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Work in Progress Bimowen, the Great Warrior Equal to the Heavens

This sheet is a work in progress and should not be considered accurate or used actively in roleplay.
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Character Information
  • Full Name: Bimowen

  • Heritage / Culture: Feka Asha / Kemet Asha
    • Dominant: Asha
    • Recessive: Ailor
  • Age: 48 years old

  • Gender / Pronouns: He / Him

  • Religion: Syncretic Evolism - Khama (Zaret, Sefruat, Ra'mut)

  • Occult: Fury Arkenborn, Greater Vampire Torrghlass

  • Character Occupation: Terrorist, Bandit Leader
Appearance Information
  • Eye Color: Red (Vampiric)

  • Skin Color: Tanned

  • Hair: Blond (Fury Arken)

  • Height: 4'6

  • Body Type: Incredibly well-defined physique.

  • Additional Features: His body is intermixed with Necrotech, making him an incredibly deadlier fighter.
Skill Information
  • Hobbies and Talents: Athletics, Tech, Chem / Magical, Cleric

  • Mechanics:
    • Asha (Dominant):
      • 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.
      • Remet Asha have a natural bodily reaction to non-combat Magic in their proximity. This can for example cause the fur in their neck to stand upright. It can also be used to warn of a magical presence before it is spotted.
      • 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.
      • 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.
    • Ailor (Recessive):
      • 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
    • Fury Arkenborn:
      • If a Fury Arkenborn loses combat, for 2 Hours afterward, they are allowed to perform one single Persuasion /Dice using Strength instead of Charisma, but without any Bonuses.
      • Fury Arkenborn 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.
      • Fury Arkenborn can Transform into a War Demon, made of solid golden flames with large horns, a bladed tail, and large claws. This Transformation counts as a Disguise but breaks when defeated.
    • 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.
      • Torrghlass Bloodline:

        • Torrghlas Mechanic I: Torrghlas Vampires can Transform into Varghul (Gorilla-Bat Hybrids) or Urlan Appearance (but with Void theming), both with Urlan Heritage Traits, losing their old Heritage Traits. Counts as a Disguise.
        • Torrghlas Mechanic II: Torrghlas Vampires if in Melee Range of a Gate or Fence or Door blocking off an entryway, are able to Gate Smash their way through, or bend the bars to let themselves and others pass.
        • Torrghlas Mechanic III: Torrghlas Vampires are able to perform superhuman feats out of Combat, able to lift huge weights, break open solid rock, or carry multiple people on their back.
    • Evolism:

      • 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 Morrlond. Morrlond's gifts mainly aim at overcoming losses. Any Evolist who participates in an Event-Calendar noted Tournament that involves Combat Roleplay, and should lose, gains +2 Attack Stat (breaking cap up to 11) for the next Event-Calendar noted Tournament. This effect can stack (increasing the cap by 2 each time also), until they win, after which it is removed. Secondly, Morrlond allows all Evolists to breathe underwater, but does not grant them underwater Combat Roleplay Mechanics or Abilities.
      • 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.
    • Khama:
      • Khama Faith Mechanic 1: Any Believer of Khama, even non-Asha, gains access to the Remet/Savent Asha Heritage Mechanic regarding Living Metal.
      • 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.
    • Argentum Order:
      • Ascended Mechanic:Ascended Knights can choose one Mechanic from any other Religion and apply it to their own list of Mechanics for perpetual use.

        • 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.
          • Mortis Cult: All worshipers of The Mortis Cult are granted the gifts of the Death Gods. These gifts mainy aim at making them somewhere between Undead and Alive. Mortis Cult worshipers can choose to be both Undead and not Undead at the same time, gaining Deathveil Mechanic 1, Deathveil Mechanic 2, and Deathveil Mechanic 3, but are not subject to any of the Undead Rules associated, meaning they can still use God Magic, and be Afflicted. However, if they become fully Undead, then the normal rules apply. From this point, they can be returned to this state of between Undead and Alive by sacrificing a single Static Divinium to cure their undeath and return them to the default state of this Mechanic.
    • Deathveil:
      • Deathveil Undead no longer need biological processes such as breathing, eating, or sleeping. They are theoretically immortal so long as their body is not physically destroyed, as destroying their head will still force their soul to detach from their body and pass on. Deathveil Undead can live for hundreds of years, though we recommend a maximum of 500, due to the stringency of lore from this far back.
      • Deathveil Undead, due to their connection with the Ordial Gods Malefica, the Consigner, and the Machinist, are able to use Divinium to summon these entities, even if normally Pagan or Cult Gods such as these could not be summoned. In doing so, not only do they have access to the normal Divinium Summoning, these entities also double as having all functions of the Spirit Dukes.
      • Deathveil Undead do not need to remain bodily cohesive, meaning parts of them can live independently from the main body. This could for example allow them to send a hand crawling under a doorway which can later be re-attached, or an eye held around a corner to see. This allows Deathveil Undead to creatively interact with some Staff Events by creatively using their bodily flexibility.
  • Languages: Common
Backstory/Plothooks

Combat Proficiencies and Abilities

Attack Stat: 7
Defense Stat: 5
[7/14 points spent]
Proficiency Points:
  • Strength: 7
    • Technique Parry
    • Diving Tackle
    • Combat Sight
    • Shrug Off Pack
    • Building Scale
    • Force Toss
    • Knockback Sweep
  • Constitution: 5
    • Shield Deflect
    • Shield Snare
    • Shield Slam
    • Shield Bunker
    • Shield Cover (Free)
    • Shield Block
    • Bulwark (Asha Free!)
  • Intelligence: 0
    • Shapeshift Pack (Khama Free!)
  • Dexterity: 0
    • Escape Artist (Ailor Free!)
  • Magic: 1
    • Monstrous Invocation
  • Charisma: 1
    • Undisclosed Presence Pack
Backstory:

Bimowen was borne out of a cell of Evolist Kemet located in Regalia, who after many efforts, succeeded in drawing the attention of the Fury Arken, who after many hours of deals, agreed to concieve a child for them, in exchange for their souls. And so, Bimowen was born, half-Asha, half-Ailor, and Arkenborn. However, on his fourth year of age, the Knightly orders befall the cult's headquarters, and butchered all of them. All, except Bimowen, and his master, whose name has been long forgotten. It was she who taught him the ways of fighting, it was she who whispered words of revenge and vengeance, of he would be their ultimate retaliation, and it would be her who would end up slain by him once he was old enough to be bored by her words.

In fact, this has been such a gloomy tale! Too depressing. Bimowen changed his life around once he didn't have that stupid Asha always speaking on how he needed to go on to destroy the Regalian Empire, like, shut up, because Bimowen was not at all about that sort of game. The rest? They were weaklings, and he was really strong, so strong, he should be no one's tool!

Bimowen proceeded to rampage throughout the Regalian countryside, always forced on the move once he had finished an area's resources and heroes. His lust for conflict would grow, but still he remained unsatisfied. He became a Vampire's fledgling, until he grew bored of it, and left, not before tossing the guy into a roaring fire. His antics, eventually, were picked by the Argentum, and he was offered a position, and oh Bimowen loved it all oh so very much. The Ascended were the chapter he'd become comfortable with, seeing as they didn't have much qualms on him being a murdering machine, and besides, the Darkstar were so inferior anyways, spending the entire day hidden in their crypts, fuck that, Bimowen said, I'm stronger, I'm smarter, I'm better!

His final step would be brought by eventually, doing a deal with the Machinist. In exchange for granting him the peak of strength between flesh and machine, every soul Bimowen killed would go to the Machinist- Through this deal, then, Bimowen is an ally to the Malefica.
 
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