Character Information
Full Name:
Birth name: Amber Silverberry
Married name: Amber Silverberry Norinn
Heritage / Culture:
Imperial Ailor with Regal culture
Age:
20
Birthday:
Birthday: 18 July
Year born: 292
Gender / Pronouns:
Female, She/Her
Orientation:
Straight [ more than willing to be in a relationship ]
Partner:
Count Lamont Norinn
- Officially started courting on 29 August 2024
- Fully Courted on 14 October 2024
Religion:
Unionism
Occult:
Unknown
Character Occupation:
Viridian Order Knight, Hohenfels chapter
Rank:
Sergeant
Rank promotion:
Knight: 18 July 2024
Sargent: 20 September 2024
Captain: Unknown
Major: Unknown
Paladin: Unknown
Character Title:
- Dame
- sergeant
- Countess
Family:
- Leo Silverbery | Father [ Unknown/no player ]
- Willow Silverberry | Mother | Deceased
- Nova Silverberry | Younger Sister
- Victoria Silverberry | Twin Sister
Aristocrat:
Court Family
Nicknames:
- The Viridian Countess
- Viridian
- Berry
Appearance Information:
Eye Color:
Blue
Skin Color:
White
Hair:
Black
Height:
6'5 ft
Body Type:
Muscular
Additional Features:
- Will occasionally wear jewelry, depending on whether or not she is wearing her armor or not.
- Will wear any jewelry gifted to her by friends.
Skill Information:
Hobbies and Talents:
- Training
- Reading
- Exploring
- Medical/herbalism [ Learning ]
- Metalwork/smithing
- woodworking
- Cartography [ Learning ]
Mechanics:
Ailor:
- 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.
- Hohenfels Knights in out-of-combat Strength competitions involving Dice Rolls, can add +5 to any Dice Result. They also gain +2 Main Combat Stat (break cap up to 11) while not in the Main Regalian City (Gloomrot, Event Locations).
Languages:
Fluent:
Common
Sign language [ Sign ]
d'Ithanie [ d'I ]
Calem [ Cal ]
Aontaithe [ Aon ]
Hellas [ Hel ]
Kriv [ Kri ]
Lëtz [ Letz ]
Learning:
Altalar [ Alt ] [ Semi-Fluent ]
Vaman [ Vam ]
Anglian [ Ang ]
Breizh [ Br ]
Backstory/Plothooks:
Backstory:
Amber was the first born daughter of this court family in many generations, a miracle after so many generations of male descendants. A daughter they truly had come to love and cherish, growing up in a lavish lifestyle of luxury and knowledge. A lifestyle where she could easily get whatever she wanted yet preferred to huddle herself in the vast library they had, especially when she was younger as she was so eager to learn. Yet she wasn't the only child to have been raised in this household as by the time she was two years old, her younger sister had been born into this world and the second daughter to have been born into the household. Yet unlike her sister, who had more brown eyes and Black hair, like their mother, she had many features of her father. She had the same wavy black hair and bright blue eyes along with having a similar kind nature he had.
after all, the young girl had always looked up to her father as she grew up and always tried to listen to the stories he told her or the lessons she tried her hardest to remember despite her young age. But one thing that already shown in her youth was that aspiration to become a knight, just like her father. She wanted to be just as good as he was, even if it took a very long time to achieve this goal. Many saw this determination from the female and many couldn't try to persuade her away from this goal, even though now she was always open to the opportunity of new jobs now that she was older.
She had already trained quite a bit since her father had accepted in helping her learn to wield a blade along with fight with one. She may not have the experience he has when it comes to combat but she was always willing to try and learn from her experiences. She was always willing to learn what she can and was the reason why she had began to explore the world, hoping to eventually become a knight along the way.
plot hooks:
- Family owns a merchant business and is the main source of their wealth.
- Her family's fiefdom is in Camborne.
- The female is always willing to help out if she is able to, even if she may not know the subject too well. The female is also willing to do jobs if someone needs the extra pair of hands.
- There is a possibility that her father may be killed off in the future if the situations seem right, leading to the leadership of their family to be transferred to her.
- Amber is very open to a relationship yet she may need some time to get used to someone before they can ask her the question.
- Her mother died when she was 18, causing the female to take the role as head of her household, in other words, a countess.
- Spent most of her life training to become a knight and is determined to follow in her father's footsteps.
- Eventually graduated and is now a knight, her work started within Amontaar's walls.
- Possibly has a crush…who knows who they may be.
- She is willing to protect the people she cares about with her life.
- She isn't entirely sure if her father is still alive or not.
- Will need recovery since her fight on the 14 September. At least 2 weeks of recovery so her injuries can heal.
- Now that she has been promoted to Sergeant, she prefers to get as much information she can whenever she is doing Reports. She prefers to get the whole story before she makes her decision, or at least get majority of the story together in order to make a proper decision. If she doesn't have all the facts, she will try to determine the best option with what information is present to her.
- Amber barely drinks alcohol, so if one sees her drinking, it could either mean a celebration is happening or something horrible has occurred in her life.
- Amber recently gotten into a fight within her own home on the 6th of October and requires a few days of rest.
- Another occurrence happened on the 15 October and requires a few weeks of rest.
Combat Proficiencies and Abilities
Attack Stat: 7
Strength
Defense Stat: 5
Constitution
[14/14 points spent]
Proficiency Points:
Strength: 7
- Weapon Throw [ Melee ] [ instant ] [ Free Pack ]
- To throw a side-weapon, use this Ability to make a Melee Attack against an enemy, with range of Emote Range. Also, make the roll with -2 to Attack Stat. Weapon Throw has a 30 minute cooldown.
- Building Scale [ Athletic ] [ Movement Technique ] [ Free Pack ]
- The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown, and counts as a Movement Power in the context of counters.
- Technique Parry [ Melee ] [ Counter ]
- To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.
- Steady Body [ Athletic ] [ Counter ]
- The user braces themselves against (or avoids) a single Displacement or Trapped Status Effect, rendering them immune to the Displacement or Trapped Status Effect only. The Ability that would apply it is still used as normal, and any other effects activate. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown.
- Bruiser Stance [ Stance ]
- During Bruiser Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Bruiser Stance, the user cannot have their Attack reduced by outside forces. Additionally, if the user's attacks would have their damage reduced or ignored by anything (except Block Tokens), the user gains +2 Attack Stat (breaks cap up to 11) for their next 3 Attack Emotes. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.
- Bruiser Flurry Pack [ Bruiser ] [ Instant ]
- To disrupt the battlefield, instantly displace all characters within range by 5 blocks backwards. If any Enemies within range had Block Tokens gained by Abilities, remove up to three of them, and grant them to the User instead. Bruiser Flurry has a 1 Hour cooldown.
- Bruiser Slam Pack [ Bruiser ] [ Movement ]
- To close the distance with a foe, leap in a straight line to an Enemy within Range without triggering Opportunity Attacks. If the Target has Block Tokens, one Block Token is immediately broken and the Brittle Status Effect is applied. If the Target has no Block Tokens, apply both the Prone and Brittle Status Effects. Bruiser Slam as a 1 Hour Cooldown.
- Bruiser Agony pack [ Bruiser ] [ Passive ]
- To heal on the edge of defeat, this ability activates automatically when the user is at 6 HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack upon the Target has a Block Token broken instead of losing HP, additionally apply the Brittle Status Effect. Bruiser Agony can only trigger once Per Combat.
- Bruiser Feint Pack [ Bruiser ] [ Counter ]
- To interrupt an enemy's attack, as a reaction, Stagger an enemy within range's Basic Attack or Instant Technique usage. Also, gain +2 Defense Stat (breaks cap up to 9) for the next 2 turns. If the target has any Block Tokens gained from Abilities, additionally apply the Brittle Status Effect. Bruiser Feint has a 2 Hour Cooldown.
- Bruiser Tackle Pack [ Bruiser ] [ Instant ]
- To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. In either case, if the target hits another character before moving the full distance, also apply Brittle to that character. Bruiser Tackle has a 2 hour cooldown
Constitution: 5
- Interception [ Training ] [ Counter ]
- As a reaction to an ally within range becoming the target of a Basic Attack, this Ability forces the user to be the target instead. If the user takes 3 or more damage from this Attack, grant the user 1 Block Token afterwards. Interception has a 1 Hour Cooldown.
- Iron Will Pack [ Training ] [ Passive ] [ Free Pack ]
- This Ability can only be used when the user has 6 or less HP. When the user fails a Defense Dice Roll, they can re-roll their Dice only and must use the new result. If they still fail, this Ability's Cooldown is set to 0, but this Ability cannot be re-used instantly. If the succeed, this Ability's Cooldown is set to 1 Hour.
- Status Endure Pack [ Training ] [ Passive ]
- When the user has a Status Effect removed from them by any means other than an Ability or the Status Effect activating (ex. timing out naturally, using an action to remove), increase the minimum of the user's Defense Rolls by +1 for the rest of Combat. This Ability can activate multiple times, but caps at a +4 Bonus. Status Endure had no Cooldown.
- Breather Pack [ Training ] [ Passive Technique ]
- When the user would gain Health from any Source, increase it by +1HP, and put this Ability on Cooldown. If the user reaches 4HP, and has not gained any Health, increase their Minimum Defense Dice roll by +2 for the rest of Combat, but prevent this Ability from being used again. Breather has a 20 Minute Cooldown.
- Bulwalk Pack [ Training ] [ Passive Technique ]
- The user counts as an obstruction for enemies, blocking Line of Sight for Enemies within Range. Additionally, when an Enemy takes the Move action within Range, the user can apply the Prone Status Effect to them, without using an Action. This can only be done once per combat.
- Rebound Pack [ Training ] [ Counter Technique ]
- As a reaction to the user being Displaced any number of blocks unwillingly, count the number of Blocks Displaced, and increase the distance of the user's next Move action by that number. Rebound has a 1 Hour Cooldown.
- Wardrobe Pack
- The Wardrobe Pack allows a Character to remain prepared at all times without the need for armor or weapons on their person. The wearer is considered armored at all times, and is able to conceal a ranged or melee weapon that is considered Hidden until used. (Hidden may not apply in places like the Imperial Palace, or during certain events). Lastly, the user is able to conceal a life support system on their person, allowing them to take damage that would normally be fatal. If the user is killed, provided their head and neck are still intact, they are able to resuscitate themselves and seal any lethal wounds they may have taken after 10 minutes.
Dexterity: 0
Faith: 0
Magic: 0
Charisma: 1
- Undisclosed Presence Pack
- This Pack has the user trained so well in mental fortitude and obfuscation, that they are immune even to Magical attempts to apply Mind Control, or scry their mind for information. Your Character becomes immune to being mind-controlled, Thralled, having their emotions read, or emotions influenced, and so forth. This does not protect against Illusions, or Memory Alterations, however. You can still submit your Character to these functions if you want to, however, it assumes that by default your Character deters any kind of Mind Control.
relationships:
Found Family:
- Count Lamont Norinn
- Lamont is her partner, someone she loves and cares about deeply. One could say they were meant for each other with how much of their personality works well together and how much similarities they have in terms of interests and background.
- Henrik Osmont
- Amber sees him as a father figure, someone to look up to and someone who she can turn to when she needs advice. She has full trust in his ability to lead, despite being terrified of him at times. She knows when she needs to back up in terms of what she should say or do when around him.
- Krieger Von Karlisle
- Rosette Mectal
- Talsir Bel-Marisar
- Amber seems him as a younger brother, someone she wants to be able to guide and help grow. She already had witness him grow in a positive way ever since joining the Viridian Order, something she wants to continue to see.
- Ciridan Lavis
- Lorraine Du Poncaire
- Raina Hathewaye
Lilian
Elaire
Ser Fantail
Friend:
Rei
Shina
Ciici
Neutral:
Aedric
Enemy:
Unknown
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