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Work in Progress Xun Rann

This sheet is a work in progress and should not be considered accurate or used actively in roleplay.

Myrkvidd

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Full Name: Tunyrdor James Avennar II



Nicknames:
'Xun Rann' 'Rann'



Heritage: Cearden Ailor



Gender:
Male



Pronouns: He/Him



Religion: Evolism (



Occult: Dorkarthi Abyss-Hollow Spellsword



Occupation:
Armor & Weaponsmith





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Eye Color: A dim, glowing RED.



Skin Color: Tan



Hair: Tied up, shoulder length. Dark brown.



Height: Huge man



Body Type: Chiseled adonis



Additional Features: tbd

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  • Attack Stat: Magic (7)
    Defense Stat: Magic (5)

    Strength: 1
    • Stalwart Pack
    Magic: 13
    • Arcane Blade
    • Arcane Warp
    • Arcane Shove
    • Arcane Revive
    • Arcane Barrier
    • Arcane Sap
    • Arcane Aura
    • Arcane Cleanse
    • Arcane Portent
    • Arcane Isolate
    • Arcane Echostrike
    • Arcane Apotheosis
    • Arcane Puppeteering
    Charisma: 1
    • Undisclosed Presence

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Hobbies and Talents: Magic Talent

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. (NOT SYNCRETIZED)

You can magically hide your teeth and Afflicted eyes. This breaks during feeding. If you have the Shape Shifter Mechanic, using this Mechanic while shifted makes you unable to Combat Roleplay. If someone knows your real name and that you're a Vampire, this Mechanic doesn't work on them.

You live much longer than the average life span of your heritage. You can live up to three times as long, and you can visually stop aging at a chosen age (must be at least 21). Additionally, you are immune to non-magical diseases and Afflictions.

You can grant immunity to Vampirism to any person willing to bargain with you. In turn, if the bargained person attacks you, reveals that you are a Vampire, or reveals the deal, they take massive damage (discuss together what this means before making the bargain).

With OOC consent, you can mind-trick Characters into doing your bidding without establishing full Mind Control over them. These simple verbal commands are undetectable, but cannot be more complicated than a single sentence. This does not count as Mind Control and thus Mechanics that provide immunity do not work.

You can transform into a Vampire Form, which is a Monstrous form with a unique Vampire-themed design that you can create. This counts as a Disguise and a Monstrous Transformation (illegal in Regalia). You remain in Vampire Form even after reaching 0 HP.

You are immune to restraints of any kind. If you are bound or shackled, they effortlessly slip off you. If you are imprisoned or locked up, you can walk through locked doors to freedom. Keep in mind, you can still be attacked while attempting to break out!

You can understand and speak all mortal and currently practiced languages from all the corners of the world. This includes magical languages spoken by mortals, or even Elderlaw languages like Dragonspeech.



Languages: ALL OF THEM.

Magical Schools:

Gateway Magic

Entropy

Radiant

Elemental

Magical Dimensions:

Hollow (blessed)

Abyss (learned)

Backstory/Plothooks



Xun Rann was born in a small backwater village in 293AC. His father was a drunk, and killed his mother whilst in a rage one night. As a result, his father was hung, and Rann was left to a very poorly ran, poorly funded orphanage.

Despite the orphanages poor leadership and lackluster budget, Rann was treated fairly. Those present tried their best to take care of the children, and they werent half bad. That said, Rann always found a way to get himself in trouble. He enjoyed testing boundaries, doing what he was not told for the thrill of it.

At age 14, he 'rann' away from that orphanage. He found himself on the streets- stealing, and begging for scraps, until one day, he was approached by a man in a black trench coat. Rann was taken in by this man- who had nothing but bad intentions for the now 16 year old.

The man attempted to sell him into the slave trade. As Rann was being transported, it was attacked by a group of Dymolov vampires- whom were there for someone else. They ended up taking Rann along, and that is how he became a vampire.

Under their tutelage, he began learning magic, and combat with all manner of weaponry. He grew proficient in the use of greatswords, longswords, polearms, and mauls, and was actively improving his magic, utilizing it in combat when he could. He frequently would use gateways in order to teleport himself around his enemies, taking jabs with each appearance. His combat style however shied further away from moving fast and picking off bits of damage as he grew older- opting for an angrier, wilder, slower combat style with larger, unwiedly weapons that complemented his large frame.

Rann left the Coven when he turned 21. The area had a purist presence that could not be ignored- and it ended in his tutors, and friends dying at the hand of those purists. He remained on the run, and opted head for Regalia- for a chance to meet others, and to eventually seek vengeance for the execution of those he considered family.

Hollow magic was acquired icly.



Combat Proficiencies and Abilities

Attack Stat: Magic 7

Defense Stat: Magic 5

Proficiency Points:

Strength: 1

Stalwart Pack

Magic: 13

Arcane Shove

Arcane Revive

Arcane Warp

Arcane Blade

Arcane Barrier

Arcane Sap

Arcane Aura

Arcane Cleanse

Arcane Portent

Arcane Isolate

Arcane Echostrike

Arcane Apotheosis

Magic Wardrobe (Adapt)

Charisma:1

Undisclosed Presence






 
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