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Played Character Amber Silverberry | The Viridian Countess

This character is actively played.
Joined
Jul 17, 2024
Messages
31
Reaction score
21
Points
18
Location
South Africa


Character Information



Full Name:
Birth name: Amber Silverberry
Married name: None


Heritage / Culture:
Race: Half Ailor, Half Fin'ullen [ Fin'ullen Dominant ]
Culture: Regal culture
House: House Norinn | House Silverberry


Age:
23

Birthday:
Birthday: 18 July
Year born: 291


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 312 [ 2024 ]
  • Fully Courted on 14 October 312 [ 2024 ]
  • Divorced between the 15-20 March 315 [ 2025 ]

Religion:
Dominant Religion: Unionism

  • Elia was the Empress-wife of Emperor Allestrain (the God Allest) who had a difficult life. Originally destined to become a Knight, she was forced to surrender her life ambitions and goals when the Emperor chose her for a marriage (later known as a beard marriage). Her obsession with Knights and her dreams made her a terrible Empress, but much like her husband, she found guidance from the Chancellor's wife Leona who would later go on to become her Saint. While Elia was prone to fits of obsessive compulsion, Leona was her temperance, bending her uncollected and uncoordinated actions and thoughts into precision actions and decisions. She carried on the work of her husband after he was killed by the Vola Gods, and finished the work of war against the Skags.

    Elia is the patron Goddess of Knights and hunters, but also more widely speaking anyone who needs to cast away distractions in favor of single-minded focus and concentration. She teaches the virtues of calmness, self-control, and clarity, so that the faithful remain aware and truthful to themselves, and act without a shroud in their mind onto others. Elia was a multi-discipline warrior famed with bow and halberd alike, and thus prayed to by the faithful for skill in weapons to protect their loved ones or the Empire.
  • Theomar was the first prophet-Emperor of Unionism, the first Vessel of the Everwatcher, and the first to speak and write the holy word of the faith in the Creed. When the Regalian Empire was young, he was its first Emperor, having joined forces with the other major families in the Five Family Rebellion to overthrow the Kingdom of Amelore, banish the Bel Hammon Elves, and establish the Empire. Shortly after, he received visions and direct communication from the Everwatcher, who taught him the vision of Unionism. In life, he was considered a highly spiritual and immensely wise person, one of the tranquil Emperors of the Regalian Empire who did not wage wars, but convinced people foreign and his own to accept the word of the faith.

    Theomar is the leader of the Unionist Pantheon and is often considered beyond reproach. While some of the other Gods lived flawed and sinful lives, Theomar represents an unblemished purity of the soul. He is the patron of anyone in the spiritual role of father or caretaker, leaders, generals, commanders, etc. From him, the faithful learn patience, diligence, and spiritual directives, even if Theomar himself is the least active of the Unionist Gods when appearing before the faithful or acting on their behalf as Divine intervention.


Occult:
Affinity: Nolven Godborn
Affliction: None

  • New Description:

    Nolven is a refracted entity of the Fornoss god Aedán that disavowed Fornoss and joined with Unionism as the God of art & culture, and crusade & iconoclasm. Nolven is equal parts poetic, artistic, thoughtful, war-like, wroth, and with a temper. Due to his nature of being made from Aedán's being, he is prone to the same sin of lust that Aedán has. Novlen seeks out beautiful women to share the night with, which usually results in the conception of Nolven Godborn, which he then abandons to their mother as he moves on to his divine duties, or other women.

    Nolven Godborn carries a great deal of expectation from Unionist society, who see them as an extension of his crusading themes. Nolven Godborn are commonly expected to be pious and holy warriors, either entering service as Knights or defenders of the faith. Even Nolven born into poor families can often count on the Unionist church to pay for their education as knights. Many Nolven can also be found in the direct service of the Imperial Guard, or government official bodyguards. Nolven Godborn who fail to do any protective work, are looked down upon.

    Old Description:
    Nolven is an Ailor Unionist God of war and harshness, of the chaos of inspiration and undefeated warriors and duellists. Nolven is the twin of the other Dogmatic Unionist God Neall, and the two represent the contrast or duality of the Regalian Empire's ability to both create and destroy, to bring peace or war, and to create beauty or inflict death. Neall is controlled, reserved, and shy, while Nolven is erratic, affable, and driven. Between the two of them, it is thus Nolven who is subject to the carnal desires of the flesh among mortals, and who is keen to (ab)use his divine status among the faithful. Nolven's most recognizable and passing traits, are his ginger/auburn hair, and the golden glowing tattoos that can be found in varying places of his body. He grants a golden-glowing eye-mutation to his children, allowing their sclera to be golden, and/or their irises glowing golden also. He also sometimes grants golden or white feathered wings to his children, which function more like shields, and are incapable of flight.

    Nolven Godborn bear a great deal of expectation from Unionist society, who expect them to become holy warriors, paladins, or defenders of the faith. There is always an unhealthy comparison with Nolven's inability to lose a single duel, and his great physical prowess. For this reason, many Nolven Godborn can be found among the Knightly Orders, as well as personal bodyguards of the Unionist Priests.
  • None


Character Occupation:
Viridian Order Knight, Hohenfels chapter

  • The Hohenfels Chapter is the largest of the Viridian Chapters, and also the oldest, being the foundation of the Order and being housed in Calemberg with their formidable Hohenfels Citadel Headquarters. The Hohenfels Council operates from the Hohenfels Citadel, which also hosts the Viridian Grandmaster though he is meant to be an independent intermediary between all the chapters. The Hohenfels Viridians are most commonly seen on the frontlines, wearing their verdant green feathered helmets and cape while carrying the Imperial banner into battle, as a symbol of unity and military prowess for the conscripts that follow them into the frontlines. The Hohenfels Viridians rely on the other Chapter members to give them the peace of mind to carry out the Emperor's will in foreign lands, while the other Chapters guard the home front. Hohenfels Viridians often also integrate with Regalian militias and the Tenpenny soldiers as instructors and drill instructors.
  • Rank:
    knight-Captain

    Rank promotion:
    Knight: 18 July 312 [ 2024 ]
    Sargent: 20 September 312 [ 2024 ]
    Captain: 25 November 312 [ 2024 ]
    Major: Unknown
    Paladin: Unknown

    Knight: None
    Sargent: Privilege 1
    Captain: Privilege 3
    Major: Unknown
    Paladin: Unknown



Character Title:
  • Dame
  • Captain
  • Countess

Family:
  • Leo Silverbery | Adopted Father

    Nolven | Biological Father | Unionist God

    Willow Silverberry | Mother | Deceased

    Nova Silverberry | Younger Sister

    Victoria Silverberry | Twin Sister

    Alfarin Silverberry | Distant Cousin [ 3rd Cousin ]

    Ragna Silverberry | Distant Cousin and Alfarin's sister

    Evelyn Silverberry |
  • Lamont Norinn | Husband

    Constance Norinn | Sister in Law

    Orrick Norinn | Uncle in Law

    Gregary Norinn | Cousin in Law

    Alyssa Norinn |

    Osywn Norinn | Son

    Aurora Norinn | Daughter


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 Information:
    • 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.
  • head:
    long scar on the side of her head - Fight with Artentum knights.
    Torso:
    many bullet sized holes littering her stomach - Lesronn
    Long gash on the side of her stomach - Fight with Argentum knights
    Shoulders:
    Right shoulder - Stabbed with a staff.
    Right shoulder - demon biting her shoulder.
  • Her Dogtag

    2 Leather Journal, One for notes as a Knight, the other are for personal notes
    • 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.




Skill Information:



Hobbies and Talents:
  • Atheletic Hobby
    Athletic Hobby cover broadly things involving physical labor. This includes but is not limited to lifting heavy objects, carrying other people around, helping others reach a physical fitness goal of theirs, as well as other basic physical labor or athletic roleplay. This hobby is fairly simple but very open ended, allowing the user to manifest their physical prowess however they see fit. Players are asked to self-moderate with what is reasonable and acceptable in roleplay to all participants.

    Medical Hobby
    Medical Hobby covers broadly things done to heal, treat, and diagnose people and animals. This includes but is not limited to diagnosing ailments, prescribing medicine, performing check-ups, and other basic medical roleplay. While "realistically" non-magical medical healing is slower, we do not enforce this on players, and can treat people with medicine and technology just as good as you can with magic.


    Technology Hobby
    Technology Hobby covers broadly things done with machines, making robots, or technology. This includes but is not limited to replacing limbs with prosthetics, producing technological solutions for people with disabilities such as hoverchairs for those who are wheelchair bound, require artificial wombs, want to make air conditioning or washing machines, or generally add mechanical parts to daily tasks or the body to create a better standard of living. While MassiveCraft is a mostly fantasy medieval setting, there are options for more modern technology, where appropriate. If this is chosen, players are encouraged to pick one technology branch that determines what their technology looks like. If you want more branches, consider investing in Tech Point Buy.
  • None
    • Training
    • Reading
    • Exploring
    • Metalwork/smithing
    • woodworking
    • Cartography
  • Tech Ghost provides unique Roleplay Function for Roboticist flavor. Firstly, Tech Ghost allows the user to produce Automata, which are autonomous programmed robots. If the Automata is Played Separately, see the Mystech page for all rules. If the Automata is strictly an extension of the Technician Character, then the same design guidelines apply, but they do not gain their own Proficiencies (or the Mechanics on the Mystech page), and instead must follow this section's rules. Tech Ghost Automata can be remotely controlled by their creators: they cannot be in the same scene (unless it's no-stakes Social RP), and must have the same Proficiency investments as the creator, ignoring the logic of a robot casting Magic. This does not count as a disguise. If the creator of the Automaton dies in Roleplay, their consciousness is transferred to one of their Automata, and they continue to live as a robot (now becoming Mystech). Tech Ghost is gained for free upon Point Buying any Tech Point Buy Pack.
    • Hallow Tech
    • Doyentech


Mechanics:
  • Mechanic 1: 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.

    Mechanic 2: 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.

    Mechanic 3: Fin'ullen can Transform into Daphalar, turning part or whole parts of their body into Aquatic humanoids (think Merfolk), this is not a Disguise.

    Mechanic 4: Fin'ullen can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.

    Mechanic 5: Fin'ullen can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
  • New Mechanics:
    Light Manipulation:
    You can produce bright lights in your hands, at your fingertips, or in the air that will light up large areas like rooms or large open caverns. This light can be used to make an area that is conventionally dark as night appear bright as day, but does not have any Combat applications, and some Magical forms of darkness overrule Light Manipulation.

    Emotion Sense:
    You can sense the emotional states of others, even when they are trying to hide it with their expression or body language. This will not detail why or how they came to such an emotion, you will just be able to feel it by looking at them. You can also try to telepathically heighten or lessen these emotions, though it is up to the other person whether this succeeds.


    Duel Identity:
    You exist as two polar versions of yourself, one inspired by war and crusades, and one inspired by art and culture. While you are out of combat and with no Abilities on Cooldown, you can change between Proficiency spreads. Further rules can be found on the Dual Identity Page.


    Old Mechanics:

    Mechanic 1: Nolven Godborn can have 2 distinct Proficiency sets and appearances that they can swap between, featuring different Proficiency Packs, Body Shape, or even Gender Presentation. The idea is that they embody the contrast between the values of Nolven and Neall, and can swap between these two distinct Forms (Art and War) ou tof Combat, and have no Cooldowns active. Charisma investment must be the same across both forms.

    Mechanic 2: Nolvan Godborn can will anyone to not die. They can sustain a person through mortal wounds, and can even reach into their chest to re-start their heart if they have died in the last hour and their soul has not yet passed on (this may not work on Event Characters). Additionally, Nolvan Godborn themselves, if they die in Battle, do not pass on to to the Afterlife, but instead become Burning Choir Undead.

    Mechanic 3: Nolvan Godborn gain access to the Solvaan Mist Forms, except they only have two variants, the black with golden glowing Divine Mist Form, and the white with golden glowing Doubt Mist Form. When they are secure in their mission and faith, they can produce a black-golden glowing Mist, but if they waiver from Unionism or their purpose, this Mist is white to indicate their aimlessness.
  • New Mechanic:
    Legal Command: You can choose to dismiss legal repercussions of Low Law violations for any of your allies, or anyone you or your allies currently have in custody or imprisonment at your prerogative (mouse-hover for more info). This makes it so they do not have to go to jail, or face any criminal charges and can be released immediately.

    Old Mechanic:
    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).
  • Hearthholder

    Oh Yeah, Those Guys: Heartholder is recognizable to many people who jousted with or against the Love family, and is generally seen as a respectable token from a respectable house who had their time come too soon. NPC crowds at jousting events or tournaments in the Regalian Archipelago will always cheer for the Knight wearing it, perpetuating a folk legend that Thomas Love comes back from the dead to win tournaments before disappearing again.

Languages:
Fluent:
Common
Sign language [ Sign ]
d'Ithanie [ d'I ]
Calem [ Cal ]
Aontaithe [ Aon ]
Hellas [ Hel ]
Kriv [ Kri ]
Lëtz [ Letz ]
Altalar [ Alt ]
Vaman [ Vam ]
Anglian [ Ang ]
Breizh [ Br ]
Ørsti [ O ]|
Serdi
Skodje
Dasigyl
Gallwech [ Gal ]
Droque [ D ]




Backstory/Plothooks:


  • A noble woman who dreams of becoming a Knight, wanting to help those she possibly can. She wants to follow in her Father's footsteps in becoming a knight, just like him.
  • 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.
  • [ Born Noble ]
    Amber was born the oldest amongst her siblings, bearing the weight of the responsibility of such a title due to her noble status. Along with being a Court Family, many members had joined the Viridian knight order or chose to join the family business as a merchant. The fiefdom of the court Family is Baybridge, after taking leadership once the members of the previous House had all died out.

    [ Heightened Responsibility ]
    Amber spent most of her life training to become a knight, like her father had become. He had inspired the young noble to follow in his footsteps, to become just as good as him. Her drive to become a knight came from him along with the fact that the weight of the fiefdom was placed onto her shoulders at the age of 18, after her mother had died. Now as Head of House Silverberry and as a Viridian Knight, she feels like she cannot give herself a break to due to the position she finds herself in.

    Now that she has been promoted to Captain, 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.

    [ Perfectionism ]
    Thanks to Amber's heightened responsibility and the need to prove her worth as Countess and Knight of the Viridian order, she pushes herself to her limits, despite others telling her to rest and recover from injuries she had sustained. Her stubborn nature causes the Viridians Knight to not slow down, to need to show that she is worthy of being a knight and Countess of Baybridge. After all, certain scenarios had caused some to scold her for her own actions.

    [ Helping Hand ]
    Amber 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. She is not afraid to get her hands dirty nor is she afraid to work long hours.

    An example of this is when Amber had found a young bald eagle, who she named Mavis, who was around 1 month old when she found them. The young eagle had been blown out of their nest during the year 312. Mavis is at least 2-3 years old in 315.

    [ Self Sacrifice ]
    Amber has always felt the need to protect people, especially the people she cares about. She has a good heart, even if it is not shown at times. She wants to be able to help people as much as she possibly can, even if she can't save everyone. She had learnt that fairly quickly, even if it hurts to see it happen, that not everyone can be saved. But if given the chance, she will do whatever she can to ensure that they are safe, even if she sacrifices herself to do such.

    To add to that, Amber has been known to put her own health on the side line if she can see other's happy. For example, for her promotion to Knight-Captain, Amber never really gotten the chance to celebrate it with the rest of the order. She simply carried on with the day like normal while she watched everyone else celebrate their promotion. She would simply celebrate it by herself.

    [ Doubt ]
    Amber had been growing concerned about her skills, ever since the first time she had nearly died within the Knightly estate. Ever since then, with each situation happening to her, she doubts herself further. She silently questions if she is worthy of being a Knight and Countess.

    She also questions if her adoptive Father is Alive or not as she had heard no word from him for quite some time. She wants to know if she has made him proud.
  • [ Graduation ]


    [ Forged Love ]

    • Possibly has a crush…who knows who they may be.

    • 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.

    [ Return to Regalia ]
    • Will need recovery since her fight on the 14 September. At least 2 weeks of recovery so her injuries can heal.

    [ New Beginning ]


    [ Target ]

    • 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.

    [ Family ]
    • She becomes pregnant the night of her wedding, 14th October 312.

    [ Bounty ]

    [ Betrayal ]
  • Family
    Lamont Norinn | The Lost Anchor
    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. But love does not last long as one may think. I thought you were my anchor, yet I was wrong. You broke the chain that held us together.

    Constance Norinn | The Confidant
    Despite only meeting Constance recently, she found Constance as someone she enjoys hanging around. Amber sees some of herself in Constance due to the habit of getting into trouble yet has that kind hearted nature.


    Viridian Knights
    Henrik Osmont | The Major
    Amber sees him as 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.

    Rosette Mectal |
    Rosette is someone she can trust and turn to for advice, despite their departure to the chapter house. She still considers them a good friend and someone she can rely on. All she hopes for is to see them again and to know that they are doing well.


    Talsir Maralindë Bel-Marisar |The Shield
    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. His graduation occured on the 28 December 312.

    Ciridan Lavis | The kind Squire
    Amber sees Ciridan as this younger brother, another squire she would take under her wing. She deeply cares about him and would do whatever she can to ensure that he does well.

    Noemi Amenta |
    Amber sees Noemi as a friend, despite the fact that she only interacts with her every now and then. She trusts her and sees her as a alley within the order. She wants to be able to see her grow into a knight that knows what to do when the time calls for it.

    Raina Hathewaye |The unmoving
    Despite their occasional struggles with seeing eye to eye or having to deal with each other's stubbornness, Amber knows she can still rely on Raina's judgement when she requires it. She knows Raina is a good fighter and someone who is willing to aid her when required, something she would return without hesitation.

    Lorraine Du Poncaire | The Swan
    Amber does tend to be concerned for Lorraine, especially considering the occasional intervention to stop her from doing something she shouldn't. Yet Amber can tell Lorraine means well along with needing the occasional moral support when they doubt their own abilities or appearance. Lorraine is perfect the way she is.

    Jannick Von Rolanthe |
    Amber sees that many people place Jannick in good light, placing him as a trust worthy person and fellow knight to relay on. She has not had many interactions with Jannick to have a proper view on him as a person yet she trusts him as a knight and ally.

    Howland Von Moritz | The Wise
    Like Jannick, Amber sees that many rely on his judgement and knowledge within the order. She has yet to form a good connection with him yet she has interacted with him enough to understand that he can be a little harsh at times but does mean well.

    Petra Von Moritz |
    Amber has not interacted with Petra too much to have a proper connection with her.

    Amida Chojin |
    Amber has not interacted with Amida too much to have a proper connection with her.

    Mona Leclair | The Law
    Amber sees Mona as someone who is has a ton of knowledge in law and knightly information, someone she can go to if she needed to understand a situation and be able to speak to freely. Amber sees Mona as someone who she can openly speak with without being criticized.


    Bloodcast Knights
    Aedric Valenheart |
    Like Alfarin, Amber has somewhat formed a good connection with the Bloodcast despite her connection to the Viridian Order and nobility. She may occasionally interact with him yet can still have that neutral connection without having to be at each other's throats.

    Merrick Felwinter | The Good-Hearted Knight
    Amber has yet to fully interact with Merrick yet she has seen how Alfarin trusts him. She may not have had the same interactions with him like she had with Alfarin, yet she wants to be able to form a good connection with him despite the two differences they may have.


    Lothar Knights
    Kreiger Von Karlisle | The Transfer
    Kreiger is the first person she had met within the Viridian order and someone she still cares about despite his transfer to the Lothar Order. She is saddened to see him go thanks to working along side him for the past few months, one where she had seen him as family.

    Adaigo Von Rolanthe |
    Adaigo, compared to Erwin, seems to be seen in a better light compared to the other Lothar Major yet still not in the best light. She has not had enough interactions with him to really get a proper understanding about how Adagio operates. Yet she has seen how many others view the Count.

    Erwin Braunschweiger | The Concerned
    Amber has never interacted with Erwin personally yet she never had a good impression on him. After all, she had always heard more negative stories about him compared to the positive ones. She is unsure of what to make of him and his leadership.


    Realm Knights:
    Alfarin Thorleiksson | The unexpected Friend
    Despite their differences, Amber surprisingly has a good relationship with the Bloodcast. She would not have expected things to have developed this was yet here she was, friends with a knight she shouldn't interact with. Yet she deeply cares about Alfarin's well being, wanting to ensure he does not overwork himself like she had in the past.


    Civilians:
    Lilian Dreathar | The Technician
    despite recent events considering her dismantling, she still hold some sort of concern and care for Lilian. The main things she is concerned about is the path and decisions they have chosen for themselves.

    Elaire Dreathar |
    Elaire is someone she has known for some time, someone Amber deeply cares about despite past incidents they had gone through. She knows Elaire has a good heart, even if no one else sees it. She knows everyone else places distrust in Elaire yet Amber's own trust remains the same.


    Ana Cervantez |
    Amber does not hold Ana in high regard due to their current position they had placed themself in, especially after her involvement in her kidnapping and the protest she tried to lead.



Combat Proficiencies and Abilities



Attack Stat: 7
War: Strength
Art: Dexterity


Defense Stat: 5
War: Faith
Art: intelligence


[15/15 points spent]
Proficiency Points:
[ War ]
Strength: 7
Faith: 6
Intelligance: 1

Charisma: 1
  • Oceanic Pack
    The Oceanic Pack allows a Character to function underwater as if it is above water. This means they gain normal movement speed, the ability to wear armor, the ability to breathe underwater, use weapons, use attack Emotes, use Abilities, and speak underwater through the use of biology-altering alchemy, or the use of underwater adaptation gear and equipment. Those with the Oceanic Pack essentially, can function and live underwater indefinitely, such as in the rivers, and the underwater sections of the Sewers and other roleplay Zones. This effect cannot be shared with others, except for the underwater breathing, which can be granted to up to two users, so long as they hold one hand each of the user.

    Heavy Throw Pack [ Athletic ] [ Instant Technique ]
    Target a Character within Range and Displace them a minimum of 6 blocks and up to 10 in any direction away from you and apply the Prone Status Effect to them on landing. If the Target is an Ally, grant that Ally +3 Defense for their next two Defense Rolls.

    Timer: Twice per Combat, Once per Health Stage
    Range: Melee Range

    Steady Body Pack [ Athletic ] [ Counter Technique ]
    You can only use this when an Enemy would Displace you. Reduce that displacement by 8 Blocks. Any additional effects of the Ability that would have Displaced you still happen. 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.

    Timer: Twice per Combat, but once per Health Stage 3/2
    Range: Self

    Substitute Pack [ Athletic ] [ Counter Technique ]
    You can only use this when an enemy targets you with an Instant Technique. Target an Ally within Range to become the Target instead, additionally Displace yourself to a block Adjacent the Target Ally and grant them immunity to the next Displacement targeting them.

    Timer: Once per Health Stage, only during Health Stage 2/1.
    Range: 4 Blocks

    Technique Parry Pack [ Melee ] [ Counter Technique ]
    You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself, including refunded Basic Attacks. 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.

    Timer: Once per Combat
    Range: Self

    Stalwart Pack [ Athletic ] [ Passive Technique ]
    Stalwart isn't active until you take at least 3HP Damage from a single Attack. When it activates, you can gain 1 Block Token but also apply the Weakened Status Effect to yourself for 2 Turns.

    Timer: Once per Combat
    Range: Self

    Resilience Pack [ Athletic ] [ Passive Technique ]
    Resilience isn't active until you make multiple Defense Rolls in succession from different sources, increase your Minimum Defense Roll for the second Attack onward by a number equal to the number of Attacks made against you, +2.

    Timer: Once per Health Stage
    Range: Self
  • Paladin Stance Pack [ Paladin ] [ Stance ]
    You can enter Paladin Stance without using an Action, but exiting it requires one. When entering Paladin Stance, choose Blade or Bow. Paladin Stance confers the following benefits and limitations depending on which was chosen.

    Blade: You cannot use Abilities from Tech or Training Point Buy,
    Bow: You cannot use Abilities from Melee or Shielding Point Buy. When you choose Bow, you gain: Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. This counts as Ranger Stance for the purpose of enemy Abilities.

    Paladin Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.

    Timer: 20 Minutes once Ended
    Range: Self

    Paladin Armaments Pack [ Paladin ] [ Instant Technique ]
    Target yourself and switch Paladin Stance, if you were in Blade, switch to Bow, and vice-versa. Additionally, 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. Your first Attack after using Paladin Armaments gains +3 Minimum Attack, and +3 Attack.

    Timer: Use Basic Attacks 3 Times to Reuse
    Range: Self

    Paladin Repulse Pack [ Paladin ] [ Instant Technique ]
    Paladin Repulse's effects differ based on which Paladin Stance is Active.

    Blade: Displace all Enemies within 4 Blocks backward away from you by 6 Blocks. Additionally, if any Enemies Impact, inflict -2 Defense to them for their next Defense Roll.
    Bow: Displace an Enemy within Emote Range backward away from you by 10 Blocks. Additionally, if they Impact inflict -2 Defense for their next 2 Defense Rolls.

    Timer: Twice per Combat, Once per Health Stage.
    Range: 4 Blocks

    Paladin Cleanse Pack [ Paladin ] [ Instant Technique ]
    Paladin Cleanse's effects differ based on which Paladin Stance is Active.

    Blade: Target an Ally in Melee Range and apply two of the following effects to them: Remove Defense Reductions, Remove one Status Effect or break one Link Applied to them by an Enemy.
    Bow: Target an Ally in Emote Range apply one of the following effects: Remove one Status Effect or Break one Link applied to them by an Enemy.

    Timer: Twice per Combat, during Health Stage 2/1 Only.
    Range: Melee Range

    Paladin Bulwark Pack [ Paladin ] [ Instant Technique ]
    Paladin Bulwark's effects differ based on which Paladin Stance is Active.

    Blade: Target up to 3 Enemies in Melee Range and apply the Warned Status Effect. When Warned, they must Choose: If their next Basic Attack does not Target you, reduce the Damage they would deal by half, if their next Basic Attack Targets you, and all three hit, reduce the damage of the 3rd attack by -2.
    Bow: Target an Ally within 10 Blocks who uses Melee Basic Attacks, Move to a Block adjacent to them without provoking Move Reactions and moving through people. Additionally, grant them +1 Attack for their next 2 Dice Rolls. This counts as a Movement Technique.

    Timer: Twice per Combat, during Health Stage 2/1 Only.
    Range: Melee Range

    Paladin Veilbane Pack [ Paladin ] [ Instant Technique ]
    Paladin Veilbane's effects differ based on which Paladin Stance is Active.

    Blade: Target an Enemy within 10 blocks and Move to a block adjacent to them without triggering Move Reactions and moving through people, apply the Silenced Status Effect to the Target for 2 Turns. This counts as a Movement Technique.
    Bow: Target an Enemy within Range and apply the Silenced Status Effect for 3 Turns, if the Target had just used a Power, also apply the Marked Status Effect. Additionally, when you use your Action to use the Blade version of this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.

    Timer: Twice per Combat, Once per Health Stage.
    Range: 10 Blocks

    Paladin Guard Pack [ Paladin ] [ Counter Technique ]
    Paladin Guard's effects differ based on which Paladin Stance is Active.

    Blade: You can only use this when you would take Damage from a Ranged Basic Attack, reduce the Damage you would take by -1HP, and make a Basic Attack against an Enemy in Melee Range that deals -1HP Damage if it hits.
    Bow: You can only use this when an Ally within Emote Range would be Targeted for a Basic Attack, obscure their Line of Sight and prevent them from being Targeted for 1 Turn, but allow the Attacker to change Targets afterward. Additionally, choose one Enemy adjacent to Target Ally, Target them and apply the Blinded Status for 2 turns.

    Timer: Twice per Combat, during Health Stage 3/2 Only.
    Range: Self
  • Safeguard Pack
    The Safeguard Pack allows the user to become less affected by Afflictions, which has a couple of effects. Firstly, they are unaffected by Vampire Charm. Secondly, while they can be infected with Afflictions, they are more willing to seek Curing, dampening that influence on their mentality only. Thirdly, while it usually takes 72 hours for a victim to turn into a Vampire, the Safeguard Pack extends this from 72 Hours to 1 Week, giving them more time to seek curing before it costs Divinium. Finally, they cannot be fed upon by Vampires, as their body becomes caustic to them. This can all be achieved through a combination of mind-guarding nanites or chips, or bloodstream alchemy.
  • 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.


[ Art ]
Strength: 1
Constitution: 2
Wisdom: 7
Intelligence: 3
Charisma: 0

  • OverStep Pack [ Athletic ] [ Passive Technique ]
    Target yourself and apply the Vulnerable Status Effect. Additionally, while you have the Vulnerable Status Effect through Overstep, gain +4 Blocks Range on your next 3 Move Actions.
    Timer: Once per Combat
    Range: Self
  • Shield Phalanx Pack [ Shielding ]
    You create a defensive zone within Range, ignoring LOS, and increasing your and allies' Defense by +1, and their minimum Defense Roll by +1. If another ally within range has Shield Phalanx, they can activate it without using their Action in response, which can chain to allies further down the line from you. For each person using Shield Phalanx in a chain, increase the bonuses by +1, but never more than +5. Shield Phalanx lasts for the rest of your current Health Stage.
    Timer: Once Per Combat
    Range: 1 Block
    Shield Cover Pack [ Shielding ] [ Passive Technique ]
    Shield Cover isn't active until you are targeted with a Ranged Attack. When it activates, your minimum Defense Dice Roll is raised by 2+CON. This increase is capped at +6 for Ranger Stance attacks, and +5 for Deadeye Stance Attacks, and +4 for all other Ranged Attacks.
    Timer: No Cooldown
    Range: Self
  • Bardic Harmony Pack [ Bardic ] [ Passive Technique ] [ Free ]
    You may use the Harmonic Tags of Bardic Point Buy Abilities. You may Target Allies with which to Harmonize. Harmonic Tags grant Bardic Point Buy Abilities additional effects based on their use order, with the first Bardic Ability used by you or a Harmonized Ally being labeled the Intro, and the last Bardic Ability used by you or a Harmonized Ally being labeled the Outro. You may use Basic Attacks between Bardic Point Buy Abilities without losing use of Harmonic Tags, but using any Ability that doesn't activate an Outro, except Passives and Stances, causes interruption and prevents the use of Harmonic Tags until an Intro is restarted.
    Timer: No Cooldown
    Range: Emote Range

    Aria of Distorting Pack [ Bardic ] [ Instant Technique ]
    Target an Enemy within Emote Range and apply the Confused Status Effect to them for 4 Turns. If used as an Intro, alternatively apply the Blinded Status Effect instead of Confused. If used as an Outro for an Aria Bardic Point Buy Ability, Target two Enemies, applying Blinded to one, and Confused to the other.
    Timer: Twice per Combat, Once per Health Stage
    Range: Emote Range
    Aria of Weakening Pack [ Bardic ] [ Instant Technique ]
    Target an Enemy within Range and inflict -2 Attack or Defense for their next 2 Rolls of the chosen Stat. If used as an Intro, the effect lasts for 3 Rolls instead of 2. If used as an Outro for an Elegy Bardic Point Buy Ability, the first Ally to make a successful Attack against the Target Enemy gains +2 Attack or Defense that lasts for their next 3 Rolls of the chosen Stat.
    Timer: Twice per Combat, Once per Health Stage
    Range: Emote Range

    Elegy of Headwing Pack [ Bardic ] [ Instant Technique ]
    Target an Enemy within Range and Displace them a number of Blocks in any direction relevant to their Health Stage:

    Health Stage 3: 6 Blocks,
    Health Stage 2: 4 Blocks,
    Health Stage 1: 2 Blocks. If used as an Intro, apply the Snared Status Effect to the Target at the end of their Displacement.

    If used as an Outro for an Aria Bardic Point Buy Ability, increase the Displacement Range by +2 Blocks, and apply the Prone Status Effect to them if they Impact.
    Timer: Twice per Combat, Once per Health Stage
    Range: 15 Blocks

    Elegy of Foreboding Pack [ Bardic ] [ Instant Technique ]
    Target an Enemy within Range and apply the Warned Status Effect, whilst Warned, the next Action the Enemy takes must Target you or one Ally of your choosing. If they Target you or the Ally, inflict -2 to the Minimum of their next 2 Rolls. If they choose not to Target you or the chosen Ally, grant the chosen Ally 1 Block Token. If used as an Intro, choose 2 Enemies instead of 1 to apply the Warned Status Effect to. If used as an Outro for an Elegy Bardic Point Buy Ability, grant the chosen Ally +4 Blocks Range and allow them to ignore Move Reactions for their next Move only.
    Timer: Once per Combat
    Range: Emote Range

    Elegy of Tailwind Pack [ Bardic ] [ Instant Technique ]
    Target an Ally within Range and grant them +4 Blocks Range for their next Move, additionally, if they end this Move adjacent to an Enemy, apply the Vulnerable Status Effect to that Enemy. If used as an Intro, reduce the Damage the Target Ally would take from Move Reactions by -1HP. If used as an Outro for a Sonata Bardic Point Buy Ability, if the Ally ends this Move adjacent to an Ally and nobody else, heal the Target and the Ally they stop adjacent to +1HP.
    Timer: Once per Combat
    Range: Emote Range

    Sonata of Purity Pack [ Bardic ] [ Instant Technique ]
    Target yourself or an Ally within Range and remove 1 Status Effect of your choice from the Target. If used as an Intro, increase this Ability's Range to 10 Blocks. If used as an Outro for an Aria Bardic Point Buy Ability, when you use this on an Ally, additionally Target the Enemy within Emote Range that applied the removed Status Effect and apply the Marked Status Effect if the Target Enemy is on Health Stage 3/2, and apply the Bloody Status Effect if the Target Enemy is on Health Stage 1, which lasts until they leave Health Stage 1.
    Timer: Twice per Combat
    Range: 5 Blocks

    Sonata of Sanctuary Pack [ Bardic ] [ Instant Technique ]
    Target an Ally within Range on Health Stage 1 and grant them 1 Block Token. If used as an Intro, Target an Ally on Health Stage 2/1 instead. If used as an Outro for a Sonata Bardic Point Buy Ability, additionally heal yourself and the Target Ally +1HP.
    Timer: Once per Combat
    Range: Emote Range
  • 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.

    Shapeshift Pack
    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.

    Safeguard Pack
    The Safeguard Pack allows the user to become less affected by Afflictions, which has a couple of effects. Firstly, they are unaffected by Vampire Charm or Mortisphage Charm. Secondly, while they can be infected with Afflictions, they are more willing to seek Curing, dampening that influence on their mentality only. Thirdly, while it usually takes 72 hours for a Thrall to turn into a Fledgling, the Safeguard Pack extends this from 72 Hours to 1 Week, giving them more time to seek curing before it costs Divinium. Finally, they cannot be fed upon by Vampires or Mortisphages, as their body becomes caustic to them. This can all be achieved through a combination of mind-guarding nanites or chips, or bloodstream alchemy.
  • Hosting Presence Pack
    While skills in cooking and mixology are not bound by Proficiencies, knowing how to perfectly anticipate wishes, is. The Hosting Presence Pack allows your Character to anticipate the favorite flavors, colors, foods, drinks, and interests of DM/Event NPCs before they show up. If this would for example require you to change the colored interior of an Event, make a Ticket to Staff to ask. This does not grant additional information, it just makes sure you do not accidentally use tokenized flattery and can put NPCs in a good mood. This can also be used on Players, but only with their consent to provide the information they want to provide. The Pack functions like your Character using their contacts to learn about a person's preferences and interests.

    Saving Presence Pack
    Either when you or your friend commits some grievous communication error with a DM NPC or some other Event Character controlled by a Staff Member, you can activate the Saving Presence Pack as a rewind to quickly save the situation from escalating, relax, or diffuse the person who the statement was made towards, and give the speaker the time to re-phrase their statement, opinion, or choose to remain quiet. This is particularly useful to save yourself or someone from committing a diplomatic faux-pas or saying something awkward that would result in loss of opportunities, however, this Pack has limited use. If you are using it for yourself, there is a 30-day cooldown per DM, even if that DM is playing different Characters in different plotlines, you cannot re-use this Pack on the same DM in that period. If you are using it to save a friend's error, the cooldown applies both to you and your friend, regardless if they have the Pack or not.
 
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