Character Information
Full Name:
Birth name: Zara SilentWatcher
Married name: Unknown
Heritage / Culture:
Imperial Ailor
Age:
21
Birthday:
Sept
Gender / Pronouns:
Female, She/Her
Orientation:
Straight [ more than willing to be in a relationship ]
Partner:
Unknown
Religion:
Unionism
Occult/Affinity/Affliction:
Marken
Character Occupation:
Unknown
Character Title:
Unknown
Family:
All Deceased
Aristocrat:
unknown
Nicknames:
Appearance Information:
Eye Color:
Pure White
Skin Color:
White
Hair:
Black
Height:
7 ft
Body Type:
Muscular
Additional Features:
Skill Information:
Hobbies and Talents:
- Training
- Reading
- Learning
Mechanics:
Ailor
- 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 make for excellent negotiators. Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things.
- Ailor whether by divine intervention or by sheer dump cosmic luck, always somehow end up on the right side of history. Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor.
- Ailor have unusual religious flexibility due to their history. Ailor are able to follow two Religions at once, further than Religious Syncretism could allow, but this can never include Evolism or Pagan Faiths. If a second Religion is followed, the Character must declare one as "dominant" from which they receive the Religious Mechanic and Afterlife, and one "subdominant" (from which they get neither of these). Believers of the subdominant Religion can reject this faith sharing, but the Gods never will. Any other Mechanics that derive off faith will only apply to the dominant Religion.
- Hohenfels Mechanic: Hohenfels Knights in out-of-combat Strength competitions involving Dice Rolls, can add +5 to any Dice Result. They also gain +2 Main Combat Stat (break cap up to 11) while not in the Main Regalian City (Gloomrot, Event Locations).
- Mechanic 1: Marken have enhanced senses, even when not transformed. They can see better (even in darkness), or hear quieter sounds from further away. (Consult with Event DM if this would reveal any new info).
- Mechanic 2: Marken have a danger sense that borders on precognition, and are "warned" of their possible impending death during Combat or Events, allowing them to prematurely disengage or avoid fighting something.
- Mechanic 3: Marken, if at a God Summoning of the God that cursed whatever Marken infected them (however far back), can possibly be given "Redemption Quests" to free them of the curse or help them master it. (Not Guaranteed, at Discretion of Lore Staff).
- Mechanic 4: Marken fare better in extreme temperatures and climates (cold or hot), and are not hurt or slowed down where other people might be, but this only applies to weather.
- Mechanic 5: Marken can declare Rental/Estate/Shop/Base Region or a Wilderness Cave as their "Territory" granting them +1 to Attack Stat (break cap up to 11) while fighting within and around it. If another Marken declares the same area their Territory, neither gets the bonus, and they must fight over the area, with the winner getting the bonus.
- Howl Marken Mechanic 1: While in Quartermarken Form or greater, while out of Combat, can scale walls (using Ender Pearls) and the sides of buildings as long as they are not a perfectly flat surface.
- Howl Marken Mechanic 2: While in Fullmarken Form, a Howl Marken can stare down another Fullmarken to potentially make them back down. Both players /roll 20, best out of three. The loser is forced to look away, deferring to the winner for that one instance.
Languages:
- Common
Backstory/Plothooks:
Backstory:
Core concept:
Zara was born into a family of Marken, something she had no control over nor could do anything to change this outcome. Yet it was something she needed to learn to deal with if she wanted to get by, especially within the City of Regalia. She needed to gain control, something she would find through the use of weapons. She may have not been good at it, yet it took her mind off of things. But things soon changed when her entire family was killed, leading the young female to try and make her way through life without anyone to guide her. She simply wants to find a family who can take her in.
plot hooks:
- Decided to become a knight as a result, wanting to at least try to become one.
Combat Proficiencies and Abilities
Attack Stat: 7
Strength
Defense Stat: 5
Constitution
[14/14 points spent]
Proficiency Points:
Strength:
Wisdom: 0
Dexterity:
Magic: 0
relationships:
Close Allie/Friend:
Enemy:
Last edited: