Kairo Ansari Zaki

Discussion in 'Character Sheets' started by cowboys0211, Feb 1, 2021.

  1. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2

    Basic Information

    Full Name: Kairo Anari Zaki

    Age: 18

    Gender: Male

    Race: Nationalist Qadir

    Sexuality: Straight

    Preferred Weapon: None


    Skill Information

    Total Points: 50 Base, 10 Hobby


    Melee Combat Proficiency
    Fist - 3

    Alchemy
    Common Alchemy - 3
    Conning Alchemy - 3
    Volitile Alchemy - 3

    Visual Art Category

    Medical - 10 [+5 Boost]

    Culinary Art Category

    Cooking Art - 5 [+5 Hobby]

    Visual Art Category
    Drawing Art- 5 [+5 Hobby]

    Metallurgy
    Armor Metallurgy - 3
    Weapon Metallurgy - 3
    Iron Family Metallurgy - 3
    Daen Family Metallurgy - 3

    Arcanology
    Artifact Knowledge - 3
    Ward Knowledge - 0 (Honed skill 3)
    Archblood Knowledge - 3
    Arken Knowledge - 3

    Clockwork Engineering
    Engineering Pack One - 3
    Engineering Pack six - 3
    Engineering Pack Seven - 3

    Engineering Pack Eight - 3


    Body Shape
    (3+6=9)

    Body Stat: 9


    Body shape: Average

    Body Fat: Average


    Languages

    Common
    Faradii


    Special Traits/Spells/Mutations

    Sariyd Gift 1 [Constant Passive] - The Character is immune to Servile Collar 1, Inth Gift 1, Inth Gift 2, Mind Surge 1, and Mind Surge 2. Additionally, the Character can construct a Clockwork Mem Bank, allowing them to store individual memories into the Mem Bank for safe-keeping, but not backup their whole memory.

    Sariyd Gift 2 [Constant Passive] - This Ability allows the user to read and write in Qasr Script. Qasr Script is a form of hole/dented writing. If the Character is blind, this Ability still works, as Qasr script can be read while blind or blindfolded. Qasr script is not a language, and as such cannot be learned through Linguistics, only this Ability.

    Sariyd Gift 3 [Toggle Passive] - The user is able to use Sariyd Gift 3 once per day to reset the cooldown on any Ability that is either any number of Sariyd Gift, or Qatil Power Ability. Additionally, anyone with Sariyd Gift 3 has exclusive access to White Core Qatil Power Abilities.

    Sariyd Gift 4 [Constant Passive] - The user has exceptional sharp and detail-focused eyesight, discovering abnormalities in things and places. Anything produced with Roguery Packs Government Forgery, Guard Forgery, or Art Forgery, is revealed to be a forgery to the user. Additionally, anything produced with Honed Skill 4 has the secret embedded message revealed to the user. Finally, the user is immune to any damage or constraining effects caused by any Region Enchant, such as Home Enchant 1’s burgling trap.

    Sariyd Gift 5 [Constant Passive] - The Character has access to a Clockwork familiar constructed of any metal alloy that can also be edited and modified further. This familiar may appear spider-like, or a floating head with a small heli-blade, or even a centipede, or a domestic dog, so long as it is never larger than a domestic dog. This Familiar may speak in any language the user speaks, and have a mimic of their personality, or parts of the personality of the owner that the owner does not want to have, offloaded into the familiar. For example, if the owner does not wish to be cowardly, they can offload their cowardice personality trait into the familiar, who will then speak with a lot of cowardice. This familiar cannot fight, but also cannot be destroyed and will simply bunker down to avoid damage. This familiar may carry items, but will drop them the moment it is attacked, and cannot ever leave Emote Range of the user.

    home Enchant 2 [Region Enchant] - Region The user is able to Home Enchant 2 inside any Player Region such as Rental House Region or Clandestine Base, to shield it from certain actions. While this Region Enchant is active, the Region is immune to Vandalism and is also immune from catching ablaze, if there is a fire in the area or district. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the block upon which the front door or gate rests, should be made of Emerald Block.

    Home Enchant 3 [Region Enchant] - Region The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.

    Home Enchant 4 [Region Enchant] - The user is able to Home Enchant 4 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. While the region is Enchanted, floating candles, orbs of light, or a general gaze of light may fill the building. This has a number of effects. Firstly, the building itself and all rooms there-in are completely immune to any Darkness being cast into it with an Ability, or being cast from inside of it. Secondly, anyone with the Ability Light Mend 3 can use the interior as if they are standing outside with an uninterrupted line to the sky. Thirdly, the building or region denies entry to Mindless Dimenthist Creatures, such as Void Ghasts, and other Lesser Void Demons that are commonly seen during Events where monsters appear through Veil tears, creating a safehouse of sorts. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region’s ceiling should have several glowstone blocks on it, or floating in the air.


    Honed Skill 1 [Constant Passive] - Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.


    Honed Skill 4 [Constant Passive] - he user can hide messages inside anything they physically produce from the Hobby Group Proficiencies, hiding a message that can only show up under certain conditions (through the technique the information was hidden). If anyone is told these conditions, they can read the message from all the user’s crafts, for the ones this specific technique for hiding messages was applied. Once created, messages cannot be edited or removed.


    Vintar Born I [Toggle passive] - This Ability activates only during and at Server-Announced Events (player or Staff hosted, but announced by Staff / recorded on the calendar). While active, all other Vampires (even of other Bloodlines) including the Character themselves have all their Vampiric appearances hidden with an illusion (such as Blood Eyes I & II), and become undetectable by Aberrant or Vampire Detection Mechanisms. The Ability remains active while the Character is at the Event Venue, and up to 5 minutes after final conclusion of the Event. Target Illusion immunity does not grant immunity to this Ability. This Ability can be used once per day

    Vintar Born II [Toggle passive] - This Ability activates only when the Character is inside their own Player Region, Noble Estate, or Clandestine Base. While inside, all the Character’s Vampiric appearances are hidden (such as Blood Eyes I & II), and the Character becomes undetectable by Aberrant or Vampire Detection Mechanisms. The Character may also bestow this effect to one additional Vampire (of any Bloodline) but can only switch this to another person after the first has left the building. This Ability deactivates as soon as either the Character or the enchanted guest leave exactly the region+10 blocks (the region includes any attached gardens). Target Illusion immunity does not grant immunity to this Ability. This ability has no Cooldown.


    Servile Collar I [Control Power] - he user can target either a willing or fully restrained person to attach any sort of Servile Collar to their neck. This Servile Collar can be any shape or color or design, applying a Possession to the target (which can be cleansed by Exorcism II), and is indefinite until it is removed. The Servile Collar causes the target to be under the command of the user, meaning that any command issued by the user within Emote Distance must be followed. Only the last command will remain active when leaving Emote Distance however. Servile Collar I cannot be used to cause a Character to engage in activities that would cause self-harm.

    Afflicted Life I [Constant Passive] - From the moment that the Character is affected by the Affliction, their body ceases to age, and their Racial max-age no longer applies. If the Character is cured, they will age to their appropriate age within 2 weeks. If they are re-infected, their body will age backwards to when it was first affected by the Affliction. If the person has already lived past their Racial Max age, they die instead. For Characters using this Ability older than 150 years in total, a 150 Year Old Special Permission is required

    Blood feeding I [Control Power] - The Character can extend their Vampiric teeth and sink anywhere on a target’s body to begin drinking blood. While drinking, the victim is paralyzed and unable to react, but is still aware and can still speak. A full drink takes up to 10 minutes. As soon as the Character releases the Target, they have lingering paralysis for 30 seconds before the effect is removed. This Ability cannot be used during combat or to initiate combat, and the target may also not be restrained by other means during the feeding. This Ability has a 30 second cooldown after feeding is complete. If the Target has Control Power Immunity, they are only immune to the Paralysis effect, and can still be fed on.

    Blood Eyes I [Constant Passive] - The Character has normal eyes, though their eye-sockets are somewhat reddened and darkened. When using any Ability from their Bloodline Ability Kit or Vampire Base Kit, their irises become solid red, with a small black pupil. This overrules any other Mutations or effects. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. If the Player wants the Vampire's eyes to be solid red at all times, this is possible.

    Blood Curse I [Constant Passive] - Firstly, the Character can still consume food and drinks, but achieves no satisfaction from their taste, as it all tastes like ash to them (except enchanted food made by other Vampiric Abilities). Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, however the child will always result in a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.


    Illuviation I [Target Illusion] - This Ability can only be used while outside of combat, the moment the Character is attacked or enters combat, or tries to utilize the illusions in a combat scenario, all Illusions break. This Ability grants the Character far-reaching Illusion capabilities, capable of creating small illusions that are indistinguishable from reality, or large reality-replacing illusions that change the environment the Target is in. Illusions come with sound, smell, taste, sense, sight and hearing, and can even give off warmth or cold to the touch, even if it is not real. The Character can change targets flawlessly, and can also switch from single-Target to group-Target effects, however only a maximum of up to 3 people can be affected at any given time. This Ability does not telegraph, meaning that if the Character is for example a Vampire with Blood Eyes I, then Blood Eyes I’s iris color function does not activate on the usage of this Ability. It additionally has no Cooldowns.

    Mind Wall I [Toggle Passive] - The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception

    Mind Wall II [Toggle Passive] - The Character has Control Power immunity (except Exorcism I & II, and Peace Reign I), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.

    Mind Wall III [Toggle Passive] - The Character has the Ability to hijack a Target Illusion being used on them. They can hijack it by changing how it is perceived, and then taking control from the original user, thus denying them the Ability to remove the Illusion or change it. While this occurs, the Ability is classified as Illuviation I, and the Target whose illusions were hijacked is unable to use any Abilities that create Target Illusions. Additionally, if the Target that the Illusion was hijacked from has Target Illusion immunity, this immunity is broken for the duration during which the Illusion was hijacked. First hijacker always takes precedence.

    Mind Wall IV [Toggle Passive] - The Character has the Ability to hijack a Control Power (except Exorcism I & II, and Peace Reign I) being used on them. They can hijack it by turning the effect from themselves onto the Target who used the Control Power on them. While this occurs, this Ability is classified as a Control Power, and the Target becomes unable to use the Control Power that was used on the Character, while Control Power Immunity is also removed from them if they have it, for the duration of this reflected Control Power. The reflected Control Power follows the exact same rules as the Target using it on the Character would have, if it hadn't been hijacked.

    Flux Shift V [Mythic Shift] - This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.


    Soul Burden I [Target Curse] - The Character is able to curse two non-Affliction affected individuals with the Bodyswap curse. This requires any amount of fresh blood from either person before using. When used, both will be Target Cursed to swap bodies, their souls transferring into each other’s body. This Curse lasts for 5 days and cannot be repeated in the same month on the same victims. Proficiencies transfer between body swaps, but Abilities do not, and the characters may only use Racial Abilities of the body they have. Damage inflicted during body swap also transfers back to the soul’s proper body upon the end of the Curse. This Target Curse can only be removed if both Targets are Exorcized at the same time within Emote Distance of each other.


    Sustenance Gift I [Object Enchant] - The Character is able to enchant a single dinner table or food-shop stall, once per day. When used, all foods and drinks on this table taste and provide satisfaction to a similar degree as 10 Points in Culinary Arts Proficiency would. If the food and drinks were made with someone who has equal to or more than 10 Culinary Arts, the quality would instead be 20 Points in Culinary Arts (even if the limit is 15, thus tasting ecstatic). Additionally, anyone who has consumed these food or drinks, will be unable to detect the Vampire feeding on them for 1 hour after their first bite or sip from the food or drinks. If the Vampire were to feed on them, their awareness and memory would simply lapse and not record the event, leaving them with a vague interaction memory, but nothing hostile or strange having happened. This Enchant is not telegraphed, meaning that the Character’s eyes will not turn red, and the Enchant on the table and its food and drinks only lasts for 2 hours, with a 24 hour Cooldown. This qualifies as enchanted food in reference to Blood Curse I.


    Cursed Draw [Control Power] - This Ability allows the user to add any quantity of their blood into a recipe whether drink or food with the specific intent to make this food Bloodcursed. While Bloodcursed, it can no longer infect someone with Vampirism. However, when consumed fully, it causes an addition in the victim to have more Bloodcursed food or drink from the user. The severity and duration of the addition is completely up to OOC consent between the user and victim, and whether or not a Character becomes addicted to Bloodcursed food or drinks is up to OOC consent from the victim. To cure this addiction, the victim either needs to go without consuming any Bloodcursed food or drinks for a week and go through withdrawal of which the severity can be determined by the victim, or have Exorcism II used on them.

    Vampiric Form Look - When Kario Transforms into his Milot vampire form his skin color turns a deep purple while his eyes become a blood red. He also gains Light magenta/pink tattoos that shift and move around his body, these tattoos appear as what he wishes but only move and glide around his body aesthetically.

    Light Mend 1 [Magic Spell] - Emote Distance While within Emote Distance of a target, the user can utilize healing light to heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. This Ability can be used on self. (bought through Medical)

    Light Mend 2 [Magic Spell] - Direct Touch While within Direct Touch, the user can heal wounds on a target through this Magic Spell that counts as a Immobile Channel, using healing light. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability. (bought through Medical)

    Weapon Metallurgy - The Character is able to craft weapons including ammunition and parts of weapons. This pack does not include any metals, purely the skill to forge these items.

    Armor Metallurgy - The Character is able to craft armor such as platesteel or chainmail. This pack does not include any metals, purely the skill to forge these items.

    Iron Family Metallurgy - The Character now has access to using Iron, Ferr-Iron, Steel, and Blacksteel for their Metallurgy Craft.

    Daen Family Metallurgy - The Character now has access to using Pattara, Nightsilver, Galenata, and Loon-Solay for their Metallurgy Craft.

    Artifact Knowledge - Grants the Following:
    The user is immune to negative side effects of Artifacts and Mythics. This only applies to side effects listed specifically as a "Negative Side Effect," and no other effects or abilities from an artifact.

    The user can unlock additional features from each Artifact, but not Mythics. If an artifact has an additional feature that can be unlocked by this Pack, it will be mentioned on the page, if not, there is no additional feature.

    The user can consult the Artifact Listing on the Special Permission Spreadsheet, and may know In-Character who has what Artifacts and Mythics at any given time. This knowledge can be transferred to other Characters, but only under the following circumstances: The information must be shared directly in-game through conversation, not through letters, mail, or Abilities. The information is only valid for Twenty-Four Hours after it is learned, meaning a Character can only act on the information during that time frame, and cannot tell it to others once learned. Acting on the information after the Twenty-Four hours has passed is considered Meta-Gaming.

    This Pack is not needed for visual identification of Artifacts in-person. Anyone can visually identify an artifact at any point in time.

    Ward Knowledge - Grants the Character the Ability to destroy 1 Ability Ward of any type (Mage, Archblood, Vampire, etc., except if it specifically has a no-counter rule) by using a mundane mixture of Magestone dust, Holy Water, and some other secret ingredients written from ancient books. When having this Ability, the Character is permitted to always carry one pouch with this mixture around which is enough to destroy one ward. The pouch refills 24 hours after use.

    Archblood Knowledge - The Character is able to identify Dragon Temple makers (which Dragons were involved in building or managing it), and can recognize the acts of specific Dragons while they occur in front of them or around them. For example, if a Purple Crown Dragon changes the weather, they would be able to recognize this (it does not work retroactively). Grants the Character the recipe for a special type of ingestible concoction that acts as a primal Soul blocker, shutting an Archblood off from the Soul Rivers. If applied, the Archblood is entirely reversed to a non-Archblood state (including having access to any mechanics or Abilities Archblood do not have access to) for up to a week. This process can be repeated every week to essentially make it indefinite, and can even be given to multiple Archbloods at a time. This Ability essentially grants the Character the ability to give Archbloods a cleansing therapy, but they have to keep it up (you don’t have to roleplay it out, it can simply be implied). This cannot be forced on someone, the ingestion must be voluntary. Archbloods cannot apply this type of therapy to themselves for gameplay reasons, nor can Archbloods apply it to other Archbloods. If for some reason the Archblood changes race, becomes an Aberrant, or learns Sorcery while under reversal therapy, and the reversal therapy ends, all these changes are undone when the Character returns to being an Archblood. Additionally, while a Character is under the effects of reversal therapy, they become a "black hole" to the Soul Rivers. Anyone that is a Primal Aberrant can sense this darkness while within Emote Distance and how the Soul Rivers bend away from them as if they are rejecting the Character.

    Arken Knowledge - The Character is able to identify any Arken in front of them, what their primary trait is (such as for example: Pride, Fury, Justice, etc.). This also extends to the Avatars of the Gods from the Estel Pantheon should they appear. Additionally, the Character is able to identify the following Birth Conditions: Silvenism, Dragon-Blood, Cahal Brood-ism, or Vampiric Brood-ism, of another Character by looking at their eyes. Additionally, it grants them access to the Orange Dragon Birth Ritual which allows them to visually suppress the following birth conditions: Silvenism and Dragon-Bloodism, and lock them behind a Ring of Keys. When the ritual is applied (which can only be applied to a baby), their eye colors turn normal, and some eye-damage is imparted (such as for example: partial blindness, inner-crossed-eyed-ness, bad eyesight, etc.). While this is applied they do not have access to any of the Abilities they gain from their birth condition, until the ritual is undone. The ritual can only be undone by slipping the Ring of Keys onto their finger, which will remove the visual hiding of the eye color, and unlock all Abilities. (If this Ritual is performed on any baby, Lore Staff must be informed through a Roleplay Community Discord ticket). The Ring can be kept by the Character that performed the ritual, but it must never be thrown away or disappear.

    Engineering Pack One: Enviorment - Gives the user access to environmental aesthetics and third party functions brought about by engineering. Think for example of producing an automatic water-boiler, or a technology powered fridge. Other inventions might be flower-watering Clockwork spiders, or Crystal-tech lamps that resonate white noise and cast the lights of the constellations on the ceiling. Environment Engineering should purely be aesthetic like Arcane Mastery 1, allowing remote functions and use of autonomous engineering constructs to perform tasks. Environment Engineering can under no circumstance be used in Combat Roleplay, but there is no upper limit to the amount of functions in this Pack, and items produced may be sold or given to other Characters to use. Players can create practically anything so long as it respects the no-Combat-Roleplay rule, and is not overly anachronistic for the lore-universe. Fridges for example are not anachronistic because ice-boxes have historical precedence, but cars and airplanes are anachronistic since they are too modern. If in doubt about whether something would be too anachronistic, send in a ticket to Lore Staff on the RP Community Discord.

    Engineering Pack Five: Mending - Gives the user access to a healing Ability harnessed through engineered micro-automata, or nano-bots. This Ability functions much the same as Light Mend 2, but differs a bit: While within Direct Touch, the user can heal wounds on a target through this Ability that counts as an Immobile Channel. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still and controlling the various technological devices used to repair damage, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self, unless the user is actively inside their Golem, and used on the Golem. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability. Healing applied with this Ability is effectively the same as surgery, as the Engineered automata and devices use regular surgery techniques. Attacking the user disrupts the effect, though unlike Light Mend 2, the user can pick up where they left off when danger subsides.

    Engineering Pack Seven: Hook - Gives the user a two-function Ability with the same Cooldown. The user wields a Grappling Hook shooting device that is capable of launching a hook and reeling quickly, carrying the user and 1 additional person with them. The primary use of this Ability is to shoot the Hook at a high location, followed by a reeling over a matter of seconds that quickly launches the user safely up to the location where the Hook was shot at, so long as the landing location is reasonably flat and safe. This Ability can both be used to grapple up, down, but also sideways and at diagonal angles, but only ever travel in a straight line, with a maximum distance of 30 blocks. The second function of this Ability is to target a person directly, hooking onto them and launching the user towards them, causing them to safely land 2 blocks away from the Target. This part of the Ability does not harm the Target, but it can prevent them from running while the user is pulled towards them. This part of the Ability can only be used in Emote Distance. Either which function is used, this Ability goes on a 2 Hour Cooldown.

    Engineering Pack Eight: Familiar - Gives the user the means to build their own familiar pet out of Engineering components. This differs from Environment in that Familiars are sentient and autonomous, not relying on instructions to function (though they certainly can be instructed and programmed for functions). Engineering Familiars can appear like any animal and even combination of animals, though can be no smaller than a candle-mouse, or larger than a domestic dog. Familiars can fetch items and carry things around, and even speak, with their own personality. The creator can define the personality, or make a copy of their own personality onto the familiar. The Familiar can however not leave Emote Distance of the user, and familiars cannot be sold or given to others. A Familiar can attack a Target once, Rooting them for 10 seconds as they claw/attack them, but then immediately become inert, having to be re-assembled an hour later before they can be revived. If the body of a Familiar is destroyed, the core soul programming and personality can always be salvaged, as can the familiar's memories.


    Void mutations

    Void Ocular - Iris of the eyes can be colored any shade of Gold, Red, or Purple.

    Void Night - Patches of skin turn into a star-less night sky, with black/red nebulas and black holes. Lower back



    Deep Mutations

    Harpsicord of the Deep - The finger tips can glow with blue light, if activated (thus not on permanently), and while lit, if touching things, produce a wind-chime like sound of gentle metal.

    Exist mutations

    Exist Flow - Blood becomes less Viscous after it leaves the body, and flows more like water. Does not cause any functional differences in the body.


    Exist Purify - Their skin becomes perfectly and unnaturally smooth and any blemishes, scars, or unwanted markings vanish.

    Exist Carry - The individual naturally carries a pleasant scent of their own choosing, and is incapable of any negative odors. Roses

    Exist Crown - Capable of manifesting small feathered wings from their shoulder blades that glitter in light.

    Exist Night - Patches of skin turn into a bright starry night sky with multiple shining stars. Upper back over right shoulder

    Exist Tears - Tears appear as a bright blue or shining white liquid.


    Visual Information

    Eye Color: Swirl of Purple and red, but hidden as purple do to mivver disguise.

    Hair Color: Brown (Due to being dyed)

    Hair Style: Short with a bit of wavy nature

    Skin Color: Dark Tan

    Clothing: Casual

    Height: 6'4


    Core List

    Choose your Character Alignment
    Neutral

    Choose your Character Personality Type
    Architect

    Choose your Character's Religion
    Void worship


    Life Story

    Birth | Kairo was born to a normal Qadir family in Regalia city. Unknowingly his father was secretly a sanguine who worshiped the void and ended up placing multiple void mutations on his body instead of having him be a brood.

    5 - 13 | Kario’s mother ended up leaving in the middle of the night when Kario was ten. Kario suspected it was because of his heavily mutated body and that he was a cursed child and she wanted nothing to do with him. This left him and his alais father who taught Kario all kinds of science like medical, alchemy, and his father’s specialty finecraft. Eventually, a group hunting his father ended up finding where they lived and successfully raided his home causing them both to be kidnapped. A member of the group saw just how much his body was heavily mutated by the void and attempted to “outweigh” the void taint on his body receiving multiple exist mutations. Eventually, they found someone able to remove void mutations in which they eventually did, but left his purple eyes thinking it came from something different. Once they were finished with Kairo they kicked him out of the group and left him on the streets of Regalia causing him to pick up a life of crime. Kairo at the age of twelve was eventually caught stealing, but this time they took mercy on him and took him in even allowing him to work under him as an apprentice blacksmith. Kairo didn't seem to mind this considering it gave him a roof over his head and he proceeded to work for the man learning as much as he could so that he to could earn his place. Kairo even helped the man sell other things like clockwork, Kairo learned a great deal of metallurgy while he taught the other man how to create clockwork and use them.

    13-15 | While living on the streets on regalia he wandered into the sewers to find more customers and he met some friends and even got some extra customers. Though they coaxed him back into a bit more of petty crime for fun and the group looked for someone to steal, but considering his lack of skills and combat it led him to be caught. It turned out the man was another sanguine who fed on him Afterward, he left the sewers deciding to just focus on his work and he proceeded to do so till this day learning quite a bit of metallurgy by working and practicing daily with his teacher. One day when he was selling his clockwork one of his customers offered a mutation to which Kairo accepted granting him harpsicoid of the deep mutation and a nice pouch of regals.

    15 - 18 | He continues to live in regalia where he ended up joining a coven, but sadly for Kairo it disbanded and now he's back to looking for a place to call home with more friends.

     
    #1 cowboys0211, Feb 1, 2021
    Last edited: Nov 1, 2021
  2. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    Bonjour mon ami, claimed for review. Expect a response in time. @cowboys0211
     
  3. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    Mutations
    -Could you explain how the character was able to get World Deeplord mutations? These are typically performed by Fin'ullen Altalar for those faithful in Morrlond. I am not sure how a Void worshipper would have these.
    Other than that, everything seems to check out alright. Mark changes you make in green and tag me once you're all set. @cowboys0211
     
  4. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    All done! To clarify really it means the sanguine who bit him used to be a follower and ended up leaving him with once another mutation. @Ded Jok
     
  5. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    @cowboys0211 Keep in mind Morrlond mutations typically have religious meaning to Fin'ullen. I'm not sure a vampire would be faithful to Morrlond enough to be able to apply these mutations to someone. I'd recommend changing it to something else to reflect that.
    Mark changes in green and tag me once you're all set.
     
  6. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @Ded Jok Alright! Nowwww I think I got it correct.
     
  7. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    • Thank You! Thank You! x 1
  8. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @Ded Jok I added his mivver mutations due to him becoming a sanguine! I also fixed his eye color stating that its usually a swirl if red and purple, but currently just purple due to his mutation!
     
  9. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
  10. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @Ded Jok I've updated his vampire from the old Mivver to the new Milot! His vampiric form details is at the bottom of his milot mutations abilities!
     
  11. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
  12. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @Ded Jok I've updated Kairo here due to the new proficiency update adding his points all around
     
  13. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    @cowboys0211 That's some heavy investment into some profs for a 15-year-old, specifically metallurgy. I would either divvy up profs more or age up the character a bit.
     
  14. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @Ded Jok Would it be good if I threw in a backstory of why it’s so heavy like him going to some type of school or him following someone (work wise) and learned it rather than just making it appear?
     
  15. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    Backstory reason would be good enough I'd wager.
     
  16. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @Ded Jok There we go! I've added onto his story and the edits are in green! I went ahead and said he has been working in metallurgy since twelve being taught by a professional pretty much and that its still continuing so that his proficiencies in it makes sense!
     
  17. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
  18. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @Ded Jok Reworked his Qadir abilities due to the new update and gave him ward knowledge using the honed skill 3!
     
  19. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    Reapproved!
     
  20. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @Ded Jok Due to the new update I've changed his metallurgy clockwork metallurgy and bronze family to clockwork environment and clockwork white core! (also updated his body stat with the change) Since it was a 6 point exchange I didn't think it required a re-review but I wanted to make sure you knew!
     
    • Like Like x 1
  21. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @DedJok Ello! Small edit (so not enough for a review I think) So as the medical prof changed, I gave him 5 in medical with his boost to make it 10 and moved the remaining 5 I had into alchemy and that’s it!
     
    • Agree Agree x 1
  22. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @DedJok Heyo! I'm in need of a very quick re-review since I edited his story and aged him up considering the update! Nothing about him has changed besides a few years older and added small info on whats happened between those years, though its nothing big.
     
  23. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    Quick reapprove
     
  24. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @DedJok Nothing crazy I dont think so not putting it for re-review, but updated him to the new alchemy meaning it went from 15 to 12, moved the 3 points there to technik and then moved 3 fist combat to give him light mend 2

    Went ahead and also listed his alchemy in his prof so that way you can see exactly what was bought rather than just showing just 12
     
    #24 cowboys0211, Aug 15, 2021
    Last edited: Aug 15, 2021
  25. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    @cowboys0211 Remember to specify the abilities gained through medical training, and I'm unsure about a Milot gaining sorcery through Clockwork. Since they already have both Light Mends from Medical Training, I'd suggest investing in something else.
     
  26. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @DedJok have clockwork cause I didnt know what to do with some free points that would fit him, but considering he's qadir I thought it would fit, the other reason for having another light mend was so he wouldn't have to wait to get to a hospital and all of that to start healing people, I wanted him to a doctor, but also have the ability to be a mobile medic since I cant really use in depth healing unless I'm at a clinic. If I'm required to change it I can, but I just like this even if it kind of overlaps a bit.
     
    #26 cowboys0211, Aug 15, 2021
    Last edited: Aug 15, 2021
  27. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    @cowboys0211 I would likely invest into something like clockwork BioTech if you want to go for a vampire with clockwork still. As it stands I'm dicey about a Milot with access to Sorcery is all, but biotech would be fine.
     
  28. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    My bad for taking soooo long, but I removed the clockwork and just went and continued with a more nerdy character with some arcanology! Replacing the technik and light mend from it into arken and archblood knowledge
     
  29. DedJok

    DedJok skilled in ways beyond your feeble understanding Staff Member Lore2

    Joined:
    Mar 30, 2019
    Messages:
    877
    Likes Received:
    127
    reapproved
     
  30. cowboys0211

    cowboys0211

    Joined:
    Jul 14, 2020
    Messages:
    64
    Likes Received:
    2
    @DedJok updated him so I could use a quick re-review. His clockwork changed due to the update and I moved his healing alchemy to mending clockwork and his essence knowledge points to another clockwork ability so hes more qadir! other than that nothings changed
     
  31. Yurs

    Yurs real life catgirl

    Joined:
    Jun 27, 2019
    Messages:
    1,285
    Likes Received:
    163
    Hey there! I'll be picking this up for staff review. Expect a reply shortly
     
  32. Yurs

    Yurs real life catgirl

    Joined:
    Jun 27, 2019
    Messages:
    1,285
    Likes Received:
    163
    Alrighty, there's just a few things that need changing before I can give this the greenlight:
    • You have Medical Science incorrectly listed under 'Visual Arts' category. Please fix this typo.
    • Your proficiencies are super overloaded, especially for an 18 year old. How are they able to juggle studying Arcanology, Alchemy, Metallurgy and Engineering all at the same time? You should try not to stack high-skill crafts like these on a single character, particularly one who's so young. Please dial back on this, preferably by only committing to one or two. Reminder that it's fine to leave points uninvested for learning IC.
    • You have Mivver traits listed in Visual Information. Please update this to fit Milot.
    Go ahead and tag me once you've made the necessary edits. Thank you!
     
  33. FireFan96

    FireFan96 Ever present, Ever seeing Staff Member Lore2

    Joined:
    Sep 8, 2015
    Messages:
    2,800
    Likes Received:
    2,466
    Rejected for 2 months inactivity
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice