- Joined
- Sep 14, 2024
- Messages
- 6
- Reaction score
- 1
- Points
- 18
Character Information
Full Name: Myria Drakinthorn
Heritage / Culture: Ailor
Age: 17
Gender / Pronouns: Female (she/her)
Religion: Unionism
Occult: None
Character Occupation: None, volunteer work at A.R.M.S.
Appearance Information
Eye Color: Blue
Skin Color: White
Hair: Black with Pink Streak (Dyed) natural brown
Height: 5"1'
Body Type: Slim
Additional Features: Cat Ear Hoodie
Skill Information
Hobbies and Talents: Technology Hobby
Mechanics:
Languages: Common
Backstory/Plothooks
Combat Proficiencies and Abilities
Attack Stat: Strength
Defense Stat: Constitution
[15/15 points spent]
Proficiency Points:
Strength: 7
Constitution: 4
Intelligence: 0
Wisdom: 1
Dexterity: 2
Faith: 0
Magic: 0
Charisma: 0
Full Name: Myria Drakinthorn
Heritage / Culture: Ailor
Age: 17
Gender / Pronouns: Female (she/her)
Religion: Unionism
Occult: None
Character Occupation: None, volunteer work at A.R.M.S.
Appearance Information
Eye Color: Blue
Skin Color: White
Hair: Black with Pink Streak (Dyed) natural brown
Height: 5"1'
Body Type: Slim
Additional Features: Cat Ear Hoodie
Skill Information
Hobbies and Talents: Technology Hobby
Mechanics:
- 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.
Languages: Common
Backstory/Plothooks
- Grew up in newtown
- Pretty normal childhood
- Has always taken an interest in Automata
- Father is a blacksmith, and made her a weighted Yo-Yo
- Mother stays at home and helps with the forge, also helped make her Jacket
Combat Proficiencies and Abilities
Attack Stat: Strength
Defense Stat: Constitution
[15/15 points spent]
Proficiency Points:
Strength: 7
Veteran Stance | Stance | Self | 20 Minutes, once ended | You can enter Veteran Stance without using an Action, but ending it requires one. Veteran Stance confers the following benefits and limitations: You cannot use Abilities from Arcane Point Buy. Any Stat Reduction greater than -1 that would affect you is reduced by -1. Additionally, Once per Combat, you may set the Range of any X Block Range Veteran Point Buy Ability to 6 Blocks. Veteran Stance has an indefinite duration, until ended by you, or until combat is over. |
Veteran Antimagi | Counter Technique | 4 Blocks | Once per Combat | Before you have used Veteran Antimagi, you gain +1 Attack. You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy, without using an Action, target them and apply the Silenced Status Effect for 3 turns. When the Silenced Status Effect ends, set your Minimum Attack Roll against the Target to 5 for your next Attack. |
Veteran Banishment | Movement Technique | 10 Blocks | Twice per Combat, Once per Health Stage | Before you have used Veteran Banishment, you gain +1 to your Minimum Attack Roll. Target a Conjuration or Turret within Range and Move to an unoccupied block adjacent to it. If you Target a Conjuration, destroy it, and apply the Confused Status Effect to the Target Conjurer within Emote Range for 2 Turns. If you Target a Turret, re-place the Turret anywhere you choose horizontally within 6 blocks of its original location, and apply the Blinded Status Effect to the Target Engineer within Emote Range for 2 Turns. |
Veteran Tri-Slash | Instant Technique | Melee Range | Twice per Combat, only on Health Stage 3/2 | Target an Enemy within Range and make a Basic Attack against them, rolling three times and using the Highest Result. If 2 of the Rolls were above 15 without post-roll additions, this attack deals -3HP Damage. If 3 of the Rolls were above 15 without post-roll additions, this attack deals -4HP Damage and applies the Prone Status Effect to the target, and this Attack's Damage cannot be reduced or ignored in any way. |
Weapon Throw | 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. |
Chaining Throw | Instant Technique | 10 Blocks | Twice Per Combat, Once per Health Stage | Target an Enemy within Range and apply the Snared Status Effect to them. Additionally, if they already have the Snared Status Effect, Displace them towards you by 6 blocks. You may only target enemies in Health Stage 3/2 with Chaining Throw. |
Overstep | Passive Technique | Self | Once per Combat | Target yourself and apply the Vulnerable Status Effect. Additionally, while you have the Vulnerable Status Effect through Overstep, gain +4 Blocks Range on your next 3 Move Actions. |
Veteran Swiftstrike | Instant Technique | 2 Blocks | Twice per Combat, Once per Health Stage | Target all Enemies within Range and displace them backward away from you by 4 Blocks. Additionally, target one Enemy displaced by this Ability and move to an unoccupied space adjacent to them without provoking Move Reactions. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. |
Constitution: 4
Fortitude | Passive Technique | Self | Once per Health Stage | Fortitude isn't active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll. |
Rage Counter | Passive Technique | Self | Once per Health Stage | Rage Counter isn't active until your Melee Basic Attack would be reduced in any way. When it activates, your next successful Melee Basic Attack deals -1HP additional Damage. |
Thick Hide | Passive Technique | Self | No Cooldown | You always have the benefits of wearing Armor without explicitly wearing it, and this does not count as a Block Token gained from an Ability. Additionally, while you have a Block Token, you can only have up to 2 Status Effects, and are immune to any further applications. |
Rebound Pack | Passive Technique | Self | Twice per Combat, Once per Health Stage | You can only use this when you are Displaced unwillingly. Without using an Action, count the number of blocks Displaced, and increase the range of your next Move Action by that number. |
Intelligence: 0
Wisdom: 1
Chem Hyperfocus | Instant Technique | Self | Twice per Combat, Once per Health Stage | You set your Minimum Attack Roll to 4 for your next 3 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Once Chem Hyperfocus is over, you apply the Prone Status Effect to yourself, and set your Minimum Attack Roll to -5, for your next 3 Attack Rolls. |
Dexterity: 2
Improvised Attack | Instant Technique | Emote Range | Twice per Combat, Once per Health Stage | Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack. |
Escape Artist | Instant Technique | Self | Twice per Combat, once per Health Stage | Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down. |
Faith: 0
Magic: 0
Charisma: 0