Character Information
Full Name:
Heather Evergreen
Heritage / Culture:
Half-Kathar Half-Solvaan [ Solvaan Dominant ]
Kathar:
Divine Cult Kathar worship the transformative powers of Magic, Mutations, the Void Gods, and Politics. They dream of a world controlled and left to the whims and vices of Mages and the Magically gifted, to create a legacy for themselves and achieve immortality or fame. The strongest Kathar are Divine Cult, as well as many of the leading politicians of Rokhaval where Magical might often makes right. In Regalia, they often seek out other Mages to bring about this world, or seek new ways to gain Magical power. Divine Cult Kathar often work with Vampires and other Void Mages.
Solvaan:
The Delveborn Solvaan hail from the sulfuric and smog-choked Firemarble Mountains, a place where the Sollerian Mists mix with the volcanic ashes and plumes of the thermal vents in the area, covered in a near constant coal-fire smoke. Delveborn Solvaan are the most secretive and secluded of the Solvaan, skilled rogues but also surprisingly capable infiltrators with their inherently disarming debonair and suave demeanors. Whenever a Delveborn grins, one is quick to make a new best friend, or lose one's family fortune.
Delveborn Solvaan, much to their chagrin, are sometimes mistaken for Sihndar. Though, a world-wise person can quickly tell Delveborn from Sihndar apart, as Sihndar tend to be more purple-toned, while Delveborn appear more charcoal or midnight-blue toned with their dark skin. Their hair is usually raven or charcoal black or gray, with small hints of blue hues here and there, as well as very dark shades of teal and blue. The Delveborn are more on the short side for Solvaan, though because Solvaan are on average tall, this means they range more into the average for Ailor, as opposed to being as short as Dwarves.
Age:
28
Birthday:
Birthday: 4 October
Year born: 284
Gender / Pronouns:
Female, She/Her
Orientation:
Straight
Partner:
Unknown
Religion:
Unionism
Occult:
Exist Mage, True Magic
Affinity: Armas Godborn [ 4 October 284 ]
Affliction: Sanguine [ 16 November 312, 2024 ]
Vintgast Vampire
The Vintgast (pronounced: Vey-nt-gah-st) Bloodline was created when Desprince Shirva fled to the borderlands between Osteiermark, Tirgunn, and Lorenthaus. While in the modern day the Darkwald Lothar mostly fight Silberfeder Vampires, the Vintgast Bloodline was the original reason why the Sarnan people turned so heavily against Vampires, and why so many of them were killed before the Lothar Order took up their cause. Vintgast Vampires are banquet masters, able to conjure the greatest of feasts, most delectable food, and above all addictive and perfect wines. They are known as vintage distillers and brewers, who favor the countryside and winery to get up to their Vampiric business in peace and away from the chaos of large urban settings. Vintgast Vampires spoil and charm their victims with large dinners and endless delectables, only to get them into a food-coma and become easy prey. Vintgast usually avoid Covens, but can make powerful allies for Covens, as well as a great party-hoster for any Vampiric community due to their ability to be social with anyone, have a deep understanding of preferences and tastes, and being able to weaponize them to enamor anyone. The Vintgast take efforts to hide their identity but aren't as capable at it as the Voilenigme, resulting in a reclusive lifestyle, content to experiment with the fine flavors and delectable aromas of rare blood types for special wines. The Vintgast are however unique in their ability to survive off very little blood for extended periods of time, and can even brew extended elixers from their wines that can satiate other Vampires, creating addiction among their own kin.
Armas Godborn:
Armas is the Love God of Evolism, and a Formless shapeshifter whose sole purpose on Aloria is to spread progeny and to make the most wretched and undesirable people of Aloria feel love and affection, even if just once. Armas as a being is detached from the emotions of jealousy, greed, envy, or fear of rejection, and has reached a higher plane of existence where he is able to love everything equally. In many ways, his presence is considered benign, offering children to those too unwanted or incapable to sire them on their own, but also frequently leaves them obsessed and focused on him so singularly, that they lose all other living function but to chase him. Armas is ultimately a Void God fed by the affection of others. Armas grants his children the All-sight Eyes, which present like a rainbow prism that constantly changes colors (single color on skin, emoted changing). Armas even procreates with non-Evolist worshippers.
Armas Godborn have no Evolist purpose beyond being the product of their father's love for the unwanted and rejected. While they must often witness the decay of their mother in obsession with their father, Armas Godborn often end up being a reflection of their father, just as lecherous and passion-driven regardless of the damage it could cause and they were witness to. If anything, the public is cautious of their wiles.
Sollerian Mists
Integral to the physical and mental state of being of the Solvaan are the Sollerian Mists. The Sollerian Isles in the Regalian Archipelago are covered in incredibly dense mists that defy normal weather phenomena, while dangerous and Mythical Beasts lurk within. What originally started as a curious expedition to research these mists, eventually became a society-defining feature of the Solvaan, who have adapted to the Mists and even been changed by them to feel at home on Solleria, and master the aspects of the Mythical Beasts. The famous Mist Walkers and Mist Wardens of the high mountains are envied across the Empire for their skill with the blade, and respected for their willingness to teach others, even outsiders, without as much as a smidge of pride.
Mythical Beasts:
While the Sollerian Mists are home to many mysterious creatures, the four Mythical Beasts are the most famous, and perhaps most dangerous ones, which the Solvaan have taken to become cornerstones of their personal identities. The four Mythical Beasts are the wise and subtle Elysian, the courageous and honorable reptilian Surian, the deadly and precise Haic-Mantis, and the fiercely loyal and territorial Alond-Hound. The Solvaan can transform into anthropomorphic versions of these Beasts, and see many qualities in them worth envying. They however also never forget that Mythical Beasts still are unpredictable and often violent carnivores, and thus that respect and reverence is mixed with a healthy dose of reverent fear.
Character Title:
None
Family:
Unknown
Aristocrat:
Commoner
Nicknames:
To be Determined
Appearance Information:
Eye Color:
Brown
Skin Color:
White
Hair:
Brown
Height:
6 ft
Body Type:
Muscular
Additional Features:
To be Determined
Skill Information:
Hobbies and Talents:
Herbalism
Medical Hobby:
Medical Hobby covers broadly things done to heal, treat, and diagnose people and animals. This includes but is not limited to diagnosing ailments, prescribing medicine, performing check-ups, and other basic medical roleplay. While "realistically" non-magical medical healing is slower, we do not enforce this on players, and can treat people with medicine and technology just as good as you can with magic.
Magical Talent:
Magical Talent covers broadly things done with magic or that have a magical feel to them. MassiveCraft does not in theory limit the creative freedom of magic roleplay. A mage can create autonomous lights or brooms, give magical effects to drinks, or ignite and douse fires with a simple gesture. Mages can also use their magic to heal and cleanse, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. Alternatively, mages can use their magic to corrupt and harm.
Magic talent has no morality, but to use magic talent a character must be considered a mage of some alignment, and some uses of magic Talent can be considered sinistral magic.
Mechanics:
Race:
Mechanic 1: Kathar can change the alignment of any Spirit to that of Void, so long as the possess/own/control the Spirit. Void Spirits are always symbiotic for them also.
Mechanic 2: Kathar are not affected by the mental characteristics or changes of any Affliction or Affinity and are always in control of their own mind from them.
Mechanic 3: Solvaan can use the Mist Form Transformations (found below), which does not count as a Disguise, and uses a variety of weather effects on their appearance.
Mechanic 4: Solvaan can use the Mist Beast Transformations (found below), which allows them to change appearance to that of the classical Mist Beasts, which is a Disguise.
Mechanic 5: Solvaan can see through low visibility conditions of any kind (sand storm, blizzard, fog, ash clouds, dust etc), but must still protect from choking hazards.
Godborn:
Mehcanic 1: Armas Godborn are physically more perfect than mortal children. Choose one of the following bonuses: Gain +1 Attack Stat (break cap to 11) or Gain +1 Defense Stat (break cap to 9). Additionally, they may appear taller and larger than most Heritage averages, and gain the Mind Control Pack for free. Finally, if they are Void Planar-Aligned, they can still use God-Magic.
Mechanic 2: Armas Godborn is naturally attractive, and as a result, even if people do not want to outright make love to them, they benefit from "pretty privilege". This does not mean every character has to fall in love with them, but that they should reasonably be given the leeway of pretty privilege as it is understood to exist in the real world.
Mechanic 3: Armas Godborn can understand all languages, even if they cannot speak them themselves. Additionally, they can speak a unique language called Sehraq in Void-Script, which only their Romance Partners can understand when it is spoken. However, all Armas/Sapphora/Golden Order Godborn can also hear this language even if they are not Romancing the person using it, as can Divine Entities/Event Characters/Gods and those with certain Mechanics.
Common Mechanic:
Common Mechanic I: Vampires can use a Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, except during feeding. This counts as a Disguise, and does not work on those who already know the Vampire is a Vampire.
Common Mechanic II: Vampires, if they have Disguising or Shapeshifting Magic, can hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, but all of their Proficiencies are set to 0, and they cannot use Abilities in Combat.
Common Mechanic III: Vampires can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until the leave the Event Venue. Cannot ever be used outside of Event Venues.
Common Mechanic IV: Vampires can grant immunity to Vampirism to any person willing to bargain with them. In turn, if the bargained person attacks the Vampire or reveals the deal, they take massive damage (discuss in Dm's what this means).
Common Mechanic V: Vampires, when applying Curses via Advanced Roleplay Mechanics can apply minor Curses that last for up to 12 Hours max, without needing OOC Consent, which count as having +1 Magic Stat for dispelling considerations.
Bloodline Mechanic:
Vintgast Mechanic I: Vintghast Vampires can temporarily (no cost) self-cure for up to 72 Hours. After this period is complete, they are automatically re-infected, and must drink within 24 hours, or half Proficiencies until they drink.
Vintgast Mechanic II: Vintgast Vampires are able to mind-read the preferences of any non-Vampire by focusing on them, reading their preferred color, food, drink, favorite animal, clothing style, etc. (Hidden)
Vintgast Mechanic III: Vintghast Vampires are able to summon endless supplies of real food and drinks with Vampiric Magic, or brew Vampiric Tonic Wine made with Blood which sates the same as actual Blood Feeding.
Inferno Mist Form:
The Inferno Mist Form represents the simmering charcoal fumes, the smoky mist that envelops the sulfuric volcanoes of the north of Solleria. In Inferno Mist Form, the Solvaan either change their hair, or whole body parts into black smoke, reminiscent of industrial fires, while applying smoky aesthetics to attacks or other actions and activities. Inferno Mist Form also grants the Solvaan aesthetic control over non-Magical fire, both igniting, and dousing at will.
Elysian Mist Beast Form:
The Elysian Mist Beast is a Griffin, a quadrupedal animal with the lower body of any variety of canine, feline, or reptilian species, and the front legs, neck, head, and wings of any avian species (though most commonly eagles). Elysians are rare in Solleria, roaming the highlands and swooping down on unsuspecting prey. The Elysian is a hyper-intelligent animal, capable of understanding humanoid language, and not seeking out conflict with the Sollerians, lending to the idea that they are near-sentient, and also making them excellent Mounts for those who are capable of taming these gracious and venerable animals. In Elysian Mist Form, Sollerians are bipedal and take on the lower body of any canine, feline, or reptilian species, while their upper body is covered in feathers, they have feathered wings, and their head is shaped like that of any avian species (for example crow, eagle, hawk, vulture, though mostly eagle-shaped). The coloring is often complimentary to their normal hair and skin tone, but can also have wildly different colors. They can also have feline, canine or reptilian long tails. The Elysian form is far more acceptable than the Surian Form in Regalia.
Languages:
Can understand all languages [ Godborn mechanic ]
Known Languages:
Common
Sign language [ Sign ]
d'Ithanie [ d'I ]
Calem [ Cal ]
Aontaithe [ Aon ]
Kriv [ Kri ]
Lëtz [ Letz ]
Altalar [ Alt ]
Pannarokh/Katharic
Backstory/Plothooks:
Backstory:
To be Determined
plot hooks:
- Wandered around most of her life, living off what she could.
- Her magic can usually be seen as more nature oriented, using trees and other forms of plants to aim her when she needs to.
Combat Proficiencies and Abilities
Attack Stat: 7
Magic
Defense Stat: 5
Constitution
[14/14 points spent]
Proficiency Points:
Strength: 0
Constitution: 5
- Shield Bunker Pack [ Shielding ] [ Instant Technique ]
- In order to increase your defenses at the expense of damage output, enter a defensive stance temporarily. While this Technique is active, the user is immune to Displacements, but cannot take the Move action. Additionally, any damage the User deals is reduced by 1, but they gain 2 Block Tokens. If the user chooses to move, or these Tokens are expended, Shield Bunker goes on a 1 Hour cooldown.
- Shield Phalanx Pack [ Shielding ] [ Instant Technique ]
- In order to protect allies from harm, activate this ability to brace your defenses. For the next 30 minutes, any allies within range have their minimum defense roll raised by 2. If another ally within range also has Shield Phalanx, they are able to immediately activate it without spending a turn. For each additional ally using Shield Phalanx in a line, the minimum defense roll is raised by an additional 2, to a cap of 6. Once ended, Shield Phalanx has a 2 Hour Cooldown.
- Shield Wall Pack [ Shielding ] [ Instant Technique ]
- The user holds up their defenses, protecting themselves and any character within a 3x3 block area behind them. While active, the user can't perform Basic Attacks, but gains a new action that replaces their Attack. As a reaction to an ally within Shield Wall being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Shield Wall can be held for a maximum of 20 minutes, and once ended has a 1 Hour Cooldown.
- Shield Cover Pack [ Shielding ] [ Passive Technique ] [ Free Pack ]
- The user passively is able to increase their defenses against Ranged Attacks from Ranger and Deadeye Stance. When a character is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Shield Cover does not consume an Action, and has no Cooldown.
- Shield Deflect Pack [ Shielding ] [ Counter Technique ]
- To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack. If the attack hits the user, reduce the damage by -1HP (never to 0). If the attack misses the user, gain +1 Defense Stat (breaks cap up to 9) for the next two Attacks made against the user only. Shield Deflect has a 2 Hour Cooldown.
- Shield Block Pack [ Shielding ] [ Counter Technique ]
- In order to last longer in melee combat, use this Ability reactively to instantly reduce Damage from a single Melee Attack by -2, which can be to 0. This does not consume an Action. Shield Block has a 1 Hour Cooldown.
Intelligence: 0
Wisdom: 0
Dexterity:
Faith: 0
Magic: 8
- Wardrobe Pack [ Magical ] [ Free Pack ]
- 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 one other 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.
- ShapeShift Pack [ Magical ] [ Free Pack ]
- 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.
- Mimicry Pack [ Magical ]
- 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.
- Mind Control Pack [ Magical ] [ Godborn Pack ]
- The Mind Control Pack allows a Character to establish a level of control or influence on other Characters through the use of Alchemical addiction, or pheromone serums, or mind-control chips and machines. This Pack has several functions, each of which is explained below. Keep in mind that Mind Control, to rob someone of their free will and agency, is one of the most heinous moral crimes in most cultures and Religions. You should expect Characters to react with extreme hostility if your Character is found to be using Mind Control. Some Characters may also be immune to Mind Control, but in such instances, these Mechanics simply don't work, they don't suddenly notice that someone tried to Mind Control them. Using any form of Mind Control is not telegraphed, meaning it cannot be seen when used by others (unless someone was there when it was applied). This means the only way to discover Mind Control of any kind, is with educated guesswork.
- Control Thralling: The Character can establish Mind Control over a Character with OOC consent (which can be revoked at any time). Mind Control can vary from the Target becoming completely unable to act and waiting for commands, or being mostly in control of themselves, but just not being able to reject commands from the user. Mind Control cannot be overwritten, and can be removed from any Knocked Out person (they will always violently resist being freed) by removing the device or substance that Mind Controls them. There is no upper limit to the amount of people Mind Controlled this way. Make sure to always communicate the level of (dis)comfort Players may have with Mind Control before engaging in it.
- Magical Variant: Control Thralling can no longer be removed by just Knocking someone Out, they have to be freed from Mind Control through the use of an Ability or Mechanic that functions as a form of Exorcism. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
- Magic Bolt [ Magic ] [ Stance ]
- To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance's associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended.
- Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts.
- Magic Curse [ Magic ] [ Instant Power ]
- To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown.
- Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.
- Magic Disengage [ Magic ] [ Instant Power ]
- To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene.
- Sinistral Usage: Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.
- Magic Distort [ Magic ] [ Instant Power ]
- 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 Shove [ Magic ] [ Instant Power ]
- 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 Snare [ Magic ] [ Instant Power ]
- To prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown.
- Sinistral Usage: The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4.
- Magic Barrier [ Magic ] [ Link Power ]
- To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token.
- Sinistral Usage: Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it.
- Magic Revive [ Magic ] [ Buff Power ]
- To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown.
- Sinistral Usage: Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, the target is dealt 2 HP of damage.
Undiscloded Presence Pack
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.
relationships:
Found Family:
- Henry Windrocker
Enemy:
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