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Work in Progress Marith Ahlgren

This sheet is a work in progress and should not be considered accurate or used actively in roleplay.

Sparrower

massivecraft's chappell roan
Supremium
Joined
Nov 27, 2021
Messages
56
Reaction score
205
Points
93
Location
the door to your mom's room
Character Information
Name: Marith Ahlgren
Heritage / Culture: Ailor (Velheim)
Age: 22 years old
Gender: Female
Occult: Mundane
Religion: Fornoss
Core Concept
Slum-girl from a Vola worshipping outskirt town near Blindheim, Middeskag.​

Appearance Information
Ratty brunette Ailor. Short, slim.​

  • Combat stats: Dexterity/Constitution
    Constitution: 0
    Ailor | Mounted Evasion​
    Dexterity: 7
    Free | Deadeye Stance
    Deadeye | Luckshot
    Deadeye | Doubletap
    Deadeye | Quickshot
    Deadeye | Focus
    Roguery | Escape Artist
    Roguery | Flexible Maneuver
    Roguery | Theft​
    Intelligence: 0
    Ailor | Adapt Oceanic​
    Charisma: 2
    Speech | Hazard Presence
    Speech | Undisclosed Presence​
  • Ailor
    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 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.
    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.​
    Faith
    Fornoss Faith Mechanic 1: The Fornoss religion is a deeply elementally connected religion that has established ties with the primal elements of the world: fire, water, earth, and wind. The Fornoss faithful can use prayers or faith spells on rune-inscribed surfaces to react with the elements without having Magic themselves. For example, they can write a request for the Gods to open a blocked-off cave entrance in rune-script followed by a prayer, after which the stone blocking the entrance is forced to move by the Earth God. Or, they might inscribe a table with a rune calling on the Fire God to ignite tinder, resulting in a warm flame erupting. The faithful themselves are not using Magic, they are using rune-script to call upon the elements to obey the commands of the Gods. It is notably slower and less efficient than Magic because it requires them to write the request in rune-script.
    Fornoss Faith Mechanic 2: The Fornoss faithful can call back a person who has passed into the afterlife temporarily if they possess an image (painting, statue, carving) of the person, or know their full real name. In such a case, they must perform the calling of the forerunner ritual, and command the Spirit to hold a specific purpose in line with the Fornoss faith, for example defeating someone who desecrated a religious site. This will manifest the person as a Primal Revenant with a strong inclination to complete the fate for which they were summoned, and if they do, they disappear again. The same Spirit can be summoned multiple times for different fates. Remember, Spirits, even ones from Gods, are still very illegal in the eyes of the law!​
    Speech
    1. This Pack allows the user to access physically or socially hazardous locations. This can include for example Guldar, where the air is toxic though some kind of special exception granted by the Maquixtl state. This can for example be the Allorn Empire, which has its borders closed to foreigners, and Regalians are banned from entry without this Pack. Because these places exist off the map, they cannot be visited in-game. This pack purely exists to allow a Character background interactions with these regions and to write lore stories and have stories to tell players in conversational roleplay. Finally, this Pack also grants your Character the means to (mundanely) avoid some of the hazardous risks of exploration around Regalia, for example, the Acid Flats (in Gloomrot) and Sulphur Caves (in the Badlands), where normal Characters would experience respiratory problems, your character happens to have safety breathers.
    2. 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.​
  • TBA

Languages
Skodje (8/10)
Common (4/10)
Plot Hooks
TBA​

Inventory
TBA​

Relationships
TBA​