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Played Character Cass

This character is actively played.

Jcboi5

professional meme-lord who does mineman rp
Joined
Feb 10, 2020
Messages
110
Reaction score
55
Points
208
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☆✼★━━━━━━━━━━━━★✼☆。
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。☆✼★━━━━━━━━━━━━★✼☆。
"If I'm not free, I'm not me."
━━━━━━━━━━━━


Character Information: || "Just because it's not normal doesn't mean it needs a cure."
Name: Cassius Cassandra Luthar
Race: Vortex Demon (Kindredbound)
Age: ??? (Mentally in 20's)
Gender: She/They
Occult: Vortex, Eidolon

Core Concept: || "I'm not doing what they do, I'm gonna be different, ok?"
- Cass is headstrong and rebellious, with a layer of casual confidence hiding a broken, yet slowly healing, heart. She is a spirit of Freedom and Passion, despising any form of oppression or tyranny that restricts people's ability to live their lives to the fullest. While she began as a violent and uncontrollable monster like any other Spirit, her time being bonded to her former host allowed her to experience the love of her friends and family, developing the capacity for compassion and empathy. Eventually, she made the choice to devote herself to the life of a Naturebound Spirit. Hoping to preserve the world and the people in it while serving as an example for other Spirits to have a better chance at harmony with the natural world in the future.
- Cass is a Draconism worshipper, aligning with the faction of the Great Calm. She however, isn't currently open about this worship, but aims to incorporate the Dragon's principles into her work within her greater community.

Appearance Information: || "Don't mind me, just passing through."
- Cass, after being Naturebound, now appears as a young Maquixtl woman with freckles sprinkled across her face and arms. She is 5'8 in height, and possesses dark blue-purple heterochromia.
- Her current outfit is a muted blue vest over a light-indigo sleeved undershirt, with light gray pants and sturdy leather boots. She often has a guitar strapped on her back, and a metal chain coiled around her right arm.

⠈⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂⠁⠁⠂⠄,
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⠈⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂⠁⠁⠂⠄,

Proficiency Information: || "We have powers, they don't. Means we have to be the better people."

Attack Stat: Strength
Defense Stat: Magic


Strength: 0
Constitution: 0
Intelligence: 0
Wisdom: 5

Aria of Distorting Pack
Elegy of Tailwind
Elegy of Headwind
Sonata of Sanctuary
Sonata of Justice
Dexterity: 7
Cutthroat Quickstab
Cutthroat Target
Cutthroat Flash
Cutthroat Escape
Cutthroat Bleed
Sharp Reflexes
Escape Artist
Faith: 0
Magic: 2

Safeguard Pack (Magic Variant)
Wardrobe Pack (Magic Variant)
Charisma: 1
Undisclosed Presence Pack

Proficiencies

Health Stage: Health Stage is determined by what your current HP is. This is relevant for Abilities. There are 3 stages: Stage 1, Stage 2, and Stage 3.
  • Health Stage 3: HP 10, 9, 8, 7.
  • Health Stage 2: HP 6, 5, 4, 3
  • Health Stage 1: HP 2, 1
Status Effect Glossary:
  • Snared: When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends.
  • Silenced: When Silenced, you cannot use Powers that affect other Characters.
  • Weakened: When Weakened, you cannot use Techniques that affect other Characters.
  • Confused: When Confused, you cannot Target the person who Confused you with Abilities.
  • Blinded: When Blinded, you cannot Target anyone with Emote Range Abilities.
  • Marked: When Marked, the next Attack made against you gains +5 to the Minimum Dice Roll, then the Effect ends.
  • Bloody: When Bloody, your Defense is reduced by a number equal to your current Health Stage.
  • Warned: When Warned, you must choose between two negative outcomes, then the Effect ends.
  • Brittle: When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
  • Vulnerable: When Vulnerable, if you apply a Status Effect to an Enemy, suffer -1HP Damage, then the effect ends.
  • Fleeting: When Fleeting, if you Impact, suffer -1HP Damage, then the effect ends.
  • Prone: When Prone, you cannot Move. Use your Action to end this effect, or after 1 Turn, Make an Attack or Use an Ability to end it.

Wisdom
Bardic Harmony - 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. (Passive Techniqe) (Emote Range) (No Cooldown)

Aria of Distorting - 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. (Instant Technique) (Emote Range) (2 uses per Combat, 1 per Health Stage)

Elegy of Tailwind - 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. (Instant Technique) (Emote Range) (1 use per Combat)

Elegy of Headwind - 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. (Instant Technique) (15 Blocks) (2 uses per Combat, 1 per Health Stage)

Sonata of Sanctuary - 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. (Instant Technique) (Emote Range) (1 use per Combat)

Sonata of Justice
- Target an Ally within Range and grant them +2 Attack or Defense to their next 3 Rolls of the chosen Stat. If used as an Intro, this lasts for 4 Rolls instead. If used as an Outro for an Elegy Bardic Point Buy Ability, whilst the Ally has this Stat Increase, grant them +2 Blocks Range for all Move Actions they make, and the first time they Impact because of an Enemy, heal them +1HP. (Instant Technique) (Emote Range) (1 use per Health Stage)


Dexterity
Cutthroat Stance - You can enter Cutthroat Stance without using an Action, but exiting it requires one. Cutthroat Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. If an Enemy removes a Status Effect that you applied in any way other than having it trigger or remove itself, you gain +2 Attack for your next Attack Roll against whomever removed it. Cutthroat Stance has an indefinite duration, until ended by you, or until combat is over.

Cutthroat Quickstab - Cutthroat Quickstab isn't active until you have applied 5 Status Effects, but only counted once per Ability usage. When it activates, your next Basic Attack only is a guaranteed hit that deals -1HP Damage. (Passive Technique) (Self) (2 uses per combat, 1 per Health Stage)

Cutthroat Target - Target an Enemy within Range, and apply the Marked Status Effect. Additionally, this doesn't use an Action if you use it to make a Basic Attack, immediately consuming the Marked Status Effect. If your Attack roll fails, reapply the Marked Status Effect. (Instant Technique) (Melee Range) (1 use in Health Stage 3, 1 use in Health Stage 1)

Cutthroat Flash - Target one Enemy within Range and apply the Blinded Status Effect for 3 Turns, which also applies to all characters within 2 blocks of the Target. (Instant Technique) (10 Blocks) (1 use per Combat)

Cutthroat Escape - Target up to 3 Enemies within Range, and apply the Snared Status Effect. If an Enemy is already Snared, apply the Prone Status Effect instead. Additionally, you may add +5 Blocks to your next Move Action only. (Instant Technique) (Melee Range) (1 use per Health Stage)

Cutthroat Bleed - Target an Enemy within Range, and apply the Bloody Status Effect for 3 Defense rolls. Additionally, Cutthroat Bleed does not use your Action if you use your Action to make a Basic Attack. (Instant Technique) (Melee Range) (1 use per Health Stage 2, 1 use per Health Stage 1)

Sharp Reflexes - You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll. (Counter Technique) (Self) (2 uses per Combat)

Escape Artist -
Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down. (Instant Technique) (Self) (2 uses per Combat, 1 use per Health Stage)


Magic
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.

Magical Variant: The character has inlaid enchantments into their clothing, able to achieve the same effect. Additionally, they are able to pass this enchantment onto other items. While within emote range, the character can extend the benefits of this pack to another person to prevent them from dying. Finally, the user can create magical items with aesthetic benefits (or curses, removed with Exorcism or by a specific method per item, left up to player freedom) while out of combat, and pass them onto other characters.


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 not affected by the mental changes and keep their conscience. Thirdly, while normally curing from Afflictions would cost Divinium, those with Safeguard Pack do not have this cost incurred, being curable by the same persons without a currency cost. 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 Curse where the description of the Mechanic specifies that it can be removed with an "Exorcism Ability, or Exorcism Mechanic".


Wisdom
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.

Mechanics
Nature Bound Mechanic 1: Maquixtl Heritage Traits
- 2 Free Packs (Athletic, Magic, or Chem)

- Maquixtl can (with OOC consent) read emotions from other Characters, and suppress their own from being read.
- Maquixtl pets live unnaturally long lives, with them being able to apply Gene Editing on their pets to modify them.
- Maquixtl can analyze blood to understand the genetic make-up of something, or discover inherited genetic traits or faults.

Maquixtl have extremely sharp eyesight, capable of detecting the author of any written work, if they have read the author's writing before.
- Maquixtl may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits as a form of personal Genos Editing: 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.

Nature Bound Mechanic 2: Archon Mechanics 1 & 2
- Mechanic 1: Archon can manifest Wings (of any design: Fairy, Draconic, or Mechanical), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight.
- Mechanic 2: Archon can Point Buy Magic Point Buy Packs, re-classifying their Abilities to Dragon Magic.

Nature Bound Mechanic 3: Estelley Religious Mechanic
- Estelley Faithful can manifest an "Avatar of the Gods", which is a Spirit who does not have a free will and is instead fully controlled by the person (and in a way, is a conduit of the person). This Avatar is themed and aesthetically built after the Patron God of the individual, does not reserve Kill-Perms (meaning anyone can kill it in Combat, but does re-manifest after 24 hours), and is not a Disguise. The Avatar can have their own Proficiency Points and Abilities, counting as a Spirit, (and if used, should be mentioned on a Character Application including the point spread, but is not their own person and does not have their personality that exists besides the Estelley worshiper (functioning like the Worshipper putting on VR goggles at their home and piloting the Avatar). Remember, Spirits, even ones from Gods, are still very illegal in the eyes of the Law!

Languages:
- Common
- Daendroque (Possessed Learned)

Life Story: || "One day I didn't exist, the next day I did. What's there to know?"

The Full Story
Cassius had only been recently born in the plane of the Exist. Nearly formless in the vast expanse of sense, but often taking the form of a winged angel. Care-free and less prone to desiring perfection than those around her, she often wandered alone. Lonely, but free. She yearned for connection, envying the lives of those of Aloria. That is, until her form was pulled down into that realm by rapturous cultists. She cried for help in the vast expanse, but no one could hear her as she was dragged downwards. In those moments, all the spirit could feel was fear, and pain. The lingering Void energy of the summoners and abrupt and crude ritual trapping the spirit in a shell of shadowy darkness, caging her once care-free spirit in chains.

One day, Mikayla, Exist demon in tow, was finally able to escape her captors, with the help of her animal companion and her magic, allowing her to wound her jailor and unlock her chains. Running as fast as she could into the woods. In her rush, she tripped and fell down a cliff, injuring her head. She recovered, but her memories were jumbled and blurred because of it. Suffering amnesia and forgetting the existence/origin of many of her innate magical abilities. Her travels eventually led her to the City, where she hoped to find some way to rid of her mutations and curse, as well as find answers on who and what she was. Mikayla is found by a kind Kathar named Zadicus, taken into his home and given a second chance at a normal life. Through her ventures, she develops many friendships, fears, curiosities, and even a love-life.

Mikayla and Cassius struggled to maintain a balanced/symbiotic relationship at first, once their presence was fully acknowledged by the girl. Ever since the bonding ritual, Cassius would inadvertently emerge, taking on the visage of a monstrous bone-like crow, in an effort to defend both of them from harm. Initially born out of implicitly selfish need of self preservation, quickly became a more genuine care for their host. These actions were reasonably misguided, however. And eventually, Mikayla began communicating to Cassius through the use of mirrors.

Mikayla, after various encounters with more Exist occult, something awake within the spirit. Taking bits and pieces of Mikayla's memories, she manifested her new form that sported a new wardrobe and minor mutations. Taking on the shortened name of 'Cass'. Following this, Mikayla and Cass went onto endure the war that was the Bralona occupation, learning to balance their time in control with their shared body.

The Exist-born Cass, having experienced the labors of love and companionship she never had, and Mikayla, now having the life of peace and joy she longed for. Despite formerly being aggressive in her control of Mikayla's form in the past, the two have formed a mutual bond of understanding and empathy with the little time they have spent together. And while this didn't disqualify Cass from being morally dubious or controlling from time to time, Mikayla's loving nature has grown onto the demon, now caring for others and those closest to them in a very similar way.

They currently struggle with the onset of new and varied magical abilities, perhaps as a symptom of their bond weakening back to its former state or outside factors of the people around them. Abilities they hope to master, before it destroys them from the inside.

After months of practice and understanding, Cass soon found herself complacent, and wanting more. While she was more or less fine with her position as Mikayla's guardian and friend, it did not satisfy her desire to truly live as her own person, even if she lived through the eyes of Mikayla. her continued existence with the young mage only sought to harm her, making her ill some days and leaving her at the mercy of law enforcement and righteous warriors on the next.

So with a heavy heart and not so permanent farewell, the Spirit separated herself from Mikayla as a host, and became an Unbound, rogue Spirit. She found equal trauma and healing through her time isolated from another's mind, able to think independently and figure herself out as an individual. A curse wrought on her close to her conception was cleansed inadvertently after an initial battle with a group of Demon hunters, and she ended up getting into more fights with the law of the land and faith a like many times. She grew tired of the constant hunts, frustrated with her position as a Spirit, her only solace found in individuals like her found beneath the city.

Eventually, she and another Demon, Aakesh, discovered the Gray Dreaming Dragon, Daiana, and began to follow developments and their teachings regarding Spirits living in harmony. While the latter Spirit was openly more devout to the cause, Cass was more subtle about her desires to follow Daiana's word, quietly mending relationships with those she wronged in the past and being more cautious and compassionate with the Law and Faithful.

Her fellow Spirit companions soon bound themselves to Daiana and the other dragon's wills, granting them a fragile legality to exist on the surface with commonfolk. Soon, Cass would bind herself to them as well, hoping deep down this was the right decision. Now she walks into and outside the city as a new person, hoping that she can make a better world for Spirit and mortal life to live in harmony.
Plot Hooks:
  • Freedom for All: Cass has become an advocate and freedom fighter for Spirits and other forms of Artificial life, doing what she can to better their image and grant them the peace and freedom to live on the surface through her actions, hoping to shape others like herself to be better. This desire was only further bolstered by her learning of Daiana, the Mother of the World, and her message of living in harmony with Spirits. She additionally extends these efforts towards the natural living as well, aiding wherever she can to help them survive.
  • Passionate: Cass is secondly defined by her Passion, whether it be boundless enthusiasm and energy for her music, her friends, and favorite foods- or furious rage fueled by her desires to save her people and those she is closest to from pain, cruelty, or imprisonment.
  • Merciful: Despite her venom towards Anti-Spirit and Anti-Occult individuals, Cass exercises mercy and compassion when she can to even her greatest enemies, with very rare exception. She will not hesitate to defend herself and fight back against aggressors- but taking their life is an absolute last resort.
  • No More Hiding: Cass regularly asserts her identity as an individual rather than just a mindless monster and dislikes the uses of disguises or hiding away in safe havens, as much as they are effective. Additionally, she is fiercely loyal to her friends and allies, but dishonesty or betrayal are met with burning magic and spite. In the event she accidentally betrays this principle herself, she will do all she can to make up for it with her whole heart, for herself and the person(s) effected.
 
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