Zanthar Val'teras

A shy yet polite Wildwoods Elezen who would much prefer being a simple craftsman than a hero, but has no problem bringing the heat when required, he is a devoted big brother to his adopted sister, Sasaluna Val'Teras.At 24 years of age, he has already gone through enough of life to have the experience of many, but he goes on. There are things yet to be made, places yet to be seen, people to meet, and chocobos to be chased around by.((He is an RP character in FFXIV on Mateus. Feel free to come up and say hi. You MAY freak him out a bit!))

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About:

Zan is a 24 year old Wildwoods Elezen, who has more than enough demons in his past to have put most people into a psychiatric break, but he still holds true to who he is. A survivor of myriad abuses from early childhood, he has a very strong sense of justice, and will not tolerate said abuses happening where he can, and will, stop them.Struggling with the shyness and social anxiety borne from that trauma, he retreats quite often to his workshop to build and tinker little things, and has begrudgingly learned how to make items and goods that his sister demanded he must make, as 'cute makes you approachable, you damned git!'Recently during a mission with friends to rescue their boss and several orphans she had taken in, Zan was viciously brought back to his past, seeing and hearing what was going on at the location and by the master of the mansion's own hand. During this encounter, he snapped. His demeanor is a bit darker than before, and even more jaded than in the past. Due to his loyalty to those he cares for, though, he feels it is an acceptable sacrifice. After all, what does he have to live for, other than his sarcastic sister?

RP Hooks:

  • His early life, having been spent in Gridania under less than ideal circumstances, might mean their paths had crossed a few times. Maybe you remember him? (Certain situations of knowing WILL need to be discussed.)

  • Wandering around Eorzea, and assisting his Company-mates on various adventures, he has been a consistent figure from dungeon clearing to offering aid. Maybe you met him on one of his ventures?

  • He has a nickname that many thought he was kidding about, until they see the reactions of most chocobos to him... Chocobo Bane. He has done nothing to elicit the chasing and teasing from chocobos all across Eorzea, yet they persist in chasing him. Maybe you were witness to a wild stampede, or your own bird decided to join in the festivities?

  • Working at Abbiocco, he has built up a reputation for politeness and courtesy. Maybe you were seated at a table or heard of him from friends?

  • Two Sides, Same Coin. Since his mental break, that divide when he's on the hunt is less, and he will do whatever it takes to get the job done. His dogged nature while pursuing a target or a contract has made his name a bit of a whisper in certain areas, either of respect or fear. Which are you?

  • ((More to come!))

The Player:

Hello! I'm an older player, not new to MMOs or RPG at all, and the rare unicorn as I'm a female player who has been playing games of all sorts since the Atari 2600 days. Yes, I miss my arcades, dammit!I don't mind walk-ups, /tells, and I am generally available in some form or another most of the time, and being an older player I have no issues with mature themes. But respect any boundaries set. Please.

Character Sheets

Class/Discipline(s): Tank
Specialization/Bonus: Balance - +2 to Offensive & Defensive rolls
Limit Break: s e c r e t ?
HP: 6
Passive 1: Denied - Does not do damage. On a successful offense roll, get rid of one of the target's boons. Choose whether to end your action there or attempt a second action to attack with a [-4] offense roll penalty. (Both actions guarantees the opponent a free counter attack if either/both fail.) +: Second attack action has a [+2] to offensive rolls instead.Passive 2: Vital Strike: Your normal attacks now deal 1+ damage on a natural roll of [17+]. (Does not count as a crit.) +: +1 damage on a natural roll of [15+]. Crits are [18+]. ++: +1 damage on a natural roll of [13+]. Crits are [17+].Passive 3: Exploit: Declare the use of this passive. [+2] to your offensive roll and bypass most interception passives. [+4] if there's an attempt to intercept. Failing the attack by any means gives you [-4] to defensive rolls until your next turn and allows the target -OR- the interceptor to counter attack.Short Note: Your limit break is custom to your character, and they can be used ONCE per event. You have 6 points to spend on the following:
1 point: [+5] roll.
1 point: +1 Damage dealt or healed.
1 point: +1 Target