Miriel Elladan Vulen

Discussion in 'Character Sheets' started by cowboys0211, Apr 23, 2021.

  1. cowboys0211

    cowboys0211

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    Basic Information

    Full Name: Miriel Elladan Vulen

    Age: 25

    Gender: Male

    Race: Solvaan Altalar

    Sexuality: Straight

    Preferred Weapon: Sword


    Skill Information
    Total Points: 50 Base, 10 Hobby

    Melee Combat Proficiency
    Sword - 10

    Science Skill Category
    Alchemy - 10

    Nature Art Category
    Sailing Art - 10 [10 Hobby]

    Arcanology
    Artifact Knowledge - 3
    Arken Knowledge - 3

    Essence Knowledge - 3

    Exist Sorcery
    Level Seven Sorcery - 21


    Body Shape
    (10+5+=15)

    Body Stat: 15

    Body shape: Muscular

    Body Fat: Average


    Languages
    Modern Altalar
    Plains Elven
    Common


    Special Traits/Spells/Mutations

    Age Control I [Toggle Passive] - The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.

    Arken Sense I [Toggle Passive] - The user is able to detect an Arken, Arken Soul, or Arkenspark, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant.

    Arcane Mastery I [Exist Spell] - The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.

    Battle Dress I [Toggle Passive] - The user may wear any type of armor regardless of whether it has been adjusted to fit their body, and it will automatically re-adjust to fit their body contours. Additionally, if they are wearing armor that has somehow been damaged or destroyed by Abilities, they may choose to instantly auto-mend every piece of armor worn by them into a pristine state before any damage was applied. This specific part of the Ability can only be used once per day.

    Weapon Song I [Toggle Passive] - The user may activate Weapon Song I on any Melee Weapon that they are wielding in combat, causing it to levitate in the air, and allowing them to control it as if they were wielding it, except further removed from the actual weapon. This must be their own weapon, and not a weapon they’ve taken or stolen from another. The only thing this does, is create distance between the opponent and the user, thus allowing them more time to respond to moves the opponent makes. The weapon can still be parried and even knocked out of the user’s hand, as it is only displaced. The distance can however be anywhere in Emote Distance, as long as where it is levitating is within view.

    Peace Reign I [Control Power] - The user may choose to, at any Event Venue either from a hosted event as found on the Calendar, or for a social gathering in their own home, apply a Control Power to diffuse anger in a character and soothe their frustration or anger if they experience it during the social gathering or event, while still on the venue. The effect is indefinite, causing the target to be more calmed, and will endure even if they leave, but will not prevent it from triggering again in the future. This has no cooldown, and may be applied to as many targets as desired, but only during the event/gathering and on venue/in home.

    Sollerian Mist I [ Exist Spell] - The user can deploy a low-hanging Sollerian Mist field in a 10 by 10 block area around their casting position. This mist is about knee high, and will not obscure vision, but gently dance around the movements of those inside of it. It does not affect others at all, however any Solvaan Altalar that is inside the Mist moves at the speed of an Asha, thus having the greatest running speed only matched by those just as fast as Asha, and not being weighed down by any armor worn. While Sollerian Mist is active in a 10x10 area after being cast, it cannot be re-cast until the last Mist dissipates in an area of 100x100 around the casting point. Additionally, this Ability can only be used once per day. The mist will remain for 1 hour, except if there are no Solvaan Altalar within Emote Distance of it, in which case it instantly dissipates.

    Vallea's Guard Trigger Passive - When an Ally within 10 blocks would be hit by an Ability or Mundane attack, the Altalar can choose to instantly leap to the Ally. The Altalar will then near-instantly charge in front of the Ally, weaving through any obstacles (including people) but not passing through solid barriers (so not through walls), intercepting the Ability or Attack. If the Altalar is usually considered an invalid target for the Ability, it will affect them anyways. This passive can only trigger once every 10 minutes.

    Magic Bolt 1 [Magic Spell] - The user can produce a magical projectile traveling in a linear path from their casting point to their target. One projectile per cast can be produced, and all projectiles are the same in terms of their size, appearing about the size of a baseball, speed, and functionality. The orb will hit its intended target if the Sorcerer rolls above an 5 on a /dice 20. This spell can only be cast once every 30 seconds. Magic Bolt 1 does the same amount of damage as a sword slash or stab (similar to Heavy Bow). The aesthetics of this Ability are not limited to elements, they may also extend to blood, flesh, metal, wood and more. Two users of Magic Bolt 1 using the Ability at roughly the same time at each other enter a Spell Duel, in which their Bolt becomes more like a constant stream of bolts, Channeled where the users wrestle for power. Each must do /dice 0 20 per round with the highest number winning that round causing the stream to be pushed more towards the enemy. The first to win 3 rounds in a row wins, causing both Magic Bolts to hit the loser for double damage, and Knocking them back by 3 blocks. Prematurely leaving the Channel also counts as losing. Both are still able to walk at a slow-walking pace while Channeling, but must remain aimed towards each other, with their arms channeling a stream of Magic Bolt I at each other.

    Element Control 2 [Magic Spell] - The user gains a number of utility functions. They may use localized gusts of wind to push people (though never so far to Knockback them or Knock them over) or prank their clothing or hair. They may have plants, twigs and flowers growing from their body or clothing (though never so far to look like a Yanar). They may move while levitating half a foot off the ground, and become completely immune to any Knockback or Knockover effects from any Ability (though other damage or effects besides those are still applied). None of these smaller functions have Cooldowns.

    Light Mend 2 [Magic Spell] - While within Direct Touch, the user can heal wounds on a target through this Magic Spell that counts as a Immobile Channel, using healing light. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.

    True Path 1 [Toggle Passive] - The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate True Path 1 to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown.

    Element Control 7 [Magic Spell] - The user is able to turn themselves into a magical barrier by holding their arm wide. For as wide as their arms go, and as tall as they are, they produce a rectangular see-through magical shield made out of any element. This Shield is maintained for as long as the user maintains their stance. It is wide enough for others to hide behind them, and be covered by the shield also, and should be large enough to cover a single door sized doorway while standing inside of it. This shield blocks all Magical and Mundane projectiles and acts as an Impassable Obstacle for other Abilities that are stopped by obstacles. This Ability has a 10 second cooldown after it is cancelled, either by moving the user or the user dropping their arms. The user can still talk and turn their head, but not do anything else while using this Ability.

    Element Brand 2 [Object Enchant] - This Ability allows the user to Enchant their melee weapon with a Nature or Wind enchant that makes the weapon either root-like or ethereal like a gust of mist. While this Enchant is active the user becomes immune to all Ranged Combat Category Mundane Techniques, except Power Shot, Percussion Shot and Overload Shot. Additionally, the weapon also becomes immune to any Ability that would decay, destroy or diminish the weapon’s quality. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.

    Element Control 1 [Magic Spell] - The user gains a number of utility functions. They may remove all water from their clothing and themselves, instantly drying them. They may walk on water as if it is merely the road. They may also use the Water as a trampoline, allowing them to jump 6 blocks high while standing on the water. They may also super-cool any lukewarm or warmed up drink and become immune to the slowing (but not rooting) effects of any Ability that uses frost, snow or ice to slow down movement. None of these smaller functions have Cooldowns.

    Artifact Knowledge - Grants the Following:
    The user is immune to negative side effects of Artifacts and Mythics. This only applies to side effects listed specifically as a "Negative Side Effect," and no other effects or abilities from an artifact.

    The user can unlock additional features from each Artifact, but not Mythics. If an artifact has an additional feature that can be unlocked by this Pack, it will be mentioned on the page, if not, there is no additional feature.

    The user can consult the Artifact Listing on the Special Permission Spreadsheet, and may know In-Character who has what Artifacts and Mythics at any given time. This knowledge can be transferred to other Characters, but only under the following circumstances: The information must be shared directly in-game through conversation, not through letters, mail, or Abilities. The information is only valid for Twenty-Four Hours after it is learned, meaning a Character can only act on the information during that time frame, and cannot tell it to others once learned. Acting on the information after the Twenty-Four hours has passed is considered Meta-Gaming.

    This Pack is not needed for visual identification of Artifacts in-person. Anyone can visually identify an artifact at any point in time.

    Essence Knowledge - The Character can visually identify Demons, Void or Exist corruption in Progressions, and Void or Exist based event creatures, but only by their Planar source. Additionally, grants the Character the Ability to create a Mundane Counter-salve that they can apply to themselves. This Salve is made of Magestone Dust, some herbs and tallow. The Salve can only counter Abilities gained from Sorcery. In order to use the Salve, the user must add a Catalyst to it, and after adding a Catalyst, they can apply the Salve to themselves, or someone else, which will grant them 5 minutes of immunity. If the Salve is not applied within 30 seconds, it turns inert and cannot be used again. A new Salve becomes available 24 hours after use. Anyone with the Salve should be aware that it is highly hydrophilic, and will completely become inert with any sweat, meaning, as soon as the character initiates any combat actions, the Salve becomes inert.


    Arken Knowledge - The Character is able to identify any Arken in front of them, what their primary trait is (such as for example: Pride, Fury, Justice, etc.). This also extends to the Avatars of the Gods from the Estel Pantheon should they appear. Additionally, the Character is able to identify the following Birth Conditions: Silvenism, Dragon-Blood, or Vampiric Brood-ism, of another Character by looking at their eyes. Additionally, it grants them access to the Orange Dragon Birth Ritual which allows them to visually suppress birth conditions and lock them behind a Ring of Keys. When the ritual is applied (which can only be applied to a baby), their eye colors turn normal, and some eye-damage is imparted (such as for example: partial blindness, inner-crossed-eyed-ness, bad eyesight, etc.). While this is applied they do not have access to any of the Abilities they gain from their birth condition, until the ritual is undone. The ritual can only be undone by slipping the Ring of Keys onto their finger, which will remove the visual hiding of the eye color, and unlock all Abilities. (If this Ritual is performed on any baby, Lore Staff must be informed through a Roleplay Community Discord ticket). The Ring can be kept by the Character that performed the ritual, but it must never be thrown away or disappear.

    World Deeplord Mutations
    Harpsicord of the Deep - The finger tips can glow with blue light, if activated (thus not on permanently), and while lit, if touching things, produce a wind-chime like sound of gentle metal.

    Exist Mutations
    Exist Purify - Their skin becomes perfectly and unnaturally smooth and any blemishes, scars, or unwanted markings vanish.
    Exist Carry - The individual naturally carries a pleasant scent of their own choosing, and is incapable of any negative odors.
    Exist Crown - Capable of manifesting small feathered wings from their shoulder blades that glitter in light.
    Exist Night - Patches of skin turn into a bright starry night sky with multiple shining stars.
    Exist Tears Tears appear as a bright blue or shining white liquid.

    Pagan Mutations
    Pagan Book - Their skin is imprinted with vibrant tribal tattoos, the color and placement both being adjustable at will, if the Character is an Eronidas, these tattoos depict those that have been slain in battle by them, and events in their lives.


    Visual Information

    Eye Color: Blue

    Hair Color: Brown

    Hair Style: Messy

    Skin Color: White

    Clothing: Casual

    Height: 6’5


    Core List

    Choose your Character Alignment
    Neutral

    Choose your Character Personality Type
    Defender

    Choose your Character's Religion
    Estel


    Life Story
    Birth |
    Miriel was born in an altalar capital to a Solvaan Altalar father and a Cielothar mother. He had a bit more of an above-average wealth and home where he lived rather happily in a very magically inclined household. As he started to grow up he started to be taught his languages of his parents Modern Altalar and Plains Elven.

    5-10 | As soon as he was old enough we started to be taught his languages and the basics of alchemy from his mother. Miriel seemed to catch on easily to this; he began to practice with his mother daily while having time to be a kid. His parents wanted him to be rather useful in whatever ways they could have him be so he could easily get jobs or know how to do things. He made a few friends running around the area where he lived and they started to practice magic and would always usually fail considering they were still a bit too young to really understand.

    10 - 15 | Around the age of twelve he was starting to be taught multiple things which was metallurgy and how to make things like weapons for people using the Iron family, but couldn't quite understand it but still worked on it. He was also properly taught on how to use sorcery which he seemed to get much better than the metallurgy so he practiced it much more. At the age of fifteen he still hadn't gotten a grip on how to create weapons using Ferr-Iron, Iron, Steal and blacksteel to the point he just focused on sorcery as it fascinated him much more than anything else. His father also gave him exist mutations and his mother gave him world deeplord mutations

    15 - 20 | At the age of eighteen, he decided to move out and into a home a good deal away, but still in the city. He opened himself up a small shop at the same time as well. That was a mix between a blacksmith shop and an alchemy store where he could produce his own income. Although considering his lack of skill in metallurgy he hired a few friends who filled in some gaps of what he couldn’t do allowing them to produce a good enough income for all. Eventually, he began to teach himself arcanology all while also having a friend of his teach him, Sailing Art. Once he was good enough at it he then got himself his own Yacht-Tier boat to explore the ocean.

    20 - 25 | At the age of twenty he decided to take a trip and it went well as he was able to sell on the road and even help people out in villages, but he started to get a bit homesick so he decided to head back home and when he did he returned to his normal life and even started to date; this went on for three years although this sadly didn't last as she passed away from illness. Afterwards he decided to get a pagan mutation design that she had brought up to him once a time and then he left his home to travel before eventually coming to Regalia when he was twenty five.
     
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    #1 cowboys0211, Apr 23, 2021
    Last edited: May 3, 2021
  2. festiveCorvid

    festiveCorvid Product of German Engineering Premium

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    claimed for review
     
  3. festiveCorvid

    festiveCorvid Product of German Engineering Premium

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  4. cowboys0211

    cowboys0211

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    @festiveCorvid A under 10 point edit (6 to be exact) so I didn't think it needed to be under need re-review, but I switched out his metallurgy for more arcanology (essence knowledge and Arken knowledge were gained) considering a sorcery aesthetic person to me didnt seem all that fit to be a blacksmith person. Since I did this I just altered his story from saying he learned it to he couldn't get it/understand it and focused on arcanology! I also replaced a spot talking about ward knowledge with arcanology considering he didnt even have ward knowledge at all. All those little backstory edits are green (so you could check it out if you wish)
     

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