Character Information
Full Name:
Diana Von Kalterwald
Heritage / Culture:
Heritage: Ailor
Culture: Wirtem
Age:
20
Birthday:
Birthday: 1 July
Year born: 295
Gender / Pronouns:
Female, She/Her
Orientation:
Straight
Partner:
To Be Determined
Religion:
Unionsim
Occult:
Affinity: None
Affliction: None
- None
- None
Character Occupation:
Lothar Squire, Grauwald Chapter
- The Grauwald Chapter of the Lothar Order is one of the three founding member Chapters, which specializes in the utilization of the Occult against other Occult. They are competent fighters in their own right, but they truly shine in their ability to both keep (willing) Void and Exist Mages as their Chained Penitents(read below) so as to reduce casualties among the Lothar, and have Mages kill each other. They additionally also put to work efforts to seed discontent and malice in Occult populations indirectly through manipulation of the facts and false-flag operations, leading to the Occult essentially solving the problem for the Lothar Order itself. The Grauwald are not always violent like many other Lothar however, with many of them having taken to more docile means of controlling the Occult through forced cleansing as Archon, or by seeking pragmatism over insanity by preferring to imprison and restrict rights rather than engage in random and sadistic murder.
-
Rank:
Squire
Rank promotion:
Squire: Unknown
Sargent: Unknown
Captain: Unknown
Major: Unknown
Paladin: Unknown
Character Title:
Lady
Family:
Valeska Von Kalterwald | Older Sister
Aristocrat:
Court Family
Nicknames:
To be Determined
Appearance Information:
Eye Color:
Dark Brown
Skin Color:
Paler White
Hair:
Black with Silver Tips
Height:
To Be Determined
Body Type:
Somewhat muscular hourglass figure
Additional Features:
To Be Determined
Inventory:
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.
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. - To Be Determined
- Reading
Mechanics:
-
Mechanic 1: Ailor are masters of languages, which is expected given their habit to culturally divides. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.
Mechanic 2: Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.
Mechanic 3: 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. - Grauwald Knights have a support network of Aristocrats in Calemberg backing up their work. They count as Red Blood in Wealth, despite not being Registered.
Languages:
Common
Calem [ Cal ]
Lëtz [ Letz ]
Sign Language [ Sign ]
Backstory/Plothooks:
- A young member of the Von Kalterwald family, who is following their footsteps into becoming a Lothar knight, despite the current view of the order.
-
Diana had been born into House Von Kalterwald, a court family, one that has connection within the Lothar order and expectation for what path she should follow. A lot is placed onto her shoulders from a very young age, especially from a purist unionist family.
She is the younger sister of Countirth Valeska Von Kalterwald, a Lothar knight. One she would look up for as long as she could remember. One would be unsure if this was thanks to being forced to become a Lothar knight or if it was her admiration of her older sister.
Yet she would not question such a decision for the first part of her life, as she thought this was just how things were. Yet as she grew older, she would wished she had a decision yet this was the life she had always known. She does not wish to disappoint her family, not now.
After all, she had gotten this far into her squireship, nearing the end of this before she eventually becomes a knight herself. She is so close to finishing and making her family proud. -
[ Knight in Training ]
• A determined Squire wanting to uphold their code as much as possible. - To Be Determined
Combat Proficiencies and Abilities
Attack Stat: 7
Faith
Defense Stat: 5
Intelligence
[15/15 points spent]
Proficiency Points:
Faith: 7
Intelligence: 5
Charisma: 3
-
Paladin Stance Pack [ Paladin ] [ Stance ]
You can enter Paladin Stance without using an Action, but exiting it requires one. When entering Paladin Stance, choose Blade or Bow. Paladin Stance confers the following benefits and limitations depending on which was chosen.
Blade: You cannot use Abilities from Tech or Training Point Buy,
Bow: You cannot use Abilities from Melee or Shielding Point Buy. When you choose Bow, you gain: Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. This counts as Ranger Stance for the purpose of enemy Abilities.
Paladin Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
Timer: 20 Minutes once Ended
Range: Self
Paladin Armaments Pack [ Paladin ] [ Instant Technique ]
Target yourself and switch Paladin Stance, if you were in Blade, switch to Bow, and vice-versa. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Your first Attack after using Paladin Armaments gains +3 Minimum Attack, and +3 Attack.
Timer: Use Basic Attacks 3 Times to Reuse
Range: Self
Paladin Repulse Pack [ Paladin ] [ Instant Technique ]
Paladin Repulse's effects differ based on which Paladin Stance is Active.
Blade: Displace all Enemies within 4 Blocks backward away from you by 6 Blocks. Additionally, if any Enemies Impact, inflict -2 Defense to them for their next Defense Roll.
Bow: Displace an Enemy within Emote Range backward away from you by 10 Blocks. Additionally, if they Impact inflict -2 Defense for their next 2 Defense Rolls.
Timer: Twice per Combat, Once per Health Stage.
Range: 4 Blocks
Paladin Cleanse Pack [ Paladin ] [ Instant Technique ]
Paladin Cleanse's effects differ based on which Paladin Stance is Active.
Blade: Target an Ally in Melee Range and apply two of the following effects to them: Remove Defense Reductions, Remove one Status Effect or break one Link Applied to them by an Enemy.
Bow: Target an Ally in Emote Range apply one of the following effects: Remove one Status Effect or Break one Link applied to them by an Enemy.
Timer: Twice per Combat, during Health Stage 2/1 Only.
Range: Melee Range
Paladin Bulwark Pack [ Paladin ] [ Instant Technique ]
Paladin Bulwark's effects differ based on which Paladin Stance is Active.
Blade: Target up to 3 Enemies in Melee Range and apply the Warned Status Effect. When Warned, they must Choose: If their next Basic Attack does not Target you, reduce the Damage they would deal by half, if their next Basic Attack Targets you, and all three hit, reduce the damage of the 3rd attack by -2.
Bow: Target an Ally within 10 Blocks who uses Melee Basic Attacks, Move to a Block adjacent to them without provoking Move Reactions and moving through people. Additionally, grant them +1 Attack for their next 2 Dice Rolls. This counts as a Movement Technique.
Timer: Twice per Combat, during Health Stage 2/1 Only.
Range: Melee Range
Paladin Veilbane Pack [ Paladin ] [ Instant Technique ]
Paladin Veilbane's effects differ based on which Paladin Stance is Active.
Blade: Target an Enemy within 10 blocks and Move to a block adjacent to them without triggering Move Reactions and moving through people, apply the Silenced Status Effect to the Target for 2 Turns. This counts as a Movement Technique.
Bow: Target an Enemy within Range and apply the Silenced Status Effect for 3 Turns, if the Target had just used a Power, also apply the Marked Status Effect. Additionally, when you use your Action to use the Blade version of this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Timer: Twice per Combat, Once per Health Stage.
Range: 10 Blocks
Paladin Guard Pack [ Paladin ] [ Counter Technique ]
Paladin Guard's effects differ based on which Paladin Stance is Active.
Blade: You can only use this when you would take Damage from a Ranged Basic Attack, reduce the Damage you would take by -1HP, and make a Basic Attack against an Enemy in Melee Range that deals -1HP Damage if it hits.
Bow: You can only use this when an Ally within Emote Range would be Targeted for a Basic Attack, obscure their Line of Sight and prevent them from being Targeted for 1 Turn, but allow the Attacker to change Targets afterward. Additionally, choose one Enemy adjacent to Target Ally, Target them and apply the Blinded Status for 2 turns.
Timer: Twice per Combat, during Health Stage 3/2 Only.
Range: Self
Paladin Vengeance Pack [ Paladin ] [ Passive Technique ]
Paladin Vengeance's effects differ based on which Paladin Stance is Active, and is inactive until an Ally within Emote Range would reach 0HP by an Enemy.
Blade: Apply the Brittle Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +3 Attack and +3 Minimum Attack.
Bow: Apply the Marked Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +2 Attack and +2 Minimum Attack.
Timer: Once per Combat
Range: Emote Range -
Wardrobe Pack
The Wardrobe Pack allows a Character to remain prepared at all times without the need for armor or weapons on their person. The wearer is considered armored at all times, and is able to conceal a ranged or melee weapon that is considered Hidden until used. (Hidden may not apply in places like the Imperial Palace, or during certain events). Lastly, the user is able to conceal a life support system on their person, allowing them to take damage that would normally be fatal. If the user is killed, provided their head and neck are still intact, they are able to resuscitate themselves and seal any lethal wounds they may have taken after 10 minutes.
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.
Puretek Wrath Pack [ Puretek ] [ Counter Technique ]
You can only use this when an Occult Enemy Damages you with a Basic Attack, apply the Vulnerable Status Effect to them and decrease their next Move by 4 Blocks.
Timer: Twice per Combat, Once per Health Stage
Range: Emote Range
Puretek Sanction Pack [ Puretek ] [ Counter Technique ]
You can only use this when an Occult Enemy targets you or an Ally with a Power, apply the Warned Status Effect to that Enemy. Whilst Warned, if the Target uses a Power in their next Action, inflict -2HP Damage to them, if they do not, apply the Silenced Status Effect for 2 turns. Multiple instances of Puretek Sanction do not stack.
Timer: Once per Combat
Range: Emote Range
Puretek Evade Pack [ Puretek ] [ Counter Technique ]
You can only use this ability when you are targeted for a Basic Attack by an Occult Enemy within range. You automatically succeed in the Defense Roll for that attack, and Displace yourself up to 10 blocks away from the enemy in a cardinal direction. Additionally, at the end of the displacement, apply the Vulnerable Status Effect to yourself.
Timer: Once per Combat
Range: Melee Range -
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.
Hazard Presence Pack
This Pack allows the user to access physically or socially hazardous locations. This can include for example Guldar, where the air is toxic though some kind of special exception granted by the Maquixtl state. This can for example be the Allorn Empire, which has its borders closed to foreigners, and Regalians are banned from entry without this Pack. Because these places exist off the map, they cannot be visited in-game. This pack purely exists to allow a Character background interactions with these regions and to write lore stories and have stories to tell players in conversational roleplay. Finally, this Pack also grants your Character the means to (mundanely) avoid some of the hazardous risks of exploration around Regalia, for example, the Acid Flats (in Gloomrot) and Sulphur Caves (in the Badlands), where normal Characters would experience respiratory problems, your character happens to have safety breathers.
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