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Played Character Bram Severijn | The Escaped Anchorite

This character is actively played.
Joined
Apr 30, 2019
Messages
13
Reaction score
24
Points
178
-ˋˏ ༻❁༺ ˎˊ-
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-ˋˏ ༻ The line between passion and obsession is thin as a thorn and just as sharp. ༺ ˎˊ-

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Oh, how I love the forbidden fruit, It keeps me inside, in my head.

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I want what I can't have and that's okay. I want what I can't have and that's okay.

-ˋˏ ༻❁༺ ˎˊ-
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Concept
A defector of the cloth turned scientific researcher whose morbid fascination with deadly flora often leads him to trouble. Despite his best intentions, something more dangerous than his innate curiosity stirs just beneath the skin...

❁ Basic Info
  • Name: Bram Severijn (brahm seh-vuh-RYNE)
    • Christened Name: Abrihem Anki
  • Race: Alior
    • Culture: Anglian
  • Age: 23 (June 4th)
  • Gender: Male
  • Alignment: Chaotic Good
  • Religion: Agnostic (Interest in Evantarian Unionism/Belialus)
  • Occult: Studying Anima/Vortex Magic (Mentor Taught), Invaded Spirit? (Pending Update)
  • Occupation: Head Botanist at Perennica Labs


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-ˋˏ ༻❁༺ ˎˊ-​

Where is the angels I knew in the Bible? I heard, I can't see it,

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I don't pray for survival I know that theres more.

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Appearance
Against the backdrop of vibrant races and decorated local figures, Bram is simply unremarkable in comparison. He is most often recognized by the muted colors of his work attire, tousled hair, and trusty field journal attached at the hip. Despite his unassuming nature, his face is a constantly morphing collage of bruises that never seem to get the time to heal properly.
  • Hair: Brown
  • Eyes: Olive
  • Skin: White
  • Height: 6'1
  • Build: Lean
Personality
INFJ-T -
Bram is polite to a fault, smiling through the best and worst of situations as best he can. While his practiced pleasantries can come across as disingenuous and a little unnerving, it's as far as his limited social experience goes. He's eager to avoid conflict and will try to remedy rising tensions with a distraction or unsolicited fun fact. His true self easily shines when in discussion of his passions, always eager to share his knowledge with others or learn something new. However, he is quick to worry and dwell on worst case scenarios, leading to uncharacteristic bursts of irritability. His only coping strategy is to distract himself with work until he's run himself dry.

Skills
Bram is hopelessly devoted to the study of natural sciences, specifically the evolutionary patterns of local and exotic flora. Working at Perennica Labs allows him to cultivate all kinds of plants and put their unique properties to alchemical use. His magnum opus is his growing Herbarium of Natural Anomalies that lists a number of mysterious, deadly flora and how not to be killed by them.


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There's some kind of burning inside me. It's kept me from falling apart.

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And I'm sure that you've seen what it's done to my heart, but it's kept me from falling apart.

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Backstory
  • For the first 23 years of his life, Abrihem's Bram's whole world fit inside the walls of his all-male Unionist monastery whose devotion to Grace fueled their purist ideology. Tucked away in the Anglian countryside, Bram remained untouched by the influences of other people, cultures, and ideas, even barred from knowing his mother or possible sibling. The only family he knew was the looming clergy that evaluated his every move. As the surprise son of the exalted Abbot, Bram would have to excuse his existence by following his father's footsteps in priesthood, never to set foot beyond the monastery. Despite his clear destiny, his efforts were quick to fall short of the clergy's expectations. A persistent stutter muddled his prayers and recitations. His struggle grasping theological nuances and purist dogmas meant he lagged behind his peers, their disappointment baring down on him like a guillotine. As hard as he tried to earn their respect, Bram knew his true calling would not be found in their strict religious tomes. Instead his thoughts wandered to the abundant flora surrounding his home, a companionship free of judgement and ridicule.
  • Years of repetitive rituals and aloof glances bled into one another endlessly, yet Bram found respite in the secret study and documentation the local plant life which seemed to grow in immense variety; It was frankly the extent of excitement he could hope to find within the monastery. As his field journal grew so did his hunger for knowledge, leading him to take risker moves to expand his understanding by sneaking books from their small library or the occasional donation supplies. It was in his quest for information that he became aware of the Evintarian side of Unionism, a practice strictly forbidden by his particular clergy, yet it was the first time his religious studies finally seemed to click in his mind. The more he learned, the more restless he became, desperate for something more beyond the scope of his narrow destiny, but such choice was not a luxury he could afford in this holy tomb he called home.
  • Later on in his quiet research, Bram would be the only one to notice when new kind of plant had sprouted among the mundane flora: a fast-growing bramble of red stalk and thin white thorn creeping along the monastery walls. It was one he hadn't yet come across in his limited research, which to him was cause for much excitement. It was all the more devastating when a harmless prick of his finger seemed to cause the new plant to wither and die, only compounding his sense of dread as his ordination steadily approached. Yet he'd take this strange occurrence as an omen for what was to come in his priesthood, which eventually spurred him to raise his true thoughts to the clergy. With Bram's ordination on the horizon, he knew he was running out of chances. He could either submit to his fate quietly or finally stand up for himself where others wouldn't.

    And in a way, Bram was right about his omen, just not in the way anyone would expect as unbeknownst to him, something else beyond his concerns had taken root...
  • Weeks before his ordination, Bram finally mustered the courage to share his truth with the clergy, revealing his research as proof of his potential beyond priesthood and questioning the methods of the clergy against the "unclean". His biggest misstep beyond speaking his mind was in trying to cite Evintarianism to support his skepticism. That's when full outrage of the clergy came crashing down on Bram as his honesty was rewarded with swift punishment. His research was trashed, his opinions rebuked, and he was confined to a locked room until his ordination, all the while his father simply watched on, unwilling to stand against the clergy's decision. This intensified isolation felt longer than all the years he'd lived in the monastery as hopeless infected his being like a ravenous disease. It wasn't until right before his ordination this illness would be revealed as something far more tangible and far more wrathful.

    The night before the ceremony, members of the clergy entered Bram's makeshift cell to ensure he'd be ready for his inevitable priesthood, whether he liked it or not. For if Bram would not hold his worthless tongue, then they would simply remove it.
  • There were no gods left to hear his sobbing pleas as the priest raised his blade. Bram shuts his eyes...


    He awakes on his feet, unbound, untouched. The priests are on the floor, the walls, the ceiling, dripping from his hands...
  • He never looked back. He couldn't. All Bram knew was that people were hurt, if not dead, and the blood on his robes wasn't his. So, he fled, leaving behind the only home he'd ever known. For what felt like eternity Bram would wander this journey of harsh enlightenment, navigating close calls and hard lessons with his frantic will to survive and learn. These efforts were eventually rewarded with his arrival to Regalia where his fear of the world finally melted away into awe. Here Bram could let his mind run rampant, devouring new knowledge and devoting himself to scientific discovery. And for that blissful, fleeting time, Bram believed he'd finally found his freedom.
  • During one of Bram's many misadventures in the sewers, he was jumped by a starved vampire, but his fangs would never reach Bram's flesh. It was then he learned exactly what happened that night before his Ordination as a writhing hydra of vine and thorn erupted from his chest, lunging with a mind of its own towards the vampire's neck (It's okay, they're friends now). Somehow, both managed to escape in one piece, but Bram's reality was left shattered by this revelation. With so many questions and no clues to follow, Bram and his "passenger" would form a turbulent partnership if they wished to continue living uninterrupted.

    Thus, for now, Bram masks his true nature behind scientific achievements and a well-practiced smile, desperately clinging to normalcy while trying to understand what's he's become.

Synopsis
Bram was raised in an isolated Unionist monastery In Anglia, destined to become a purist priest like his father and use the name of Grace to scorn the unclean. Due to a speech impediment and learning challenges, he consistently fell behind the expectations of the clergy, becoming Isolated by their judgement. Bram instead found solace in the company of nature, spending the monotonous years documenting the abundant flora around his home. His hunger for knowledge led to risker moves, sneaking books from the libraries or donations, leading to the discovery and budding interest in Evantarianism. One year he discovered a strange bramble he had not know previously, yet it quickly withered away after he'd pricked his finger on its thorns. Taking this as a sign of his fate, he finally found the courage to challenge the clergy and their methods, citing his research as proof of his potential beyond their brand of priesthood. His honesty was met with outrage, being confined to a locked room until his inevitable ordination. The night before the ceremony a few priests came to "prepare" Bram, ensuring he'd never raise his voice against the clergy again.

One second, Bram was staring down his punishment at the end of a knife.
The next second, the priests on the floor, the walls, the ceiling, his hands.

With no memory of what happened and no other choice, Bram fled the monastery to face the unknown world, surviving by the skin of his teeth and the kindness of strangers. His frantic efforts eventually landed him in Regalia, a place where he could finally put the past behind and forge the future he always wanted. But after a mugging finally revealed to Bram his monstrous nature, he now teeters on the thin tightrope of being an upstanding local scientist and the host of a bizarre plant-beast burrowed beneath the skin.

Plot Hooks
Green Thumb
With his blatant affinity for all things nature, Bram can list the properties and applications of a vast variety of plants by heart. He takes great joy in imparting his knowledge on willing or unwilling ears and testing said knowledge on alchemical experiments with varying degrees of success. He's always looking for more botanical assistants to join his lab.

For Science!
What Bram considers "occupational hazards", others might define as "near-death experiences". For him, no obstacle is too great in the pursuit of knowledge, leading Bram to many misadventure with little to no regrets. With his habit for danger and injury, he's seeks compatriots with the same death wish, never shying away from a bad idea so long as theres something to be learned from it.

Arcane Apprentice
In an effort to better collaborate with his monstrous passenger and to protect himself and those he cares about, Bram has taken up the study of the arcane through book learning and mentorship. His budding magic is progressing surprisingly fast and is primarily focused in Anima with a side Vortex thanks to his mentor's particular style. While Bram still presents himself as just a mundane Alior, those with arcane connections may notice his secret hobby.

Under the Skin (See: Monster Invoke)​
Maybe it's how he hangs onto his smile like a lifeline, or maybe its the way he can bend his joints beyond normal function, but to the more inquisitive there comes a thought: theres something a bit off about Bram. Daily life in Regalia is a performance of survival, Bram teetering on the blade's edge of normal civilian society and a dark secret lurking just behind his ribcage. What would it take for that dark something to snake its way to the surface?


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-ˋˏ ༻❁༺ ˎˊ-​

God, hear my plea as I will cry for you. Hold my head up and I will try to do,
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What makes me stay alive, I want to live tonight. Help me let go or I will die a fool.

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TW: Body Horror Descriptions
Monster Invoke
  • Title(s): Beast of Blood and Thorn, The Mangled One, Spiky Meatball
    • Nick Name: Stekel (Stay-cull)​
  • Origin: ???​
    • Dimension: Anima​
  • Bram's monstrous companion exists as a sprawling network of blood-red vines and toothy thorns lurking beneath a cage of human bone and flesh. These semi-sentient vines, nicknamed "Stekel" (Stay-cull), live in turbulent symbiosis with its human host, sometimes acting beyond Bram's control for what it considers to be their best interest. Triggered by intense emotion, fear, or danger, the thrashing vines blossom from the host's chest, shredding away the visage of humanity strip by bloody strip. Its only form of communication is by clattering its thorns together in a menacing rattle, though it has recently begun to learn sign language in an attempt at improving collaboration.
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  • MAJOR WIP! WAITING FOR FULL DEMON UPDATE

    1st Draft Stekel Concept Statement:
    Once an arrogant fae soldier of the autumn court who existed among a legion of bramble beasts first sent to Aloria to feed into humanity's innate desires for death and destruction. It was eventually discovered by a group of Belialus followers who made painstaking efforts to teach the fae the wonders of life and creation, eventually becoming faith bound to live alongside humanity rather than against it. But after traveling to Anglia on a mission trip, it and his fellow Evintarians were besieged by a group of scornful Unionists in the name of Grace, killing it's binder and shredding the fae's physical form. Its bond would be shattered along with its memories by the cold sting of iron, yet unable to return to its original realm, the fae remained rooted to the earth where it was slain. A monastery would be built onto of the grave site as the fae's thorny brambles slowly regrew over the years by its instinctual drive to find a new host. The fae's nature is now conflicted between its original cruelty and lingering commitment to the Evintarians. Only time will tell which of the two shall prevail.

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  • Bram and Stekel have finally achieved some form of understanding where the two can now work together in conflict resolution, though this is dependent on how much they agree with each other on the given dilemma. While they remain as separate personalities, it seems they've managed to influence each other in subtle ways, becoming more alike the more they collaborate. Their dependency on one another has become far more vital as Stekel has now begun replacing Bram's organs and muscles with its own superior function, making separation near impossible.
  • While only occurring once so far, Stekel has the potential to exist beyond the constraints of Bram's body. As a last ditch effort for their survival, Stekel may consume what is left of Bram in order to emerge as a hulking, amorphous clot of vines tangled around their host's skeleton. This plant-flesh hybrid is alone, forced to face a world it doesn't fully understand, acting out of curiosity or survival rather than malice. Basically, the two swap places: Stekel is now the host while the remains of Bram course through Stekel's circulatory system to be used later. In this state, Bram is trapped in suspended animation, unable to think or make decisions, and his body can only be reconstructed the next time Stekel is bested in conflict. But with each total reconstruction, not all of Bram's humanity survives, loosing some small part of himself along the way.



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Whatever you do. Whichever way you choose.

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We are trapped and free. We are trapped and free.

-ˋˏ ༻❁༺ ˎˊ-​
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Stats
Attack Stat: STRENGTH
Defense Stat: CONSTITUTION
[15/15 points spent]
Proficiency Points:
  • STR: 7​
    • Bruiser Stance (FREE)​
    • Weapon Throw (FREE)​
    • Bruiser Tackle​
    • Bruiser Slam​
    • Bruiser Grit​
    • Technique Parry​
    • Steady Body​
    • Breakthrough​
    • Heavy Throw​
  • CON: 2​
    • Rage Counter​
    • Iron Will​
  • DEX 1​
    • Escape Artist​
  • Magic: 5​
    • Monster Invoke​
    • Wardrobe Pack​
    • Arcane Aura​
    • Arcane Warp​
    • Arcane Shove​
  • Intelligence: 0​
  • Wisdom: 0​
  • Faith: 0​
Mechanics
Ailor
  • Ailor are masters of languages, which is expected given their habit to culturally divides. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.
  • Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.
  • Ailor 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.
Invaded Spirit
An Invaded Spirit is a Spirit that cannot manifest an existence on its own outside of a living host, and needs to feed off the host's soul and life energy to survive. Invaded Spirits are almost always entities born from other Dimensions, Dimensional Essence that has coalesced to form a consciousness and eventually a personality. Invaded Spirits are most commonly the type that seek to break into Aloria, and attach to Mages who are in the process of Limit-Breaking, or Mages who are careless and accept a Spirit into their mind through loss of focus or lacking awareness to a Spirit's scheme. Invaded Spirits can also be forced into people by third parties, for example Arken, or Void Gods, or Spirit Sovereigns. Invaded Spirits are generally speaking malicious, seeking to consume the host entirely or move on to the next when their last host expires. It is however possible to react some form of symbiosis with a host, or for such a Spirit even to have its will and power broken by the host and bent to their will. Invaded Spirits can also be summoned by Spirit Summoners, so some Invaded Spirits are Spirits that overpowered their summoner when they were careless. The key difference, however, between Summoned (Unbound) and truly Invaded Spirits, is Invaded Spirits cannot be removed or leave unwillingly. Many Invaded Spirits who live for long periods of time in Aloria hope to one day become Unbound Spirits, but many are also content hiding in plain sight inside mundane looking hosts. When playing an Invaded Spirit, you play both the host and the Spirit there-in, whether that host's personality is still in there, or has completely eroded away with the Spirit taking over, or switches between them on intervals. Invaded Spirits cannot be removed from their host without killing the host, meaning hiding is a must. However, luckily for the Invaded Spirit, Invaded Spirits are always considered Hidden, and are only revealed if they reveal themselves (on purpose or by accident), or if they challenge or insult a Higher Power who may reveal them.
  • Invaded Mechanic I: Invaded Spirits are the exception to the norm, as they do have Heritage Traits. They inherit the Heritage Traits from the host they are possessing, but never the Free Packs.
  • Invaded Mechanic II: Invaded Spirits can choose one Magic Point Buy Pack for free. This specific Pack is always cast as the Sinistral Variant, but Magic Point Buy Rules apply for other Packs.
  • Invaded Mechanic III: Invaded Spirits gain the Wardrobe Pack Magical Variant Pack for free. Additionally they can sense residual Magic Alignment in an area during Events.
  • Invaded Mechanic IV: Invaded Spirits are immune to anything that would read/alter their emotions or conscience, and if killed, can always respawn in a different place 1 hour later, but must find a new host body.
  • Invaded Mechanic V: Invaded Spirits do not get a fifth Mechanic, because they inherit Heritage Traits from their Host Body, and gain those mechanics instead. This just preserves the formatting of the page.
Monster Invoke
Whether by a curse or by voluntary blessing, this Pack allows the user to transform into a Monster Transformation, which counts as a Disguise. A Monster Disguise is a monstrous version of a Character that breaks beyond the design style of a purely humanoid character and thus can have all manner of visual changes that make them look more monstrous. During Transformation, if anyone is a witness to the Transformation, the Monster can also alter part of the witness's memories, so that they will not remember who Transformed, that the original person ran away, or was never even there to begin with. If the user drops to 0 HP, the Monster Transformation is not forcibly reverted. (Note, a Monster that does not Transform back might warrant harsher response from Knight Characters). Additionally, Characters with Monster Invocation may receive more positive or additional interactions with entities that either feel alignment with, or close approximation to Monsters, such as the Eldertide or the Body Arken (Private Message DM's during Events to inquire). Keep in mind that Monster Transformations are always defined as "Monstrous", and thus fall under Regalian Law High Law. This means it is strongly recommended not to use Monster Transformations is very public spaces or in the middle of the city, as the Regalian Guard & Knights and most law-abiding citizens will attack to kill on sight. If Monsters get arrested, kill-perms are likely to be granted to have the Character executed.


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-ˋˏ ༻❁༺ ˎˊ-

Thank you for reading!​
 
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I like this! My first character had sort of a similar situation, where he did actually accidentally kill someone and ran away out of guilt,and so his time in Regalia was spent trying to redeem his honor so he could return home.

A bit of advice that I would give from that experience is to include some "hooks" in your everyday-RP to give the OOC hint that something isn't right, to encourage other characters to pry. And maybe even allow the character himself to occasionally talk about it or to let something slip. The mistake I made with my guy was that he was a very shy, very normal dude that was extremely tight-lipped about that part of his past. Which is fine for a character in a story, but left little room for interaction in-RP.

Hope you have fun!
 
I like this! My first character had sort of a similar situation, where he did actually accidentally kill someone and ran away out of guilt,and so his time in Regalia was spent trying to redeem his honor so he could return home.

A bit of advice that I would give from that experience is to include some "hooks" in your everyday-RP to give the OOC hint that something isn't right, to encourage other characters to pry. And maybe even allow the character himself to occasionally talk about it or to let something slip. The mistake I made with my guy was that he was a very shy, very normal dude that was extremely tight-lipped about that part of his past. Which is fine for a character in a story, but left little room for interaction in-RP.

Hope you have fun!

Fantastic advice! Thanks so much <3
 
Backstory, plot hooks, and hobbies have been updated, now with relevant lore applications! Will this need to be approved?
 
Hey, Canni. I love the underlying mystery you added to Bram's plot. It creates intrigue for potential RP right out of the gate. And you do not need this app reviewed by staff to start playing, that is optional.

The only thing I would change here is the proficiency allocation. You can only invest 7 points in any proficiency, (with one exception for true mage). So as long as you take out two points from Magic and then reallocate them in Intelligence or Wisdom, you should be good to go!
 
Someone got a makeoverrrr

Edits (minor):
- Remembered what formatting is. More pictures!
- Overall writing edits and fixed backstory.
- Readjusted stats. Thanks Daniel!

Coming Up Next: Monster Appearance and Lore
 
Updated Plot Hook: Monster Invocation

New section with small details on Bram's monster form for future rp encounters! Subject to change as developments unfold icly. Thanks to all who have given me excuses to utilize it so far! <3