Post by Lorie Zetros on Sept 20, 2022 14:25:00 GMT
LORIE ZETROS
"This would have been a lot cheaper if we had our inheritance!"
"This would have been a lot cheaper if we had our inheritance!"
Name:
Lorelei “Lorie” Zetros
Lorelei Z. Hechingen | “Archon Hechingen”
Origin:
Techmage
Class:
Knight
Age:
15
Faction:
Hex Hammer
Gender:
F
Height / Weight:
5’1"/109lbs (155cm/48kg)
Appearance:
Lorie looks about right for a teenager, with a fairly athletic developing build. She has fair skin and hair, though she notably has a particular lock that stubbornly refuses to stay combed. She boldly declares that because of said cowlick, she is in fact 5’6”.
Perhaps humorously, the presence of such a cowlick is a major factor in determining whether a member of House Hechingen has inherited “strong blood”. Which is to say, a close genetic resemblance to the Archon, and so inheriting a large number of her mana-tuned genes.
She wears a bespoke suit and shoes, magically enhanced to adjust their fit as she continues to grow, giving the impression of a somewhat androgynous handsome fellow of proper upbringing.
“We wear Oxfords, not Brogues.”
Her Knight Armour is pretty straightforward, a heavily armoured blue and silver dress with plating protecting key points, including the sides of her skirt. It comes with a fur trimmed cape that represents her lineage, though it is only used for ceremonial occasions, and otherwise can be easily dispersed.
“Look back to the Forgotten Star…”
Motivations:
Lorie wants to make a name for herself and prove her family wrong for disinheriting her from her birthright. As a descendant of ancient Belkan royalty, her pride makes her unable to stand by and allow anyone, even her own parents, to decide whether or not she is worthy of inheriting the crown.
Personality:
In layman’s terms, Lorie is a spoiled brat. Not a surprising demeanour for someone whose family rules an entire planet. This was not for any lack of her parents’ effort to raise her as a dignified lady or anything. Rather, she is a two-faced character who puts her best shoe forward whenever someone important is present. Once they leave, she turns around and acts like she owns the place, exposing her vain, greedy, and arrogant nature to those below her station. And whose testimony would you believe? That of the next head of the household, raised, bred, and trained to be a dignified lady? Or some new servant who has only been around for a couple of weeks?
Whatever the case, she typically looks out for herself first, and tends to introduce herself as the title she had lost. It’s not like anyone would bother to call up her homeworld to double check, right? This goes hand in hand with her constant use of the royal we. Her ego usually gets in the way of her better judgement, and when she gets trounced, this same ego will not allow her to admit defeat.
That usually means the only way you will shut her up is to clonk her lights out. Which is fine. Lorie doesn’t fight dirty. She’s spoiled, not a cheater. Considering everything else she’s done and been punished for, combat is perhaps the last place where she holds anything resembling true honour.
And if you were wondering, yes. She does do the haughty lady laugh.
Backstory:
Hechingen is a name that carries great weight in the early history of Ancient Belka. The dominant Royal Dynasty at the beginning of Belka’s expansion into the Dimensional Sea, House Hechingen and its nation of Gullintanni contributed greatly to the stereotype of the conquering Belkan overlord. With its policies of professional soldiery and doctrine of manifest destiny, the ranks of its military dwarfed those of the other Belkan kingdoms, and it led the charge into the multiverse with great bravado and fanfare.
For over a hundred years, House Hechingen conquered a great many worlds, establishing itself as the premier Belkan Dynasty… before mysteriously vanishing without a trace. Its vast armies, mighty fleets, and powerful emissaries, all disappeared. Its occupied planets, once connected to Belka through a network of advanced near-instant transportation stations seemingly made of pure light, collapsed as the network disappeared into nothing.
In a matter of weeks, House Hechingen’s former holdings had overthrown what few of their masters remained, and were eventually reconquered by other Belkan Houses that rushed to fill in the vacuum left in its wake.
All that remained of this dynasty was a fortified self-sufficient estate built on the garden world Vindler, hidden in an undocumented universe. Here, the Archon’s heir, their entourage, staff and security, had lived their lives like normal. They were graced with occasional visits from their Archon until that fateful day, which took them by surprise as anyone else. They too, knew nothing of why the Archon and most of her assets disappeared, contact having simply ceased.
Expecting the worst, they fortified the planet and continued to live their lives in preparation for a potentially dark future. The initial population of 15,000 eventually grew to cover much of the world. And life continued on in peace, the isolation brought about by the Archon’s intent to keep her progeny safe.
Centuries passed, and Vindler’s universe was eventually discovered by the Saint’s Cradle, then under the rule of Sanktkaiser Alrich of House Sägebrecht. Recognising their prestigious history within the Empire, Alrich granted House Hechingen amnesty to rejoin the fold… but due to their losses, they would never again rise to prominence, committing only minimal forces and resources to conquest.
With the end of the Sanktkaiser Reunification War, Vindler was once again left isolated, taking care of its own affairs, before coming under the Bureau’s administration some decades later as the 17th Administered World.
Lorie Zetros is the latest of the Archon’s descendants, and the next heiress of House Hechingen’s leadership. Or at least, she should have been. This was due to her “strong blood”, a once in a generation trait that was used to identify the next heir. Specifically, it is made evident by her close physical resemblance to Archon Anniken von Hechingen, and her having a strong Mana Conversion Affinity with the House’s signature Elemental Light.
Because of this, she was named heiress of the House - and thus technically “princess” of Vindler. She was raised with the best care available on the planet, and trained by the House’s ancient tutors in a myriad of subjects. She particularly showed talent in sword fighting, as a proper Knight should.
Despite everything Lorie had going for her, however, she is no longer heiress, exiled from the family due to an extremely prodigal attitude. Initially, her spoiled nature was undetected by her parents and guardians due to her skills at putting up a good front. She was eventually found out when the Chief Steward used illusion magic to pose as a new servant. He spent an entire month willfully suffering under her heel, recording every action, until he accumulated sufficient evidence to make his case to her parents, the rulers of the House.
Lorie was summarily stripped of her title, banned from using her credit line, and exiled from Vindler, until such a time that she could prove herself worthy of the rulership. Because of their nature of synchronising completely with their masters, however, her Device was left in her possession.
The dispossessed heiress wandered the Dimensional Sea for three years, bluffing her way into various profitable situations. Be it using her family name to get free food from unexpecting establishments, to exploiting moneyed ‘clients’ as a high-cost knight for hire.
One of the latter instances brought her into conflict with a Sister Knight of the Sanktkaiser Church during a cooperative job in escorting a certain VIP to a certain space station. While it turned out well, the nun was so disgusted with Lorie’s exorbitant pricing that they ended up in a scuffle.
Suffice it to say, she did not take decisive defeat from a commoner all too well.
This Sister admonished her to shape up and make something of herself. She proposed that Lorie actually prove her worth to her family by successfully participating in an open Volunteer Call by the Bureau for a mission to a distant world in a recently discovered dimension.
After some thought, the former heiress took up the offer, and passed the Volunteer Commission’s screening to take part in Operation: Hex Hammer.
Call to Action:
Lorie Volunteered to participate in Operation: Hex Hammer out of her stubborn pride as part of the Ancient Belkan ruling class. Though her family has deemed her unworthy of taking their planet's throne, she believes that nobody but a descendant of the Archon with her strong blood should ever be allowed anywhere near the crown. Certainly, none of her siblings deserve that honour. In Lorie's mind, she is the one true Archon of House Hechingen.
Faceclaim:
Arturia Pendragon, Fate
STARTING STATS
BODY: 15
MIND: 0
SOUL: 0
STARTING ATTRIBUTES
HP: 65
Accuracy: 1d100+15/0/0
Defence: 65
Resistance: 1d10+0
Mana 100
Gauge 100
Damage Tiers: T3/T0/T0
STARTING SPELL
Name:
BLENDUNG DES BIFRÖST
Description: Hofud gathers ambient mana in the surrounding atmosphere left over from previous magic usage, and recycles it to power a sharp Melee Gauge Spell. This employs Lorie’s inherent Mana Conversion Affinity and uses the Mana to generate a powerful slash of blinding light that evokes the shimmering power of an active Bifrost Causeway.
Type: Gauge Spell
Activate: Action
Damage Base: Melee - 2 Dice (Body)
Major Effect: Slash - 20 Critical Range for Melee-type (Crit at natural 80+). Stacks with additional sources of Crit Range
Minor Effect: Blind (10%)
Accuracy: 1d100+15
Damage: 2d8
Cost: 5 Mana, 25% Gauge
Description: Hofud gathers ambient mana in the surrounding atmosphere left over from previous magic usage, and recycles it to power a sharp Melee Gauge Spell. This employs Lorie’s inherent Mana Conversion Affinity and uses the Mana to generate a powerful slash of blinding light that evokes the shimmering power of an active Bifrost Causeway.
Type: Gauge Spell
Activate: Action
Damage Base: Melee - 2 Dice (Body)
Major Effect: Slash - 20 Critical Range for Melee-type (Crit at natural 80+). Stacks with additional sources of Crit Range
Minor Effect: Blind (10%)
Accuracy: 1d100+15
Damage: 2d8
Cost: 5 Mana, 25% Gauge
STARTING SKILL
Zeughaus
Action: None (Passive)
Effect: You gain a special inventory slot containing the item “Belkan Cartridges”. This item does not take up any of the regular inventory slots.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: You gain a special inventory slot containing the item “Belkan Cartridges”. This item does not take up any of the regular inventory slots.
Uses: Indefinite
Requirement: None
STARTING ITEM(s)
HOFUD (Armed Device) - ARMAMENT SLOT
Lorie’s Armed Device Hofud was crafted by House Hechingen's best Device Meister, a weapon fit only for the descendant of the Archon. He is a straightforward two-handed longsword that shines gold with her mana. Hofud is capable of channelling Lorie's Elemental Light and using it to generate various mana-photonic constructs on the fly. This Armed Device speaks with a certain sarcastic bent, and frequently gets into verbal spats with its Master.
Cost: ₡30,000
Action: None (Passive)
Effect: As a passive effect, increase the Critical Range of your attacks by ten (10). (For example, if you normally trigger a Critical Hit at a natural roll of 95, it will now trigger at 85.) Stacks with other Critical Range bonuses. If equipped with Belkan Cartridges, their total number of uses is increased by three (+3), for a maximum of six (6).
Uses: Indefinite
Lorie’s Armed Device Hofud was crafted by House Hechingen's best Device Meister, a weapon fit only for the descendant of the Archon. He is a straightforward two-handed longsword that shines gold with her mana. Hofud is capable of channelling Lorie's Elemental Light and using it to generate various mana-photonic constructs on the fly. This Armed Device speaks with a certain sarcastic bent, and frequently gets into verbal spats with its Master.
Cost: ₡30,000
Action: None (Passive)
Effect: As a passive effect, increase the Critical Range of your attacks by ten (10). (For example, if you normally trigger a Critical Hit at a natural roll of 95, it will now trigger at 85.) Stacks with other Critical Range bonuses. If equipped with Belkan Cartridges, their total number of uses is increased by three (+3), for a maximum of six (6).
Uses: Indefinite
Belkan Cartridges - SPECIAL INVENTORY SLOT (Zeughaus)
High-performance Mana capacitors used mainly by Armed Devices to temporarily boost spell effectiveness. Standard issue equipment for Belkan Knights, these are 100% safe to use.
Cost: FREE (Zeughaus)
Action: At-Will
Effect: As an At-Will action at the start of your turn, choose one of the following bonuses:Three Six per Thread (Armed Device)
High-performance Mana capacitors used mainly by Armed Devices to temporarily boost spell effectiveness. Standard issue equipment for Belkan Knights, these are 100% safe to use.
Cost: FREE (Zeughaus)
Action: At-Will
Effect: As an At-Will action at the start of your turn, choose one of the following bonuses:
- Add one (1) damage die to your next attack and increase its damage tier by one (1). If DT is already at 10, add +3 dmg instead.
- Add 10 DR or Armour to your next Defensive spell that uses the appropriate one of those points.
- Add 10% success chance to your next Status-inflicting spell.