Character Information
Combat Proficiencies and Abilities
Attack Stat: Magic
Defense Stat: Strength
[15/15 points spent]
Proficiency Points:
- Name: Star-Child of the Stubborn Red Celestial, humming a melody as they were smothered.
- Nickname: Mr. Red.
- Heritage: Orion
- Age: 22
- Gender / Pronouns: Male, any pronouns.
- Religion: Draconism
- Character Occupation:
- Eye Color: Light, almost white Orange.
- Skin Color: Orange-red.
- Hair: Long. Almost never up. Light Orangey-red.
- Height: ~5'9
- Body Type: Broad shouldered and tough
- Additional Features: Claws, and large 'eyes', and a tail with a tuft of 'fur' at the end. No 'mouth' or 'ears' (Personal choice).
- Hobbies and Talents:
- Mechanics:
- -Orion can speak all languages spoken in the modern age by a large enough population.
- Orion lack many standard biological processes. They do not need to eat or drink but they can if they want to, and they can also become intoxicated. Orion do not need to sleep, though they will occasionally need to meditate to process their thoughts. Otherwise, they develop a progressive form of attention deficit that causes thoughts to overlap with one another which becomes worse the longer they go without meditation. Lastly, Orion do not need to breathe but occasionally need to be exposed to the starry night sky to recharge their light.
- Orion are immune to a specific Status Effect. In Combat Roleplay, the Orion cannot be Blinded (When Blinded, you cannot target anyone. You can spend a turn to end the Effect).
- Orion can expel parts of the stardust that their body is made of to produce portable light. They can remotely control this stardust in the air or attach it to objects to create light fixtures that remain lit for several hours. Orion bodies also emit a warm gentle light that lights up any dark areas they travel in, though it is never so bright as to blind someone. They can also see at night with night vision.
- When Orion are trapped, imprisoned, or black-bagged and dropped into an area they are not familiar with, a star-path of starlight that only they can see will always light the way out for them. Orion, in essence, never get lost and will always find the fastest way out of any non-Magical location that would otherwise confuse or trap other people.
- Orion Star Crowns can be worn by other Characters which allows an Orion to be present inside the person's body. This causes the eyes of the host to glow like the color of the Orion, and star-light constellations appear on their skin similar to Orion Nova. The Orion can still speak with their voice while inside their host and use their Mechanics from inside the host, but they cannot use any Combat Abilities or engage in Combat.
- Orion do not bleed, cannot be dismembered, break bones, or have any other form of conventional harm occur to them. They are immune to falling damage, do not drown, and cannot be infected with diseases magical or conventional. If they reach 0 HP in combat, their bodily cohesion fails and their Star Crown will fall to the floor. After some time (usually less than an hour), their body re-forms and the starlight re-ignites, re-forming their physical body. If instead their Star Crown was used by someone, they are immediately re-formed inside that person, but trapped until the hour is complete.
- Orion cannot be Afflicted, cannot have Affinities, cannot be possessed by Spirits, and cannot Disguise themselves. That said, nobody can Shapeshift into an Orion, Disguise as an Orion, or change their appearance to approximate what an Orion looks like.
- Languages:
- Almost all- Orion mechanic
- Star-Child of the Stubborn Red Celestial, humming a melody as they were smothered, had fallen in the middle of a remote forest where no one had noticed. They lived there for a majority of their life, completely disconnected from people until at around 16 years old they were found by an old, retired Knight. He saw this scruffy, feral Orion and decided he did need a hobby so he might as well make them it. He attempted to give Star-Child of the Stubborn Red Celestial, humming a melody as they were smothered a name once, but they refused vehemently, not understanding or caring why they would need one.
So they only went by 'Star-Child of the Stubborn Red Celestial, humming a melody as they were smothered', or occasionally Mr. Red. The Knight spent 6 years socializing, teaching, and doing their best to make it so Mr. Red could survive in society. They taught him how to read- mostly through non-fiction books or fantasy stories about Knights from his younger day which influenced how Mr. Red saw the world. The Knight died shortly after the 6th year anniversary of finding Mr. Red, causing the Orion to pack his bag and leave, intent on becoming a knight just like him and the people in the stories they read.
Combat Proficiencies and Abilities
Attack Stat: Magic
Defense Stat: Strength
[15/15 points spent]
Proficiency Points:
- Strength: 5
- Breakthrough Pack: Instant Technique || Melee Range || Once per Combat || Target any 1 block thick stone or wood wall, gate, or doorway and break a hole through it, applying the Prone Status Effect to all characters on the other side of the wall within Melee Range. Additionally, your next Attack against an Enemy with the Prone Status Effect from Breakthrough does not consume an action.
- Diving Tackle Pack: Movement Technique || 10 Blocks || Once per Combat || You move to an empty space within range without provoking Move Reactions and allows you to move through people. Additionally, if you end your move in a space adjacent to an Enemy, choose: apply the Prone Status Effect to yourself and that Enemy, or, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
- Bruiser Flurry Pack: Instant Technique || 3 Blocks || Twice per Combat, Once per Health Stage || You displace all Characters within Range away from you by 6 Blocks and if any Enemies Impact, apply the Brittle Status Effect to up to 2 Enemies affected by the Displacement. Additionally, you gain +1 Defense for each Character Displaced for your next 2 Defense Rolls.
- Magebane Strike Pack: Counter Technique || 5 Blocks || Twice per Combat, but only Once per Health Stage || You can only use this when an Enemy uses an Instant or Movement Power within Range. If used in reaction to an Enemy's Instant Power, apply the Silenced Status Effect to them for 2 turns. If used in reaction to an Enemy's Movement Power, grant yourself +4 Move Speed for your next Move.
- Wounded Ego Pack: Passive Technique || Self || Twice Per Combat, Once per Health Stage || Wounded Ego isn't active until you fail an Attack Roll. When it activates, you can choose to add +3 to the final result of your next Attack Roll.
- Weapon Throw Pack: Instant Technique || Emote Range || Thrice Per Combat, Once per Health Stage || Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack.
- Constitution: 2
- Breather Pack: Passive Technique || Self || Thrice per Combat, Twice per Health Stage || Breather isn't active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again.
- Rage Counter Pack" Passive Technique || Self || Once per Health Stage || Rage Counter isn't active until your Melee Basic Attack's Damage would be reduced by an Enemy in any way (except Armor Block Tokens). When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.
- Magic: 7
- Arcane Healing Pack: Link Power || 10 Blocks || Once per Combat || Target an Ally and apply a Link to them that does nothing at first. After 2 Turns, heal +1HP and remove one Status Effect on the Ally. After another 2 Turns, heal +1HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns.
- Arcane Aura Pack: Arcane Aura || Passive Power || Self || Once per Combat || Arcane Aura isn't active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself +4 Blocks Move Speed on your next Move.
- Arcane Portent Pack: Arcane Portent || Instant Power || Emote Range || Twice per Combat || Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.
- Arcane Barrier Pack: Arcane Barrier || Link Power || Emote Range || Once per Combat || Target an Ally and apply a Link to them that, when targeted by a Ranged Attack Emote, the Ally's Minimum Defense Roll is set to 7 for Ranger Stance Attacks, 6 for Deadeye Stance Attacks, and 5 for any other Ranged Attack. Additionally, if Arcane Barrier is Link Broken, grant the Ally 1 Block Token. If either of you leave range of the other, the Link's effects are suspended, but it doesn't break.
- Arcane Revive Pack: Arcane Revive || Link Power || Melee Range || Once per Combat || Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Power and the Bloody Status Effect on them. If the Link Power breaks, deal -3HP Damage to the Ally. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don't stack with each other.
- Arcane Isolate Pack: Arcane Isolate || Instant Power || Emote Range || Twice per Combat, Once per Health Stage || Target an Enemy within Range that is affected by a Link Power or that possesses a Block Token gained from an Ability, break it. If a Link Ability is broken, apply the Marked Status Effect to yourself. If a Block Token is broken, apply the Brittle Status Effect to yourself.
- Arcane Sap Pack: Arcane Sap || Instant Power || 10 Blocks || Once per Combat || Target an Enemy within Range, and apply a Stat Reduction based on Health Stage, but also to yourself, until the end of the Target's current Health Stage. Stage 3/2: -2 Attack or Defense for Enemy, -1 Attack or Defense for you. Stage 1: -1 Attack or Defense for Enemy. Multiple instances of Arcane Sap, even from different people, don't stack with each other. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
- Charisma: 1
- Stubborn Presence Pack: This Pack allows you to reduce incoming Persuasion Rolls, or Persuasion Rolls made by others in the same scene. When someone uses Persuasion Rolls on you, the final result has -1 removed. When someone uses Persuasion Rolls near you, you can choose to apply this to their Dice, to sabotage their attempts to persuade. A Character can only be affected by one Stubborn Presence Pack per Dice Roll, and each time this Pack is used, it counts as your Character saying something snarky or snobby to sabotage the Persuasion attempt. The person who is attempting to use Persuasion will know IC that you tried to sabotage them.