" Black ink drips like tar
Viscous and laced with your guilt
It is lurking here. "
Given Name: Alyssa Alamilla-Prieto
Alternatively: Merithys, the Beloved of Death; Daenshore's Wolverine; Shadow Sorcerer
Heritage / Culture: Feka-Asha (Remet) // Ailor (Tierraveran)
Age: 26 years old
Gender: Female
Occult: Abyss Mage // School of Shadow, School of Golemancy
Religion: Khama // Beloved of Mauthek
Age: 26 years old
Gender: Female
Occult: Abyss Mage // School of Shadow, School of Golemancy
Religion: Khama // Beloved of Mauthek
Core Concept
Alyssa is a Feka Asha reminiscent of a hyena or wolverine, with a gloomy air and cruel features curtained by dark hair. She's a Shadow-mage, versed in the art of manipulating or conjuring darkness to use as a vehicle for her magic. She weaves shadows into constructs, building warriors to do her fighting and other menial tasks.
Eye Color: Maroonish, two slightly different hues
Skin: Brown
Hair/fur: Black, shaggy & long
Height: 5'-09"
Body Type: Slim
Alyssa sports dark hair often curtaining her eyes, and stands at a tall 5'-09''. Usually, however, she's slouching, bringing her to stand nearer 5'-06''.
She appears gaunt, with pointed, chipped ears and fur on her shoulders, calves, and arms, winding into claws on both her hands and feet, and a canine tail at the base of her spine.
She wears a black Elastan bodysuit under her clothes, which usually consist of contrastingly vibrant-coloured Tierraveran pants and tops.
She speaks with a scratched voice, not quite gravelly, that gives her words a static undertone through her Droque accent.
She has sharp canines, one of them replaced with Living Metal.
Skin: Brown
Hair/fur: Black, shaggy & long
Height: 5'-09"
Body Type: Slim
Alyssa sports dark hair often curtaining her eyes, and stands at a tall 5'-09''. Usually, however, she's slouching, bringing her to stand nearer 5'-06''.
She appears gaunt, with pointed, chipped ears and fur on her shoulders, calves, and arms, winding into claws on both her hands and feet, and a canine tail at the base of her spine.
She wears a black Elastan bodysuit under her clothes, which usually consist of contrastingly vibrant-coloured Tierraveran pants and tops.
She speaks with a scratched voice, not quite gravelly, that gives her words a static undertone through her Droque accent.
She has sharp canines, one of them replaced with Living Metal.
Strength: 0
Asha | Building Scale
Intelligence: 0
Asha | Adapt Oceanic
Khama | Adapt Shapeshift (Living Metal)
Khama | Adapt Shapeshift (Living Metal)
Dexterity: 6
Roguery | Sharp Reflexes
Roguery | Fleet Footed
Roguery | Nimble Bola
Roguery | Flexible Maneuver
Roguery | Smokescreen
Roguery | Escape Artist
Roguery | Fleet Footed
Roguery | Nimble Bola
Roguery | Flexible Maneuver
Roguery | Smokescreen
Roguery | Escape Artist
Magic: 5
Adapt | Mimicry
Magic | Bolts
Magic | Revive
Magic | Barrier
Magic | Summon
Magic | Bolts
Magic | Revive
Magic | Barrier
Magic | Summon
Charisma: 3
Speech | Stubborn Presence
Speech | Undisclosed Presence
Speech | Saving Presence
Speech | Undisclosed Presence
Speech | Saving Presence
Mechanics
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» Linguistic Masters | If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.
» Heretic Hunters | If your Character does not Syncretize, they gain +1 Attack Stat (Breaking Cap up to 11) against Characters that have Syncretized their mono-faith.
» Survival Advantage | Remet Asha have perfect night vision, capable of seeing in dark and low-light environments without needing external lights. Additionally, their claws when struck together create flint and steel like sparks that light up.
» Enhanced Senses | Remet Asha have a heightened sense of smell, sight, and hearing out of Combat. This is fairly flexible and should be discussed with people in a scene in terms of what advantages this may give an Asha in varying scenarios.
» Soft Landing | Remet Asha either through a combination of excellent acrobatics, or shock-dampening limbs, or using their claws to slide down buildings, never take damage when falling from heights, so long as this fall is below 50 Blocks. -
Khama Faith Mechanic 1: Any Believer of Khama, even non-Asha, gains access to the Remet/Savent Asha Heritage Mechanic regarding Living Metal. Living Metal is also called the Blood of the Gods among Khama believers and has great religious significance to them as a result. For more information about Living Metal, refer to the Asha Page. Additionally, Khama Believers, due to their access to Living Metal, gain the Living Metal variant of the Shapeshift Pack for free. For rules on Living Metal Shapeshifting, see the Page. Re-buying this Pack with Proficiency results in the normal variant being given instead, or the Magical variant if it is chosen.» Living Metal | Remet Asha can control a special substance called Living Metal, which is a solid Metal that becomes liquid by their thought and imagination, and can be reshaped to whatever they can imagine, and telekinetically moved around.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.
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Stubborn Presence | This Pack allows you to reduce incoming Persuasion Rolls, or Persuasion Rolls made by others in the same scene. When someone uses Persuasion Rolls on you, the final result has -1 removed. When someone uses Persuasion Rolls near you, you can choose to apply this to their Dice, to sabotage their attempts to persuade. A Character can only be affected by one Stubborn Presence Pack per Dice Roll, and each time this Pack is used, it counts as your Character saying something snarky or snobby to sabotage the Persuasion attempt. The person who is attempting to use Persuasion will know IC that you tried to sabotage them.
Undisclosed Presence | This Pack has the user trained so well in mental fortitude and obfuscation, that they are immune even to Magical attempts to apply Mind Control, or scry their mind for information. Your Character becomes immune to being mind-controlled, Thralled, having their emotions read, or emotions influenced, and so forth. This does not protect against Illusions, or Memory Alterations, however. You can still submit your Character to these functions if you want to, however, it assumes that by default your Character deters any kind of Mind Control.
Saving Presence | Either when you or your friend commits some grievous communication error with a DM NPC or some other Event Character controlled by a Staff Member, you can activate the Saving Presence Pack as a rewind to quickly save the situation from escalating, relax, or diffuse the person who the statement was made towards, and give the speaker the time to re-phrase their statement, opinion, or choose to remain quiet. This is particularly useful to save yourself or someone from committing a diplomatic faux-pas or saying something awkward that would result in loss of opportunities, however, this Pack has limited use. If you are using it for yourself, there is a 30-day cooldown per DM, even if that DM is playing different Characters in different plotlines, you cannot re-use this Pack on the same DM in that period. If you are using it to save a friend's error, the cooldown applies both to you and your friend, regardless if they have the Pack or not.
Languages
Droque (10/10)
Ibeth (5/10)
Common (7/10)
Ibeth (5/10)
Common (7/10)
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Alyssa grew up in Daenshore, parents working full time to keep the household alive, and sparing no expense in ensuring they lived well. Her mother was a Hedjet Asha from the Isles, and her father a local Tierraveran Ailor.
Alyssa made her own contributions in menial tasks, picking up jewelry-making most notably. -
Her mother raised her with the Khama faith, supportive in spite of the magic that Alyssa was born to. When she was old enough, she took the name Merithys, beloved of Mauthek, in honor of her mother's devotion to the once god of death.
She was lured to Regalia, home of her mother, by the errant whispers of Pahtia's revival and the rumors spreading in the aftermath of Sapphora's awakening. - Alyssa's magic manifests as writhing, solid shadows, bent and woven into shapes to act as vehicles for her actions. She creates reaching limbs, warriors to defend her, and turns shadows on their owners.
Inventory
TBA
Relationships
TBA
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