- Joined
- Mar 11, 2018
- Messages
- 11
- Reaction score
- 41
- Points
- 183
Name: Oscar de la Mora Castell
Age: 31
Occult: Mundane (Practically, Is Void Arkenborn)
Half - Ailor | Daen & Fin'ullen [Fin'ullen Dominant]
Corruption Arkenborn
Howl Marken
Proficiencies
Mechanics:
If investigated by any Knight, Corruption Arkenborn can wipe the memories of a Knight involving them specifically so that any investigation is sure to be stalled forever against them. (Hidden)
If imprisoned, locked up, or chained down, Corruption Arkenborn can simply slip out of these restraints and walk through locked doors. They can still be attacked and hurt if careless though!
Age: 31
Occult: Mundane (Practically, Is Void Arkenborn)
Half - Ailor | Daen & Fin'ullen [Fin'ullen Dominant]
Corruption Arkenborn
Howl Marken
Proficiencies
- Strength: 0
- Constitution: 2
- Training | Rebound (Free, Fin'ullen)
- Training | Debuff Endurance
- Training | Rage Counter
- Training | Rebound (Free, Fin'ullen)
- Intelligence: 5
- Adapt | Wardrobe Pack
- Adapt | Mindcontrol Pack
- Adapt | Oceanic Pack (Mundane)
- Tech Exhaust
- Tech Resist
- Hook Shot
- Adapt | Wardrobe Pack
- Wisdom: 0
- Dexterity: 7
- Disguise Pack (Corruption Arkenborn)
- Fleet Footed
- Cutthroat Stance [Free, has Cutthroat Ability]
- Cutthroat Backstab
- Cutthroat Evasion
- Cutthroat Dodge
- Cutthroat Tears
- Cutthroat Reversal
- Cutthroat Target
- Cutthroat Backstab
- Disguise Pack (Corruption Arkenborn)
- Faith: 0
- Magic: 0
Mechanics:
- Fin'ullen can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
- Fin'ullen, when using Persuasion Dice Rolls on Spirits, Arken, Arkenborn, gain +2 to their Persuasion Dice Roll, and the Persuasion Cap is also increased by +2.
- Fin'ullen can Transform into Daphalar, turning part or whole parts of their body into Aquatic humanoids (think Merfolk), this is not a Disguise.
- Ailor make for excellent negotiators. Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things.
- Ailor whether by divine intervention or by sheer dump cosmic luck, always somehow end up on the right side of history. Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor.
If investigated by any Knight, Corruption Arkenborn can wipe the memories of a Knight involving them specifically so that any investigation is sure to be stalled forever against them. (Hidden)
If imprisoned, locked up, or chained down, Corruption Arkenborn can simply slip out of these restraints and walk through locked doors. They can still be attacked and hurt if careless though!
- Mechanic 1: Marken have enhanced senses, even when not transformed. They can see better (even in darkness), or hear quieter sounds from further away. (Consult with Event DM if this would reveal any new info).
- Mechanic 2: Marken have a danger sense that borders on precognition, and are "warned" of their possible impending death during Combat or Events, allowing them to prematurely disengage or avoid fighting something.
- Mechanic 3: Marken, if at a God Summoning of the God that cursed whatever Marken infected them (however far back), can possibly be given "Redemption Quests" to free them of the curse or help them master it. (Not Guaranteed, at Discretion of Lore Staff).
- Mechanic 4: Marken fare better in extreme temperatures and climates (cold or hot), and are not hurt or slowed down where other people might be, but this only applies to weather.
- Mechanic 5: Marken can declare Rental/Estate/Shop/Base Region or a Wilderness Cave as their "Territory" granting them +1 to Attack Stat (break cap up to 11) while fighting within and around it. If another Marken declares the same area their Territory, neither gets the bonus, and they must fight over the area, with the winner getting the bonus.
- Howl Marken Mechanic 1: While in Quartermarken Form or greater, while out of Combat, can scale walls (using Ender Pearls) and the sides of buildings as long as they are not a perfectly flat surface.
- Howl Marken Mechanic 2: While in Fullmarken Form, a Howl Marken can stare down another Fullmarken to potentially make them back down. Both players /roll 20, best out of three. The loser is forced to look away, deferring to the winner for that one instance.
- Fullmarken Mechanic 1: Fullmarken Forms cannot make use of weapons or armor at all, instead their body (fists, claws, teeth) is their weapon, and their thick hide counts as Armor.
- Fullmarken Mechanic 2: Fullmarken Forms are forced to use Strength for Attack and Constitution for Defense, and gain +2 Strength and +2 Constitution. Additionally, they have any Dexterity Proficiency converted to Strength capped at 7.
- Fullmarken Mechanic 3: Fullmarken Forms regress into a more instinctive mindset, barring them from abilities. While in Fullmarken Form, they may only use point buy abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, Cutthroat, or Roguery.
- Fullmarken Mechanic 4: Fullmarken Forms are unable to speak (but they can still understand others). They can produce bestial noise Marken Speech, which any other Marken can understand, even while untransformed.
- Fullmarken Mechanic 5: Fullmarken Forms are not constrained by any environment they have to fight in, whether that be Underwater or in frozen wastelands, they can use Attack Emotes or Abilities like normal always.
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