Mal, The Spider Of Dread

Discussion in 'Character Sheets' started by HoLee_Of_Ducks, Jan 19, 2021.

  1. HoLee_Of_Ducks

    HoLee_Of_Ducks

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    Name: Mal-Kleith Lem'ium

    Age: 100 years old. ( 26 years old )

    Gender: Female.

    Race: Haat-Maraya.

    Preferred Weapon: Fists, Whip.

    SKILL INFORMATION:

    Total Points:
    50 Core Points, 10 Talent Points, 10 Hobby Points.
    • Fist Combat: 15 Total Points = 10 Core Points + 5 Racial Points.
    • Warlash Combat: 10 Core Points.
    • Linguistic Knowledge: 3 Core Points.
    • Perception Training: 10 Core points.
    • Frontline Command: 10 Total Points = 5 Core Points + 5 Talent Points.
    • Statecraft Command: 5 Talent Points
    • Sailing Art: 10 Hobby Points.
    • Ritualism: 12 Core points. (Void Corrupted version of the Tohn Sona)
    BODY SHAPE:

    Pysical Stat:
    25/25 (Racial Cap).

    Body Shape: Athletic

    Body Fat: Low.

    LANGUAGES:
    • Common (For free)
    • Shalota (Native Tongue)
    • Kathar - Atlatar (Learned in Saivali)
    • Zasta (Learned through Linguistic Knowledge)
    SPECIAL TRAITS:

    Ritualist Abilities:

    • Ritualist Shroud.
    • Ritualist Monsterwarp (Tail).
    • Ritualist Uprooting (Aesthetic: Spider Legs).
    • Ritualist Brightflash.
    Ritualist Aesthetics:
    • Ritualist Ghostmutter.
    • Ritualist Trance Fire.
    • Ritualist Predation.
    • Ritualist Corruption.
    Base Maraya Racial Abilities:
    • Crystalline Constructs:
      • Bracing Crystal
      • Inscription Crystal
      • Cleansing Crystal
    • Resin Weave.
    Haat-Maraya Racial Abilities:
    • Corrupted Crystal
    • Crown of the Arachnid
    • Void Weave
    • Karmark Shroud: For every second attack on the Vampire that creates a new wound that draws blood (whether it be slash or piece, this cannot be self or ally-inflicted), the Vampire can make a hand gesture to draw the blood out of the wound. From here, the Vampire can do one of two things. Either they can mend the wound that was drawn from, or turn the blood clot into a throwing dagger that they can then launch at any target within Emote Distance. When hit, the target suffers a Stagger that causes any Channel Ability to be canceled, and any charge to attack the Vampire to be interrupted. The dagger will imbed into the target’s skin and draw blood, but not pierce deep enough to do considerable damage beyond causing bleeding. The throwing dagger counts as an Ability projectile, and is a Vampire Spell, even if the effect of summoning the blood from the wound is a Constant Passive. After using this Ability, the next wound does not trigger it, but the wound after that does, and so forth.
    • Karmark Shred: The Vampire performs a Mythic Shift that does not outwardly change their appearance, besides their hands and their legs. Their hands become more beastly with large claws, while their legs become digitigrade. While they become unable to wield any traditional weapons because of the length of their claws, these claws are large and strong enough to pierce armor up to chainmail quality. Additionally, they are able to outrun any race, except for the Varran, to whom they are matched in speed. This Shift can be activated and undone nearly instantly, but cannot be re-used within 10 seconds of being removed.
    • Karmark Steel: The Vampire can cut any small piece or part of their skin, causing blood to flow out and rapidly envelop their forearms, upper arms, shoulders and torso, as well as their head. This blood near-instantly hardens into a Steel-like armor cuirass, forearm guards, shoulder guards and helmet without visor where the face remains visible of any design the person likes, though it must always be crimson red in color. This armor acts as any normal steel armor would, though if it is pierced or damaged, that particular piece disintegrates and cannot be remade until the Ability is activated again. The Ability cannot be activated again until all pieces are destroyed or until the Vampire chooses to dispel the armor, in both cases it has a 4 hour cooldown.
    • Karmark Howl: For any person that the Vampire has drawn blood on, as long as they are still in Emote Distance, the Vampire can activate their Bloodhowl ability. They perform a howl, after which the victim that has a bleeding wound starts producing red bloody scratches on whatever surface they walk or stand on, wherever they move, that is only visible to the Vampire. This Tracking effect remains active for up to an hour, or until the Vampire wills it to end, after which it can immediately be applied to someone else.
    • Karmark Step: The Vampire is able to detect any kind of Hunting Proficiency designed trap, snare or otherwise mundane form of trapping mechanism that would require them to walk into it, or trigger some sort of mechanism by knocking into it. They can detect such things before stepping into them. Furthermore, their footsteps make absolutely no sound whatsoever so long as they are not wearing armored boots or shoes. This Ability can be used outside of Vampiric Form.

    VISUAL INFORMATION:

    • Eye Color: Red, black sclera.
    • Hair Color: Olive Green.
    • Hair Style: Straight Hair, up to the waist.
    • Skin Color: Cyan.
    • Height: 6,0 ft.
    • Clothing: Mal-Kleith wears mostly silky robes, not only to show some class, but to ensure mobility.
    PERSONALITY:

    Core List:

    • Choose your Character Alignment:
    Neutral Evil - Cahotic Neutral.

    While by no means Mal is a redeemable entity, or a good role model, she has an idea very clear, her own well-being comes before the rest. She is a selfish individualist, only moved for what she may gain out of a situation, never interested in a deal in which she will eventually lose more than she managed to gain.​
    • Choose your Character Personality Type:
    Entrepeneur
    • Choose your Character's Religion:
    (4/10) Tohn Sona (Void Corrupted)

    Mal is firmly believer that Maraya must and will inevitably take over Aloria, as it is, as she sees it, their birthright. Her Ritualist Abilities, and Vampire Abilities, and experience with the Allar has modified this vision of the Great Purpose.

    In Mal's eyes, the Void corruption that the Haat Maraya possess isn't a curse, but in fact, a blessing. And while she doesn't believe in the Faith of the Dark Ancients, or anything like that, Mal believes that the inevitable Maraya reconquest will only be achievable through an alliance with the Void and all of it's followers, which will ensure and secure the Marayan victory. And said reconquest will only be achievable by the Haats.
    LIFE STORY:

    Mal-Kleith was born in a cooperative project between the Dread Empire, and the Haat Colonies, searching for the creation of super soldiers, training children from birth, and once they were old enough, infecting them with Vampirism, with the infecting Bloodlines mostly being Dorkrath and Von Kërle. The project and experiments in question were developed by the Duskeye Syndicate, who through their knowledge, hoped to create powerful weapons which would grant the Empire a devastating edge over their enemies, There, she was taught how to use her vampiric abilities, how to use Ritualism, how to be aware of her surrondings.

    Unexpectedley, keeping over a hundred children, emotionally and mentally abusing them through birth, chidlhood and young adulthood, experimenting on their limits, killing the undesirables, and mantaining alive the resented strong ones eventually back fired, as one specially violent Dorkrath subject went on a rampage, freeing many of his fellow test subjects. And among those, Mal-Kleith escaped in the middle of the chaos.

    With no actual friends, or known relatives, the Maraya was forced to walk day and night, feeding on anyone that crossed her path, not bothering to ever check if she had infected her victims. Mal-Kleith eventually reached the western tip of Saivale, where she spended several years learning on the art of the sail. Mal was, amongst other things, uninterested on the Dread Empire's goals, her Von Kërle Bloodline itching her to discover worthy enemies.

    Her first actual adversary was a Barkrathar assasin, contracted by a lower member of the Duskeye Syndicate, as many of the lower members of said organization feared the possibility of the escaped vampires revealing the failed project, as that would be seen as humiliating outside of the Dread Empire. The Bakrathar was strong, as he nearly killed her, and Mal had never used her abilities against someone who knew her strengths and weaknesses, and knew how to fight back.

    But the Bakrathar became overprideful, and through a release of her resin, Mal was able to trap the individual and apply a Blood collar. From that moment on, until his eventual death, the bakrathar would become Mal's personal feeding victim. She also forced the Bakrathar to give up his whip, and to teach her on it's use, as she realised such a light and quick weapon could be benefitial to her figfhting style.

    And so, Mal was able to eventually buy her own personal ship, which she named "The Star Blade." And so, with what little she had, and alongside her, she took the Bakrathar.

    The travel took several months, and sadly for Mal, and Mal only, the Bakrathar died. She made sure to give her pet the rations, which she didn't need, and only feed on him daily. But eventually the rations ended, and Mal was left alone witha corpse which she tried to ration at first, but as the days passed and she was forced into an uncontrollable feral state, she devoured the Bakrathar entirely.

    The Star Blade then carried the feral Sanguine through the waters, following the currents. As she was unable to die, Mal could do nothing but despair as her reason succumbed to primality, and she was locked into her Karmak form. Luck would be on her side, as eventually, she landed on the shores of Volosh. The mad Haat Vampire laucnhed herself on a hunt, crossing the unknown forest of Hadar.

    When Mal recovered consciousness, she found herself in the middle of an Allar town, drinking from the blood of a restrained Cro-Allar, surrounded by multiple Maz-Allar. Surpisingly, though, the Allar themselves where impressed by Mal. They were a collective of Void Cultists, part of the Sendrassian Empire, and this was the first time they had ever seen a Sanguine.

    And so, more years would pass, with Mal learning from the Allar, and living with them. And it did not take long before she was the center of attention. The Allar desired to be worthy of being granted the gift of Vampirism. Mal, on the other hand, remained amused by their attempts at gaining her right of Sanguinism. And it was the Allar who taught her in the art of of military campaigns

    Thanks to the Allar, Mal would form her proto Von-Kërle Bandit Group, formed mostly of Maz-Allar with the exception of a few Als-Allar. From that moment onwards, the band would raid nearby merchants, taking the spoils and claiming victories.

    Eventually, the good times would end, as the Sendrassian war would affect all present players. With an increased Regalian presence on the Region, Mal was forced to flee in the middle of the night. And so, Mal directed The Star Blade towards the heart of the Empire she had always been told was the inevitable enemy. As she saw it, if you can beat them, kill them from within.
     
    • Winner Winner x 1
    #1 HoLee_Of_Ducks, Jan 19, 2021
    Last edited: Feb 20, 2021
  2. Follower

    Follower :3c Staff Member Roleplay Staff

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    Hello, I have claimed your app for Lore Aspirant Review.
     
  3. Follower

    Follower :3c Staff Member Roleplay Staff

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    Hello @DarkPhoenix976, after reviewing your application there are just a few things to correct before I can approve it:
    • Please include the physical appearance age that they were infected with Vampirism, just for reference in the future. You can do that by simply adding brackets after the characters age, and give the information then.
    • You have 5 unspent Talent Points, if you wish to not spend them that is alright, please just have them marked down as unspent.
    • The Von Kerle Cap only overrides if the Racial Limit is Above the number, since hte Maraya limit is 25, it remains at 25 despite Von Kerle Cap being higher.
    • Please select one Alignment, or give an explanation at least for the range.
    • Add a number to signify the Faith amount of the Tohn Sona, and explain why they still hold faith in the Void Corrupted Tohn Sona.
    Please mark these changes in a color of your choosing, and then tag me when you have done so for me to check it over.
     
  4. HoLee_Of_Ducks

    HoLee_Of_Ducks

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    Hello @Follower ! I hope this review is compliant now!.
     
  5. Follower

    Follower :3c Staff Member Roleplay Staff

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    After reviewing the corrections, your application seems to be in order. Approved.
    If you need to make edits in the future, put them in a different color and tag me so that I may Re review it. @DarkPhoenix976
     
  6. HoLee_Of_Ducks

    HoLee_Of_Ducks

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    Hi @Follower ! I changed some of the Ritualist Abilities, so that they work better with Mal, as some of them didn't really align with the character!

    Also, I was wondering if I could change one of the Von Kërle Abilities, in specific, Karmark Step? When I choose this ability, it was mostly thought to be used with the now removed Proficency Fortification Art. In it's place, I'd rather use Karmark Beast.
     
  7. Follower

    Follower :3c Staff Member Roleplay Staff

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    @HoLee_Of_Ducks Both changes are accepted, keep in mind that this is the one change of your character's Vampire mutations that is allowed.
     
  8. HoLee_Of_Ducks

    HoLee_Of_Ducks

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    Due to all the recent changes, I will be reworking Mal! Hope that's okay! @Follower
     

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