to his identity was from where he came. Handsome and Gallant, he won Marian’s heart as he knelt before her to receive the victors chain – much to Prince John’s chargin. John took the loss of Marian to the stranger poorly, and vowed to exact revenge on his host, when the time came.
That time came when the Baron’s Brother left for the Holy Land to assist the King, taking most of his forces. John seized the opportunity and attacked the Baron’s Castle, slaying the Lord. As John attacked, Marian escaped under the cover confusion and panic of the attack, and began to make her way north. She ran throughout the night and much of the next day, until she finally collapsed from exhaustion deep inside the forest of Sherwood. This was how she was found by the most unlikely of saviors – an outlaw, clad in green, a bow in hand, and a victor’s chain around his neck.
The young man was the same stranger, who had won her birthday tournament, quickly rushed to aid the fallen lady and inquired to her troubles, and so Marian told him of the attack on her Castle and the murder of her father, both at the hands of Prince John. The man offered to take her in and protect her, explaining that she would be safe with him and his men. For he was not any outlaw, but the exiled Earl of Huntingdon and the latest to take on the role of the bandit Robin Hood. Marian Gratefully Excepted his friendship and joined his band of Outlaws, taking refuge deep within the forest of Sherwood.
The Earl taught her in many things, including the sword, the bow, and the secrets of the forest. She took all the teachings in and learned them well, soon becoming a fair match for the earl in the Bow and the Blade, and able to vanish into the woods without a trace, striking out against John’s Couriers and Lackeys with impunity. Noticing her advancement, the earl gave Marian a light suit of armor; much like that a young Page would wear. The Earl claimed that this armor was blessed by the forest itself. Just as she had protected the forest and its people, the Forest would protect her.
Such a claim was put to the test one day, when Marian crossed paths with Prince John. Not recognizing her after her days in the forest and now clad in armor, John ordered her to surrender. In response, Marian drew her blade and challenged the Prince. Confident, John attacked. It soon become apparent though, that he would not win. Every strike, every thrust was parried, dodged or simply glanced of the armor. Slowly, he was forced back until he was finally disarmed and forced to the ground, Marian’s sword poised for the final strike. Marian, however, stayed herself, as if a voice was whispering to her to stop. Sheathing her blade, she ordered John out of the forest if he did not wish to lose his life. Flustered and embarrassed, John complied, vowing vengeance against the Maiden.
Marian continued to live with the Earl, hiding away in Sherwood until Richard finally returned and restored order to the land. The Earl was restored to his proper position and Marian joined him at his castle as his Wife and Countess of Huntingdon. However, John still sleeked power and plotted to overthrow Richard and soon acted on his desires. With Richard Slain, John became king and his pent up wrath fell upon Huntingdon like a thousand furies. Once again though, he was too late, for The Earl and Marian had once again slipped away into the Forest of Sherwood and seemingly vanished. John would not let it rest at this, and started plotting the death of both of them.
His first move was against the earl, promising his cousin his title and wealth in exchange for simply killing the Earl. Eager to increase in power, the Cousin Slayed the Earl and chased Marian out of Huntingdon. Marian sought refuge in Dunmow Priory, near her childhood home, for refuge. All the while, the King watched her, plotting his next move. He summoned a young knight, Robert de Medieve, and asked him to deliver a jewel-encrusted bracelet to the Windowed Countess. He rode to the Priory, and delivered the gift to the Lady. Still consumed by grief, Marian was thankful for the gift and the graces and gallant knight who reminded her so much of her late husband. Having delivered the gift, the Knight took his leave. But, he like many men before him, desired to see the lady once again. as he passed the Priory gates, he halted his horse and turned around. As he approached, he found the priory strangely quiet. Slowly, he made his way inside before stopping in horror. Lying on the floor was Marian, the Poisoned bracelet having eaten through her wrist and, completing King John’s gruesome plot, killed the Countess of Huntingdon. Wrapped in sorrow as she died a slow, painful death, a single thought flashed through her mind:
…It cannot end like this….
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MY GOALS: To reclaim The title of her lost husband, and to eliminate those who oppress their own people.[/color]
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NOBLE PHANTASM:
Albion – Bow of the Exiled Earl
Rank: A
Type: Anti-Unit
Max Targets: 3
The Bow of the Earl of Huntingdon, better known as Robin Hood. Easily her most recognizable Noble Phantasm, The bow can function as a normal Recursive bow when not active. It is capable of firing an arrow as a C-rank Projectile at a rate of, at most, one every ten seconds.
When activated, the bow physically increases in size turning into a large Longbow.
When Active, the Bow is capable of generating Three A-rank projectiles within five minutes. Each Arrow takes thirty seconds to load and can be individually targeted within 15 degrees of the aim trajectory (30 degree ‘cone’). They are not homing – the simply don’t have to go the same direction the bow is pointing. Once all three projectiles have been fired, there is a five minute cool-down before it can be fired again. Projectiles can only be fired one at a time.
When activated, the bow physically increases in size turning into a large Longbow.
When Active, the Bow is capable of generating Three A-rank projectiles within five minutes. Each Arrow takes thirty seconds to load and can be individually targeted within 15 degrees of the aim trajectory (30 degree ‘cone’). They are not homing – the simply don’t have to go the same direction the bow is pointing. Once all three projectiles have been fired, there is a five minute cool-down before it can be fired again. Projectiles can only be fired one at a time.
Victor’s Chain – Ivanhoe’s Favor
Rank: C
Type: Support
Range: 1
Max Targets: 1 (self)
The Chain Marian presented to the victor at the Tournament in Ivanhoe. Presented to the most valiant warrior, it was a symbol of their valor and determination to achieve victory. As The Lady of the Tournament, it had been Marian’s duty to present it to the victor and now, as a servant, it returns to her.
The chain allows Marian to ignore any injury. This is different from being incapable of dying. Only a lethal level of damage can stop her while the chain is active. Until that point, she can continue to operate as if unharmed. The period for which it can be activated depends on her Masters level of prana and the amount of damage she has taken. Under normal circumstances, it can be active for approximately three minutes.
Once deactivated, she feels the full effect of the injuries, usually passing out as a result of the shock unless the injuries were minor. the Chain has a five-minute cool-down before it can be used again.
The chain allows Marian to ignore any injury. This is different from being incapable of dying. Only a lethal level of damage can stop her while the chain is active. Until that point, she can continue to operate as if unharmed. The period for which it can be activated depends on her Masters level of prana and the amount of damage she has taken. Under normal circumstances, it can be active for approximately three minutes.
Once deactivated, she feels the full effect of the injuries, usually passing out as a result of the shock unless the injuries were minor. the Chain has a five-minute cool-down before it can be used again.
Forest Armor – Gift of the Green Man
Rank: B
Type: Support
Range: 1
Max Targets: 1 (self)
The Armor given to Marian by Robin Hood to protect her while traveling with his Outlaw band, and to help her conceal her true identity. It is the armor Marian wore in her encounter with King John. When worn, the armor protects Marian from any strike below A rank. This makes it similar to the armor of Achilles, but with one major difference.
Just as in her duel with John, where she let him live, Marian cannot deal a damaging blow while wearing the armor. Any strike that would be damaging simply does not happen – the weapon passes straight through the target. She also cannot do anything that would harm the opponent (such as topple a building on top of them). She is still, however, capable of disarming and parrying.
The armor also causes a constant drain on her Prana, meaning it can only be deployed for a limited time, usually around five minutes before she must begin deactivation. it can however be increased to up to twice that with the assistance of her master. Activation time is nearly instantaneous. However, De-activation takes upwards of Five minutes. the armors effects remain in place until deactivation is complete. (effective Active time - ten minutes maximum.). The armor will also begin deactivating if her Prana level dips too low, so that it won't kill her. Once deactivated, the Armor has a cool-down period of five minutes until it can be deployed again (unless Prana levels are too low)
Just as in her duel with John, where she let him live, Marian cannot deal a damaging blow while wearing the armor. Any strike that would be damaging simply does not happen – the weapon passes straight through the target. She also cannot do anything that would harm the opponent (such as topple a building on top of them). She is still, however, capable of disarming and parrying.
The armor also causes a constant drain on her Prana, meaning it can only be deployed for a limited time, usually around five minutes before she must begin deactivation. it can however be increased to up to twice that with the assistance of her master. Activation time is nearly instantaneous. However, De-activation takes upwards of Five minutes. the armors effects remain in place until deactivation is complete. (effective Active time - ten minutes maximum.). The armor will also begin deactivating if her Prana level dips too low, so that it won't kill her. Once deactivated, the Armor has a cool-down period of five minutes until it can be deployed again (unless Prana levels are too low)
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CLASS ABILITIES :
Independent Action:
A: Can remain in this world for a week even after losing his Master. However, to use Noble Phantasms of great prana consumption, back up from the Master is necessary
Magic Resistance:
C: Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.
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SKILLS:
Subterfuge:
The talent of sabotage and deception, allowing one to eliminate foes outside the field of battle. An expert of traps. However, the higher is the ranking of this Skill, the more one's spiritual status as a hero declines.
C: It is possible to eliminate up to 30% of an enemy force outside battle.
Clairvoyance:
Superior visual perception. Supplement long-range aiming and increases dynamic vision. Furthermore, at higher ranks it is possible to acquire precognition ("see into the future") and other forms of perception that are beyond normal eyesight (X-ray vision and the sorts).
C: Capable of keeping track of fast-moving object within a range of 4kms
Ranger:
Tactical knowledge used to hide and fight in wilderness and overgrowth.
B: Can conceal ones presence almost completely while in a forest or wilderness (D in Presence Concealment equivalent.) Attacks from or while in Wilderness are highly difficult to trace.
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STRENGTH: C[/color]
ENDURANCE: B[/color]
AGILITY: B[/color]
MANA: C[/color]
LUCK: B[/color]
NOBLE PHANTASM: A[/color]
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FACE CLAIM: Natalia, Tales of the Abyss[/color]
OTHER CHARACTERS: Jacob Archer[/color]
MISC. INFORMATION: //[/color]
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