Possibble Character: Lockheart

Discussion in 'WIP Character Sheets' started by ShadowCJM, May 6, 2024.

  1. ShadowCJM

    ShadowCJM Supremium

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    Character Information
    • Full Name: Lockheart Durge
    • Nickname: Subject #312, Infernal
    • Heritage / Culture: Mystech - Ephemer Homunculi
    • Age: 19
    • Gender / Pronouns: Female - She/Her
    • Occult: Homunculi | Void | Evolism
    Core Concept
    A slave was created to act as a personal guard for a noble family of elves. Agreed to a demon's aid to help show her true power. Now, she wonders with hatred fueling her. She is a follower of Morrlond and Catheron to represent her love of freedom and destruction.

    Appearance Information
    For the most part, she looks like a Lanlath elf, but her right arm is pitch black with dark scars. She wears trousers and a tank top with a coat. She is famed for her rich red irises mainly, a fiery aspect. Skin was fair and long red locks. She has the iron neck collar from her time imprisoned on her.

    Attack and Defense Stat
    Attack Stat (Magic): 17
    Defense Stat (Faith): 15
    Rules of Profienecies and Combat: Link
    Combat Terms: Link

    Hobbies and Talents (Optional)
    Boxing/CQC: A wonderful pastime for her when she gets a chance.
    Vandalism: She sometimes goes after temples, but mostly where she feels the most angry
    Praying: She does this secretly to her gods.
    Stealing Lore: Mostly elven magic lore for the fun.
    Demon Hunting: To keep her power up, she looks for and contracts or kills demons. She tends to get overzealous at times.

    Proficiencies
    • Strength: 0
    • Constitution: 0
    • Intelligence: 0
    • Wisdom: 0
    • Dexterity: 0
    • Faith: 7
      • Hex Stance (Free from Buy): During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown.
      • Hex Doom: To bring someone down with you, place a Link Power on an Enemy within range. While this link is upheld, both the user and the target have the Cursed Status Effect applied to them for the next 30 minutes. Once ended or broken, Hex Doom goes on a 1 Hour cooldown.
        • To upcast, spend 1 HP when it triggers to do the following:: A 2nd Link Power can be established on a different Enemy within range.
      • Hex Plot: To upcast more often, this Ability activates automatically when the user has Upcast an ability three times, healing the user by 2 HP. Hex Plot can trigger multiple times, and has no cooldown.
        • To upcast, spend 1 HP to do the following:: When triggered, additionally gain +2 Defense (breaks cap up to 9) for the next two turns.
      • Hex Aura: To debilitate one’s enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene.
        • To upcast, spend 1 HP when it triggers to do the following:: When a target triggers the Aura’s effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled.
      • Hex Madness: To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any one of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used.
        • To upcast, spend 1 HP when it triggers to do the following:: Instead of making one attack, the cursed target makes two attacks against different targets within range.
      • Hex Bloodlet: As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action.
        • To upcast, spend 1 HP when it triggers to do the following:: The user does not gain any HP, instead applying the Brittle Status Effect.
      • Hex Parasite: To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown.
        • To upcast, spend 1 HP when it triggers to do the following:: The target also has the Confused Status Effect applied for the next ten minutes.
      • Hex Apocalypse: To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. Finally, after 3 turns the user begins to take 1 HP of Damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 1 Hour, and if Dispelled reverts the Cooldowns on Abilities.
        • To upcast, spend 1 HP when it triggers to do the following:: Add an additional 3 turns before the user begins to take 1 HP of damage every turn.
    • Magic: 7
      • Magic Shove: To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown.
        • Sinistral Usage: Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.
      • Magic Bolster: To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the +Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown.
        • Sinistral Usage: Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time, that break cap up to 11/9.
      • Magic Summon: To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack, has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour.
        • Sinistral Usage: If Equipment is granted to anyone other than the user, after 10 Minutes, it suddenly changes to a curse, applying a -2 Attack and -1 Defense Stat reduction, and cannot be removed, except by Abilities that Dispel magic, or by KOing the user.
      • Magic Distort: To disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene.
        • Sinistral Usage: No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range.
      • Magic Oceanic: The Oceanic Pack allows a Character to function underwater as if it is above water. This means they gain normal movement speed, the ability to wear armor, the ability to breathe underwater, use weapons, use attack Emotes, use Abilities, and speak underwater through the use of biology-altering alchemy, or the use of underwater adaptation gear and equipment. Those with the Oceanic Pack essentially, can function and live underwater indefinitely, such as in the rivers, and the underwater sections of the Sewers and other roleplay Zones. This effect cannot be shared with others, except for the underwater breathing, which can be granted to up to two users, so long as they hold one hand each of the user.
        • Magical Variant: The Magical Variant of Oceanic Pack also allows the user to extend the full effects of Oceanic Pack to 2 additional Allies so long as they remain within 10 Blocks of the user (no longer needing to hold their hand). If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
      • Magic Safeguard: The Safeguard Pack allows the user to become less affected by Afflictions, which has a couple of effects. Firstly, they are unaffected by Vampire Charm or Geist Charm. Secondly, while they can be infected with Afflictions, they are not affected by the mental changes and keep their conscience. Thirdly, while normally curing from Afflictions would cost Divinium, those with Safeguard Pack do not have this cost incurred, being curable by the same persons without a currency cost. Finally, they cannot be fed upon by Vampires or Geists, as their body becomes caustic to them. This can all be achieved through a combination of mind-guarding nanites or chips, or bloodstream alchemy.
        • Magical Variant: The Magical Variant of Safeguard Pack additionally grants the user the ability to use Exorcism on anyone (except themselves). Exorcism is useful in a variety of settings, for example, if a Character has had Mind Control established on them, or some other form of Curse where the description of the Mechanic specifies that it can be removed with an "Exorcism Ability, or Exorcism Mechanic". If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
      • Magic Wardrobe: The Wardrobe Pack allows a Character to remain prepared at all times without the need for armor or weapons on their person. The wearer is considered armored at all times, and is able to conceal a ranged or melee weapon that is considered Hidden until used. (Hidden may not apply in places like the Imperial Palace, or during certain events). Lastly, the user is able to conceal a life support system on their person, allowing them to take damage that would normally be fatal. If the user is killed, provided their head and neck are still intact, they are able to resuscitate themselves and seal any lethal wounds they may have taken after 10 minutes.
        • Magical Variant: The character has inlaid enchantments into their clothing, able to achieve the same effect. Additionally, they are able to pass this enchantment onto other items. While within emote range, the character can extend the benefits of this pack to another person to prevent them from dying. Finally, the user can create magical items with aesthetic benefits (or curses, removed with Exorcism or by a specific method per item, left up to player freedom) while out of combat, and pass them onto other characters. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
      • Magical Shapeshift (Free): 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. Shapeshifting can be done as many times and as quickly as the user wants. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
      • Magical Mimicry (Free): The Mimicry Pack allows a Character to copy the functional Abilities and Proficiencies of another Character, though only ever at the start of Combat. If a single of their own Abilities has been used, this Mechanic is no longer available until all Abilities are no longer on Cooldown. This can also not be used to Mimic Custom Kits, except in situations where it is used in a 1v1 against a Custom Kit user, who must also give express OOC consent for this to work. Some Custom Kits may also not be copied, due to deep lore functions of how their Custom Kits came about. The Mundane variant of this Ability uses a combination of Ability-mimicking machines and nanites or alchemical imitations. When Mimicry is used in Combat, it cannot be removed until Combat has ended, and if the effect is maintained beyond combat, it cannot be removed until the next Combat ends.
        • Magical Variant: The Magical Variant of Mimicry Pack also allows the user to mimic the appearance of the person which does count as a Disguise Pack (but only for people who entered late to the scene after activation). Additionally, the Magic Variant of this Ability can also be used outside of Combat, but it cannot Mimic the Mindcontrol Pack from Adapt Point Buy. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.

    Ephemer Mechanic Perks:
    • LvI: Ephemer Homunculi gain the Shapeshift Pack Magical Variant for free. However, they cannot acquire Heritage Traits, and only Disguise while looking "Normal".
    • LvII: Ephemer Homunculi gain the Mimicry Pack Magical Variant for free. Additionally if someone uses an Event-related Mechanic near them, they can duplicate it once per day.
    • LvIII: Ephemer Homunculi cannot be killed, if their body is destroyed, even a single drop of blood will re-manifest their body within an hour. They also regain lost limbs in matters of seconds.

    Languages

    Common
    Sofaal (Malian)(Sof)
    Katharic/Pannarokh (Unique)(K)
    Ibeth (Ancient Egyptian)(Ib)
    Altalar (High Elven)(Alt)

    Life Story / Plot Hooks
    From Altaleï, home of the Allorn Empire, she was made as a simple magical servant. a mere guard dog. She lived life, but slowly the pain started to build up. After so much torment, a weak demon that was her master's current research offered her an out. She took it. She broke free and destroyed anything in her way. She lived free and happy, thanking the Void for her freedom. Though, she still needed more power.
     
    #1 ShadowCJM, May 6, 2024
    Last edited: May 9, 2024

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