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Character Information

Full Name: Kostiantyn Winzer von Wremen.

Title: Lord of Wremen.

Heritage / Culture: Remet Asha / Wirtem Ailor [Sand-cat themed.]

Age: 20 / Birthday is May 25th, 295 AC.

Gender / Pronouns: Male, he/him, but uses any pronouns/gendered terms.

Religion: Appears unionist due to his mother's image, but truthfully Vola Fornoss.

Occult: Taran Godborn.

Character Occupation:  A Lord of Wremen - Aelriggan Squire.

Voiceclaim: Jager - Rainbow Six Siege


Appearance Information

Eye Color: His left eye is a soft yellow, the right is a brighter yellow with a blood red sclera.

Skin Color: A dark brown.

Hair: Black.

Height: 5'6''

Body Type: Slim, but lean.

Additional Features:

Tawny cat-like ears and tail. He has dark markings around his eyes that look similar to eyeliner, and two dark stripes on both of his arms.

He has a port wine stain birthmark around his right eye.


[SPOILER="MECHANICS / SKILLS"]

Skill Information

Hobbies and Talents: Alchemy, athletic hobby.

    Misc: Knows the flute, dabbles in weaving and pottery.


Mechanics:

[Ailor Heritage] 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 Heritage] 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.


[Remet Asha Heritage] Remet Asha can control a special substance called Living Metal, which is a solid Metal that becomes liquid by their thought and imagination, and can be reshaped to whatever they can imagine, and telekinetically moved around.

[Remet Asha Heritage] 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 Heritage] 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.


[Fornoss Godborn - Element Hearing] You can hear stories or histories from the elements, for example feeling battles that were witnessed by mountains, suffering felt by burnt forests, or cries for help carried by the wind. This cannot be used to metagame the actions of other Players, but can give you unique story insights in storied locations at the behest of an Event Dm, or Progression, or your own Lore Story writing.

[Fornoss Godborn - Natured Marken] You are a non-infectious Marken by nature, meaning from birth, but unlike conventional Marken, you are fully in control of yourself and never transform involuntarily. Anytime you do transform, you are still able to speak in humanoid languages. You however do not gain access to Marken Mechanics unless fully Transformed and lose them when transforming back into non-Marken form.

[Marken] You are stronger than the average normal person when it comes to out-of-Combat tests of strength. Whether it is in arm-wrestling, or other power competitions, you always gain bonus Dice. You can also carry much heavier loads than other normal people.

[Marken] You are an apex hunter in the wilds, capable of greater sense of the hunt, sight, and hearing in nature. You can effortlessly capture animals in the hunt, and may receive additional benefits during Monster Hunt Events or Monster encounters in the forests of Regalia.

[Marken] Animals generally fear you. Birds fly away, squirrels hide, and insects run away. Some predators like wolves or mountain cats will think twice before challenging you. This effect even applies to domesticated animals and familiars. This does not apply in Combat.

[Marken] You can smell things in great detail. While out of Combat, you can smell any poison or substances that have been added to drinks or food, and you can identify any medicine or alchemy's ingredients by smelling it. This cannot be used to discover identities of the disguised.

[Taran Godborn - Shapeshifting] You are a Shapeshifter, and have the ability to change your appearance and parts of your body at will. Shapeshifting is a complex process and has several rules associated with it, so the full explanation of this Mechanic can be found on the Shapeshifting Page.

[/SPOILER]


Languages:

Common

Calem (Native)

Kriv (Learnt)

d'Ithanie (Learnt)

Skodje (Learnt)

Lëtz (Learnt)


[SPOILER="PLOTHOOKS"]

Backstory/Plothooks


Sheltered Nobility.

Kostiantyn was born into a noble Wirtem family, the von Wremens. His parents, the late Lady Irina von Wremen and Lord Leonid Eduardovych had raised him well, until they were murdered by the vampire that had infiltrated his family's ranks. Countess Wilhelmina Winzer von Wremen saved him and raised him in Wremen, and eventually, he followed her off to Regalia at the age of 20.


Scandal Child. 

Kostiantyn's father was not truly Leonid Eduardovych - it was Taran, shapeshifted into an Asha. The young lord had to hide the eye he inherited from his true father for a long while, until Leonid was found dead in an alleyway and therefore, was unable to tell the truth about Kostiantyn's origins. Leonid was mostly erased from the von Wremen history after this.


Vampiric Hatred.

When Kostiantyn was 10 years old, his mother and several other members of the von Wremen family were murdered by a vampire that infiltrated the manor. He has a burning hate for anything vampiric in nature, and that unfortunately includes a negative bias toward broods.

[/SPOILER]


Combat Proficiencies and Abilities

Attack Stat: Strength /roll 17

Defense Stat: Constitution /roll 15

[13/15 points spent]

Proficiency Points:


Charisma: 2

Speech - Saving Presence Pack

Speech - Undisclosed Presence Pack


Strength: 7

Melee - Technique Parry Pack

Melee - Chaining Throw Pack

Melee - Diving Tackle Pack

Melee - Concussive Blow Pack

Melee - Shattering Strike Pack

Athletic - Steady Body Pack

Athletic - Heavy Throw Pack


Constitution: 5

Training - Rebound Pack

Training - Iron Will Pack

Training - Breather Pack

Training - Interception Pack

Training - Rage Counter Pack