Character Information
Full Name:
Iris Finch
Heritage / Culture:
Ailor with cearden culture
Age:
25
Birthday:
Birthday: 11 October
Year born: 287
Gender / Pronouns:
Female, She/Her
Orientation:
Bisexual
Partner:
unknown
Religion:
Unionism
Occult:
Mundane
Character Occupation:
Lothar Knight, Darkwald Chapter
- The Darkwald Chapter is one of the founding Chapters of the Lothar Order and arguably its fundamental beginnings. The Darkwalds are the quintessential van Helsing Knights, preferring leather armor and light materials and ranged weapons over shield and sword on horseback. The Darkwalds in particular popularized the use of crossbows to hunt Vampires, and have built most of their fame on the eradication of Vampires across the Regalian Empire. The Darkwald Knights are considered the most violent and sadistic of the Lothar Order, believing fervently in their mission to purge the Empire and the whole world of the Occult rot, and caring less for the collateral damage they inflict along the way. Darkwald Knights are sometimes called lunatics, but this does not fully appreciate the nuance of their pretense to insanity so as to take their enemies off guard, with the extreme precision and calculated nature of their behavior in their self-convinced martyrdom.
-
Rank:
Knight-Sergeant
Rank promotion:
Knight: 11 October 312 [ 2024 ]
Sargent: 25 November 312 [ 2024 ]
Captain: Unknown
Major: Unknown
Paladin: Unknown
Knight: None
Sargent: Privilege 6
Captain: Unknown
Major: Unknown
Paladin: Unknown
Character Title:
unknown
Family:
To be Determined
Aristocrat:
Commoner
Nicknames:
Unknown
Appearance Information:
Eye Color:
Green
Skin Color:
White
Hair:
Blue
Height:
6'5 ft
Body Type:
Muscular
Additional Features:
Unknown
Inventory:
Puretek Rifle
Skill Information:
Hobbies and Talents:
Reading
Cooking
Mechanics:
Ailor:
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 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.
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.
Darkwald Mechanic:
Darkwald Knights are immune to Vampirism, though this fact is not known outside of the Lothar Order. They can also perfectly imitate being infected, including feeding.
Languages:
Common
Sign language [ Sign ]
d'Ithanie [ d'I ]
Calem [ Cal ]
Aontaithe [ Aon ]
Hellas [ Hel ]
Kriv [ Kri ]
Lëtz [ Letz ]
Altalar [ Alt ]
Backstory/Plothooks:
-
Core concept
Iris grew up in a small village within Regalia, one that would end up getting attacked by vampires when Iris was just 10 years old. All Iris could do was watch as her village be attacked, one where she had to witness her own family turning into vampires as she remained hidden within her bedroom until her escape. Ever since then, she was determined to put an end to those who end up the same fate as her family, joining the Lothar order soon afterwards. - To Be Determined
-
- Lost her village to Occult ( Vampires ) and this became her reason to join the Lothar Order as a Darkwald.
- Joined the order to fight those with afflictions, especially as she does not want to see others to become such afflicted.
-
Found Family:
To be determined
Close Allie/Friend:
To be determined
Friend:
To be determined
Neutral:
Janick Von Rolanthe
Ripley
Wulf
Skully
Adagio Von Rolanthe
Alice Von Rolanthe
Enemy:
To be Determined
Combat Proficiencies and Abilities
Attack Stat: 7
Dexterity
Defense Stat: 5
Intelligence
[15/15 points spent]
Proficiency Points:
Intelligence: 7
Dexterity: 7
Charisma: 1
-
Wardrobe pack [ Free Pack ]
The Wardrobe Pack allows a Character to remain prepared at all times without the need for armor or weapons on their person. The wearer is considered armored at all times, and is able to conceal a ranged or melee weapon that is considered Hidden until used. (Hidden may not apply in places like the Imperial Palace, or during certain events). Lastly, the user is able to conceal a life support system on their person, allowing them to take damage that would normally be fatal. If the user is killed, provided their head and neck are still intact, they are able to resuscitate themselves and seal any lethal wounds they may have taken after 10 minutes.
Safeguard Pack
The Safeguard Pack allows the user to become less affected by Afflictions, which has a couple of effects. Firstly, they are unaffected by Vampire Charm or Mortisphage Charm. Secondly, while they can be infected with Afflictions, they are more willing to seek Curing, dampening that influence on their mentality only. Thirdly, while it usually takes 72 hours for a Thrall to turn into a Fledgling, the Safeguard Pack extends this from 72 Hours to 1 Week, giving them more time to seek curing before it costs Divinium. Finally, they cannot be fed upon by Vampires or Mortisphages, as their body becomes caustic to them. This can all be achieved through a combination of mind-guarding nanites or chips, or bloodstream alchemy.
Mimicry Pack
The Mimicry Pack allows a Character to copy the functional Abilities and Proficiencies of another Character, though only ever at the start of Combat. If a single of their own Abilities has been used, this Mechanic is no longer available until all Abilities are no longer on Cooldown. This can also not be used to Mimic Custom Kits, except in situations where it is used in a 1v1 against a Custom Kit user, who must also give express OOC consent for this to work. Some Custom Kits may also not be copied, due to deep lore functions of how their Custom Kits came about. The Mundane variant of this Ability uses a combination of Ability-mimicking machines and nanites or alchemical imitations. When Mimicry is used in Combat, it cannot be removed until Combat has ended, and if the effect is maintained beyond combat, it cannot be removed until the next Combat ends.
Puretek Relod Pack [ Puretek ] [ Instant Technique ]
Target yourself and grant an additional usage of any previously used and currently inactive Puretek, Ranger, or Deadeye Point Buy Ability without using an Action.
Timer: Once per Combat, Only during Health Stage 1
Range: Self
Puretek Burn Pack [ Pretek ] [ Link Technique ]
Target an Occult Character within range and apply a Link to them for 4 turns that deals -1HP Damage to them when they use a Power. After this has dealt 2HP Damage, break the Link and inflict the Silenced Status Effect to the target for 2 turns. If Puretek Burn does not deal -2HP Damage to the Target within 5 turns, inflict the Weakened Status Effect on yourself for 2 turns. Multiple instances of Puretek Burn do not stack.
Timer: Once per Combat
Range: 10 Blocks
Puretek Wrath [ Puretek ] [ Counter Technique ]
You can only use this when an Occult Enemy Damages you with a Basic Attack, apply the Vulnerable Status Effect to them and decrease their next Move by 4 Blocks.
Timer: Twice per Combat, Once per Health Stage
Range: Emote Range
Puretek Saction Pack [ Pure Tek ] [ Passive Technique ]
You can only use this when an Occult Enemy targets you or an Ally with a Power, apply the Warned Status Effect to that Enemy. Whilst Warned, if the Target uses a Power in their next Action, inflict -2HP Damage to them, if they do not, apply the Silenced Status Effect for 2 turns. Multiple instances of Puretek Sanction do not stack.
Timer: Once per Combat
Range: Emote Range
Puretek Evade Pack [ Puretek ] [ Movement Technique ]
You can only use this ability when you are targeted for a Basic Attack by an Occult Enemy within range. You automatically succeed in the Defense Roll for that attack, and Displace yourself up to 10 blocks away from the enemy in a cardinal direction. Additionally, at the end of the displacement, apply the Vulnerable Status Effect to yourself.
Timer: Once per Combat
Range: Melee Range -
Deadeye Stance Pack [ Deadeye ] [ Stance ]
You can enter Deadeye Stance without using an Action, but ending it requires one. Deadeye Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your max Attack is 10 (dice 20). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 4. Deadeye Stance has an indefinite duration, until ended by you, or until combat is over.
Timer: 20 Minutes, once ended
Range: Self
Deadeye Pinshot Pack [ Deadeye ] [ Instant Technique ]
Target an Enemy within Range with the Marked Status Effect and make an Attack Roll against them, dealing -3HP Damage on a successful hit, or re-apply the Marked Status on a miss.
Timer: Once per Combat
Range: Emote Range
Deadeye Quickshot Pack [ Deadeye ] [ Instant Technique ]
Target an enemy within Range and make an Attack, rolling three times and selecting the highest result. Additionally, if two of the Rolls were above 10, apply Marked to the Target, if three of the rolls were above 10, also apply Marked to a second enemy within range. Deadeye Quickshot deals -1HP additional Damage to enemies with the Marked Status Effect.
Timer: Once per Combat
Range: Emote Range
Deadeye Overwatch Pack [ Deadeye ] [ Instant Technique ]
Target an Enemy within range and apply the Snared Status Effect to yourself and the Target. This does not consume an Action, but cannot be used on Enemies on Health Stage 1.
Timer: Twice per Combat, on Different Targets
Range: Emote Range
Deadeye Execute Pack [ Deadeye ] [ Instant Technique ]
Target an Enemy within Range who is on Health Stage 2/1, make a Basic Attack against them with +4 added to the Final Result that deals -1HP Damage if it misses.
Timer: Once per Combat
Range: Emote Range
Deadeye Drillshot Pack [ Deadeye ] [ Instant Technique ]
Target an Enemy within Range and make a Basic Attack against them that ignores the benefits of Minimum Defense Increases. Additionally, if successful, reduce the Target's Minimum Defense Roll against your attacks only by -3 for 2 turns.
Timer: Once per Combat
Range: Emote Range
Deadeye Luckshot Pack [ Deadeye ] [ Passive Technique ]
You always have Deadeye Luckshot. While active, you may roll /dice 1 4, and set the Damage of your next successful Basic Attack to the number rolled. If you roll a 1, set the Damage of your next successful Basic Attack to -1HP and inflict the Brittle Status Effect to the Target. Deadeye Luckshot ends once you make a successful Basic Attack against an Enemy.
Timer: Once per Combat
Range: Emote Range
Deadeye Barrage Pack [ Deadeye ] [ Passive Technique ]
You must spend an Action to activate Deadeye Barrage, but may use a Basic Attack without using an Action. While active, you gain +1 Attack per Basic Attack made for the next 3 turns, stacking up to +2. If the 3rd Attack is successful, it deals +1HP Damage, then Deadeye Barrage ends. Additionally, you cannot move for the duration of Deadeye Barrage, unless you cancel it prematurely.
Timer: Twice per Combat, but only during Health Stage 3/2
Range: Emote Range -
Undisclosed Presence Pack
This Pack has the user trained so well in mental fortitude and obfuscation, that they are immune even to Magical attempts to apply Mind Control, or scry their mind for information. Your Character becomes immune to being mind-controlled, Thralled, having their emotions read, or emotions influenced, and so forth. This does not protect against Illusions, or Memory Alterations, however. You can still submit your Character to these functions if you want to, however, it assumes that by default your Character deters any kind of Mind Control.
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