- Joined
- Jul 24, 2015
- Messages
- 145
- Reaction score
- 911
- Points
- 258
Character Information
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Appearance Information
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Core Concept and Plot Hooks
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Skill Information
Combat Proficiencies and Abilities
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Life Story Summary and Extended Edition
- Full Name: Laerilas Vorhaal Valloaan Bel-Sol Solleria-Tal Morrlondasseïävasso
- Titles: Count (Sol) of Tal Morrlondasseïävasso, Mavaal Assaleïa
- Age: 74 (seventy-four)
- Pronouns: He/him
- Religion: TBA
- Occult: Abyss Arkenborn (Pride) mage
- Character Occupation(s): Count of Tal Morrlondasseïävasso, businessman
Appearance Information
- Eye Color: Gold and Red
- Skin Color: Sun kissed ivory
- Hair: Jet black
- Height: 5'10" (178 cm)
- Body Type: Broad-shouldered and brawny
- Additional Features: While Laerilas usually never uses his Fin'ullen capabilities to apply deep-sea creaturely parts or coral to his actual body, he does, however, apply it to his clothing. He often wears silver-trimmed shoulder pads and circlets over his ears, formed like chunks of coral.
Core Concept and Plot Hooks
- TBA
- TBA
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Skill Information
- Hobbies and Talents:
- General: Athletic Hobby, Magical Talent, Clerical Talent
- Magic Schools:
- Body, Summoning, Elemental, Matter, Script (free; Pride Arkenborn)
- Languages:
- Common (10/10), Altalar (10/10), Skodje (8/10), Droque (7/10), D'Ithanie (3/10)
Combat Proficiencies and Abilities
- Attack Stat: 6
- Defense Stat: 5
- [14/14 points spent]
- TBA
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Weapon Throw (Melee) Instant Technique Emote Range Thrice Per Combat, Once per Health Stage Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack. Technique Parry (Melee) Counter Technique Self Once per Combat You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself, including refunded Basic Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Tangle Strike (Melee) Instant Technique Melee Range Once per Combat Target an Enemy within Range and apply the Warned Status Effect to them for 2 Turns. While Warned: Remain within 5 Blocks of you, or willingly leave it and have the Fleeting Status Effect applied, and suffer -2 Attack for 3 turns. Multiple instances of Tangle Strike do not stack. Heavy Throw (Athletic) Instant Technique Melee Range Twice per Combat, Once per Health Stage Target a Character within Range and Displace them a minimum of 6 blocks and up to 10 in any direction away from you and apply the Prone Status Effect to them on landing. If the Target is an Ally, grant that Ally +3 Defense for their next two Defense Rolls. Stalwart (Athletic) Passive Technique Self Once per Combat Stalwart isn't active until you take at least 3HP Damage from a single Attack. When it activates, you can gain 1 Block Token but also apply the Weakened Status Effect to yourself for 2 Turns. -
Breather (Training) Passive Technique Self Thrice per Combat, Twice per Health Stage Breather isn't active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again. - ...
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Sharp Reflexes (Roguery) Counter Technique Self Twice per Combat You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll. Fate's Wheel (Roguery) Passive Technique Self Once per Health Stage Fate's Wheel isn't active until you make a Dice Roll in Combat Roleplay, that isn't an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use. - ...
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Duelist Invocation (Invoke) The Duellist Invocation allows a Character to change the rules of (mostly) friendly combat in a scene. In order to use this Invocation, there must be a clear number of participants (either a group, or two persons), and a clear "ring" or "arena" in which the fight takes place. Then, the Invocation creator can set the rules of the fight in whatever way they like, this can include but not be limited to: ridiculously over-the-top anime-style theatric combat, increasing Proficiencies to 28, increasing HP to 30, changing Attack/Defense/Damage Stats, disregarding the Combat Roleplay system altogether and using logic dictation, allowing Characters to fly or transform and so forth. The idea is that reality can be defined by the person making the Invocation and that as the cherry on the top, the participants become effectively immortal. Even if they die as a result of the duel, they will be revived at the end and their bodies restored. Duellist Invocation cannot interfere with regular Combat Roleplay, participants must always be willing, and as soon as the duel has started, it cannot be interfered by outsiders until the duel is done. Backstory here. Oceanic Pack (Adapt) (Magical Variant) The Oceanic Pack allows a Character to function underwater as if it is above water. This means they gain normal movement speed, the ability to wear armor, the ability to breathe underwater, use weapons, use attack Emotes, use Abilities, and speak underwater through the use of biology-altering alchemy, or the use of underwater adaptation gear and equipment. Those with the Oceanic Pack essentially, can function and live underwater indefinitely, such as in the rivers, and the underwater sections of the Sewers and other roleplay Zones. This effect cannot be shared with others, except for the underwater breathing, which can be granted to up to two users, so long as they hold one hand each of the user.
Magical Variant: The Magical Variant of Oceanic Pack also allows the user to extend the full effects of Oceanic Pack to 2 additional Allies so long as they remain within 10 Blocks of the user (no longer needing to hold their hand). If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.Aesthetics here. Conjurer Stance (Conjuring) Stance Emote Range 20 Minutes once Ended You can enter Conjurer Stance without using an Action, but exiting it requires one. Conjurer Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. You may place one Conjuration upon entering Conjurer Stance, but can only place 3 Max at once. Conjurations cannot move, but any Ability that allows you to place a Conjuration allows you to move one that already exists instead. Conjurations do not have Opportunity Attacks, can be walked through, count for Impact as a player would, and Abilities with Melee Range can be cast through one of your Conjurations. But, if a Conjuration is removed and re-placed, any Abilities cast through it are also removed. Additionally, if you make an Attack against an Enemy whilst you or the Enemy is Adjacent to one of your Conjurations, gain +1 Attack for each Adjacent Conjuration. Destroy all Conjurations when you exit Conjurer Stance. Conjurer Bolt (Conjuring) Instant Power Emote Range Four Times per Combat, Twice per Health Stage Place a Conjuration on any unoccupied block within Emote Range that you can see. Additionally, make a Ranged Attack with +2 Attack against anyone within Melee Range of any of your Conjurations regardless of Line of Sight. Conjurer Plague (Conjuring) Instant Power Emote Range Once per Combat You cannot use Conjurer Plague unless you have at least 3 Conjurations Active. Apply one of the the Bloody, Fleeting, or Vulnerable Status Effects to all Enemies within Melee Range of one of your Conjurations. If Bloody is chosen, apply it until the end of their current Health Stage. -
Sanctioned Presence (Speech) - Your Character has an Imperial Identification Seal that is not forgeable and cannot be copied. It allows your Character to indisputably establish their identity if they have been forcibly Transformed, copied, imitated, or otherwise visually obscured.
- Your Character can, because of this Imperial Seal, gain access to Palace Events even if they are a Commoner, and without a Noble or Knight entourage or acting as their +1. Keep in mind Palace decorum is still in effect, criminals/monsters will be ejected.
- When Knights or other forms of government law enforcement block off an area or make an area off-limits due to a barricade or blockade, the Imperial Seal allows your Character to remain there, or pass through any barricade set up for security or exclusion.
Backstory here. Undisclosed Presence (Speech) 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. Backstory here. Fame Presence (Speech) Your Character can use their wide social connection to subtly inquire about opinions of themselves, or their allies or friends, from specific social groups. These social groups are always off-screen NPC groups, for example: The Imperial Family, The Aelrrigan Grandmaster, the Lothar Order Council, the Court of the Queendom of Lusits, the Jarl-Regents of Tryllelande, etc. They should be government institutions or specific organizational structures. The inquiry will result in a readout of how much this entity knows about your Character or your friend's Character, how much they like or dislike yours or theirs, and sometimes why (but generally not). Always inquire in a Ticket. Backstory here.
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Life Story Summary and Extended Edition
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