Character Information
Proficiencies
*Zoe is considered to have 2HP at all times, unless in Marken form. Functions with Tech Assimilate in mind.
Constitution: 5
Languages
- Full Name: Zoebella Darcedes The Destroyer
- Heritage / Culture: Ailor
- Age: 24 years old
- Gender: Female (She/It)
- Occult: Strangle Marken
- Zoe is a woman of many words, and little conveyed in any of them. She is evil for the sake of enjoyment, and believes herself a criminal mastermind, despite the very minimal damage she actually causes with her antics.
- Zoe is an average-height, thin-built Ailor woman, with purpled-dyed hair and sharp features. Her roots are growing in, even if she loudly proclaims that they aren't. She has snakebite piercings, and (stolen) pearl earrings to match her (stolen) Lothar trenchcoat.
- As a Marken, Zoe appears as a six meter long black beast, with a venomous barbed tail and dagger-like claws. She is a Strangle Marken in the vaguest sense, black scales armoring a serpentine body, but with monstrous appendages.
*Zoe is considered to have 2HP at all times, unless in Marken form. Functions with Tech Assimilate in mind.
Constitution: 5
Ailor | Rebound
Training | Status Endure
Training | Rage Counter
Training | Breather
Training | Bulwark
Training | Iron Will
Dexterity: 7Training | Status Endure
Training | Rage Counter
Training | Breather
Training | Bulwark
Training | Iron Will
Free | Cutthroat Stance
Cutthroat | Backstab
Cutthroat | Dodge
Cutthroat | Target
Cutthroat | Flank
Roguery | Fleet Footed
Roguery | Improvised Attack
Roguery | Escape Artist
Intelligence: 2Cutthroat | Backstab
Cutthroat | Dodge
Cutthroat | Target
Cutthroat | Flank
Roguery | Fleet Footed
Roguery | Improvised Attack
Roguery | Escape Artist
Ailor | Tech Assimilate
Adapt | Wardrobe
Adapt | Wardrobe
Marken
- 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.
- Strangle Marken Mechanic 1: While in Quartermarken Form or greater, they can focus their senses on an Event/DM Character, to learn if they have any hidden intentions or something they are hiding.
Strangle Marken Mechanic 2: While in Fullmarken Form, gain a dangerous Venom which can (with OOC Consent), paralyze or cause anyone affected by it to become gravely ill (Discuss effects in DMs).
- 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 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.
Languages
- Common, Markenspeech, Altalar, Pannarokh
- MUAHAAHAHAHA!!
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