Zalahsezzi

Discussion in 'Character Sheets' started by Goldifish, Aug 10, 2020.

  1. Goldifish

    Goldifish texan (derogatory)

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    Basic Information
    • Full Name: Zalahsezzi Guavizza
    • Age: 57
    • Gender: Female
    • Race: Slizzar
    • Preferred Weapon: Kill ‘em with kindness uwu
    Visual Information
    • Eyes: Purple
    • Hair Color: Gold toned
    • Hair Style: Up and out of the way, which is very unlike how she keeps hair in the mimic or complete forms, which is usually down
    • Skin Color: Purple toned grey
    • Clothing: Free flowing white robe-like dress
    • Height: 5’2
    • Mimic Form Constants:
      • Always has the lighter tones for hair and skin
      • Faces are always super symmetrical
      • Tends to always be on the shorter side of height
    Skill Information
    Proficiencies:
    • Total Points: 57+5= 60 (MAX)
    • Body:
      • +10 Bodycare Training
        • A character with this amount of points invested can use the "Sculpted" Body Shape regardless of Physical Stat. This Body Shape is equivalent to Muscular/Ripped Body Shape, and also allows the Character to change the Body Shape of other Characters through Personal Training.
        • A character with this amount of points invested can tattoo others with a good level of skill, giving access to all the major tattoo styles.
      • +10 Perception Training
    [*]Can see through Creeping Crawlies
    [*]Can see through Blackwald Deceiver
    [*]Can see through Faces of Life
    [*]Can see through Spreading Darkness
    [*]Can see through Auld Tombing
    [*]Can see through Auld Ballrooms
    [*]Up to 4 points in Dextrous Rogue FAILS
    [*]Up to 4 points in Stealth Rogue FAILS
    [*]When Investigating, your Character may perform a /dice 10 for each Piece of Evidence (not including Red Herring). Rolling 4 and above will reveal the Piece of Evidence (including any Red Herring attached to it).
    [*]Investigating a scene can be done an infinite amount of times, but each Piece of Evidence roll that fails destroys the evidence (including the Red Herring attached to it).
    [*]Investigating a scene and destroying a piece of evidence (on purpose or on accident through rolls) will result in the Guards being told the complete identity of the person destroying the Evidence.

    • Knowledge:
      • +9 Linguistic Knowledge
      • +8 Magical Knowledge
        • Dimenthism
        • Racialism
      • +6 Society Knowledge
        • Wildland Culture
        • Ailor Culture
    • Study:
      • +11 Diplomatic Case Skill
    • Arts:
      • +10 Theatre Arts (Hobby Points)
        • Can lie to Ursarr
      • +16 Visual Arts (+10 from Colluding with Llewyn)
        • Used for floral arrangements.
    Skill Information
    Proficiencies:
    • Total Points: 57+5= 60 (MAX)
    • Body:
      • +10 Bodycare Training
      • +10 Perception Training
    • Knowledge:
      • +9 Linguistic Knowledge
      • +8 Magical Knowledge
        • Dimenthism
        • Racialism
      • +6 Society Knowledge
        • Wildland Culture
        • Ailor Culture
    • Study:
      • +11 Diplomatic Case Skill
    • Arts:
      • +20 Theatre Arts (+10 Hobby Points and+10 Alais)
      • +16 Visual Arts (+10 from Colluding with Llewyn)
      • +10 Dancing Arts (+10 Alais)
    • Alais Mutations
      • Crimson Curse
      • Crimson Lies
      • Crimson Dressage
      • Crimson Guiding
      • Crimson Silence
    Crimson Form (in detail)
    Ava's Demon (@avasdemon).jpg
    Basically, her legs, feet, anything below her belly button, is a nice crimson red. From the belly button upward, it fades into a dark grey. Her hair lays completely flat, but seems to pool like lava at the ends, which rest on the floor. Cracks form in her skin, and are never in the same spot. They reform, over and over, and by the course of one day, are in different places. What little glow emits from these cracks can range from golden to red. Her eyes also glow and are one single color, with no eye white to differentiate between them. At the very top of her head are black horns, with red roses growing and twisting around them. Zalah is very distinctly different than the rest of her other forms, and is almost unrecognizable.

    • Alais Mutations
      • Crimson Curse
        • Vampire Spell - The Vampire can target any one person (and one person only) and cause their next Proficiency related action to critically fail. This only affects mundane actions involving Proficiencies, not Abilities. For example: if this Ability is used on an archer during an archery tournament, their next (potentially winning) shot will hilariously misfire. This only works for one action, after which it goes on Cooldown for half an hour. This can also cause weapon attacks to fumble out of the hands of wielders, or Knowledge Proficiency-based information to suddenly be inexplicably forgotten for a day. This Ability does not telegraph in any way, and can be used as subtly as the Vampire likes.
      • Crimson Lies
        • The Vampire is able to target one person per day to alter their mind into believing something is the opposite of what they believe to be true, however the Vampire needs to specifically know what is being targeted (the victim has to specifically verbalize the truth that the Vampire wishes to reverse, this cannot be used to implant new things). For example, if a person speaks about how they believe that their brother is committing adultery, the Vampire can cast this ability to alter the mind of the victim to believe the exact opposite, that their brother is in fact very loyal. This Ability changes the entire memory and evidence perception of the victim, as if they had never believed the opposite to be true to begin with, and they will have no memory of when or how they changed their mind. They will continue to believe this new false version of truth until they are given irrefutable evidence to prove the contrary. This can also involve really silly things like convincing someone the sky is red, though when they look at the sky during the day, they will obviously have the spell broken as they can irrefutably see the sky being blue. When this spell is broken, they do suddenly remember their original belief and reasons for that belief, but cannot decide or recall when their opinion was changed or how.
      • Crimson Dressage
        • The Vampire is able to change the appearance of their clothing, add, or remove clothing magically and instantly, either with an aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire. This ability can be seen through by either +10 Perception Training or +10 Bodycare Training Proficiency, allowing them to see through any usage of clothing to disguise identity, meaning they cannot tell it is magical clothing, but can tell the identity of the Vampire beneath if they are attempting to disguise themselves.
      • Crimson Guiding
        • This spell has two different functions, one in public (if more than 1 persons are present in the same room), and one in private (if only one person is present in the room). While in public, if the Vampire has gotten their target to agree to a dance, they will have Control Power over their victim for as long as they are dancing. This victim will be in a high-functional dream-like state where they cannot perceive what is happening around them or what is being talked about, but will continue to reply and dance along and smile and look no different to onlookers. If the dance is broken, they will have no memory of whatever was spoken about and will simply remember a pleasant dance. If during the dance the Vampire will encourage the victim to follow them away from the dance floor, they will comply up to this request, but not to leave the building (this should be used to lead someone away to consume their blood, if any other purpose is used, this effect will break). The victim cannot be enticed to reveal harmful information to themselves, and if harmed in any way other than Vampiric feeding, will immediately wake up from the daze. If used in private, the Vampire can send subliminal but strong urges to the person as long as they are talking and somewhat close to each other, though direct touch is not required. These subliminal urges are mostly for example an urge to have a glass of water, or to close a window. They cannot be used to extract harmful information or force the subject to commit acts they do not want to commit.
      • Crimson Silence
        • Toggle Passive - Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Vampire. Furthermore, the Vampire does not produce audible footsteps on any surfaces, nor release any bodily odors that would allow those races with strong smell to detect their presence from merely standing near them.
    • Alais Common Mutations
      • Blood Collaring
        • Target Curse - The Vampire can Target either a willing or restrained person to attach a Blood-Collar to their neck, colored in crimson blood yet solid and shaped like brambles with thorns. While the Vampire is in Emote Distance, any command issued must be followed, else the collar will dig its spikes into the neck and cause bleeding. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Blood Collared individuals cannot be infected wiht Vampirism, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Any Vampire can only have one person Collared at any time.
      • Immortal Aging
        • Constant Passive - The Vampire does not age from the moment of infection. Their aging ceases visually, and they can sustain themselves beyond their natural undeath. This is not true undeath, but a state of suspended unlife. If a Vampire is cured when they have lived a number of years as a Vampire, they will proceed to age rapidly over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were when cured. If they cannot be re-infected before the end of the 2 week period, the aging is permanent, and re-infection causes the character to freeze at the new age. If a character has aged far beyond their natural lifespan, if they are not re-infected before the end of the 2 week period, they will die. (It is not allowed to perma-imprison a character to prevent infection to their death during these two weeks) Vampires require an Backstory Special Permission in order to be older than 100 years old. Vampires who are turned through active roleplay can be older than 100 years without a Backstory Special Permission (Though in all cases, a character older than 150 requires a Backstory Special Permission)
      • Otr's Blood
        • Trigger Passive - Small quantities of Alais Blood (not enough to infect someone with Vampirism) can be force-fed to a person to have similar effects to the Seraphalo Alchemy ingredient. When force-ingesting a splash of Alais blood, the victim will be unable to recall locations, the exact sound of voices, or exact faces for the last 24 hours. They can remember the events that happened to them (unless those events were erased from memory by other Mutations) and remember what was spoken about, but will be unable to identify anyone in any way. This effect cannot stack. Alais Blood cannot be saved up and stored for later use, this effect only applies when it is fresh from the wound.
      • Dancing Mirage
        • Vampire Spell - While dancing (in whatever style), anyone that is watching the Vampire dancing will enter a low-perception trance. This does not alter their perception of time, actions or conversations around them, but makes them incapable of detecting any Dextrous Rogue Skill Proficiency actions being performed on them by a third party (or the Vampire). Essentially, anyone watching the Vampire dancing is unable to feel or hear themselves being pickpocketed, meaning anyone doing a pickpocket roll on them cannot fail the dice roll. This effect is broken as soon as the targets look away from the Vampire.
      • Crimson Feeding
        • Vampire Spell - The Vampire, when sinking their teeth into the neck of their victim causes a partial paralysis that makes it impossible for the victim to struggle out of their grip or fight back, but still aware enough to know what is happening, be able to see, hear, and speak. The Vampire can consume as much blood as they want, but can drink no longer than 10 minutes which is their upper fill. Upon releasing their teeth from the victim’s neck, the effect is instantly canceled, but the victim is too weak to immediately turn back and fight for at least half a minute. This Ability may not be used to tie someone up at the same time, and the Vampire cannot fight or use Abilities while drinking.
      • Crimson Body
        • The Vampire’s new Physical Stat is 30, overriding any Racial Limit as long as it is above this number. If below, then the Racial Limit applies.
          The Vampire is able to consume food and drinks, These give them sustenance, but can never replace the feeding qualities of blood.
          The Vampire is able to reproduce with both Vampires and non-Vampires, and can choose to have normal children or Alais Vampire Broods.
          The Vampire does not have red eyes, or any skin discoloration in their eye sockets, however their skin can no longer tan in sunlight.
          The Vampire’s Vampire teeth appear only when feeding commences, and shorten shortly after completion.
      • Crimson Power
        • Alais Vampires have a constant +10 Theatre Arts and +10 Dancing Arts Proficiency boost, but any Combat Proficiency Category Proficiencies they have are set to 0 without a point refund, unless they are in their Crimson Form, where their Combat Proficiencies remain where they are.
          Alais Vampires do not need to be in their Crimson Form to use their Alais Form Mutations. Alais Vampires have access to their mutations both inside and outside of their Vampire Form.
          Alais Vampires while not in their Crimson Form cannot be detected by Aberrant Detection Mechanisms. They will however respond to curing, obviously.
      • Crimson Form
        • The Vampire can activate their Crimson Form, which is a Mythic Shift that turns them into a so-called Vampiric Form. Vampiric Forms are alternate appearance versions of the Vampire’s normal form that give creative liberty to the player in terms of design, with some noted limitations. All Vampiric Forms (per bloodline) have some basic rules so that a Bloodline can easily be read from their appearance, however beyond that, many different aesthetic aspects can be modified at will. It is required to produce a “Vampiric Form” section on the Character Application, detailing in a Paragraph what your character’s Vampiric Form looks like. Having a separate skin for Vampiric Form is not required, strongly recommended for immersion. The following rules apply to the Crimson Form for this Bloodline:
          Crimson Form Vampires must have considerable (large or many) parts of their body colored in red, whether that be skin or hair or horns or tattoos or other appendages/skin armor etc.
          Crimson Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.
          Crimson Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.
          Crimson Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.
          Crimson Form Vampires may be designed to be not-recognizable or recognizable, that is up to the player. They may look completely different in Vampire Form.
          Crimson Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.
          Crimson Form Vampires can transform in and out of their Vampiric Form instantly and painlessly. This Transformation also cannot be countered in any way.
          In order to use Crimson Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.

    Body Shape:
    • Shape: Sculpted
    • Physical Stat: 5
      • Calculation: (10)*(.5)= 5
      • Body Fat: Moderate
    Languages:
    • Common
    • Zasta
    • Modern-Altalar
    • Shalota
    • Sofaal (Linguistic Knowledge)
    • Kathar-Elven (Linguistic Knowledge)
    • Anglian (Linguistic Knowledge)
    Personality and Abilities
    The Core List:
    • Moral Alignment:
      • Neutral Good
    • Personality Type:
      • The Advocate
    • Religious Affiliation:
      • Religion: Nessrassian, Karidssa
      • Piety: 6/10
    Life Story
    Birth & Childhood
    • Zalah was born in Sassrakkand in the middle of its lulling years, where there was very little going on in the homeland of the Slizzar. She had a genuinely happy childhood, even if it was short, before being placed with a mentor at around age six. Her parents made sure to be involved with their lessons and made sure that Zalah would have a mentor with the skills of their choosing to teach the little one.
    • Her mentor was a kindly older Slizzar who chose to teach her about Dimenthism, and the abilities of other cultures, and said culture’s own society and how it functioned as well. When her obsessive parents weren’t looking, he also taught her the arts of basic design and floral arrangements and general diplomacy. They also explored their inner selves, as the mentor was a firm believer in betterment of themselves being done through great introspection.
    Adolescence & Teenage Years
    • Towards the end of their mentorship, they decided to travel together and explore the surrounding nations, and had one major venture to the Regalian Empire. Zalah was very intrigued by the other races and resolved that she would come back here later to further observe and study. The two form some excellent connections with smaller noble families.
    Early Adulthood
    • To officially conclude their journey, they stopped in the Allar Empire where Zalah had expressed making a home. The two parted ways, with the mentor going back to Sassrakkand and Zalah staying there. It was only a few weeks later that the violence began from the Allar, and so Zalah had to flee quickly.
    • She went and hid for a bit in Regalia, and after the walls of Sassrakkand fell, she fell in line with the other Slizzar and killed many Regalian nobles. In a moment of terrible weakness, Zalah became very depressed with her actions and returned to Sassrakkand to ruminate with her feelings. She knew she shouldn’t listen to the guilt she felt, but she couldn’t shake the uneasiness of what she’d done.
    Late Adulthood
    • Zalah spent many years searching for a purpose, and when she couldn’t seem to find it- in an act of desperation, she reunited with her old mentor. They went back to travelling, until they made one final stop in Regalia. From then on, Zalah took on many identities of her own making to watch and wait, to silently observe until a purpose was found. Many times, she found a bit of hope when she helped someone- but when the connection was lost with them later, she felt flushed down the toilet. What could she do?
     
    • Winner Winner x 1
    #1 Goldifish, Aug 10, 2020
    Last edited: Aug 25, 2020
  2. Goldifish

    Goldifish texan (derogatory)

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  3. fantuinn

    fantuinn most honest biped in athens Staff Member Lore2

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    Claimed for review.​
     
  4. fantuinn

    fantuinn most honest biped in athens Staff Member Lore2

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  5. Goldifish

    Goldifish texan (derogatory)

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  6. Goldifish

    Goldifish texan (derogatory)

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  7. fantuinn

    fantuinn most honest biped in athens Staff Member Lore2

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