୧‿̩͙ ˖︵ ꕀ⠀ ❤⠀ ꕀ ︵˖ ‿̩͙୨
Rue Duveron
୧︵ ˖‿̩͙ ꕀ⠀ ❤⠀ ꕀ ‿̩͙˖ ︵୨
──── ⋅ ∙ ∘ ☽ " CAN YOU SEE RIGHT THROUGH ME? " ☾ ∘ ⋅ ⋅ ────(attributation)
Rue Duveron
୧︵ ˖‿̩͙ ꕀ⠀ ❤⠀ ꕀ ‿̩͙˖ ︵୨

──── ⋅ ∙ ∘ ☽ " CAN YOU SEE RIGHT THROUGH ME? " ☾ ∘ ⋅ ⋅ ────
❧ Alias: Rue Duveron
❧ Race / Culture: Asha (Remet)
❧ Age: 50
❧ Gender / Pronouns: Female, She/Her
❧ Religion: Nilthism, Ex-Khama
❧ Occult: Rejection Arkenborn, Abyss & Eternum Mage
✒ Summoning (Abyss), Mend (Abyss, Eternum), Halting (Eternum), Enchant (Abyss)
❧ Character Occupation: Nilthilist Walking Seer──── ⋅ ∙ ∘ ☽ Core Concept / Backstory ☾ ∘ ⋅ ⋅ ────
A woman like Rue never attains satisfaction from small things in life. She never has enough to succeed but pours all her efforts regardless of the disappointing outcome. Rue is very devout to Nilthism and seeks to spread her faith passively within conversation.
Rue is the youngest child and only daughter of an aging mother residing in Daen. The age gap between the youngest son and Rue was about ten years, making for an interesting family dynamic. Rue's 'father' had passed mere months before her birth. She was initially given the name A'musa but was shortened to Rue as a childhood nickname.
Her mother turned to Khama in her final years with Rue and her older brothers being subjected to the religious influence of the Khama. Magic was taught to be a highly corrosive force that interferes with the balancing of karma. Rue entered her preteen years with the passing of her mother.
Rue's brothers had assisted with her schooling and became devout Khama followers in the years after their mother's death. Her late teenage years grew turbulent with her connection to her brothers being severed by her status as an Arkenborn, causing deep distress. Rue simply could not be responsible to uphold the teachings of Khama. Her brothers became loyal priests of the faith while Rue struggled to find a career or new relationships and connections.
She fled to the Regalian Archipelago and settled in Vultaro for the time being. Upon her immediate arrival she was introduced to Nilthism and quickly latched onto the ideals. She integrated well with the community - so much so that she developed a relationship with a respected priest of the faith. Though Rue was never particularly inclined to marriage, she agreed for the well-being of the church's image. The two had a daughter of their own eventually.
The winds of terror passed through the phases as they do. Rue gained respect to call her own within the temples, offering the ideal sacrifices to satisfy the Blind God's slumber. When the Winds of Horror called for desperate measures, Rue had turned on her husband, sacrificing his life and soul to sever the Blind God's connection to the mortal realm. With a silver knife in her hands and blood tainting the white robes she donned, Rue was showered with praises and approval from the followers. To relive the moment, Rue always has a preference for red apparel with silver accents.
She relocated to the Crown Isle to connect with other Nilthists with the hopes of strengthening the chains of the Blind God. With her growing power and confidence, Rue had no reason to keep herself confined into hiding.
Her mother turned to Khama in her final years with Rue and her older brothers being subjected to the religious influence of the Khama. Magic was taught to be a highly corrosive force that interferes with the balancing of karma. Rue entered her preteen years with the passing of her mother.
Rue's brothers had assisted with her schooling and became devout Khama followers in the years after their mother's death. Her late teenage years grew turbulent with her connection to her brothers being severed by her status as an Arkenborn, causing deep distress. Rue simply could not be responsible to uphold the teachings of Khama. Her brothers became loyal priests of the faith while Rue struggled to find a career or new relationships and connections.
She fled to the Regalian Archipelago and settled in Vultaro for the time being. Upon her immediate arrival she was introduced to Nilthism and quickly latched onto the ideals. She integrated well with the community - so much so that she developed a relationship with a respected priest of the faith. Though Rue was never particularly inclined to marriage, she agreed for the well-being of the church's image. The two had a daughter of their own eventually.
The winds of terror passed through the phases as they do. Rue gained respect to call her own within the temples, offering the ideal sacrifices to satisfy the Blind God's slumber. When the Winds of Horror called for desperate measures, Rue had turned on her husband, sacrificing his life and soul to sever the Blind God's connection to the mortal realm. With a silver knife in her hands and blood tainting the white robes she donned, Rue was showered with praises and approval from the followers. To relive the moment, Rue always has a preference for red apparel with silver accents.
She relocated to the Crown Isle to connect with other Nilthists with the hopes of strengthening the chains of the Blind God. With her growing power and confidence, Rue had no reason to keep herself confined into hiding.
──── ⋅ ∙ ∘ ☽ Appearance ☾ ∘ ⋅ ⋅ ────
❧ Eye Color: Void Arkenborn (Red Sclera, Gold Iris)
❧ Skin Color: Ashen Obsidian Gray
❧ Fur Pattern: Dark with white back marking. Resembles a Hoodec Skunk
❧ Height: 5'11" / 198 cm
❧ Body Type: Curvy, Sleek
❧ Additional Features
✒ Rue has darker markings around her eyes. This is due to her Arkenborn heritage.
✒ Her tail is thickly plumed and sweeps the ground. This makes it difficult for her to keep it tidy.
✒ Her ears are never perked or alert.
✒ She has long hair kept to the back of her head and neck. This occasioanlly drapes over her shoulders.
uhhh
──── ⋅ ∙ ∘ ☽ Skill Information ☾ ∘ ⋅ ⋅ ────
❧ Hobbies and Talents: Cleric Talent
❧ Mechanics
✒ Remet Asha can control a special substance called Living Metal, which is a solid Metal that becomes liquid by their thought and imagination, and can be reshaped to whatever they can imagine, and telekinetically moved around. [Remet Asha Mechanic 1]
✒ Remet Asha have perfect night vision, capable of seeing in dark and low-light environments without needing external lights. Additionally, their claws when struck together create flint and steel like sparks that light up. [Remet Asha Mechanic 2]
✒ Remet Asha have a natural bodily reaction to non-combat Magic in their proximity. This can for example cause the fur in their neck to stand upright. It can also be used to warn of a magical presence before it is spotted. [Remet Asha Mechanic 3]
✒ Remet Asha have a heightened sense of smell, sight, and hearing out of Combat. This is fairly flexible and should be discussed with people in a scene in terms of what advantages this may give an Asha in varying scenarios. [Remet Asha Mechanic 4]
✒ Remet Asha either through a combination of excellent acrobatics, or shock-dampening limbs, or using their claws to slide down buildings, never take damage when falling from heights, so long as this fall is below 50 Blocks. [Remet Asha Mechanic 5]
✒ Within reasonable conduct, if a Rejection Arkenborn is rejected (job, love, opportunity etc.), they gain +2 Main Defense Stat (break cap up to 9) against the person who rejected them until they recant. [Rejection Mechanic 1]
✒ Rejection Arkenborn can (w/ OOC consent) disable emotions or feelings in themselves or others. This is a Void Curse, which must be removed by some kind of Exorcism mechanic/Magic purifying. (Hidden) [Rejection Mechanic 2]
✒ Rejection Arkenborn can subtly Curse a person with a Rejection Curse, which while outside of Combat, prevents them from approaching the Arkenborn within 5 Blocks. This is Disabled in Combat. [Rejection Mechanic 3]
✒ During the Calm, those fighting Darkness are not in any immediate need of more power. During this period, the faithful may choose one of the Mechanics of any Religion including Evolism, and add it to their own Mechanics. This choice is permanent when the Winds of Calm begin, but each time when a Wind of Horror switches into a Wind of Calm, a different Mechanic may be chosen to replace the previous one. This will only ever result in one Mechanic. [Nilthism Calm Mechanic 1]
✒ During the Stirring, the Mechanic from the Winds of Calm is retained. Additionally, the faithful gain the Divinium Summoning-related Mechanic from the Winds of Breaching. [Nilthism Stirring Mechanic 1]
✒ All worshipers of Nilthism gain +1 Attack Stat (breaking cap up to 11) for the duration of this Wind. This represents their desperation to seize what is needed to repair the bindings of the Blind God. [Nilthism Breaching Mechanic 1]
✒ All worshipers can benefit from Divinium summoning that they are present at, as if they were the one offering up the Divinium, thus receiving the same amount of attention from the Gods as the summoners. [Nilthism Breaching Mechanic 2]
✒ All worshipers of Nilthism gain +2 Attack Stat (breaking cap up to 11) for the duration of this Wind. This represents their desperation to seize what is needed to repair the bindings of the Blind God. [Nilthism Horror Mechanic 1]
✒ Worshipers can abduct anyone who has Magic of any type. If they can imprison and hold this person for 24 hours without them being broken out, then they can sacrifice the connection of this individual for a small amount of faith-binding. If successfully sacrificed, the abductee loses their (non-CRP Ability related) Magic for 7 days. Custom Kit Holders instead count for a medium amount of faith-binding. Any of these targets can also willingly/be negotiated to sacrifice their Magic for the same effect. [Nilthism Horror Mechanic 3]
✒ Worshipers can attack those with Artifacts to leech power from the Artifactspark. If/When they are a regular Artifact holder, they can either pick up the Artifact, or leech from the Artifactspark. Choosing to leech, will block the artifact from being stolen from the original holder for the next 72 hours (including in this fight, it cannot be picked up, even by allies of the faithful), but also remove the Artifactspark for that period. The same can be done for Tenured Artifacts, though they obviously cannot be stolen even without leeching. The Artifactspark always returns, but either way, the leeched Artifactspawn is worth a small amount of faith-binding. Artifact holders can also be convinced to voluntarily have their sparks leeched. [Nilthism Horror Mechanic 4]
✒ The Faithful gain a Light Avatar Transformation (Magical being made of light) that acts as a Disguise. While normally removed upon reaching 0 HP, this Disguise cannot be forcibly removed from the faithful, though because Light Avatars are unique, it does give a clear indicator to those fighting or being around Light Avatars, that they are Nilthism followers who are actively hiding their identity. This Mechanic mostly exists to help the faithful do questionably immoral things. [Nilthism Horror Mechanic 5]
❧ Languages
✒ Common
✒ Canta [Can]
✒ Droque [D]
✒ Ibeth [Ib]
──── ⋅ ∙ ∘ ☽ Plot Hooks ☾ ∘ ⋅ ⋅ ────
Rejection Arkenborn + Broken Gods. She's inclined to know more about the broken gods but is nilthistmaxxing
Khama reconnections. Rue can see valuable allies in Khama followers to aid in her nilthist quest of awesomeness.
Khama reconnections. Rue can see valuable allies in Khama followers to aid in her nilthist quest of awesomeness.
──── ⋅ ∙ ∘ ☽ Proficiencies and Abilities ☾ ∘ ⋅ ⋅ ────
❧ Attack Stat: Magic
❧ Defense Stat: Magic
❧Strength: 0
❧Constitution: 0
❧Intelligence: 0
❧Wisdom: 0
❧Dexterity: 0
❧Faith: 0
❧Magic: 14
❧Charisma: 1
❧ Defense Stat: Magic
❧Strength: 0
❧Constitution: 0
❧Intelligence: 0
❧Wisdom: 0
❧Dexterity: 0
❧Faith: 0
❧Magic: 14
Conjurer Point Buy
✒ Conjurer Stance
20 Minutes once Ended
"You can enter Conjurer Stance without using an Action, but exiting it requires one. Conjurer Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. You may place one Conjuration upon entering Conjurer Stance, but can only place 3 Max at once. Conjurations cannot move, but any Ability that allows you to place a Conjuration allows you to move one that already exists instead. Conjurations do not have Opportunity Attacks, can be walked through, count for Impact as a player would, and Abilities with Melee Range can be cast through one of your Conjurations. Destroy all Conjurations when you exit Conjurer Stance."
✒ Conjurer Bolt
Four Times per Combat, Twice per Health Stage
"Place a Conjuration on any unoccupied block within Emote Range that you can see. Additionally, make a Ranged Attack with +2 Attack against anyone within Melee Range of any of your Conjurations regardless of Line of Sight."
✒ Conjurer Bleed
Twice per Combat, Once per Health Stage
"Place a Conjuration on any unoccupied block within Emote Range that you can see. Additionally, Displace an Enemy within Range 4 Blocks toward one of your Conjurations of your choosing, if they Impact, apply the Bloody Status Effect to them for their next 4 Defense Rolls."
✒ Conjurer Warp
Once per Combat
"Place a Conjuration on any unoccupied block within Emote Range that you can see. Additionally, teleport horizontally to a block adjacent to any of your Conjurations within 10 Blocks, ignoring Opportunity Attacks and moving through people."
✒ Conjurer Stall
Twice per Combat, Once per Health Stage
"Target an Enemy within Range and apply the Prone Status Effect to them. Additionally, apply the Snared Status Effect to yourself or an Ally within Range."
✒ Conjurer Garrotte
Twice per Combat, Once per Health Stage
"Target an Enemy within Range and make an Attack Roll against them that inflicts -1HP Damage and applies the Silenced or Weakened Status Effect to the Target for 3 Turns if successful. If the Attack roll fails, apply the Silenced or Weakened Status Effect to the Target for 2 Turns instead."
Arcane Point Buy
✒ Arcane Aura
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 an additional 5 Blocks on next Move."
✒ Arcane Portent
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 Warp
Once per Combat
"You move to a non-vertical unoccupied space in range, which can include higher ledges. If you use Arcane Warp on yourself, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally's Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions."
✒ Arcane Shove
Twice per Combat, Once per Health Stage 3 & 1.
"Target an Enemy within Range and Displace them 6 Blocks in any direction."
✒ Arcane Puppeteering
Once 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 Eruption
Twice per Combat, Once per Health Stage 3 & 2
"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.
Invoke Point Buy
✒ Monster Invocation
"Whether by a curse or by voluntary blessing, this Pack allows the user to transform into a Monster Transformation, which counts as a Disguise. A Monster Disguise is a monstrous version of a Character that breaks beyond the design style of a purely humanoid character and thus can have all manner of visual changes that make them look more monstrous. During Transformation, if anyone is a witness to the Transformation, the Monster can also alter part of the witness's memories, so that they will not remember who Transformed, that the original person ran away, or was never even there to begin with. During the Monster Transformation, the user gains +2 Attack Stat (Break Cap to 11) and +1 Defense Stat (Break Cap to 9), but can no longer use ranged attack emotes. If the user drops to 0 HP, the Monster Transformation will be reverted after which the memory alteration no longer works. Additionally, Characters with Monster Invocation may receive more positive or additional interactions with entities that either feel alignment with, or close approximation to Monsters, such as the Eldertide or the Body Arken (Private Message DM's during Events to inquire). Keep in mind that Monster Transformations are always defined as "Monstrous", and thus fall under Regalian Law High Law. This means it is strongly recommended not to use Monster Transformations is very public spaces or in the middle of the city, as the Regalian Guard & Knights and most law-abiding citizens will attack to kill on sight. If Monsters get arrested, kill-perms are likely to be granted to have the Character executed."
✒ Duellist Invocation
"The Duellist Invocation allows a Character to change the rules of (mostly) friendly combat in a scene. In order to use this Invocation, there must be a clear number of participants (either a group, or two persons), and a clear "ring" or "arena" in which the fight takes place. Then, the Invocation creator can set the rules of the fight in whatever way they like, this can include but not be limited to: ridiculously over-the-top anime-style theatric combat, increasing Proficiencies to 28, increasing HP to 30, changing Attack/Defense/Damage Stats, disregarding the Combat Roleplay system altogether and using logic dictation, allowing Characters to fly or transform and so forth. The idea is that reality can be defined by the person making the Invocation and that as the cherry on the top, the participants become effectively immortal. Even if they die as a result of the duel, they will be revived at the end and their bodies restored. Duellist Invocation cannot interfere with regular Combat Roleplay, participants must always be willing, and as soon as the duel has started, it cannot be interfered by outsiders until the duel is done."
Adapt Point Buy
✒ Shapeshift Pack [Magic Variant]
"The Shapeshift Pack allows a Character to change the fundamental genetic composition of their Character through for example the use of body-changing Alchemy or body-morphing technology like nanites. The Character can change their heritage (for example from Ailor to Eronidas or Solvaan, or even a combination of the two or three), including but not limited to taking visual aspects of individual peoples and combining them visually, though this never changes their Heritage Traits. Furthermore, they can change Gender Presentation, Biological Sex, Height, Hair, Facial Structure, Body Shape, Hair Color and texture, and even apply visual effects on their body like Tattoos, Mutations, and additional (non-combat) functional limbs or body parts. The Mundane version of this Pack does not count as a Disguise but is applied indefinitely, meaning the Shapeshifting does not break until an antidote or reversal is applied. Keep in mind that Shapeshifting should not be used in anti-RP ways to avoid consequences perpetually, while it can help with Crime RP or to keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that Shapeshifters have a bad reputation in the lore, your Character may receive hostility for openly Shapeshifting in front of other Characters"
"The Magical Variant of this Ability has all the same functions, except that the Shapeshifting does count as a Disguise, and can Hide Affinity Traits, but never Affliction Traits. Additionally, Magical Shapeshifters are capable of mimicking the appearance of another Character exactly while Mundane Shapeshifters cannot. Keep in mind that passing off convincingly as someone else, still requires a modicum of behavior mimicry as well, otherwise Characters may see through the ruse. Shapeshifting can be done as many times and as quickly as the user wants. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead."
❧Charisma: 1
Speech Point Buy
✒ Political Presence
"Through political connections and social dealings, the user, if they are a non-voting person (for example a Commoner) at Imperial Assemblies, is instead allowed to sit in the noble-voting section, and has 1 vote. If the user already has a vote (for example, they are Noble or a Priest), they gain +1 vote. This Pack is still predicated on the Character being presentable and legal to the Court, obvious criminals, traitors, and monsters will be deprived of a vote. If the Character already has a bonus +1 vote (from for example, Slizzar Mechanics), this Pack does nothing."
──── ⋅ ∙ ∘ ☽Sheet template by @umbralunaelucem ☾ ∘ ⋅ ⋅ ────
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