- Joined
- Apr 3, 2020
- Messages
- 16
- Reaction score
- 9
- Points
- 28
Character Information
Syncretism: Broken Gods
Combat Proficiencies and Abilities
Attack Stat: 7
Defense Stat: 5
[14/14 points spent]
Proficiency Points:
Backstory/Plothooks
(In process of Reworking!)
Even before being born, Akhali's life would already be doomed by circumstance. His mother was a Kathar devoted to the pursuit of gratification, seeking to experience all and any versions of it. Her efforts eventually drew, unknowingly, the attention of the Eldertide. The entity blessed her with a night of unsurpassable satisfaction... only for her to awaken with a monstruous creature by her bedside, a baby, if it could even be called that, yet it barely looked Kathar– Ashamed of the proof of her crime, the mother anonimously dumped her child in a Future House, and never looked backed, for she did not want to be scorned by her peers.
The child would grow up unloved, the other Kathar children laughed at their grotesque nature, and any visiting adults scowled at their nature. Until eventually, a woman came, a Yanar, who seemingly took pity in the creature, and adopted the Spawn of the Eldertide. However, what first seemed to be the end of a nightmare soon proved to be the start of another– The woman was a rich and powerful Greater Vampire, a collectionist to a menagerie of horrors and freaks, kept all within her manor, and Akhali was her latest catch. So began those horrids days for Akhali, meant to be a mere decoration, a freakish spectacle for the enjoyment of her guests, and mere tool for the Sanguine's torture.
Yet, she'd also prove to be their greatest mentor. As she did not fear much, she allowed them to study her arcane collection. With Akhali being the most capable and unbroken of her freaks, she often had them deal with her paperwork and finances. She taught them of religion, so they'd be able to assist in doing Evolist rituals. He learned bothanics, and venoms, and cures.
However, unbeknowmst to Flioidia, Akhali never had once been under her control, merely pretending to do so– And they schemed, and pondered, and studied. And eventually, learned. Flioidia was arrogant, yeah, but she was paranoid too. She had little to no actual allies, only her power held her aloft, with all her defences pointing outside, not much inside. There was a garden, deep within the catacombs, that Flioidia cared for every day, which Akhali soon learned was the source of an accursed power, the Deathless Invocation, which granted a boon of near-immortality.
Flioidia's death was abrupt, sudden, quick. Akhali had been influencing her emotions for months without her realizing, causing her to grow laxant and hedonistic, and after that was done, Amorronokh freed the other freaks, and as they caused havoc and kept the Sanguine distracted, they went to the garden and destroyed all of it, not leaving an ounce of life. The results would be evident once returning upstairs, Flioidia had exploded in an explosion of Gore. Amorronokh spend the next few weeks gathering as much as they could, drinking the blood of the deceased Sanguine to ascend into one as well, before leaving– Not without taking Flioidia's skull with them, as it would become the source of their own near-immortality. The choice, while seemingly bizarre or drastic- Was reasonable within their paranoid, damaged psyche. The world would hunt them down, hurt them, break them, and only by being above, only by being in a position of power, would they ever, could they ever feel safe,
In a way, despite her defeat at their hands, Flioidia had won, turning Amorronokh into the same monster she had been.
As the years passed by, they learned much magic, as well as learned his nature as a Spawn of Eldertide- While Akhali was faithful and loyal to the Evolist Gods, he'd also would be drawn to learn about his father. By the end of his sagely research, he could not deny the Broken Gods, or at least the Eldertide, not only due to his role as his maker, but he could not deny the relief that brough the idea that he was not the one broken and mishapen, but that the Kathar, no, the entire world was small-minded and cruel to the point it would have never given him a chance to be normal, and not a freak. The so called rules of the world culled variety, and after all, was it not within the very idea of the Evolists to reshape the world to their own image? As for the Scornblood and the Covenant, he took them with a lesser degree of appreciation. He felt affection for the Scornblood, but her appeal was not in him, and the Covenant was a creature of heresy, and albeit distant, the Gods had never abandoned Akhali, or treated him badly, even when the rest of the world had.
Regardless, his voyages eventually took him to Regalia, a city perfect for disappearing and growing a web of power- His magics allowed him to voyage discreetly amidst others without drawing notice. His search of allies- Eventually, this drew him to the Darkstar Chapter of the Argentum. In his mind, a dark empire, a new kingdom, was the only truly solution for this world- A kingdom for the broken, the wicked, and the unloved, all would be welcome and given a chance to rise, to thrive, never to live in fear again.
Recent events:
The destruction of phylacteries has forced Akhali to take a much more schemful approach to Regalia, his potential death by actions once more a reality. However, his plans for domination remain- And so he has found common cause with a certain other Sanguine...
- Full Name: Akhali
- Nicknames: The Accursed, the Darkest Star, the Scholar of Int.
- Heritage / Culture: Lonestar Slizzar (Disguised as: Kathar)
- Age: 367 years old
- Gender / Pronouns: He/Him
- Religion: Evolist (Broken Gods Syncretism)
- Occult: Void Mage / Greater Vampire Necrosanto / Eldertide Godborn
- Character Occupation: Information broker, Spymaster Smuggler, Loan shark, Argentum Darkstar Order.
- Eye Color: Red
- Skin Color: Dark Grey.
- Hair: White
- Height: Tall
- Body Type: Slim
- Additional Features:
- Hobbies and Talents: Magical Talent / Priest Talent / Chemist Hobby / Medical Hobby / Technology Hobby (Aranatech, Dark Metal)
- Mechanics:
- Slizzar are immune to any type of mind control or mind scrying from mortals, particularly Mind Control, but also Mechanics that would result in thralling, emotion-reading, emotion influencing and so forth. Additionally, if someone is actively attempting to do any of these things to a Slizzar, that Slizzar becomes aware of the attempt, and who is attempting it.
- Slizzar can perfectly mimic Afflictions and Affinities, including Transformations and even the aesthetics of Abilities and Mechanics, even if they do not actually work that way. For example, a Slizzar can perfectly mimic the appearance of a Vampire and then use fake Vampire teeth to engage in fake blood drinking. There is no way to distinguish this from the real thing, meaning Slizzar can seamlessly infiltrate groups. Anyone attempting to call out a Slizzar for not being authentic in their mimicry of something they are not, is engaging in meta-gaming. Note, however, this does not actually give them the Mechanics. They can for example summon Archon-like wings if they are mimicking Archon, but that does not give them flight or the function as described in the Archon Mechanic.
- Slizzar have an advanced network of off-screen politicians and Nobles under their control. As a result, whenever an Imperial Assembly is called, Slizzar are able to sit in the noble section of the Assembly, and their votes count for 2 Votes instead of one. Votes are always cast as "Aye" or "Nay", in order to use this mechanic, the Slizzar must say "Aye (aolitical Power)" for the vote to work. Additionally, Slizzar can be embedded into Noble Families, attaching to their Family-Leader as either an Ally or Manipulator. So long as both the Family Leader and the Slizzar are present at the same Imperial Assembly (in absentia or proxy voting does not count), the Family Leader may also use this Mechanic (but must be sure to use the formatting described above for it to count). Additionally, for this to count the Slizzar must self-register as embedded into a particular Noble Family through the Ticket Bot. It is not possible to stack this effect multiple times for multiple Slizzar embedded.
- Slizzar have an advanced network of bureaucrats, bankers, and other wealthy persons they can call upon, to give them access to the new wealth of the Regalian Empire. Firstly, this means they have access to an off-screen wealth that is close but not equivalent to registered Aristocrats. It essentially means Slizzar are wealthy, and have money to throw around. Secondly, it creates a situation where Slizzar can "claim" Noble Countryside Estates. These claims are not exclusionary, that is to say, we only have a limited number of Estates available, and multiple players trying to "claim" the same Estate. For this reason, we request players make use of the holographic display to indicate if players are already present, and suspend disbelief about who owns what Estate. Chances of multiple players trying to use the same Estate at the same time, is low.
- Slizzar are natural Persuaders with their ability to get into the heads of others. Any Persuasion Rolls done by a Slizzar, have their final Dice result increased by +1. This effect does not stack with other Mechanics that have the same effect on Persuasion Rolls.
- Eldertide Godborn can Transform into a "Passing Form", which is a version of themselves that is more passably normal to what society can tolerate in terms of appearance. They can maintain this Transformation for as long as they like, though it is not a Disguise. It also not an absolute state, that is to say, they can manifest parts or aspects of their monster-self, or only Disguise parts like their face or limbs.
- Not all Eldertide Godborn understand the subtext of their birth and the commentary on society, and as such, some of them fall to the vices of becoming actual violent monsters. Eldertide Godborn gain +2 Attack Stat (break cap to 11) on any other Eldertide Godborn that has become murderous/violent or "become the monster" by losing their moral high ground, as well as other in-Monster Transformation Player Combat opponents.
- Eldertide Godborn can curse other Characters with the Curse of Vice in Emote Range (Telegraphed as them doing it), taking 2x7 Magic Proficiency Mages to remove. This Curse applies to a Vice trait for example a person with the high vice of greed may become made of gold and forced to nibble and consume themselves, while a gluttonous person might become a mound of consuming flesh unable to move without the help of others.
- Common Mechanic I: Vampires can use a Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, except during feeding. This counts as a Disguise, and does not work on those who already know the Vampire is a Vampire.
- Common Mechanic II: Vampires, if they have Disguising or Shapeshifting Magic, can hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, but all of their Proficiencies are set to 0, and they cannot use Abilities in Combat.
- Common Mechanic III: Vampires can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until the leave the Event Venue. Cannot ever be used outside of Event Venues.
- Common Mechanic IV: Vampires can grant immunity to Vampirism to any person willing to bargain with them. In turn, if the bargained person attacks the Vampire or reveals the deal, they take massive damage (discuss in Dm's what this means).
- Common Mechanic V: Vampires, when applying Curses via Advanced Roleplay Mechanics can apply minor Curses that last for up to 12 Hours max, without needing OOC Consent, which count as having +1 Magic Stat for dispelling considerations.
- Necrocanto:
- Nerocanto Mechanic I: Nerocanto Vampires may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits, whichever is not their own Heritage, and keep this Mechanic until they are Cured.
- Ailor when using Syncretism can worship up to 3 Gods of their sub-dominant Religion, instead of just 1 or 2. Additionally, when Syncretizing, they gain the Mechanic of the sub-dominant Religion (except for Evolism, where only one of the Mechanics can be chosen). If your Character does not Syncretize, they gain +1 Attack Stat (Breaking Cap up to 11) against Characters that have Syncretized their mono-faith.
- Nerocanto Mechanic II: Nerocanto Vampires can infect non-Vampires as both Fledglings and Greater Vampires, but can also cure Vampirism from those they infect only before they become Fledglings, thus allowing them to blackmail their victims.
- Nerocanto Mechanic III: Nerocanto Vampires can convert Vampire Thralls into Bound Thralls, curing their Vampirism, but mind controlling them by Vampire of their choosing, allowing them to sell off Thralls and Blood Cattle. (Hidden)
- Nerocanto Mechanic I: Nerocanto Vampires may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits, whichever is not their own Heritage, and keep this Mechanic until they are Cured.
- Necrocanto:
- All worshipers of Evolism are granted the gifts of Catheron. The first is the Law of Catheron's Reflection, which causes any Curse directly placed on an Evolist to also be mirrored back on the (non-Greater Entity) that did it . This does not make the Evolist immune to the Curse, it just means an identical Curse is placed on the Curser (that they cannot remove themselves). Secondly, Evolist worshipers are granted by Catheron, the ability to subtly influence people around them, by either heightening their 6 Devotions of the Void or heightening the 6 Defects of the Void for their own purposes.
- All worshipers of Evolism are granted the gifts of Catheron. The first is the Law of Catheron's Reflection, which causes any Curse directly placed on an Evolist to also be mirrored back on the (non-Greater Entity) that did it . This does not make the Evolist immune to the Curse, it just means an identical Curse is placed on the Curser (that they cannot remove themselves). Secondly, Evolist worshipers are granted by Catheron, the ability to subtly influence people around them, by either heightening their 6 Devotions of the Void or heightening the 6 Defects of the Void for their own purposes.
- All worshipers of Evolism are granted the gifts of Apotheon. The first is to be able to manifest or have Apotheon's golden tail (or in other aesthetic) by which they are able to extract the essence of a person by drawing blood, or consuming them wholly by draining all the liquid from their body and leaving behind a husk. From there, they can choose to manifest parts of the extracted/absorbed person's appearance, skills (like being good at art or cooking, but never Proficiencies) and in essence fuse them into their being. Changes applied to appearance never count as Disguise, and cannot imitate a person.
- All worshipers of Evolism are granted the gifts of Ravaal. They can bless their weapons in the Glacial March, becoming ghostly and see-through. Any would-be lethal wounds they inflict will not kill, instead when if expire, they fall into a glacial coma, a Curse requiring 3 Mages with 7 Proficiency in Magic to break to awaken. Secondly, she grants Evolists the means to produce Soul-shards, which are small ice-like crystals in which they can capture the souls of those that they do end up killing, where they can choose to keep them, or let them pass on without the Malefica getting close.
- All worshipers of Evolism are granted the gifts of Gahan. While in a Spirit Duke summoning, Evolists can call upon the insight of Gahan to peer through potential lies and double-speak of a Spirit Duke, to uncover hidden intentions. This won't allow a worshiper to fully understand the scope of the summoning interaction, but ward against unexpected traps or misleading that the Spirit Duke may be using to deceive the summoner. This Mechanic must be actively called upon during a Spirit Duke negotiation but can be called upon any number of times, though only by the person negotiating.
- All worshipers of Evolism are granted the gifts of Ventra. Ventra allows Evolists to incorporate aspects of natural creatures, plantlife, or geology into their own body, for example by manifesting a bear's arms, a deer's antlers, a feline tail, rock plating, or floral patterns in their hair, all of these changes being purely aesthetic. Additionally, if they witness a person violating nature in opposition to Ventra's teachings, they can summon Ventra's bow and glowing arrows, to mark a person. From then on, until they repent to Ventra, any Evolist that meets them will know they are a sinner.
- Int rewards those who succeed and punishes failure. Through Int, Evolist followers can use Static Divinium to empower Artifacts in their ownership which unlocks extra Mechanics on them when it is performed. Corrupting an Artifact this way can only be done once per Artifact, with more information found on the Artifacts Page. This also Void-Corrupts it with the power of Int. If the Artifactspark is removed, or the Artifact is lost to the Evolist who owned it, the upgrades are removed and the Artifact is de-powered.
- All worshipers of Evolism are granted the gifts of Triton. Triton allows Evolists to transform into a Dragonkin of the unofficial Tyrthar Dragonfall, a Triton-inspired Dragonkin design that must have pitch-black scales and red eyes. This transformation counts as a Disguise, and can have any variety of appearances within the bounds listed. Anyone who sees this Transformed form can know that there is an Evolist underneath. This form does not confer any of the Dragonkin mechanics.
Syncretism: Broken Gods
- All worshipers of The Broken Gods are granted the gifts of the Broken Gods. These gifts mainly aim at their spite and rejection from the world's status quo, in allowing them to choose one Mechanic of any Religion except Evolism, and add it to their own Mechanics. Additionally, The Broken Gods worshipers have a unique Mechanic related to Disguises or Monster Transformations. While these would normally be removed upon reaching 0 HP or being Knocked Out, Broken Gods worshipers who are defeated in combat or outside of it can never be forced out of any Disguise or Transformation. Keep in mind, this may cause problems with Knights, because a Monster that is not transforming back, may need to be executed, so use this judiciously.
- Khama Faith Mechanic 2: Believers of Khama can appeal to the Gods through a ceremony or in-game Event to deal Karmic justice to someone who has wronged them. These Calendar Events must be held with more than a few believers, but do not require Divinium. Staff should be notified of such an Event in a Ticket, and either bear witness to the ceremonial request or receive information about it in said ticket. The core function is that the faithful come together to lament about the injustices perpetrated by either a Player or Event NPC after the fact and beg the Gods to deal Karmic justice to them. For Player Characters, this will never cause permanent damage or death, but can cause them to become cursed, or temporarily receive debuffs. It will be very obvious to the target that the faithful of Khama requested they be punished, though the Gods may reject for a variety of reasons.
- Savent Asha have a heightened alertness and analytical mind, able to perceive threats and react much faster. They may notice dangers when interacting with Event objects or Characters (Private Message DM's for more info)
- Mechanic Two: Balance Warden Mortisphages if reducing a target to 0 HP (or with OOC consent at any HP) in a Combat Scene with them having the last hit, split the Soul of the target in two and make a (Malefica worshiping) Shade copy played either by the victim or the Mortisphage Player. The victim feels a terrible loss in themself, and must slay the Shade copy to reclaim part of their soul, or pay 1 Divinium to restore it remotely.
- Languages: Common / Katharic
Combat Proficiencies and Abilities
Attack Stat: 7
Defense Stat: 5
[14/14 points spent]
Proficiency Points:
- Strength: 0
- [Ability Name]
- Constitution: 0
- [Ability Name]
- Intelligence: 2
- Protocol Analysis
- Protocol Coding
- Protocol Detect
- Mindcontrol Pack (Heritage)
- Tech Assimilate
- Tech Ghost
- Wisdom: 0
- Chem Revive (Heritage)
- Dexterity: 0
- [Ability Name]
- Faith: 0
- [Ability Name]
- Magic: 12
- Shapeshift Pack
- Mimicry Pack
- Wardrove Pack
- Magic Snare
- Magic Resist
- Magic Trip
- Cavalry Summon (free)
- Familiar Disrupt
- Magic Bolster
- Magic Cleanse
- Magic Warp
- Magic Bolts
- Invoke Point Buy:
- Monstrous Transformation: Whether by a curse or by voluntary blessing, this Pack allows the user to transform into a Monster Transformation, which counts as a Disguise. A Monster Disguise is a monstrous version of a Character that breaks beyond the design style of a purely humanoid character and thus can have all manner of visual changes that make them look more monstrous. During Transformation, if anyone is a witness to the Transformation, the Monster can also alter part of the witness's memories, so that they will not remember who Transformed, that the original person ran away, or was never even there to begin with. During the Monster Transformation, the user gains +2 Attack Stat (Break Cap to 11) and +1 Defense Stat (Break Cap to 9), but can no longer use ranged attack emotes. If the user drops to 0 HP, the Monster Transformation will be reverted after which the memory alteration no longer works. Additionally, Characters with Monster Invocation may receive more positive or additional interactions with entities that either feel alignment with, or close approximation to Monsters, such as the Eldertide or the Body Arken (Private Message DM's during Events to inquire). Keep in mind that Monster Transformations are always defined as "Monstrous", and thus fall under Regalian Law High Law. This means it is strongly recommended not to use Monster Transformations is very public spaces or in the middle of the city, as the Regalian Guard & Knights and most law-abiding citizens will attack to kill on sight. If Monsters get arrested, kill-perms are likely to be granted to have the Character executed.
Backstory/Plothooks
(In process of Reworking!)
Even before being born, Akhali's life would already be doomed by circumstance. His mother was a Kathar devoted to the pursuit of gratification, seeking to experience all and any versions of it. Her efforts eventually drew, unknowingly, the attention of the Eldertide. The entity blessed her with a night of unsurpassable satisfaction... only for her to awaken with a monstruous creature by her bedside, a baby, if it could even be called that, yet it barely looked Kathar– Ashamed of the proof of her crime, the mother anonimously dumped her child in a Future House, and never looked backed, for she did not want to be scorned by her peers.
The child would grow up unloved, the other Kathar children laughed at their grotesque nature, and any visiting adults scowled at their nature. Until eventually, a woman came, a Yanar, who seemingly took pity in the creature, and adopted the Spawn of the Eldertide. However, what first seemed to be the end of a nightmare soon proved to be the start of another– The woman was a rich and powerful Greater Vampire, a collectionist to a menagerie of horrors and freaks, kept all within her manor, and Akhali was her latest catch. So began those horrids days for Akhali, meant to be a mere decoration, a freakish spectacle for the enjoyment of her guests, and mere tool for the Sanguine's torture.
Yet, she'd also prove to be their greatest mentor. As she did not fear much, she allowed them to study her arcane collection. With Akhali being the most capable and unbroken of her freaks, she often had them deal with her paperwork and finances. She taught them of religion, so they'd be able to assist in doing Evolist rituals. He learned bothanics, and venoms, and cures.
However, unbeknowmst to Flioidia, Akhali never had once been under her control, merely pretending to do so– And they schemed, and pondered, and studied. And eventually, learned. Flioidia was arrogant, yeah, but she was paranoid too. She had little to no actual allies, only her power held her aloft, with all her defences pointing outside, not much inside. There was a garden, deep within the catacombs, that Flioidia cared for every day, which Akhali soon learned was the source of an accursed power, the Deathless Invocation, which granted a boon of near-immortality.
Flioidia's death was abrupt, sudden, quick. Akhali had been influencing her emotions for months without her realizing, causing her to grow laxant and hedonistic, and after that was done, Amorronokh freed the other freaks, and as they caused havoc and kept the Sanguine distracted, they went to the garden and destroyed all of it, not leaving an ounce of life. The results would be evident once returning upstairs, Flioidia had exploded in an explosion of Gore. Amorronokh spend the next few weeks gathering as much as they could, drinking the blood of the deceased Sanguine to ascend into one as well, before leaving– Not without taking Flioidia's skull with them, as it would become the source of their own near-immortality. The choice, while seemingly bizarre or drastic- Was reasonable within their paranoid, damaged psyche. The world would hunt them down, hurt them, break them, and only by being above, only by being in a position of power, would they ever, could they ever feel safe,
In a way, despite her defeat at their hands, Flioidia had won, turning Amorronokh into the same monster she had been.
As the years passed by, they learned much magic, as well as learned his nature as a Spawn of Eldertide- While Akhali was faithful and loyal to the Evolist Gods, he'd also would be drawn to learn about his father. By the end of his sagely research, he could not deny the Broken Gods, or at least the Eldertide, not only due to his role as his maker, but he could not deny the relief that brough the idea that he was not the one broken and mishapen, but that the Kathar, no, the entire world was small-minded and cruel to the point it would have never given him a chance to be normal, and not a freak. The so called rules of the world culled variety, and after all, was it not within the very idea of the Evolists to reshape the world to their own image? As for the Scornblood and the Covenant, he took them with a lesser degree of appreciation. He felt affection for the Scornblood, but her appeal was not in him, and the Covenant was a creature of heresy, and albeit distant, the Gods had never abandoned Akhali, or treated him badly, even when the rest of the world had.
Regardless, his voyages eventually took him to Regalia, a city perfect for disappearing and growing a web of power- His magics allowed him to voyage discreetly amidst others without drawing notice. His search of allies- Eventually, this drew him to the Darkstar Chapter of the Argentum. In his mind, a dark empire, a new kingdom, was the only truly solution for this world- A kingdom for the broken, the wicked, and the unloved, all would be welcome and given a chance to rise, to thrive, never to live in fear again.
Recent events:
The destruction of phylacteries has forced Akhali to take a much more schemful approach to Regalia, his potential death by actions once more a reality. However, his plans for domination remain- And so he has found common cause with a certain other Sanguine...
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