- Joined
- Dec 29, 2015
- Messages
- 505
- Reaction score
- 3,374
- Points
- 0
- Age
- 25
Character Information
- Full Name: Anshula 'Aruna'
- Heritage / Culture: Masajamana ka Tile (Korbamakora), Sarakandi (Surya Court)
- Age: 26
- Gender / Pronouns: Genderfluid | He/Him/She/Her/They/Them (Slizzar)
- Occult: Void Mageborn
- Anshula is a Slizzar Mageborn who blends Masayan and Sarakandi cultural ideals. A scholar and Regalia-educated diplomat.
- They seek to employ the techniques and lessons learned from Surya to not only encourage continued positive relations between the Regalian and Masayan people, but to promote some level of cooperation between the Masaya and Al-Alus. Both of these goals also improve the common conception of Slizzar among Ailor.
- Anshula's magic is fundamentally unstable, due to Limit-Breaking in their youth. As such, they constantly need to find ways to better control their magics. At the same time, they strongly advocate for better arcane protections, Mageborn seeking programs, and magical education institutions.
Appearance Information
- In their natural form, Anshula is a dark-scaled Slizzar with purple ridges on their brow, and hued lilac tendrils. They wear very traditional Slizzar clothing in this form, as their mentors and many adopted family members wished to acquaint them with their native culture.
- As Arun/Aruna, Anshula is a mostly Songaskian-presenting individual with curly white hair, occasionally with half-elvish ears. They cover themselves most often with the latest in Korbamakora fashion, leaning towards more open clothing. Much of their clothing is androgynous, but they have some overt masculine/feminine pieces.
- Anshula's Void Magic generally takes the appearance of flame, where their God Magic takes on solar aesthetics. They cast their magics through a Silver-Electrum casting brace on their left arm, culminating in rings on each finger, connecting to the 'bracelet' by chains. All of this is covered in an odd blend of Sofaal and Zoram that is largely unreadable without a translation key. For all of this strangeness and secrecy, the metal isn't strong, and the power source is obvious. A purple amethyst that pulses with imbued energy.
Attack and Defense Stat
Attack Stat: 1d13
Defense Stat: 1d15 (Magic)
Block Tokens: 1 (Wardrobe)
HP: 10 (8 if Medical Stance)
Hobbies and Talents (Optional)
Medical Hobby covers broadly things done to heal, treat, and diagnose people and animals. This includes but is not limited to diagnosing ailments, prescribing medicine, performing check-ups, and other basic medical roleplay. While "realistically" non-magical Medical Healing is slower, we do not enforce this on players, and can treat people with Medicine and Technology just as good as you can with magic. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket.
Magical Talent covers broadly things done with magic or that have a magical feel to them. MassiveCraft does not in theory limit the creative freedom of Magic Roleplay. A Mage can create autonomous lights or brooms, give magical effects to drinks, or ignite and douse fires with a simple gesture. Mages can also use their magic to heal and cleanse, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. Alternatively, Mages can use their magic to corrupt and harm. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Players are asked to self-moderate with what is reasonable and acceptable in Roleplay to all participants. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Magic Talent has no Morality, but, to use Magic Talent, a Character must be considered a Mage of some alignment, and some uses of Magic Talent can be considered Sinistral Magic.
Proficiencies 14/14
- Strength: 0
- Constitution: 0
- Intelligence: 2
- Wardrobe Pack (Adept) (Magical Variant)
- Safeguard Pack (Adept) (Magical Variant)
- Mindcontrol Pack (Slizzar) (Magical Variant)
- Shapeshift Pack (Slizzar) Magical Variant)
- Wisdom: 1 (Medical Stance)
- Medical Barrier
- Dexterity: 1
- Escape Artist Pack
- Faith: 2
- Sacred Gear Pack
- Sacred Judgement Pack
- Magic: 8
- Magic Warp Pack
- Magic Isolate Pack
- Magic Shove Pack
- Magic Reduce Pack
- Magic Feather Pack
- Magic Bolster Pack
- Magic Curse Pack
- Oceanic Pack (Adept) (Magical Variant)
- Magic Warp | Type: Movement | Range: 10 Blocks | Cooldown: 1 Hour | Action: Instantaneous
- To move yourself or an ally, use this ability to relocate them forcibly anywhere else in range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action if used on them. Magic Warp cannot be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown.
- Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only.
- Magic Isolate | Type: Instant Power | Range: Emote Range | Cooldown: 2 Hours |
- To isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown.
- Sinistral Usage: Break 2 Link Powers, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.
- Magic Shove | Type: Instant Power | Range: Emote Range| Cooldown: 30 minutes
- To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown.
- Sinistral Usage: Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.
- Magic Reduce | Type: Dispel Power| Range: Emote Range | Cooldown: 2 Hour
- To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown.
- Sinistral Usage: The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.
- Magic Feather | Type: Buff Power | Range: Emote Range | Cooldown: 1 Hour
- To protect from falling, as an Action before the user or an Ally would jump off a ledge or great height, use magic to cushion their fall, reducing the Fall Damage to 0 HP. As a reaction to the user or an Ally taking Fall Damage, reduce the Damage by -1HP. Or, on Allies, only reduce by -2HP, but the user suffers -2HP. If any function is used, except Sinistral, Magic Feather has a 1 Hour Cooldown.
- Sinistral Usage: When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.
- Magic Bolster | Type: Buff Power | Range: 5 Blocks | Cooldown: 1 Hour | Duration: 20 Minutes
- To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the + Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown.
- Sinistral Usage: Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time, that break cap up to 11/9.
- Magic Curse | Type: Buff Power | Range: Emote | Cooldown: 2 Hours | Duration: 15 Minutes
- To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown.
- Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that-2 to the second enemy.
- Oceanic Pack: The Oceanic Pack allows a Character to function underwater as if it is above water. This means they gain normal movement speed, the ability to wear armor, the ability to breathe underwater, use weapons, use attack Emotes, use Abilities, and speak underwater through the use of biology-altering alchemy, or the use of underwater adaptation gear and equipment. Those with the Oceanic Pack essentially, can function and live underwater indefinitely, such as in the rivers, and the underwater sections of the Sewers and other roleplay Zones. This effect cannot be shared with others, except for the underwater breathing, which can be granted to up to two users, so long as they hold one hand each of the user.
- Magical Variant: The Magical Variant of Oceanic Pack also allows the user to extend the full effects of Oceanic Pack to 2 additional Allies so long as they remain within 10 Blocks of the user (no longer needing to hold their hand). If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
- Sacred Gear | Type: Buff Power | Range: 5 Blocks| Cooldown: 4 Hours| Duration: 30 Minutes
- To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Attack Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes. does not stack. and has a 4 hour cooldown.
- Sacred Judgement | Type: Instant Power | Range: Emote Range | Cooldown: 30 Minutes
- To hinder an enemy sinistral user, use this ability as a reaction to an enemy using Sinistral Magic, which does not consume the user's action. Apply a -2 to the final result of their next Attack or Defend roll. Sacred Judgement does not Stack. and has a 30 Minute Cooldown.
- Medical Stance | Type: Stance Technique| Range: Self| Cooldown: 2o Minutes | Duration: Indefinite
- During Medical Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. While in Medical Stance, the user's Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown. When entering Medical Stance, the user's HP is capped to 8 for the rest of the fight.
- Medical Barrier | Type: Instant Technique | Range: Self | Cooldown: 30 Minutes | Duration: 20 Minutes
- To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Attacks targeting them from the front. While active, the user can't use other Abilities or perform Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown.
- Escape Artist | Type: Instant Technique | Range: Self | Cooldown: 1 Hour (only if used in Combat)
- The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. This also allows them to lockpick doors and gates ingame, letting them escape or break into cells or prisons without immediate notice. Additionally, while in combat the user is able to cleanse themselves of the Trapped Status Effect before Escape Artist goes on a 1 hour cooldown. While out of combat, Escape Artist has no cooldown.
- Mindcontrol Pack: The Mind Control Pack allows a Character to establish a level of control or influence on other Characters through the use of Alchemical addiction, or pheromone serums, or mind-control chips and machines. This Pack has several functions, each of which is explained below. Keep in mind that Mind Control, to rob someone of their free will and agency, is one of the most heinous moral crimes in most cultures and Religions. You should expect Characters to react with extreme hostility if your Character is found to be using Mind Control. Some Characters may also be immune to Mind Control, but in such instances, these Mechanics simply don't work, they don't suddenly notice that someone tried to Mind Control them. Using any form of Mind Control is not telegraphed, meaning it cannot be seen when used by others (unless someone was there when it was applied. This means the only way to discover Mind Control of any kind, is with educated guesswork.
- Persuasion Guidance: The Character can boost an Ally's Persuasion Roll while in Emote Range by +2 to the final Dice result. Only one Guidance can be active per Character, and it cannot be used on Self.
- Persuasion Bonus: The Character gains +2 to the total /dice roll number before rolling, meaning 3 +Wisdom OR Intelligence +2, while also raising Persuasion Cap by +2, this does not increase the final dice result.
- Persuasion Thralling: The Character can establish Mind Control over a Character with OOC consent (which can be revoked at any time). Mind Control can vary from the Target becoming completely unable to act and waiting for commands, or being mostly in control of themselves, but just not being able to reject commands from the user. Mind Control cannot be overwritten, and can be removed from any Knocked Out person (they will always violently resist being freed by removing the device or substance that Mind Controls them. There is no upper limit to the amount of people Mind Controlled this way. Make sure to always communicate the level of (dis) comfort Players may have with Mind Control before engaging in it.
- Magical Variant: The Magical variant of Persuasion Guidance and Persuasion Bonus is identical, where the changes mostly occur in Persuasion Thralling. Persuasion Thralling can no longer be removed by just Knocking someone Out, they have to be freed from Mind Control through the use of an Ability or Mechanic that functions as a form of Exorcism. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
- Shapeshift Pack: The Shapeshift Pack allows a Character to change the fundamental genetic composition of their Character through for example the use of body-changing Alchemy or body-morphing technology like nanites. The Character can change their heritage (for example from Ailor to Eronidas or Solvaan, or even a combination of the two or three), including but not limited to taking visual aspects of individual peoples and combining them visually, though this never changes their Heritage Traits. Furthermore, they can change Gender Presentation, Biological Sex, Height, Hair, Facial Structure, Body Shape, Hair Color and texture, and even apply visual effects on their body like Tattoos, Mutations, and additional (non-combat) functional limbs or body parts. The Mundane version of this Pack does not count as a Disguise but is applied indefinitely, meaning the Shapeshifting does not break until an antidote or reversal is applied. Keep in mind that Shapeshifting should not be used in anti-RP ways to avoid consequences perpetually, while it can help with Crime RP or to keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that Shapeshifters have a bad reputation in the lore, your Character may receive hostility for openly Shapeshifting in front of other Characters.
- Magical Variant: The Magical Variant of this Ability has all the same functions, except that the Shapeshifting does count as a Disguise, and can Hide Affinity Traits, but never Affliction Traits. Additionally, Magical Shapeshifters are capable of mimicking the appearance of another Character exactly while Mundane Shapeshifters cannot. Keep in mind that passing off convincingly as someone else, still requires a modicum of behavior mimicry as well, otherwise Characters may see through the ruse. Shapeshifting can be done as many times and as quickly as the user wants. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
- Slizzar are immune to mind control of any type, particularly Mindcontrol Pack and all of its Mechanics to do with Thralling and Persuasion Dices, if used to convince them.
- Slizzar are immune to Persuasion Dices when used by Players. Additionally, when using Persuasion Dices themselves, if they fail once, they can re-try their Dice for a higher result.
- Slizzar can perfectly mimic Afflictions and Affinities, including Transformations, and even their Abilities, though where they cannot innately use these Abilities, they are Illusions instead.
- Slizzar always use Persuasion Dice at their maximum Persuasion Cap, meaning 14. Additionally, they gain +2 to the final Persuasion Dice Result after every Roll.
- Slizzar can perfectly fake and fool Knight Order membership or Guild Membership papers, thus always pretending to be a member undetectably even if they are not.
Languages
Common
Sofaal
Zoram
Some Zahram and Pannarokh
Life Story / Plot Hooks
Youth
- The at-the-time-unnamed started life as a Full Slizzar, though they were not within Sarakand at any point in their youth. The ongoing violence of the Crysant War resulted in their parent leaving them behind in Farah'deen, their new caretakers being a family with close relations with the now-absent caregiver. They had a twin sibling. They were named Canzawa by their adoptive family.
- Living in an Oasis-Town near Kankagner, their early years were good. Unfortunately, while they were safe from proper Al-Alus war machines due to their proximity of the necromancers, they were not so protected from sand pirates. Their home was destroyed, and the twins kidnapped. Their time as a hostage was short.
- The stresses and anger of the young Slizzar awakened their innate Mageborn abilities, to an unfortunate effect. They rapidly began to Limit Break in the vastness of the Ouelessa Desert, and it was only due to the fortunate interference by a Songaskian patrol that they were knocked unconscious. Their twin was never found.
- Canzawa was taken in by a new foster family, middlingly-wealthy and religious, they brought Canzawa into the faith of Mussaktu. At some point, they found an elvish mentor who could help Canzawa begin to master their magic.
- As they enter their adult years, they enrolled at Kalansoka Filafanga, a Masayan military mage academy. Though they only stayed for three years, they finally mastered many of their basic shapeshifting abilities there, as well as many arcane and attuned powers.
- Through fate or engineered circumstance beyond their power, Canzawa is reunited with members of their family, and heads to Regalia.
- Canzawa integrates into the local Regalian Slizzar communities, going from a Lonestar Slizzar to a Surya Slizzar with the help of many mentors, none of whom were Surya. They are given a Private Name, Anshula.
- Anshula enrolls at the Regalian College, passing an Alchemy For Beginners course, an Imperializing, Culture, and Identity course, and a Regalian Diplomacy course.
- Anshula changes their public name to Aruna- leaving behind Canzawa- to announce their integration with their birth culture. Though at heart, they are still Masaya-raised.
- After some time working as a diplomat, noble assistant, and healer, Anshula falls afoul of the Vampiric curse. After their curing, they head to Sarakand, spending time in and out of the dome.
- Anshula returns to Regalia, having spent a few years traveling!
Additional Information
- Anshula owns a Hadrian Satrap named Nisha! A strapping young juvenile of nearly 3 years age. Not old enough to ride, but old enough to fly.
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