୧‿̩͙ ˖︵ ꕀ⠀ ❤⠀ ꕀ ︵˖ ‿̩͙୨
Carmen Salvatore
୧︵ ˖‿̩͙ ꕀ⠀ ❤⠀ ꕀ ‿̩͙˖ ︵୨
──── ⋅ ∙ ∘ ☽ " QUOTE " ☾ ∘ ⋅ ⋅ ────(attributation)
Carmen Salvatore
୧︵ ˖‿̩͙ ꕀ⠀ ❤⠀ ꕀ ‿̩͙˖ ︵୨
──── ⋅ ∙ ∘ ☽ " QUOTE " ☾ ∘ ⋅ ⋅ ────
❧ Alias: Carmen Diamante Salvatore
❧ Race / Culture: Slizzar (Delayed), Azzizzari
❧ Age: 32
❧ Gender / Pronouns: Female, She/Her
❧ Religion: N/A, Draconism Influenced
❧ Occult: Brawl Marken
❧ Character Occupation: Guardsman
──── ⋅ ∙ ∘ ☽ Core Concept / Backstory ☾ ∘ ⋅ ⋅ ────
A brute in the form of many disguises, Carmen is a force not to be reckoned with. Her emotional intellect is lacking in turn for the sworn loyalty to the Salvatore Family. Taken under the former founder's wing, she was assigned mentors and various teachers to build her brick by brick into the wall she is now.
One of two delayed Slizzar twins, Carmen was born initially as Chhavii. Her twin is obscured by memory, never recalling their existence. She appeared as a purple-tinted maraya in her childhood to early adolescence.
A series of events led to her family making a deal with the Salvatores, namely Adone Salvatore. She was promised a better life with the Salvatores and bid farewell to the family that barely raised her. She was renamed to Carmen to blend in.
During her time with the Salvatores, she learned of the reason she was shipped off. An infected scratch on her cheek at 6 years old. Markenism was a hassle and simply too much to provide for. She was assigned many personal trainers and teachers throughout her youth as they provided instructions to suppress the violent outbursts and control oneself.
At 18, she woke from a vivid dream. Explaining this strange vision, a trusted teacher knowledgeable with Draconsim accompanied her to the temple. She then became a full Slizzar and learned to harness this new ability easily as it came naturally to her.
To this day Carmen serves as a brutish barrier to defend the Salvatores. She only takes orders from Dante.
A series of events led to her family making a deal with the Salvatores, namely Adone Salvatore. She was promised a better life with the Salvatores and bid farewell to the family that barely raised her. She was renamed to Carmen to blend in.
During her time with the Salvatores, she learned of the reason she was shipped off. An infected scratch on her cheek at 6 years old. Markenism was a hassle and simply too much to provide for. She was assigned many personal trainers and teachers throughout her youth as they provided instructions to suppress the violent outbursts and control oneself.
At 18, she woke from a vivid dream. Explaining this strange vision, a trusted teacher knowledgeable with Draconsim accompanied her to the temple. She then became a full Slizzar and learned to harness this new ability easily as it came naturally to her.
To this day Carmen serves as a brutish barrier to defend the Salvatores. She only takes orders from Dante.
──── ⋅ ∙ ∘ ☽ Appearance ☾ ∘ ⋅ ⋅ ────
❧ Eye Color: Dark Sclera, Vibrant Violet Pupils
❧ Skin Color: Dull Gray
❧ Fin Color: Bruisy Purple
❧ Height: 6'6" / 198 cm
❧ Body Type: Burly, Muscled
❧ Additional Features
✒ The permanent scars on her cheek have a slight blue tint to the tissue.
✒ Carmen's fins are rough to the touch as they are made of thinner and finer scales.
✒ Carmen's fins are rough to the touch as they are made of thinner and finer scales.
✒ Her secondary scales are not as vibrant as others may assume. This may be in part of her 'dull' personality.
✒ She has an injury from her time before embracing herself as a Slizzar - the cracked horn.
Carmen stands approximately 6'6" and has a stocky build. This stays consistent with a majority of her blueprints she uses for shapeshifting. She has gray skin with a violet undertone, scales from her forehead tapering at the bridge of her nose. Two horns crown her head, one cracked. Her tail is long and winds around doorways at times. Fins sprout from her ears, jagged and worn from the years.
──── ⋅ ∙ ∘ ☽ Skill Information ☾ ∘ ⋅ ⋅ ────
❧ Hobbies and Talents: Athletic
❧ Mechanics
✒ 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 Mechanic 1]
✒ 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 Mechanic 2]
✒ 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 Mechanic 3]
✒ 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 Mechanic 4]
✒ 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. [Slizzar Mechanic 5]
✒ While in Quartermarken Form or greater, Gain +1 Defense Stat (breaks cap up to 9) when fighting within emote range of a Temple. [Brawl Marken Mechanic 1]
✒ While in Fullmarken Form, a Brawl Marken 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. [Brawl Marken Mechanic 2]
❧ Languages
✒ Common
✒ Canta [Can]
✒ Shalota [Sha] (Fragmented, Little understanding of)
✒ Canta [Can]
✒ Shalota [Sha] (Fragmented, Little understanding of)
──── ⋅ ∙ ∘ ☽ Plot Hooks ☾ ∘ ⋅ ⋅ ────
wip
──── ⋅ ∙ ∘ ☽ Proficiencies and Abilities ☾ ∘ ⋅ ⋅ ────
❧ Attack Stat: Strength
❧ Defense Stat: Constitution
❧Strength: 7
❧Constitution: 5
❧Intelligence: 0
❧Wisdom: 1
❧Dexterity: 0
❧Faith: 0
❧Magic: 1
❧ Defense Stat: Constitution
❧Strength: 7
Melee Point Buy
✒ Careful Fighter {Free}
"To gain a benefit from restraint, when the user would make an Opportunity Attack on an enemy, instead choose between two options. Either make the attack as normal, or do not make the attack, and gain 1 Block Token instead. Careful Fighter goes on Cooldown if either option is chosen. Careful Fighter has a 1 Hour Cooldown."
✒ Combat Sight
"To fight with all of one's Senses, the Blinded Status Effect, when applied to the user, works differently. Blinded now reads: The user gains +2 Attack Stat (breaks cap up to 11), but can no longer Target anyone outside of Melee Range. The user automatically has the Blinded Status Effect applied to them when Combat Begins, and cannot remove it except with Abilities that remove Status Effects. If the user would have the Blinded Status Effect applied to them again, instead of totally ignoring it, reduce
the user's Attack Stat by -2 for their next Attack Emote. Combat Sight has no Cooldown."
the user's Attack Stat by -2 for their next Attack Emote. Combat Sight has no Cooldown."
✒ Bruising Strike
"To beat down upon an enemy, use this ability to bash a target enemy within range to give them the Brittle Status Effect. Bruising Strike can be used without taking up an action, but only after making an attack, not before. Bruising Strike has a 30 minute cooldown."
✒ Cheap Shot
"To counter magic, use this ability out of turn in reaction to an enemy within range using a Power, but only if that Power Targets the user or an ally. Stagger them, and grant the user +1 Defense Stat (breaks cap up to 9) for their next Defense Roll only. If the target attempts to use the same Power on their subsequent turn, also grant the user 1 Block Token. Cheap Shot has a 1 Hour Cooldown."
✒ Knockback Sweep
"To create distance, target either one enemy within range, or everyone within 3 blocks in front of the user (not beside/behind). If one enemy, Displace target backwards by 10 Blocks. If everyone, displace targets backwards by 5 blocks. If any target(s) hit a wall, or are Trapped or Prone, deal -1HP Damage to them. Knockback Sweep has a 2 Hour Cooldown."
✒ Diving Tackle
"To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a cardinal direction horizontally, without triggering Opportunity Attacks. If the user lands beside an enemy, apply the Prone Status Effect to up to 3 enemies within a 1 Block radius, and optionally make an Attack Emote on one enemy in the same turn this ability was used (the attack does not use an action). Diving Tackle has a 2 Hour Cooldown."
✒ Pinning Throw
"To pin down a foe, target enemy within range, instantly apply the Trapped Status Effect for up to 10 minutes. If the Target takes damage, remove the Trapped Early, but prevent them from taking the Move action for that turn only. Pinning Throw does Not Stack, and has a 30 Minute Cooldown once ended."
✒ Shrug Off
"To cleanse a Status Effect with Anger alone, instantly remove one Status Effect (choice, if multiple). But, apply -2 Attack Stat (can go into negatives) to the user's next two Attacks. Shrug Off does not take an action, and has a 1 Hour Cooldown."
❧Constitution: 5
Shielding Point Buy
✒ Shield Block
"In order to last longer in melee combat, use this Ability reactively to instantly reduce Damage from a single Melee Attack by -2, which can be to 0. This does not consume an Action. Shield Block has a 1 Hour Cooldown."
✒ Shield Deflect
"To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack. If the attack hits the user, reduce the damage by -1HP (never to 0). If the attack misses the user, gain +1 Defense Stat (breaks cap up to 9) for the next two Attacks made against the user only. Shield Deflect has a 2 Hour Cooldown."
✒ Shield Slam
"In order to close distances and repel an opponent, use this ability to charge up to 10 blocks in a chosen direction. Once ended, the User can choose any target within melee range and knock them back 5 blocks, also applying the Prone Status. Shield Slam has a 2 hour cooldown."
✒ Shield Bunker
"In order to increase your defenses at the expense of damage output, enter a defensive stance temporarily. While this Technique is active, the user is immune to Displacements, but cannot take the Move action. Additionally, any damage the User deals is reduced by 1, but they gain 2 Block Tokens. If the user chooses to move, or these Tokens are expended, Shield Bunker goes on a 1 Hour cooldown."
✒ Shield Wall
"The user holds up their defenses, protecting themselves and any character within a 3x3 block area behind them. While active, the user can't perform Basic Attacks, but gains a new action that replaces their Attack. As a reaction to an ally within Shield Wall being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Shield Wall can be held for a maximum of 20 minutes, and once ended has a 1 Hour Cooldown."
Training Point Buy
✒ Status Endure
"When the user has a Status Effect removed from them by any means other than an Ability or the Status Effect activating (ex. timing out naturally, using an action to remove), increase the minimum of the user's Defense Rolls by +1 for the rest of Combat. This Ability can activate multiple times, but caps at a +4 Bonus. Status Endure had no Cooldown."
❧Intelligence: 0
❧Wisdom: 1
Chem Point Buy
✒ Technique Parry
"To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown."
❧Dexterity: 0
❧Faith: 0
❧Magic: 1
Magic Point Buy
✒ Magic Smog
"To disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only after the user or an ally has been hit by a basic attack, to apply the Blinded Status to the attacker. Magic Smog does not stack, and has a 2 Hour Cooldown. Sinistral Usage: Cannot be used as a Reaction, but instead applies the Blinded Status to everyone within Range, including allies, but not the user. Instead, the user is Silenced for 10 Minutes."
Adapt Point Buy
✒ Mind Control {Slizzar: Counts as Non-Magical}
"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."
"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 {Slizzar: Counts as Non-Magical}
"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."
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