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Played Character Lomaharsana

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Full Name: Lomaharsana
Race / Culture: Devata Slizzar
Age: 37
Gender / Pronouns: Nonbinary, he/him
Occult: Nerocanto Greater Vampire

Core Concept
A predatory and elusive vampiric Slizzar bent on taking advantage of the weak in a twisted pursuit of power. Charming and enchanting towards their victims before turning into a nightmare. Frequent partygoer and flutist-for-hire

Appearance Information
In their natural form, Loma is a 16 foot long Slizzar that stands at roughly 6 feet in height. Loma weighs approximately 230 pounds. Loma's dominant color is black and its secondary color is a scarlet red; red stripes line the length of their back and tail. A set of two large black horns and two smaller black horns (all angled backwards) crown Loma's head. Red and black tentacle "hairs" hang loosely behind the horns. When not hiding themself, Loma's eyes are vampiric red. Around their hips is a belt with a chakram blade, pouch for money and other miscellaneous things, and a little flute. Loma often wears regal clothes, typically styled in the Ithanian or Dressolini style.

Loma's vampiric form looks a bit different. The scarlet patterns in its natural form now faintly glow red. When bleeding, their blood glows faintly. In total Loma has 6 eyes: 2 above their regular eyes and 2 below; these eyes are all functional, have excellent night vision, and glow red. Long black claws with red tips replace the neat short claws of their natural form. Their tentacle hair floats as if not bound by gravity. In general their whole body is slender with a toned appearance.

Rhea di Adari
Pretty Dressolini woman in her mid thirties who enjoys art, music, alcohol, and having a good time. Is very motherly towards others. Compassionate and warm personality.

Yakob Isak
Old beggar man with vision problems and a limp. Has so much confidence and audacity that his frail and ill body struggles to contain it within itself. Rambles to anyone willing to listen. Unkept and dirty, though has a suspiciously well manicured and maintained beard, obviously a point of pride to him.

Combat Style
Rogue: This character uses a Melee weapon, but never a Shield. The character's attack stat is Dexterity, and defense stat is Constitution.

Hobbies and Talents
Loma is skilled in singing, playing the flute, and playing the lute. Loma enjoys creating little melodies and songs in their free time. Cooking was an important skill in their family growing up, so naturally they learned. Making cocktails has also been a fun past time for Loma. Loma's family business was in jewelry, and as such, Loma buys and sells jewelry and even dabbles in creating some pieces occasionally. Loma particularly loves going to parties and socializing with others in their free time.

Proficiencies

Strength: 2
  • Building Scale
  • Diving Tackle
Constitution: 5
  • Rebound
  • Tank Charge
  • Tank Tremor
  • Debuff Endurance
  • Thick Hide
Intelligence: 0
  • Shapeshift Magical Varicant (Racial Free Pack)
  • Mindcontrol Magical Variant (Racial Free Pack)
Wisdom: 0
Dexterity: 7
  • Cutthroat Backstab
  • Cutthroat Dodge
  • Cutthroat Evasion
  • Cutthroat Tears
  • Fleet Footed
  • Sharp Reflexes
  • Escape Artist
Faith: 0
Magic: 0

Languages
Common 10/10
Zoram 10/10
Dressalo 10/10
d'Ithanie 9/10
Letz 6/10

Life Story / Plot Hooks
Childhood:
  • Loma was born in Vultaro to a large Dressolini merchant family.
  • Was taught by a private tutor.
Teenage Years:
  • Learned a few other languages. Became proficient in singing, playing the lute and the flute, and cooking.
  • Realized they were a Slizzar in their later years and left Vultaro and their family on the premise of "finding their place in life" and "attending a university in Ithania." Instead visited Sassrakkand and began their education in the way of a Slizzar.
Early Adulthood:
  • Became proficient in the urumi sword whip and the chakram blade. Learned about political interfuge and roguery skills.
  • Finished their education at Sassrakkand at the age of 25 and left back to Vultaro to see family and try their hand at infiltrating the local government.
  • Became successful and was an adviser to a local noble for a time, attending many parties and events with them.
  • Was bit and infected by a Nerocanto vampire. Joined the Coven shortly after and followed their "master."
Adulthood:
  • Became a Greater Vampire by overpowering their master during a time of weakness. Left Vultaro in search of greater pursuits. Arrived in Regalia and started lurking in the shadows of the elite.
  • Currently resides in Regalia and lives a double life in the glitter of the Regalian noble scene and in the shadow of the Regalian underbelly.
 
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Ability Descriptions
Note: Mostly just so I can refer to what Loma can do and so I don't have to scour the entire wikipedia during Combat RP

Mindcontrol - Magical Variant
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.
  • Persuasion Guidance: The Character can boost an Ally's Persuasion Roll while in Emote Range by +2 to the final Dice result. Only one Guidance can be active per Character, and it cannot be used on Self.
  • Persuasion Bonus: The Character gains +2 to the total /dice roll number before rolling, meaning 3 +Wisdom OR Intelligence +2, while also raising Persuasion Cap by +2, this does not increase the final dice result.
  • Persuasion Thralling: The Character can establish Mind Control over a Character with OOC consent (which can be revoked at any time). Mind Control can vary from the Target becoming completely unable to act and waiting for commands, or being mostly in control of themselves, but just not being able to reject commands from the user. Mind Control cannot be overwritten, and can be removed from any Knocked Out person (they will always violently resist being freed) by removing the device or substance that Mind Controls them. There is no upper limit to the amount of people Mind Controlled this way. Make sure to always communicate the level of (dis)comfort Players may have with Mind Control before engaging in it.
  • 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.
Shapeshifting - Magical Variant
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. Additionally, Magical Shapeshifting allows the user to exchange their Heritage Trait Mechanics for a different set, though they never change Free Packs. This can never result in auto-generated currencies (like Divinium), and cannot be used to gain Event-based Mechanics, nor can it be used to unlock Mechanics which rely on backstory or functions only accessible to a Heritage's specific circumstances not tied to biology. While Shapeshifting can be done as many times as the user wants, changing Heritage Trait Mechanics can only be done once a month (but changing back is always free). If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
You are IMMUNE to mind control of ANY type.

You are IMMUNE to Persuasion Dices. When using Persuasion Dices yourself, if you fail once, you can re-try your Dice ONCE for a higher result.

You can perfectly MIMIC afflictions and affinities, including transformations.

You can always use Persuasion Dice at their maximum Persuasion Cap, meaning 14. Additionally, you gain +2 to the final Persuasion Dice Result after every Roll.

You can perfectly fake and fool Knight Order membership or Guild membership papers, thus always pretending to be a member undetectably even if you are not.

Weapon Summon
You are able to INSTANTLY magically summon your urumi sword whip in your hand and may, at will, change your weapon type.

Nerocanto Mechanic I
You are able to use the Court Glamor to hide your vampire teeth and red eyes from anyone but fellow Vampires, with the exception of feeding when they always become visible.

Nerocanto Mechanic II
You can infect non-vampires as both fledglings and greater vampires, but can also cure vampirism from those that you infect only before they become fledglings, thus allowing you to BLACKMAIL your victims (insert mischievious cackle)

Nerocanto Mechanic III
You can convert vampire thralls into bound thralls, curing their vampirism, but mind controlling them by vampire of your choosing, allowing them to set off thralls and blood cattles.

Vampire Thrall Info
Vampire Thralls require a bit more explanation. As mentioned, an infectious bite from a Greater Vampire of any Bloodline (or Fledgling or Greater Vampire of the Nerocanto Bloodline) always results infection, guaranteed. Infection however takes several days to take hold (usually 72 hours) during which there is leeway to be cured. A Vampire Thrall that is giving into the curse during those 72 hours, can be forcibly cured by Lothar Knights through a painful curing process. A Vampire Thrall who is resisting the curse during those 72 hours, can reach out to Priests or anyone with the Exorcism Ability (this does not require any cost like Divinium), and request an expedited curing ritual, where the curse is ritually cleansed from their body. In both instances, the curse is halted, and they do not become Fledglings. Players are free to dictate how their character feels about Vampirism and whether their mind and soul is able to resist the corruption during these 72 hours. If you want to gamify this, you are able to do /dice Knowledge+Faith Proficiency added up together, with the lower half meaning they give in to the curse, and the upper half meaning they resist it, each day. For example, if a character has 2 Wisdom and 4 Faith, they do /dice 6, and if they roll 3 or below they give in that day, and if they roll 4 and above they resist it that day. Rolling below half on this dice roll 3 days in a row basically means the Character becomes a Fledgling Vampire, and becomes incurable. Keep in mind that Vampire Curing is extremely rare because there is a finite amount of Divinium available, so think ahead about decisions concerning your Character.

Bound Thralls Info
Bound Thralls are made by Nerocanto Vampires on those they have fed either as Fledgling or Greater Vampire. This process does however require OOC consent from the Vampire Thrall, as mind control is an opt-in aspect of Roleplay on MassiveCraft. Nerocanto Vampires can convert their own Vampire Thralls into Bound Thralls, which immediately cures them of their Vampirism, but makes them mind controlled by them. They can then hand off this Bound Thrall to a different Vampire, and bind the Thrall to them, thus transferring mind control to the new master. Again, this transferral must be agreed upon OOC, and all parties should consent to comfort, limitations and expectations of what it means to be a Bound Thrall, and what kind of Roleplay to expect. If a player wants to back out of being a Thrall, they must be allowed to do so immediately. Bound Thralls will never act in ways that is self-harming, but can willingly offer up their blood, and are immune to infection for as long as they are Bound Thralls. There is no way to tell if someone is a Bound Thrall by looking at them, other than studying their behavior. Bound Thralls can be cured through a cleansing ritual, which can be performed by any: Priest, Archon, Religious Chapter Knight, Lothar Knight, or Divine Entity, but will always resist capture.

Vampire Charm Info
Vampire Charm works like a form of Persuasion Light, which neither requires OOC consent, nor does it have wide-ranging usability. Vampire Charm can only be used to do simple things like saying "I think you should leave this room", which is a guaranteed success so long as a Character has no strict reason to stay in that room (for example if they are chaperoning someone, or having a conversation with someone). This can also be used on groups by for example saying "I think you should finish your game elsewhere", causing them all to continue their game in another room unless the group has a specific reason to be there (like the pool table is specifically in this room). Vampire Charm cannot be used in Combat, and cannot be used to mimic the function of Mind Control. It can purely be used to isolate intended feeding targets, or create a better position from which a Vampire could strike. The requests must always come across as reasonable and easily doable like "can you please go the bar and pick up some cutlery for me", or "can you please inspect the wheels of my carriage for any damage", not "please jump off the bridge" or "walk into the fire for me".

You may morph into your true monstrous vampiric form. For flavor, lets always morph into your true form as soon as you start feeding.

You have a shorter attention span than average.

You have a worse temper.

You are more violently inclined and more self-assured and confident than you usually are.

You negative traits are made worse since you are a vampire.

Love and faith are possible, but are in a more possessive form.

Building Scale
The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender pearl to get up to the ledge where they would land.) If landing on a roof, the user is able to stand on this roof. Building scale has a 3 hour cooldown.

Diving Tackle
To quickly move across the battlefield, use this ability to immediately move up to 10 blocksin a chosen direction horizontally, not moving through people, but also not triggering move reactions. If the user lands beside an enemy, apply the prone status effect to one enemy, and make an attack emote on that enemy in the same turn this ability was used. Diving tackle has a 2 hour cooldown.

Rebound
To get back on your feet, this ability passively activates on the first prone status applied to the user. The user is able to instantly stand back up without using their action or turn (but this does not make them immune to the prone). After rebound is used, it goes on a 3 hour cooldown.

Debuff Endurance
When the user has a status effect applied to them, they gain a +1 defense stat for as long as the status is applied to them. If the status is removed, the +1 is also removed. Debuff endurance has no cooldown, and can activate and de-activate multiple times.

Tank Charge
The user dashes at a target enemy within range, displacing them backwards 10 blocks. If the target hits a wall or person, apply the brittle status effect. Tank charge has a 30 minute cooldown.

Tank Tremor
In order to pull enemies toward and disrupt their formation, displace all enemies within range 3 blocks towards the user. If any targets were brittled, remove the brittle status effect, and grant the user +1 block token per brittle removed. Tank tremor has a 2 hour cooldown.

Thick Hide
To benefit from armor without explicitly wearing it, Thick hide allows the user to permanently count as wearing armor for the sake of abilities and mechanics. If an ability is used that prevents the user from wearing armor, this ability is disabled until the effect ends.

Cutthroat Backstab
This ability can only be used against someone that has not made an attack or ability emote yet in a combat scene. The user makes a swift attack on a target within range, dealing a guaranteed 4 hp of damage to them that bypasses block tokens. Cutthroat backstab has a 4 hour cooldown, and cannot affect the same target more than once in a current scene.

Cutthroat Dodge
As a reaction to being hit by a basic attack of any kind, the user can quickly dodge to negate any damage they would have suffered, but still be affected by secondary effects. Additionally, the user is able to immediately move up to 10 blocks horizontally in any direction. After using this technique, the user can also perform a basic attack directly after. Cutthroat dodge has a 1 hour cooldown.

Cutthroat Evasion
The user boosts their adrenaline, allowing them to move an additional 5 blocks after making an attack for the next 30 minutes. Once ended, cutthroat evasion goes on a 2 hour cooldown.

Cutthroat Tears
Upon being hit by a basic attack, the user can fall prone and perfectly feign defeat. At any time afterward, or as a reaction to them being attacked or targeted by an ability, they are able to stagger any characters within range and immediately move 10 blocks horizontally in any direction. Once used, cutthroat tears goes on a 4 hour cooldown.

Fleet Footed
The user is quick on their feet, granting them an additional 2 blocks of movement each turn, provided they have not used an ability or made an attack. Once doing either of these, fleet footed is disabled for the rest of combat.

Sharp Reflexes
To dodge a dangerous attack, this ability can be used as a reaction to an attack targeting the user. The user adds +2 to their final roll, but must declare this before rolling. If the user is hit regardless, they're able to move up to 5 blocks in any direction. Sharp reflexes can only be used if the user has a dexterity stat of at least 6. Sharp reflexes has a 1 hour cooldown.

Escape Artist
The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. This also allows them to lockpick doors and gates ingame, letting them escape or break into cells or prisons without immediate notice. Additionally, while in combat the user is able to cleanse themselves of the trapped status effect before escape artist goes on a 1 hour cooldown. While out of combat, escape artist has no cooldown.
 
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