• Character Sheets are optional on MassiveCraft. You do not need a sheet to play or be whitelisted on our server. You only need a sheet if you plan to engage in roleplay combat.
  • Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Played Character Aurora | The Dark Lord’s Child

This character is actively played.
Joined
Jul 17, 2024
Messages
37
Reaction score
23
Points
18
Location
South Africa
The One with Many Faces

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|🪐| Real Name | Aurora
|🌑| Known Ailias | Known names used
> Aria Blossom
> Grace Sterling
|🌑| Given Names | Names given by the others or themself
> The One with Many Faces
> The Dark Lord's Child
|🌑| Titles | Occupational or aristocratic titles
> Unknown

|🪐| Heritage |Slizzar
|🌑| Culture | Unknown

|🪐| Age | 23
|🌑| Birthday | 5th December 312
> Reason | Note, most Slizzar found in the world are Slizzar born tens of thousands of years ago. This is because Sarakand exists in a warped time-bubble where time can pass slower or faster than the world around it. Slizzar can in reality only become 300 years old, but many are from a different time.

|🪐| Gender | sexless
|🌑| Pronouns | They/Them
|🌑| Preferred Identification | Feminine​

|🪐| Sexuality | Bisexual and Polyamorous
|🌑| Partner Status |
> Aria Blossom | Unknown
> Grace Sterling | Single​

|🪐| Religion |
|🌑| Dominant Religion | Draconism
> Gaia, The Nature Dragon
> Aurora, The Life Dragon
> Nox, The Knowledge Dragon​
|🌑| Sub-dominant Religion | Depends on the form she takes

|🪐| Occult |
|🌑| Magic |
> Magic Realm | To be Determined
> Magic School |
> The Mend School covers the concept of repairing, restoring, or reverting humanoid or animal bodies. This is in essence healing Magic. The Mend School is almost universally thought of positively because it cannot harm, and can restore even lost limbs.
> The Body School covers the usage of Magic to alter the physical states of the body. This is not healing Magic like from the Mend School, but should be considered for example steroids Magic, or Shapeshifting Magic in its simplest interpretation.
> Techmance School covers the usage of Magic to either fuel, create, or alter technology. The School of Techmance is generally despised among mundane technicians because it is thought of as cheating.​
> Magic Origin |
> Birth Origin refers to a Mage who was aligned to any realm from birth, and manifested from an early age.
> Teaching Origin refers to a Mage who was aligned by being taught by a mentor, or book.
> Training |
> Mentor Training refers to a Mage who was taught Magic by singular or multiple Mage mentors.
> Book Training refers to a Mage who is largely self-taught, learning theory and techniques from books.
|🌑| Affinity |
> Belialus Godborn | Belialus is a Demon of the Abyss, one which has sought out Unionism in an attempt to join the faith, accepting the dogma and serving the Everwatcher's vision on its terms. Belialus is a God of the Evintarian Schism which believes that society as a whole should advance not only materially and spiritually, but metaphysically through contact with Demons and Magic to overcome otherwise natural limitations. Belialus's children are not born through conventional contact but by the use of something called Divine Countenance.​

When a child of Belialus is born, to their parents and those of Evintarian beliefs, this is usually a blessing. Belialus offers child-birth to those who are unable to for whatever reason, whether it is barren-ness same-sex incompatibility, or solitude. Outsiders however see Belialus Godborn as nothing but Demon-children, no better than Arkenborn but only protected by technical legal distinctions between Demon-spawn and Evintarian theological concepts. Belialus Godborn are not treated like Arkenborn legally, even if Purists would like them to be.​
|🌑| Affliction |
> Status unknown​

|🪐| Character Occupation | Depends on the form she takes

|🪐| Family |
> Arya Silverstag | Mother
> Arenthir | Father

|🪐| Family Type | Commoner

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|🪐| Eye Color | Dark Green
> To Be Determined

|🪐| Hair Color | Silver
> To Be Determined

|🪐| Skin Tone | Black and Silver
> To Be Determined

|🪐| Height | Around 2-3 meters tall but is around 6-7 meters in length
> To Be Determined

|🪐| Body Shape | Muscular upper body with her lower half appearing that of a snake
> To Be Determined

|🪐| Other Features |
> Unknown​

|🪐| Inventory | Items that can be found on them
> To Be Determined

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|🪐| Hobby |
|🌑| 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.
|🌑| 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.
|🌑| 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.
|🌑| Technology Hobby | Learning
> 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.

|🪐| Talent |
|🌑| Magical Talent |
> Magical Talent covers broadly things done with magic or that have a magical feel to them. MassiveCraft does not in theory limit the creative freedom of magic roleplay. A mage can create autonomous lights or brooms, give magical effects to drinks, or ignite and douse fires with a simple gesture. Mages can also use their magic to heal and cleanse, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. Alternatively, mages can use their magic to corrupt and harm.

Magic talent has no morality, but to use magic talent a character must be considered a mage of some alignment, and some uses of magic Talent can be considered sinistral magic.
|🌑| 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.​

|🪐| Other |
|🌑| Chem Feeding |
> 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.
|🌑| Tech Ghost |
> 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.
> Necratos
> Leytech​
|🪐| Mechanics |
|🌑| Heritage |
> Mechanic 1 | Slizzar are immune to any type of mind control or mind scrying from mortals, particularly Mind Control, but also Mechanics that would result in thralling, emotion-reading, emotion influencing and so forth. Additionally, if someone is actively attempting to do any of these things to a Slizzar, that Slizzar becomes aware of the attempt, and who is attempting it.
> Mechanic 2 | Slizzar can perfectly mimic Afflictions and Affinities, including Transformations and even the aesthetics of Abilities and Mechanics, even if they do not actually work that way. For example, a Slizzar can perfectly mimic the appearance of a Vampire and then use fake Vampire teeth to engage in fake blood drinking. There is no way to distinguish this from the real thing, meaning Slizzar can seamlessly infiltrate groups. Anyone attempting to call out a Slizzar for not being authentic in their mimicry of something they are not, is engaging in meta-gaming. Note, however, this does not actually give them the Mechanics. They can for example summon Archon-like wings if they are mimicking Archon, but that does not give them flight or the function as described in the Archon Mechanic.
> Mechanic 3 | Slizzar have an advanced network of off-screen politicians and Nobles under their control. As a result, whenever an Imperial Assembly is called, Slizzar are able to sit in the noble section of the Assembly, and their votes count for 2 Votes instead of one. Votes are always cast as "Aye" or "Nay", in order to use this mechanic, the Slizzar must say "Aye (a political Power)" for the vote to work. Additionally, Slizzar can be embedded into Noble Families, attaching to their Family-Leader as either an Ally or Manipulator. So long as both the Family Leader and the Slizzar are present at the same Imperial Assembly (in absentia or proxy voting does not count), the Family Leader may also use this Mechanic (but must be sure to use the formatting described above for it to count). Additionally, for this to count the Slizzar must self-register as embedded into a particular Noble Family through the Ticket Bot. It is not possible to stack this effect multiple times for multiple Slizzar embedded.
> Mechanic 4 | Slizzar have an advanced network of bureaucrats, bankers, and other wealthy persons they can call upon, to give them access to the new wealth of the Regalian Empire. Firstly, this means they have access to an off-screen wealth that is close but not equivalent to registered Aristocrats. It essentially means Slizzar are wealthy, and have money to throw around. Secondly, it creates a situation where Slizzar can "claim" Noble Countryside Estates. These claims are not exclusionary, that is to say, we only have a limited number of Estates available, and multiple players trying to "claim" the same Estate. For this reason, we request players make use of the holographic display to indicate if players are already present, and suspend disbelief about who owns what Estate. Chances of multiple players trying to use the same Estate at the same time, is low.
> Mechanic 5 | Slizzar are natural Persuaders with their ability to get into the heads of others. Any Persuasion Rolls done by a Slizzar, have their final Dice result increased by +1. This effect does not stack with other Mechanics that have the same effect on Persuasion Rolls.
|🌑| Godborn |
> Light Manipulator | 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.
> Demon Kindred | Demons see you as one of them, despite not being a Demon yourself. During Duke Summonings, the Duke will not use anything you say against you or as extra cost. You can Veilwalk without negative consequences, and Demons cannot possess you, or consume your soul under any circumstances, meaning you have some natural protections against Demons that other mortals do not.

|🪐| Heritage Traits |
> Shifting | Shifting is the term Slizzar use when they change appearances. While it is in theory possible for Slizzar to play the lottery and appear randomly each time, most Slizzar use so-called Templates, which are pre-set designs of appearances they strongly remember, and can thus reliably re-create. Slizzar all treat shapeshifting very differently. Some Slizzar never shapeshift, preferring to be out in the open as their birth self, while others are always shapeshifted, to avoid detection. Then some combine a mixture of the two, or those who reveal their identity as a Slizzar on some Templates, but not on others. How a Slizzar feels about Shapeshifting and their Templates, depends on the Slizzar, and their ideology, and the motivations for what they do. Some Slizzar may benefit from revealing their true identity to their strongest allies for the benefit of trust, while others keep their identity completely hidden so as to always have an escape route available if things go bad. Exact rules on Shapeshifting are defined in the Heritage Traits. Keep in mind that Shapeshifting overall is incredibly powerful and flexible in Roleplay, but also meaningful OOC. If you find that your Character is not being trusted by the people around them, experiment with a bit of open-ness about their Slizzar identity. We have found that players who retain 100% secrecy as a Slizzar, have a hard time making meaningful IC connections because it OOC sucks for other players to emotionally invest in Characters that are deceiving theirs. That is technically Metagaming, but this feeling is still very strong, and we do not blame them.
> Birth Rights | Because many Slizzar go through life entirely disguised and pretending to be a different people or society, their reproduction cycle could unintentionally reveal them. At a base line, all children born from at least one Slizzar parent will always be full Slizzar. In case this is not desirable, the Slizzar can perform the Birth Rites, in which they have more clearer control over how their offspring will be created, this allows them to dictate several different processes. Firstly, they can choose to have one or two children born. Secondly, they can choose for each child born, whether they will be born not-Slizzar (taking the Heritage from their biological parent, and whatever the Slizzar pretended to be), full Slizzar, or Delayed Slizzar. Delayed Slizzar will be born as not-Slizzar, but when they become 18 years old, are suddenly informed through visions and dreams about their true identity, and how to become a full Slizzar. If they agree and venture to the nearest Dragon Temple to connect with their true self, they become full Slizzar, if they reject for up to 12 months and never visit such a site, they will be not-Slizzar forever. It is also possible, if two children are chosen, to have each born differently, for example one as Delayed Slizzar, and one as not-Slizzar, or full Slizzar, or other combinations. Note, most Slizzar found in the world are Slizzar born tens of thousands of years ago. This is because Sarakand exists in a warped time-bubble where time can pass slower or faster than the world around it. Slizzar can in reality only become 300 years old, but many are from a different time.

|🪐| Languages |
>
Common
> Zahram (Arabic) [ Zor ]
> Altalar (High Elven) [ Alt ]
> Agasi (Elven Hindi) [ Aga ]
> Katharic/Pannarokh (Unique) [ K ]
> Wai-lan (Middle Chinese) [ W ]


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|🪐| Backstory|
|🌑| Core Concept |
> A Slizzar born from Rakthashira, also known as Arenthir, and Arya Silverstag. One that was swiftly taken away to the Slizzar city known as Sarakand, where time was far different compared to the rest of the world. After all, barely a few days later they returned as one would consider a young adult.​
|🌑| Backstory |
> To Be Determined​

|🪐| Plot Hooks |
>
Two Identities
She is trying to figure out which side she belongs to

|🪐| Relationships |
>
To Be Determined


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|🪐| Combat Stats |
|🌑| Attack | 7 Magic
|🌑| Defense | 5 Magic​

|🪐| Proficiency Point Allocation |
|🌑| Points Spent | 15/15
> 14 Magic
> 1 Intelligence

|🪐| Proficiency Points |
|🌑| Wisdom |
> Shapeshift Pack | Racial 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.
- Magical Variant | The Magical Variant of this Ability has all the same functions, except that the Shapeshifting does count as a Disguise, and can Hide Affinity Traits, but never Affliction Traits. Additionally, Magical Shapeshifters are capable of mimicking the appearance of another Character exactly while Mundane Shapeshifters cannot. Keep in mind that passing off convincingly as someone else, still requires a modicum of behavior mimicry as well, otherwise Characters may see through the ruse. Shapeshifting can be done as many times and as quickly as the user wants. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
> Mind Control Pack | Racial Pack
The Mind Control Pack allows a Character to establish a level of control or influence on other Characters through the use of Alchemical addiction, or pheromone serums, or mind-control chips and machines. This Pack has several functions, each of which is explained below. Keep in mind that Mind Control, to rob someone of their free will and agency, is one of the most heinous moral crimes in most cultures and Religions. You should expect Characters to react with extreme hostility if your Character is found to be using Mind Control. Some Characters may also be immune to Mind Control, but in such instances, these Mechanics simply don't work, they don't suddenly notice that someone tried to Mind Control them. Using any form of Mind Control is not telegraphed, meaning it cannot be seen when used by others (unless someone was there when it was applied). This means the only way to discover Mind Control of any kind, is with educated guesswork.
- Control Thralling | The Character can establish Mind Control over a Character with OOC consent (which can be revoked at any time). Mind Control can vary from the Target becoming completely unable to act and waiting for commands, or being mostly in control of themselves, but just not being able to reject commands from the user. Mind Control cannot be overwritten, and can be removed from any Knocked Out person (they will always violently resist being freed) by removing the device or substance that Mind Controls them. There is no upper limit to the amount of people Mind Controlled this way. Make sure to always communicate the level of (dis)comfort Players may have with Mind Control before engaging in it.
-
Magical Variant | Control Thralling can no longer be removed by just Knocking someone Out, they have to be freed from Mind Control through the use of an Ability or Mechanic that functions as a form of Exorcism. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.​
|🌑| Intelligence |
> Tech Auto | Instant Technique
Target yourself and reduce the Damage you deal with attacks by -1HP, grant yourself +5 to the Minimum of your next 3 rolls. If two of these rolls are successful, apply the Bloody Status Effect to an enemy within Emote Range for 2 turns. Additionally, if your Basic Attack is Replaced by something else when you use this Ability, instead of reducing the Damage you deal, increase the Damage you take from incoming Attacks by -1HP.
Timer | Twice per Combat, Once per Health Stage
Range | Self​
|🌑| Magic |
> 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.
- Magical Variant | The Magical Variant of Oceanic Pack also allows the user to extend the full effects of Oceanic Pack to 2 additional Allies so long as they remain within 10 Blocks of the user (no longer needing to hold their hand). If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.

> 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.
- Magical Variant | The Magical Variant of Safeguard Pack additionally grants the user the ability to use Exorcism on anyone (except themselves). Exorcism is useful in a variety of settings, for example, if a Character has had Mind Control established on them, or some other form of magic where the description of the Mechanic specifies that it can be removed with an "Exorcism Ability, or Exorcism Mechanic". If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.

> Arcane Bolts Pack | Arcane | Stance
You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. 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. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Bolts counts as Ranger Stance for the purpose of Enemy Abilities. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over.
Timer | 20 Minutes, once ended
Range | Self

> Arcane Aura Pack | Arcane | Passive Power
Arcane Aura isn't active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself +4 Blocks Move Speed on your next Move.
Timer | Once per Combat
Range | Self

> Arcane Portent Pack | Arcane | Instant Power
Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.
Timer | Twice per Combat
Range | Emote Range​

> Arcane Echostrike Pack | Arcane | Instant Power
Target yourself and grant +2 Attack to your next Attack Emote. Instead of dealing -2HP Damage, it deals -1HP Damage this turn, and -1HP Damage the next turn. 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
Range | Self

> Arcane Eruption Pack | Arcane | Instant Power
You displace all Characters within Range 4 blocks away from you If they Impact, apply -2 Defense for 2 turns. If at least 4 Characters Impact, apply the Prone Status Effect to one of them.
Timer | Twice per Combat, Once per Health Stage 3 & 2
Range | 2 Blocks

> Arcane Shove Pack | Arcane | Instant Power
Target an Enemy within Range and Displace them 6 Blocks in any direction.
Timer | Twice per Combat, Once per Health Stage 3 & 1.
Range | Emote Range

> Arcane Snare Pack | Arcane | Instant Power
Target one enemy within Range and apply the Snared Status Effect. Alternatively, reduce the range of your next Move to 1 Block and apply the Prone Status Effect to the Target instead. 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 | Emote Range

> Arcane Cleanse Pack | Arcane | Instant Power
Target yourself or an Ally and remove 1 Status Effect of choice. Additionally, if Arcane Cleanse is used on yourself, you can apply the removed Status Effect to an Enemy within Range, but if you do, reapply the removed Status Effect to yourself as well, but with a 2 Turn duration (if applicable). This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect.
Timer | Twice per Combat, but only during Health Stage 3/2
Range | 10 Blocks

> Arcane Distortion Pack | Arcane | Instant Power
Apply the Confused Status Effect for 2 Turns to all Characters within Range of you, including yourself. 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, Only on Health Stage 2/1
Range | 3 Blocks

> Arcane Isolate Pack | Arcane | Instant Power
Target an Enemy within Range that is affected by a Link Power or that possesses a Block Token gained from an Ability, break it. If a Link Ability is broken, apply the Marked Status Effect to yourself. If a Block Token is broken, apply the Brittle Status Effect to yourself.
Timer | Twice per Combat, Once per Health Stage
Range | Emote Range

> Arcane Warp Pack | Arcane| Movement Power
You move to a non-vertical unoccupied space in range. If you use Arcane Warp on yourself, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally's Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions.
Timer | Once per Combat
Range | 10 Blocks

> Arcane Healing Pack | Arcane | Link Power
Target an Ally and apply a Link to them that does nothing at first. After 2 Turns, heal +1HP and remove one Status Effect on the Ally. After another 2 Turns, heal +1HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns.
Timer | Once per Combat
Range | 10 Blocks
> Protocol Rewind | Ley Tech
If you or your Ally does something detrimental/stupid/ignorant/mistaken during a Divinium Summoning/Demon Duke Summoning/Other kinds of Greater Entity interactions (like Gods, or Arken), the Unicore will automatically detect this, and force a localized time rewind with Elderlaw Magic until before the mistake, and then explain what mistake was made. This Mechanic must be Emoted at the start of any such encounter because DM's will not know your Proficiency spread going into it. This Mechanic can only be used once per Scene/Summoning, even if there are more Unicores present. 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.
> Protocol Coding | Ley Tech | Free Pack
You have created one or more Unicore drones, capable of independent thought and interacting with the Leylines, either by following the instructions of Draconist-aligned forces or by hacking and stealing the information from the system. A Unicore is about the size of a person's head and can have any metallic configuration, though usually appears like a levitating eye optic. Your Unicore grants you access to the Leylines. Anytime Archon or Dragon-aligned forces should receive information from the Leylines, your Character receives it too. The Unicore can also do simple functions around the house, but cannot engage in Combat and cannot leave your side. You may have your Unicore speak with a personality independent of your Character.
> Protocol Detect | Ley Tech | Free Pack
Your Unicore connects you to the Leylines and allows you to listen in, but it also listens back to you, and you cannot always decide what is being shared. This is a blessing and a curse, allowing you to detect non-Magic Disguises on other Unicore users. If you encounter a person who has Protocol Detect also, and they are using a non-Magic Disguise, you can see through their Disguise, this also applies to you in return. If you or they use a Magic Disguise, however, the identity remains hidden. Magic inherently always obfuscates the functioning of Dragon Machines.​
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The One with Many Faces
 
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|🌳| Name | Aria Blossom
|🌱| Given Names | Names given by the others or themself​
> Unknown​
|🌱| Titles | Occupational or aristocratic titles​
> Unknown​

|🌳| Heritage | Teled
|🌱| Culture | Lanlath​

|🌳| Age | 23
|🌱| Birthday | Unknown​

|🌳| Gender | Female
|🌱| Pronouns | She/Her
|🌱| Preferred Identification | Feminine​

|🌳| Sexuality | Bisexual and Polyamorous
|🌱| Partner Status | Found possible love interest​

|🌳| Religion | Draconist
> Regulus, The Dragon King
> Severena, the Protector Dragon
> Felicula, the Arcane Dragon​
|🌳| Occult |
|🌱| Affinity |
> Status unknown​
|🌱| Affliction |
> Status unknown​

|🌳| Character Occupation | Alchemist and Medic

|🌳| Family |
> Unknown​

|🌳| Family Type | Commoner

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|🌳| Eye Color | Dark Green
> To Be Determined​

|🌳| Hair Color | Blonde
> To Be Determined​

|🌳| Skin Tone | White
> To Be Determined​

|🌳| Height | 6 feet
> To Be Determined​

|🌳| Body Shape | Muscular
> To Be Determined​

|🌳| Other Features |
> She appears a lot like Arenthir, even if it was never intentional.​

|🌳| Inventory | Items that can be found on them
> To Be Determined​

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|🌳| Backstory |
|🌱| Core Concept |
> To Be Determined​
|🌱| Backstory |
> To Be Determined​

|🌳| Plot Hooks |
> To Be Determined​

|🌳| Relationships |
> To Be Determined​

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|⚔️| Name | Grace Sterling
|🗡️| Given Names | Names given by the others or themself​
> Unknown​
|🗡️| Titles | Occupational or aristocratic titles​
> Unknown​

|⚔️| Heritage | Ailor
|🗡️| Culture | Unknown​

|⚔️| Age | 23
|🗡️| Birthday | Unknown​

|⚔️| Gender | Female
|🗡️| Pronouns | She/Her
|🗡️| Preferred Identification | Feminine​

|⚔️| Sexuality | Bisexual and Polyamorous
|🗡️| Partner Status | Single​

|⚔️| Religion | Unionism

|⚔️| Occult |
|🗡️| Affinity |
> Status unknown​
|🗡️| Affliction |
> Status unknown​

|⚔️| Character Occupation | Mercenary

|⚔️| Family |
> Unknown​

|⚔️| Family Type | Commoner

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|⚔️| Eye Color | Dark Green
> To Be Determined​

|⚔️| Hair Color | Brown
> To Be Determined​

|⚔️| Skin Tone | Paler white
> To Be Determined​

|⚔️| Height | 6 feet
> To Be Determined​

|⚔️| Body Shape | Muscular
> To Be Determined​

|⚔️| Other Features |
> Unknown​

|⚔️| Inventory | Items that can be found on them
> To Be Determined​

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|⚔️| Backstory|
|🗡️| Core Concept |
> To Be Determined​
|🗡️| Backstory |
> To Be Determined​

|⚔️| Plot Hooks |
> To Be Determined​

|⚔️| Relationships |
> To Be Determined​

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The One with Many Faces
 
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