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Played Character Zarah Divine

This character is actively played.
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  • Character Information
    • Full Name: Zarah Divine

    • Heritage / Culture: Alior, Oldfolk

    • Age: 25

    • Gender / Pronouns: She/Her, Female

    • Religion: Evolism

    • Occult: Howl Marken

    • Character Occupation: Bartender
  • Appearance Information:
    • Eye Color: Pale-Yellow

    • Skin Color: Fair

    • Hair: Long, Black

    • Height: 5'7"

    • Body Type: Slim

    • Additional Features: Wolf ears and tail
  • Skill Information:
    • Hobbies and Talents: Archery, Hunting Game, Building Rapport, Making Flower Crowns and Bouqets

    • Mechanics:

    • 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.

    • Fullmarken Mechanic 1: Fullmarken Forms cannot make use of weapons or armor at all, instead their body (fists, claws, teeth) is their weapon, and their thick hide counts as Armor.

    • Fullmarken Mechanic 2: Fullmarken Forms are forced to use Strength for Attack and Constitution for Defense, and gain +2 Strength and +2 Constitution. Additionally, they have any Dexterity Proficiency converted to Strength capped at 7.

    • Fullmarken Mechanic 3: Fullmarken Forms regress into a more instinctive mindset, barring them from abilities. While in Fullmarken Form, they may only use point buy abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, Cutthroat, or Roguery.

    • Fullmarken Mechanic 4: Fullmarken Forms are unable to speak (but they can still understand others). They can produce bestial noise Marken Speech, which any other Marken can understand, even while untransformed.

    • Fullmarken Mechanic 5: Fullmarken Forms are not constrained by any environment they have to fight in, whether that be Underwater or in frozen wastelands, they can use Attack Emotes or Abilities like normal always.

    • Fullmarken Mechanic 6: Fullmarken, if they are not in control of themselves, gain +2 Attack +2 Defense Stat (breaks cap up to 11/9), but must attack anyone and everyone around them without discretion. This Mechanic does not work if they have no allies present.

    • 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.

    • Languages: Common
  • Backstory/Plothooks:

  • Rumor has it that she was raised by wolves. Rumor has it that she raised them herself. Rumor has it that she is an orphan. Rumor has it that she killed her parents. Rumor has it that she is a rebel. Rumor has it that she worships the emperor. Rumor has it that she lurks in the shadows, waiting to strike. Rumor has it that she's harmless. Rumor has it that she is an unknown god. Well, that last part is definitely nonsense, but how much of this is true? Only her closest confidants will ever know.

  • (@Mod team, she's not a god I swear I'm not making her a mary sue, the point is there are many, MANY conflicting rumors about her.)

    • Combat Proficiencies and Abilities
      Attack Stat: Dexterity
      Defense Stat: Constitution
      [14/14 points spent]
      Proficiency Points:
      • Strength: 3
        • Gut Punch, Force Toss, Steady Body
      • Constitution: 3
        • Thick Hide, Rebound, Rage Counter, Familiar Disrupt (Free)
      • Intelligence: 1
        • Wardrobe
      • Wisdom: 0

      • Dexterity: 7
        • Deadeye Doubletap, Escape Artist, Deadeye Barrage, Deadeye crit, Deadeye quickshot, Deadeye Luckshot, Deadeye Pinshot, Deadeye Stance, Venomous Strikes (Free)
      • Faith: 0

      • Magic: 0
 
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