Prismo The Clown

Discussion in 'WIP Character Sheets' started by KrakenLord01, Aug 22, 2021.

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  1. KrakenLord01

    KrakenLord01 That Guy

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    Basic Information
    The following is required when filling out your character application. Please use a Bullet Point list.Try to keep the information here as simple and confined as possible, it's supposed to be a short list.
    • Full Name: Milan Constanzo
      • Nickname: Bingo
    • Age: 37
    • Gender: Agender
    • Race: Fennh Ailor
    Skill Information.

    Total Points: 50 Prof, 10 Hobby
    • +15 Circus Art (+10 Prof, +5 Racial Boost)
    • +10 Theatre Art (+5 Hobby, +5 Prof)
    • + 10 Dancing Art (+5 Hobby, +5 Prof)
    • +10 Cooking Art
    • +9 Roguery
      • Rogue Gift 3
      • Rogue Gift 4
      • Honed Skill 4
    • +6 Painting Art
    • +3 Vocal Art
    • +2 Bola Combat
    Body Shape
    • 5 Theatre Art + 5 Dancing Art + 7.5 Circus Art = 17.5 Stat
    • Andro Body Shape
    • Extreme Low Body Fat
    Languages
    • Common
    • Dressolini
    Special Traits/Spells/Mutations

    Roguery
    • Rogue Gift 3
      • The Character can, if they have seen any writing from a specific person, perfectly imitate that person’s writing and signature on any piece of writing.
    • Rogue Gift 4
      • Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface.
    • Honed Skill 4
      • The user can hide messages inside anything they physically produce from the Hobby Group Proficiencies, hiding a message that can only show up under certain conditions (through the technique the information was hidden). If anyone is told these conditions, they can read the message from all the user’s crafts, for the ones this specific technique for hiding messages was applied. Once created, messages cannot be edited or removed.
    • Servile Collar 1
    • The user can target either a willing or fully restrained unwilling person to apply a Control Power on them. Once applied, the target goes catatonic, their eyes become solid milky white, and they are no longer conscious of their surroundings. The user then has 10 minutes to give instructions to the Servile, after which the Servile must attempt to complete the instructions immediately (if the instructions are not completed, this Ability goes on Cooldown and ends). Serviles can be given multiple stages leading up to the final command (such as, for example go there, disguise as this, then stab this person), but cannot be given multiple commands (such as, stab this person, fake this document, and burn this house down). Once the Servile is either restrained, knocked unconscious, has Exorcism 2 applied to them, completes the objective, or cannot complete the objective within 24 hours, the Control Power is removed. Either way the Control Power ends, the Servile has no memory of the instructions given or any of their actions taken after instructions to before the removal of its effects. All the while the Control Power is active, the Target is catatonic but still functions like a zombie, they will continue to go about trying to complete their mission but look as if they are in a daze, their eyes milky white and will not speak or respond to any prompting. Serviles will move around obstacles and will defend themselves, and cannot be instructed to harm themselves. The Servile can never be instructed to speak or reveal things, it can only do things. This Ability has a 48 hour Cooldown.
    • Servile Collar 2
    • The user can target either a willing or fully restrained unwilling person to apply a Control Power on them, as long as the target is not a Vampire. Note, while this Ability is not an express consent Ability, this Ability does not work if the Player targeted does not want to roleplay out the function of this Ability. Once applied, the Vampire produces a Blood-Mimic that manifests out of shadows and Blood next to them, that is an identical copy of the person targeted, except that they have red irises and dark-gray sclera (other Vampire-colored aesthetics may apply, ask in a ticket for more). The Mimic's red eyes and dark-grey sclera cannot, under any circumstances or abilities, be hidden or obfuscated. This Blood-Mimic has the same Memories, Proficiencies, Skills, and Abilities, as the original Target, and cannot be altered or afflicted. (I.E. They stay exactly the same as the character when copied, and cannot be infected or taught different things). Their personality however is untethered to conscience, and they must obey the commands of the Vampire that made them. There is no such thing as Kill Perms for Blood-Mimics, anyone can strike to kill, and the Vampire that created the Blood-Mimic can destroy them at any time. The Mimic can only be removed by being killed. This Ability has no Cooldown. Due to gameplay fairness, the Blood-Mimic can never reveal incriminating memories or any knowledge that the Vampire does not already have, despite having all the same memories as the victim, and being under the command of the Vampire. The Blood Mimic can only be played by the player of the character copied, unless that player gives express consent for another person to play it. Only one Blood Mimic can exist of the same person at any given time, but, a single Vampire can create multiple Blood Mimics.
    • Afflicted Life 1
    • From the moment that the Character is affected by the Affliction, their body ceases to age, and their Racial max-age no longer applies. If the Character is cured, they will age to their appropriate age within 2 weeks. If they are re-infected, their body will age backwards to when it was first affected by the Affliction. If the person has already lived past their Racial Max age, they die at the end of the 2 week period instead. For Characters using this Ability older than 150 years in total, a 150 Year Old Special Permission is required.
    • Blood Feeding 1
    • The Character can extend their Vampiric teeth and sink anywhere on a target’s body to begin drinking blood. While drinking, the victim is paralyzed and unable to react, but is still aware and can still speak. A full drink takes up to 10 minutes. As soon as the Character releases the Target, they have lingering paralysis for 30 seconds before the effect is removed. This Ability cannot be used during combat or to initiate combat, and the target may also not be restrained by other means during the feeding. This Ability has a 30 second cooldown after feeding is complete. If the Target has Control Power Immunity, they are only immune to the Paralysis effect, and can still be fed on.
    • Blood Eyes 1
    • The Character has normal eyes, though their eye-sockets are somewhat reddened and darkened. When using any Ability from their Bloodline Ability Kit or Vampire Base Kit, their irises become solid red, with a small black pupil. This overrules any other Mutations or effects. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. If the Player wants the Vampire's eyes to be solid red at all times, this is possible.
    • Blood Curse 1
    • Firstly, the Character can still consume food and drinks, but achieves no satisfaction from their taste, as it all tastes like ash to them (except enchanted food made by other Vampiric Abilities). Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, however the child will always result in a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.
    • Vampiric Form 2
    • This Ability grants the exact same functions as Vampiric Form 1, thus allowing the Character to transform into a Vampiric Form, additionally, the Character is also able to use all of their Abilities from their Bloodline Ability Kit while outside of Vampiric Form, which is not possible for Vampiric Form 1. This Ability has no Cooldown.
    • Cursed Soul 1
    • While the character has an Affliction that includes this Ability, they are unable to use any Abilities found in Sorcery, Magic, and Faith Manifest. While having this Affliction, no other Affliction can be acquired. Proficiency Points are not refunded for Abilities lost. When the Affliction is removed (and this Ability), all normal use of Abilities is restored, and the Character can be Afflicted again.
    • Vintar Born 1
      • This Ability activates only during and at Server-Announced Events (player or Staff hosted, but announced by Staff / recorded on the calendar). While active, all other Vampires (even of other Bloodlines) including the Character themselves have all their Vampiric appearances hidden with an illusion (such as Blood Eyes 1 & 2), and become undetectable by Aberrant or Vampire Detection Mechanisms. The Ability remains active while the Character is at the Event Venue, and up to 5 minutes after final conclusion of the Event. Target Illusion immunity does not grant immunity to this Ability. This Ability can be used once per day.
    • Vintar Born 2
      • This Ability activates only when the Character is inside their own Player Region, Noble Estate, or Clandestine Base. While inside, all the Character’s Vampiric appearances are hidden (such as Blood Eyes 1 & 2), and the Character becomes undetectable by Aberrant or Vampire Detection Mechanisms. The Character may also bestow this effect to one additional Vampire (of any Bloodline) but can only switch this to another person after the first has left the building. This Ability deactivates as soon as either the Character or the enchanted guest leave exactly the region+10 blocks (the region includes any attached gardens). Target Illusion immunity does not grant immunity to this Ability. This ability has no Cooldown.
    • Illuviation 1
      • This Ability can only be used while outside of combat, the moment the Character is attacked or enters combat, or tries to utilize the illusions in a combat scenario, all Illusions break. This Ability grants the Character far-reaching Illusion capabilities, capable of creating small illusions that are indistinguishable from reality, or large reality-replacing illusions that change the environment the Target is in. Illusions come with sound, smell, taste, sense, sight and hearing, and can even give off warmth or cold to the touch, even if it is not real. The Character can change targets flawlessly, and can also switch from single-Target to group-Target effects, however only a maximum of up to 3 people can be affected at any given time. This Ability does not telegraph, meaning that if the Character is for example a Vampire with Blood Eyes 1, then Blood Eyes 1’s iris color function does not activate on the usage of this Ability. It additionally has no Cooldowns.
    • Mind Wall 1
      • The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception.
    • Mind Wall 2
      • The Character has Control Power immunity (except Exorcism 1 & 2, and Peace Reign 1), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.
    • Mind Wall 3
      • The Character has the Ability to hijack a Target Illusion being used on them. They can hijack it by changing how it is perceived, and then taking control from the original user, thus denying them the Ability to remove the Illusion or change it. While this occurs, the Ability is classified as Illuviation 1, and the Target whose illusions were hijacked is unable to use any Abilities that create Target Illusions. Additionally, if the Target that the Illusion was hijacked from has Target Illusion immunity, this immunity is broken for the duration during which the Illusion was hijacked. First hijacker always takes precedence.
    • Mind Wall 4
      • The Character has the Ability to hijack a Control Power (except Exorcism 1 & 2, and Peace Reign 1) being used on them. They can hijack it by turning the effect from themselves onto the Target who used the Control Power on them. While this occurs, this Ability is classified as a Control Power, and the Target becomes unable to use the Control Power that was used on the Character, while Control Power Immunity is also removed from them if they have it, for the duration of this reflected Control Power. The reflected Control Power follows the exact same rules as the Target using it on the Character would have, if it hadn't been hijacked.
    • Flux Shift 5
      • This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Body Alter of Full Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
    • Soul Burden 1
      • The Character is able to curse two non-Affliction affected individuals with the Bodyswap curse. This requires any amount of fresh blood from either person before using. When used, both will be Target Cursed to swap bodies, their souls transferring into each other’s body. This Curse lasts for 5 days and cannot be repeated in the same month on the same victims. Proficiencies transfer between body swaps, but Abilities do not, and the characters may only use Racial Abilities of the body they have. Damage inflicted during body swap also transfers back to the soul’s proper body upon the end of the Curse. This Target Curse can only be removed if both Targets are Exorcized at the same time within Emote Distance of each other.
    • Sustenance Gift 1
      • The Character is able to enchant a single dinner table or food-shop stall, once per day. When used, all foods and drinks on this table taste and provide satisfaction to a similar degree as 10 Points in Culinary Arts Proficiency would. If the food and drinks were made with someone who has equal to or more than 10 Culinary Arts, the quality would instead be 20 Points in Culinary Arts (even if the limit is 15, thus tasting ecstatic). Additionally, anyone who has consumed these food or drinks, will be unable to detect the Vampire feeding on them for 1 hour after their first bite or sip from the food or drinks. If the Vampire were to feed on them, their awareness and memory would simply lapse and not record the event, leaving them with a vague interaction memory, but nothing hostile or strange having happened. This Enchant is not telegraphed, meaning that the Character’s eyes will not turn red, and the Enchant on the table and its food and drinks only lasts for 2 hours, with a 24 hour Cooldown. This qualifies as enchanted food in reference to Blood Curse 1.
    • Cursed Draw 1
      • This Ability allows the user to add any quantity of their blood into a recipe whether drink or food with the specific intent to make this food Bloodcursed. While Bloodcursed, it can no longer infect someone with Vampirism. However, when consumed fully, it causes an addition in the victim to have more Bloodcursed food or drink from the user. The severity and duration of the addition is completely up to OOC consent between the user and victim, and whether or not a Character becomes addicted to Bloodcursed food or drinks is up to OOC consent from the victim. To cure this addiction, the victim either needs to go without consuming any Bloodcursed food or drinks for a week and go through withdrawal of which the severity can be determined by the victim, or have Exorcism II used on them.
    [​IMG]
    • The face is completely blank except for a comical grin, though can form facial features in the appearance of theatre emotion masks.
    • Outfit becomes dark purple with bright pink sleeves.
    • Stumpy spider-like limbs protrude from the back, writhing about occasionally.
    • Checker-pattern tail in the same purple/pink color pattern as the outfit.

    Visual Information

    The following is required when filling out your character application. Please use a Bullet Point list. Try to keep the information here as simple and confined as possible, it's supposed to be a short list.
    • Eye Color: Blood Red
    • Hair Color: Black
    • Hair Style: Short Bowl-Cut
    • Skin Color: Tan
    • Clothing: Flamboyant Jester
    • Height: 3'9"
    Personality

    Option Two: The Core List

    • Choose your Character Alignment
      • Chaotic Neutral
    • Choose your Character Personality Type
      • Entertainer
    • Choose your Character's Religion
      • Atheist
    Life Story
    • Milan was born in the outskirts of Lampeport in the year 272 A.C., to a pair of circus performers that were associated with a Vultaran carnival.
    • The young Fennh traveled around with their parents and found themselves caught up in the circus life, eventually becoming old enough to learn the trade themselves.
    • Despite the moderate success of the traveling circus, Milan's parents were often poor and the child occasionally helped them steal food to survive.
    • Once they grew to be an adult, Milan chose to embark on their own and go around Vultaro as a performing clown, though their comedy routines tended to fall flat with audiences.
    • Painting became a side hobby that allowed Milan to calm their mind every so often, balancing out the frustration and stress of their career.
    • The day eventually came where Vultragon and anti-Lampero rebels set Vultaro on fire, forcing Milan to flee in order to evade the mass violence that was ensuing in their home.
    • The jester traveled around the Archipelago as both a refugee and a performer, hoping to bring their act wherever they went. Despite their passion and commitment, their career was still middling.
    • Milan crossed paths with a band of minstrels while they were going about in Pays Sud, originally believing them to be normal performers until eventually discovering that they were a pack of Milot Vampires.
    • One of the Milot performers extended the offer to bless Milan with the vampiric gift, promising that their career would soar as a result. Desperate to make a name for themselves, the Dressolini jester accepted.
    • Finally gifted as a Milot, their mind grew darker as they contemplated how much of their life had been spent performing for what they saw as ungrateful fools. They concluded that they would do whatever was possible to get people to laugh or cry.
    • News reached the Dressolini that vampires had taken over in the Holy City of Regalia, immediately packing up and hopping along to their new home.
     
    #1 KrakenLord01, Aug 22, 2021
    Last edited: Aug 23, 2021

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