- Joined
- Jul 15, 2024
- Messages
- 1
- Reaction score
- 0
- Points
- 0
Character Information
- TBD -
Combat Proficiencies and Abilities
Attack Stat: Dexterity
Defence Stat: Magic
[14/14 points spent]
Proficiency Points:
- Full Name: Elizabeth von Rothwell
- Heritage / Culture: Ailor
- Age: 27
- Gender / Pronouns: Female (She/Her)
- Religion: Draconism
- Occult: God Magic (Nox)
- Character Occupation: National Scholar
- Eye Colour: Light Blue
- Skin Colour: White
- Hair: Brown
- Height: 5'9
- Body Type: Slim
- Additional Features: Long Flowing Hair
- Hobbies: Elizabeth enjoys staying active and in good shape so her body can never slow her down in life, she spends her free time studying magic (Athletic Hobby)
- Talents: Elizabeth is skilled in magic (Magic Talent)
- Mechanics:
- 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.
- 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.
- 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.
- Ailor whether by divine intervention or by sheer dump 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.
- Ailor have unusual religious flexibility due to their history. Ailor are able to follow two Religions at once, further than Religious Syncretism could allow, but this can never include Evolism or Pagan Faiths. If a second Religion is followed, the Character must declare one as "dominant" from which they receive the Religious Mechanic and Afterlife, and one "subdominant" (from which they get neither of these). Believers of the subdominant Religion can reject this faith sharing, but the Gods never will. Any other Mechanics that derive off faith will only apply to the dominant Religion.
- Languages: Common, Anglisch
- TBD -
Combat Proficiencies and Abilities
Attack Stat: Dexterity
Defence Stat: Magic
[14/14 points spent]
Proficiency Points:
- Strength: 1
- Force Toss
- Constitution: 0
- Familiar Disrupt
- Intelligence: 1
- Tech Exchange
- Wisdom: 0
- Dexterity: 5
- Deadeye Stance
- Deadeye Barrage
- Deadeye Doubletap
- Deadeye Pinshot
- Deadeye Puffshot
- Deadeye Crit
- Deadeye Stance
- Faith: 0
- Magic: 7
- Magic Snare
- Magic Smog
- Magic Disengage
- Magic Warp
- Magic Shove
- Magic Revive
- Magic Cleanse
- Magic Bolster
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