Character Information
-Venokh frequently lingers in the Gloomrot & Badlands, rarely venturing into the city proper.
-The Yanar is a devoted worshiper of Ventra, devoting it's life to hunting Undead & protecting the wylds.
-While a rather extreme misanthropist, Venokh still makes attempts to sell herbalism wares, as well as offering dubious mercenary-esque tasks to passersby.
-Venokh's memory is hazy, it isn't sure exactly how it ended up so far from the Wyld Woods, but seems to be keen to make the most of being stranded in a place with such a high density of Ordial Mages.
Combat Proficiencies and Abilities
Attack Stat: Magic
Defense Stat: Magic
[14/14 points spent]
Proficiency Points:
Strength: 1
- Full Name: Venokh.
- Wyld Name: Lonesome Copsewood Faerie.
- Heritage / Culture: Dulon Yanar x Narim.
- Age: 21.
- Gender / Pronouns: Agender, They/It.
- Religion: Evolism, Ventra Lay-priest.
- Occult: Ordial Mage, Mortisphage .
- Character Occupation: Death Hunter, Herbalist.
- Eye Color: Glowing Ordial Green.
- Skin Color: Pale gray with a greenish hue.
- Hair: Pastel green, mixed foliage.
- Height: 5'8.
- Body Type: Sturdy endomorph.
- Additional Features: Singular, branch-like horn. Bark-like chitin. Malformed insectoid wings (Only one fully developed).
- Hobbies and Talents: Alchemy Hobby, Magic Talent.
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[*]Heritage Mechanics:
[*]Yanar can regrow or re-attach lost limbs over the span of 24 hours after they were lost, they cannot become Undead unless an Ordial Entity intervenes.
[*]Yanar can speak to plants and trees, and even encourage them to grow faster or hide, or change their appearance.
[*]Yanar can even create new plants altogether in their own Region/Base/Estate, complete with fruits and flowers.
[*]Narim have night vision and are able to see in perfect (mundane) darkness, never needing a light or some other sight implemented in the sewers or at night.
[*]Narim can manifest (or have) Wings (of specifically insectoid design), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight.
[*]Mortisphage Mechanics:
[*]Common Mechanic One: Mortisphages can use a Court Glamor to hide their teeth and Green Eyes from anyone but fellow Mortisphages, except during feeding. This counts as a Disguise, but not to those who already know they are Mortisphage.
[*]Common Mechanic Two: Mortisphages, if they have Disguising or Shapeshifting Magic, can hide their teeth and Green Eyes from anyone but Mortisphages, but all of their Proficiencies are set to 0, and they cannot use Abilities in Combat.
[*]Common Mechanic Three: Mortisphages can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until they leave the Event Venue. Cannot ever be used outside of Event Venues.
[*]Common Mechanic Four: Mortisphages, when using Curses via Advanced Roleplay Mechanics can apply minor Curses that last for up to 12 Hours max, without OOC Consent, which count as having +1 Magic Stat for dispelling considerations.
[*]Mechanic One: Balance Warden Mortisphages gain +2 Main Attack Stat while fighting any person that is Ordial Aligned and not a Mortisphage themselves (breaking cap to 11). Additionally, even though Spirits and Undead cannot conventionally be fed on, Balance Wardens can in fact feed from them. If a Balance Warden feeds on a Spirit or Undead, they have a 48 hour -2 Attack Stat and -2 Defense Stat Debuff applied.
[*]Mechanic Two: Balance Warden Mortisphages if reducing a target to 0 HP (or with OOC consent at any HP) in a Combat Scene with them having the last hit, split the Soul of the target in two and make a (Malefica worshiping) Shade copy played either by the victim or the Mortisphage Player. The victim feels a terrible loss in themself, and must slay the Shade copy to reclaim part of their soul, or pay 1 Divinium to restore it remotely.
[*]Mechanic Three: Balance Warden Mortisphages if having applied any damage to a Target in Combat, apply a ghost tracker to them. This ghost tracker only works if they should leave the boundaries of the city and flee into the countryside or forests beyond Regalia, or the Sewers. In those locations, the Balance Wardens can always find them, and re-commence Combat. If they do, they immediately do 1 HP damage upon Combat Start.
[*]Evolism Mechanics:
[*]All worshipers of Evolism are granted the gifts of Catheron. The first is the Law of Catheron's Reflection, which causes any Curse directly placed on an Evolist to also be mirrored back on the (non-Greater Entity) that did it . This does not make the Evolist immune to the Curse, it just means an identical Curse is placed on the Curser (that they cannot remove themselves). Secondly, Evolist worshipers are granted by Catheron, the ability to subtly influence people around them, by either heightening their 6 Devotions of the Void or heightening the 6 Defects of the Void for their own purposes.
[*]All worshipers of Evolism are granted the gifts of Morrlond. Morrlond's gifts mainly aim at overcoming losses. Any Evolist who participates in an Event-Calendar noted Tournament that involves Combat Roleplay, and should lose, gains +2 Attack Stat (breaking cap up to 11) for the next Event-Calendar noted Tournament. This effect can stack (increasing the cap by 2 each time also), until they win, after which it is removed. Secondly, Morrlond allows all Evolists to breathe underwater, but does not grant them underwater Combat Roleplay Mechanics or Abilities.
[*]All worshipers of Evolism are granted the gifts of Apotheon. The first is to be able to manifest or have Apotheon's golden tail (or in other aesthetic) by which they are able to extract the essence of a person by drawing blood, or consuming them wholly by draining all the liquid from their body and leaving behind a husk. From there, they can choose to manifest parts of the extracted/absorbed person's appearance, skills (like being good at art or cooking, but never Proficiencies) and in essence fuse them into their being. Changes applied to appearance never count as Disguise, and cannot imitate a person.
[*]All worshipers of Evolism are granted the gifts of Ravaal. They can bless their weapons in the Glacial March, becoming ghostly and see-through. Any would-be lethal wounds they inflict will not kill, instead when if expire, they fall into a glacial coma, a Curse requiring 3 Mages with 7 Proficiency in Magic to break to awaken. Secondly, she grants Evolists the means to produce Soul-shards, which are small ice-like crystals in which they can capture the souls of those that they do end up killing, where they can choose to keep them, or let them pass on without the Malefica getting close.
[*]All worshipers of Evolism are granted the gifts of Gahan. While in a Spirit Duke summoning, Evolists can call upon the insight of Gahan to peer through potential lies and double-speak of a Spirit Duke, to uncover hidden intentions. This won't allow a worshiper to fully understand the scope of the summoning interaction, but ward against unexpected traps or misleading that the Spirit Duke may be using to deceive the summoner. This Mechanic must be actively called upon during a Spirit Duke negotiation but can be called upon any number of times, though only by the person negotiating.
[*]All worshipers of Evolism are granted the gifts of Ventra. Ventra allows Evolists to incorporate aspects of natural creatures, plantlife, or geology into their own body, for example by manifesting a bear's arms, a deer's antlers, a feline tail, rock plating, or floral patterns in their hair, all of these changes being purely aesthetic. Additionally, if they witness a person violating nature in opposition to Ventra's teachings, they can summon Ventra's bow and glowing arrows, to mark a person. From then on, until they repent to Ventra, any Evolist that meets them will know they are a sinner.
[*]Int rewards those who succeed and punishes failure. Through Int, Evolist followers can use Static Divinium to empower Artifacts in their ownership which unlocks extra Mechanics on them when it is performed. Corrupting an Artifact this way can only be done once per Artifact, with more information found on the Artifacts Page. This also Void-Corrupts it with the power of Int. If the Artifactspark is removed, or the Artifact is lost to the Evolist who owned it, the upgrades are removed and the Artifact is de-powered.
[*]All worshipers of Evolism are granted the gifts of Triton. Triton allows Evolists to transform into a Dragonkin of the unofficial Tyrthar Dragonfall, a Triton-inspired Dragonkin design that must have pitch-black scales and red eyes. This transformation counts as a Disguise, and can have any variety of appearances within the bounds listed. Anyone who sees this Transformed form can know that there is an Evolist underneath. This form does not confer any of the Dragonkin mechanics. - Languages: Pannarokh, Common, Altalar.
-Venokh frequently lingers in the Gloomrot & Badlands, rarely venturing into the city proper.
-The Yanar is a devoted worshiper of Ventra, devoting it's life to hunting Undead & protecting the wylds.
-While a rather extreme misanthropist, Venokh still makes attempts to sell herbalism wares, as well as offering dubious mercenary-esque tasks to passersby.
-Venokh's memory is hazy, it isn't sure exactly how it ended up so far from the Wyld Woods, but seems to be keen to make the most of being stranded in a place with such a high density of Ordial Mages.
Combat Proficiencies and Abilities
Attack Stat: Magic
Defense Stat: Magic
[14/14 points spent]
Proficiency Points:
Strength: 1
- Pinning Throw Pack
- Escape Artist Pack
- Technique Parry Pack (Free, Yanar)
- Magic Bolts Pack (Free, Yanar)
- Magic Snare Pack
- Magic Disengage Pack
- Magic Smog Pack
- Magic Cleanse Pack
- Magic Barrier Pack
- Magic Warp Pack
- Magic Shove Pack
- Magic Isolate Pack
- Magic Revive
- Magic Revenge Pack
- Oceanic Pack
- Wardrobe Pack
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