Character Information
Full Name:
Arya Silverstag
Heritage / Culture:
Imperial Ailor with Pre-Empire culture
Stormenn:
The Stormenn are an extinct culture of Ailor of which barely any information survives. The name is often incorrectly attributed to the Stormenn Velheim who settled the region of Clannadh and Mannadh Alba, and moved south to make war with the Kintyr to push them out of these regions. These Velheim are called Stormenn specifically because they intermingled with the Stormenn people and took on many of their cultural customs. The Stormenn can best be described as giant-Ailor (though giant even is a bit of a misnomer since in general they were only up to a foot or two than the average Ailor). The Stormenn were stone carvers and menhir builders, creating vast structures of monoliths. They worshiped the mountain Gods, believing that each of the seven peaks of the Alban lands were a living God, and that the rumbling of earthquakes was their malcontent. They carved houses out of rock or lived in caves, but moved to living in stone-built houses when the Velheim arrived. The Stormenn culture is largely gone in the modern era, with only their stone-carving customs remaining among the Velheim who have Stormenn ancestry. These Velheim tend to be much taller than most Ailor, but with these body proportions also come physical ailments, sluggishness, and being clumsy. The Stormenn were not warriors, but artists, and while size gave them a certain advantage against the Breizh in conflict, generally the advances in weaponry and military techniques meant the Stormenn became easier to defeat even for short malnourished Breizh soldiers. When Ailor refer to "giants", they generally refer to the historical inference of the Stormenn. Ailor with Stormenn heritage lose Ailor Heritage Mechanic 5, and gain Urlan Heritage Mechanic 5.
Age:
25
Birthday:
Birthday: 25 September
Year born: 287
Gender / Pronouns:
Female, She/Her
Orientation:
Straight
Partner:
Ramon/Arenthir
Relationship started: 4 October 312 [ 2024 ]
Religion:
Unionism
Occult:
Affinity: None
Affliction: None
- None
- None
Character Occupation:
To be Determined
Character Title:
None
Family:
To be Determined
Aristocrat:
Commoner
Nicknames:
The Marken Magnet
The Silver Crow
Appearance Information:
Eye Color:
Blue
Skin Color:
White
Hair:
brownish black
Height:
7 ft
Body Type:
Muscular
Additional Features:
To be Determined
Skill Information:
Hobbies and Talents:
-
Alchemy Hobby
Alchemy Hobby covers broadly things done with potions, chemicals, and science. This includes but is not limited to medical healing and concoctions, salves and potions for different hair colors, hormone replacement therapy, making fireworks, cleaning foams, changing materials, or generally adding alchemical parts to daily tasks or the body to create a better standard of living.
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.
Athletic 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. -
Cleric Talent
Cleric Talent covers broadly things done with god magic, or things done in the service of religious rituals. Cleric talent allows a cleric to have creative freedom with non-combat religious rituals, such as: igniting or lighting fires with a simple gesture, conjuring images in the air, or in smoke or water, etc.
Clerics in particular are thought of as healers, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. However, it is important to note that cleric talent has some limits on what it can be used for, and should strictly only be used for healing and religious ceremonies, and not for day to day chores like automating a broom to sweep. Cleric Talent is always god magic, and requires that a Character be a faithful of some religion. -
Reading
Training
Masonry
Wood working/carpentry - 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.
- Chem Feeding does not grant any Abilities, but grants utility for dealing with the Afflicted. The Chemist can produce Magic Aureates, which are apple-sized edible crystals which can satiate the feeding hunger of Vampires or Geists. The same object sates any of their hungers as if they have fed from a real person. Aureates can be produced one of two ways. Firstly, the Chemist must use an attack emote against someone. If they succeed in doing at least 1 HP Damage, they gain 1 Magic Aureate, and only one can be produced per day. The second method, is to take a blood sample of their own, and mix it through a complex alchemical process to become a Magic Aureate. Up to three can be produced this way, but any Afflicted who consumes this Aureate becomes enthralled to the Chemist, meaning they listen to the commands and directives of the chemist against their will (this is all within reason, and with consent, the Chemist should not start acting against the interest of the Afflicted, and any weirdness forces the addiction to be retconned). This mechanic is disabled if the Chemist becomes Afflicted themselves. The only exception to this is if the Chemist has an Invaded or Vested Spirit Affliction. Chem Feeding is gained for free upon Point Buying any Chem Point Buy Pack.
Mechanics:
-
Ailor 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.
Ailor 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.
Ailor Mechanic 3: Ailor when using Syncretism can worship up to 3 Gods of their sub-dominant Religion, instead of just 1 or 2. Additionally, when Syncretizing, they gain the Mechanic of the sub-dominant Religion (except for Evolism, where only one of the Mechanics can be chosen). If your Character does not Syncretize, they gain +1 Attack Stat (Breaking Cap up to 11) against Characters that have Syncretized their mono-faith.
Suvial Mechanic 5: Suvial are exceptionally proficient at controlling Spirits, allowing them a range of mechanical functions to do with Spirits - The Suvial are masters of the Spirit realm, capable of connecting, controlling, and otherwise influencing Spirits to a higher degree than any other people of Aloria. Firstly, Suvial are never Afflicted when they are possessed or contain several Spirits, as their soul is properly shut off from the Spirits. This also means that they can never lose control, or have the Spirit take over the host without them specifically allowing it and setting the boundaries for that control. Secondly, they never lose control over the Spirits they control and can thrall any (non-Player/Event) Spirits (and even Player Spirits with Consent) at will. Stolen Spirits from another player can only be retrieved if the Suvial is KO'd. Lastly, they can also force Spirits into Canoptic Jars, and give them to others, though others may not have the same possession protections Suvial have and end up possessed in an unpleasant or non-positive way.
- Two times per month, you can abuse a network of sympathizers to get out of Greygate scot free for any crime except Treason. Your arresters still know what you did, they just can't do anything about it through the Metropolitan. They can still attack you.
Languages:
- Common
- Sign language
Backstory/Plothooks:
- Grew up and worked on a farm within Baybridge before going out to explore the world, wanting to find her own way in life.
- Arya was born into Silverstag family, proud farmers who spent generations upon the land they lived on. Land within the County of Baybridge, the County Amber Silverberry ruled as Countess. One where many of its inhabitants held respect for the Silverberry family, including Arya's parents.
-
[ Unknown Beginnings ]
Arya does not know much know much about her heritage, despite the fairly obvious characteristics that are fairly different from the average Ailor. She appears stronger and taller than average, who has great strength and skill when working with her hands. Her stromenn heritage is something she wishes to learn about and what it means to be one.
[ New Purpose ]
Arya had no sense of purpose for most of her life, especially growing up on a farm where she mainly helped around where she possibly could. She wanted to explore the world, find what was out there and be able to learn more, even if she wouldn't see the path she found herself on eventually. Yet her very own partner would be the reason she found a new purpose in life, the reason she has a new goal to strive for. She found meaning in what she wanted to do with her life, even if it isn't considered the best choice to continue on.
[ Loyalty and Love ]
Arya has profound love for her partner, something that cannot be stripped from her. No one can sway her away from him, especially the loyalty she has for him. He gave her purpose and she will repay that with her life, if it came down to that. She will do whatever she has to in order to ensure she remains by his side. -
[ Marken Magnet ]
The first day in Regalia was rather eventful for the female. She encountered a marken within a few hours of being in the city and won a fight against it, managing to knock it out in the process. Yet she gained the nickname of 'The Marken Magnet' due to the female encountering the same marken numerous times within the next few days afterwards. This was something she would not expect, especially as she came to Regalia to find purpose in her life.
[ Swift Bond, Found Love ]
As a result of fighting the Marken within Isobel's Lake, she would meet someone that would change her life forever, someone she would follow for as long as she is alive. This would be the start of the journey she would find herself on, the purpose she needed in life and someone she would fall in love with.
[ Unexpected Times ]
During the next few weeks within Regalia, she had been attacked by Two demons upon trying to help out someone, nearly dying in the process if she hadn't been saved by her partner. One of the main reasons she has so much respect and love for him, even if she felt guilty for causing him concern about her state. Despite this, she had being doing a few odd jobs, mainly jobs that involving working with her hands.
[ Undying Loyalty ]
Arya would have immense loyalty towards her partner, no matter what form or name they used. She did not care as she had full trust in them and what they did. She would always reassure them that she would not leave his side, no matter what he told her. She willingly followed him with what he had planned, choosing to be with him.
[ Future ]
To be Determined - Arenthir | Her Forever Love
Combat Proficiencies and Abilities
Attack Stat: 7
Strength
Defense Stat: 5
Constitution
[0/15 points spent]
Proficiency Points:
Strength: 7
Constitution: 4
Intelligence: 2
Wisdom: 1
Faith: 1
-
Bruiser Stance Pack [ Bruiser ]
You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Stat Reductions that would affect your Attack affect your Defense instead. Additionally, if the Damage of your Attacks would be reduced or ignored by anything, you gain +1 Attack for your next Attack Emote. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
Timer: 20 Minutes once Ended
Range: Self
Bruiser Slam Pack [ Bruiser ] [ Movement Technique ]
You move to an empty space adjacent to Target Enemy without provoking Move Reactions and allowing you to move through people. Additionally, if the Target has Block Tokens, break one and apply the Brittle Status Effect. If the Target does not have Block Tokens, apply the Snared Status Effect instead.
Timer: Twice per Combat, Once per Health Stage.
Range: 10 Blocks
Bruiser Duel Pack [ Bruiser ] [ Instant Technique ]
Target an Enemy within Range at Health Stage 3 and apply the Bloody Status Effect to them and yourself which lasts until Health Stage 1. If either Bloody Status Effect is removed early, remove the other as well, and apply the Brittle Status Effect to whoever removed it first.
Timer: Once per Combat, Only at Health Stage 3
Range: Emote Range
Bruiser Unsheathe Pack [ Bruiser ] [ Instant Technique ]
Target an Enemy within Range and make a Basic Attack against them at that Range instead of Melee. Additionally, Displace the Target 6 Blocks away from you and inflict -2 Defense for their next two Defense Rolls.
Timer: Twice per Combat, Once per Health Stage
Range: 5 Blocks
Bruiser Riposte Pack [ Bruiser ] [ Counter Technique ]
You can only use this when an Enemy with the Brittle Status Effect makes a successful Melee Attack against you, without using an Action, reduce the Damage taken from that attack by -1HP. Additionally, deal -1HP Damage to the Enemy that attacked you and remove the Brittle Status Effect from them.
Timer: Twice per Combat, Once per Health Stage
Range: Self
Bruiser Grit Pack [ Bruiser ] [ Passive Technique ]
Bruiser Grit isn't active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1.
Timer: Once per Combat
Range: Self
Weapon Throw Pack [ Melee ] [ Instant Technique ] [ Free Pack ]
Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack.
Timer: Thrice Per Combat, Once per Health Stage
Range: Emote Range
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 -
Rage Counter Pack [ Training ] [ Passive Technique ]
Rage Counter isn't active until your Melee Basic Attack would be reduced in any way. When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.
Timer: Once per Combat
Range: Self
Fortitude Pack [ Training ] [ Passive Technique ]
Fortitude isn't active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll.
Timer: Once per Combat
Range: Self
Iron Will Pack [ Training ] [ Passive Technique ]
Iron Will isn't active until you reach Health Stage 2. When it activates, you can choose to re-roll a failed Defense Dice Roll and must use the new result. If the Defense Dice Roll succeeds, this counts as one use of Iron Will. If the Defense Dice Roll still fails, that usage of Iron Will is refreshed, but cannot be reused for the same attack.
Timer: Twice per Combat, Once per Health Stage
Range: Self
Breather Pack [ Training ] [ Passive Technique ]
Breather isn't active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again.
Timer: Thrice per Combat, Twice per Health Stage
Range: Self -
Tech Resist Pack [ Tech ] [ Passive Technique ]
Tech Resist isn't active until you lose a Defense Roll. When activated by a Melee Attack, gain a Block Token, but apply the Bloody Status Effect to yourself, which lasts until the Block Token is Broken. When activated by a Ranged Attack, decrease the Damage taken by half rounded up, but apply the Vulnerable Status Effect to yourself.
Timer: Once per Combat
Range: Self
Tech Exhaust Pack [ Tech ] [ Passive Technique ]
Tech Exhaust isn't active until you have one of the Snared, Fleeting, Confused, or Bloody Status Effects. When it activates, you can increase the duration of this Status Effect for 5 Turns and it cannot be removed, but set the Minimum of your Attack or Defense Roll to 3 for the duration, gain 1 Block Token, and increase your Move Speed by 4 Blocks.
Timer: Once per Combat
Range: Self -
Chem Berserk Pack [ Chem ] [ Instant Technique ]
Target yourself and increase the Damage dealt on Melee Basic Attacks by +1, but also increase the Damage you take from incoming Attacks by +1 for your next 3 Successful Attack Rolls. 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. After those 3 Turns, apply the Weakened and Bloody Status Effects to yourself for 2 Turns. You cannot use Chem Berserk whilst you have the Status Effects applied by Chem Berserk.
Timer: Twice per Combat
Range: Self -
Guided Prayer Pack [ Prayer ] [ Instant technique ]
Target yourself and increase the Attack and Minimum Attack of your next Basic Attack by +2. 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 Health Stage
Range: Self
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