♡ 5 CONSTITUTION. Endurance & Health.
☇ Free | Shield Cover
☇ Shield | Block
☇ Shield | Slam
☇ Shield | Phalanx
☇ Shield | Deflect
☇ Shield | Snare
☇ Ailor | Status Endure
☇ Ailor | Iron Will
♡ 2 MAGIC. Magical skill & Education.
☇ Free | Cavalry Summon
☇ Free | Carriage Summon
☇ Mounted | Lancer
☇ Adapt | Sealing
♡ 7 FAITH. Power on High.
☇ Free | Divine Stance
☇ Paladin | Divine Smite
☇ Paladin | Divine Rescue
☇ Paladin | Divine Aggro
☇ Paladin | Divine Savior
☇ Paladin | Divine Burn
☇ Paladin | Divine Revive
☇ Cleric | Sacred Burn
♡ - ARTIFACT. Gained via Artifactspark Mechanics.
☇ Narselendis | Chem Bloodboil
☇ Narselendis | Chem Mend
☇ Narselendis | Technique Parry
☇ Narselendis | Adapt Safeguard
› Aelrrigan Knight | Brezelourien Santel.
» Knightly Permissions | All Knights are permitted to wear armor and weapons anywhere in Regalia, including Temples and burial sites and private homes, with the exception of the Imperial Palace, where Armor and Weapons must be confiscated.
All Knights should be treated as aristocracy even if they are not. Knights can be addressed as Ser, Sera, or Dame, depending on choice of identification. They also gain a stipend for Knighthood.
All Knights are tasked with the duty of ensuring that each of them, regardless of order affiliation, holds to the Common Knight Code, as well as their Internal Code to a lesser degree. The latter is more complicated, because different Orders don't always understand the complex nuances of Internal Codes, or are hostile to each other's purpose.
» Chapterhouse Mechanic | Brezelourien Knights may take one Mechanic from any Religious Mechanic of other Religions (even Evolism) which does not involve Combat Stats.
» Catheron Mechanic | The first is the Law of Reflection, which causes any Curse directly placed on the user to also be mirrored back on the (non-Greater Entity) that did it. This does not make them immune to the Curse, it just means an identical Curse is placed on the Curser (that they cannot remove themselves). Secondly, they are granted 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.
» [II] Knight-Sergeant | Bethan is entrusted with the Greygold Gauntlets, a pair of silver winged gauntlets from Breizh legend. They act as a layer of armor in lieu of full plate, with latent protection enchantments in the Artifact reminiscent of Eirlys' old Santwr. The gauntlets hug the hands like gloves, appearing like the wearer had dipped their arms in liquid silver.
» [III] Knight-Captain | Bethan is capable of self-generating 1 auto-Divinium per month, which can be used to cure the Sanguine Curse, summon gods, or other corner case scenarios where the Resource would apply. This Divinium cannot be traded, and is weaker than static Divinium.
› Ailor | People of Aloria.
» Mechanic 1 | Ailor are masters of languages, which is expected given their habit to culturally divides. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. 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.
» Mechanic 2 | Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.
» Mechanic 3 | 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.
» Mechanic 4 | Ailor whether by divine intervention or by sheer dumb 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.
» Mechanic 5 | 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.
» Free Packs | Rage Counter, Iron Will.
› Hobbies | Personal Talents.
› Hobbies & Talents | Athletic Hobby, Magic Talent.
› Languages | Words of the World.
› Native Languages | d'Ithanie & Breizh.
› Learned Languages | Due to her time spent in noble courts, schooling, socializing, and teaching.
» Fluent | Common.
» Moderate | Sign Language, Droque.
» Key Phrases | Calem (Military Lingo), Wai-Lan (Poetry).
» Insults | All.
› Narselendis | The God-Fang.
» Appearance | Narselendis appears as a cobra-fang, a foot long and with a slight curve, sharp enough to function as a dagger. The handle is calcified bone, while the fang itself is encased in gold. The weapon sits comfortable in a dagger sheathe.
» Permanent Mechanic |
Narsil Transformation: Narselendis grants the user the ability to use Marken Transformation without being a Marken, the ability to speak in normal language while in Marken form, and their Marken form can be of any type of animal not just the traditional Marken types. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules). Even if the user is already a Marken, these effects are extended to them (and their appearance can also change). Additionally, Narsil's master was a lover of all things, and Narselendis allows its user to Syncretize with an infinite amount of Religions and be considered faithful to any number of Gods (though the faithful may still choose to reject them).
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 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.
» Sparked Mechanics |
Free Packs: Technique Parry, Chem Bloodboil, Chem Mend
Urlan Mechanic 2: Urlan gain +2 Defense Stat (break cap up to 9) while either in Gloomrot Forest, or while outside of the city boundaries, such as the Hunting Trails, the Forests, and roads leading out of Regalia.
Urlan Mechanic 5: Urlan 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.
Safeguard Pack: Gain the Adapt Safeguard pack for free.
Knight-Spite: Narselendis holds a bite for those who put Narsil to death. Narselendis grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on Regalian Knights. Additionally, even when not attacking Characters of these types, the wielder's Attack Dice Roll Minimum is set to 3.
› Greygold Gauntlets | Knight Artifact.
» Appearance | The Greygold Gauntlets are beautiful, ornate gauntlets that do not look like they belong to a warrior. However, they are as sturdy and useful as any normal armor. The Gauntlets gain their unique appearance through the use of Silver in their design, delicate feathers finely overlaid and combined with the gleaming Steel that makes up the core structure of the armored object. The metal conforms to the wearer's hands, making it look more like they'd dipped their forearms in liquid silver, with how form-fitting the gauntlets are.
» Grey Shield | The Greygold Gauntlets can serve as a layer of armor, keeping in mind one can only have one armor token, and armor does not stack. The form the protection takes is a burst of silver bird feathers, which flake away into nothing after the armor token is used up.
› Pelydriad | Sealing Charm.
» Appearance | Pelydriad is a Breizh spear, 1.6 meters long, with a silver cross-shaped blade attached to a long blue pole banded with gold pieces. Golden prongs sit nearer the spearhead, that act as extra weight and as handholds or parrying locks, flanged into pretty, flowing shapes. Down the weapon's shaft, Breizh filigree decorates a string of script that reads as follows; "And they came to a lake fair and broad. "Lo," said the voice, "yonder is the blade that I spoke of."
» Magical Sinistral Sealing | This ability can only be used when an Enemy within emote range uses a Sinistral Magic Point Buy Ability. That Magic Point Buy Ability becomes its non-Sinistral version instead. The next time the user makes a Basic Attack against that Enemy, grant them +1 Attack Stat (breaks cap up to 11). Magical Sinistral Sealing has a 2 Hour Cooldown.