Character Information
Full Name:
Frya Maghnus
Heritage / Culture:
Reclaimer Skyborn
Age:
25
Birthday:
Birthday: 25 October
Year born: 287
Gender / Pronouns:
Female, She/Her
Orientation:
polyamorous
Partner:
Unknown
Religion:
Main: Fornoss
Secondary: Unionism
Occult:
Affinity: Halfvel Godborn
Affliction: None
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New Description:
Halfvel is the Fornoss God of the hunt and fauna, but also more importantly a divine protector against the corruption. Halfvel lives among mortals to strategically protect them in places where they are most at risk of the corrupting influences of Demons. While doing so, he occasionally falls in love with the mortal locals, and sires Halfvel children with them, while their mother does not even know they shared affection with Halfvel for a time until he is already long gone, and their child is born with a glowing Arne tattoo on their back.
It should come as no surprise that Halfvel's children are considered divine protectors of the faith and shields against Demons. While Norn's Godborn are made to correct subtle events in the fates of mortals, Halfvel's Godborn are made specifically to counteract the more obvious Demonic enemies and protect the faith itself from attacks from the outside by other mortal actors. Halfvel's children as such often receive a lot of training, both in martial arts, and in practices to fight Demons and their powers.
Old Description:
Halfvel is the Wolf-father god of Fornoss, a god of loyalty, of guidance, and of the helping hand. To many, Halfvel is a protector of the Fornoss faith, while Odal is a vengeful Spirit who recruits the Odalv to kill and destroy everything that offends the faith, Halfvel spreads his progeny far and wide to aid the faithful in more benign ways, from spiritual guidance to physical protection. He is called the Wolf-God, because he normally appears as a massive god-like wolf, but he does occasionally take more humanoid form and walk among mortals when Nidr has decreed that his offspring must aid the faith in a certain area. Despite mostly being an Ailor, Halfvel Godborn are Formless, because Halfvel's children can be born of any Heritage, though often focusing on Ailor, Dwarf, or Urlan. Halfvel grants his children the wolf-eyes, dark gray sclera and glowing bright blue irises.
Halfvel Godborn have a great deal of expectation in Fornoss faith, as Nidr always decrees their appearance in a certain area. They are usually protectors, guides, mentors, and teachers, often becoming warriors to protect enclaves, or priests to provide spiritual guidance to those losing touch with the faith. The lack of clear directions of what is expected of them however, can sometimes be daunting for them, as Nidr never explains. - None
- The Howl Marken is the most traditional kind of werewolf-like Marken, with wolf-like body qualities. The Howl Marken is strongly associated with the Fornoss religion, as well The Covenant, making the Howl Marken a distinctly Ailor cultural aspect. Howl Marken are feared and reviled in Ailor cultures, as dangerous and murderous beasts of the night, but may in some of these religions also be seen as a blessing, and protector of holy sites. Howl Marken represents the personality traits of pride and vanity.
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Quartermarken Form: A person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self.
Halfmarken Form: A person has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a Disguise, but Marken status cannot be Hidden.
Fullmarken Form: A person fully transforms into a more bestial form, becoming more monster-like and hunched over, and becoming larger. This is a Disguise and a Monster Transformation, but Marken status cannot be hidden.
Character Occupation:
Bloodcast Knight, Blücherwald Chapter
- The Blücherwald Chapter is the founding chapter of the Bloodcast Order, established in the wake of the Viridian Coup by the five Knights who foiled the plot against the Empire. While initially copying the Viridian model, the Blücherwald Knights eventually abandoned the rigid structure in favor of roaming the countryside to assist anyone in need. As such, the Blücherwald Knights are seen as the model Hedge Knights among all the Bloodcast Chapters, often seen as the anchor that holds their various ideologies together. They primarily wield swords and shields while donning worn armor from their many travels, and may also utilize horses for the purposes of transportation, as fighting from them is seen as pretentious. Blücherwald Knights are one of the strongest advocates for the common citizen, and are the most vigilant in holding higher powers accountable for their actions.
-
Rank:
Rank-Knight
Rank promotion:
Knight: 17 November 312 [ 2024 ]
Sargent: Unknown
Captain: Unknown
Major: Unknown
Paladin: Unknown
Knight: None
Sargent: Unknown
Captain: Unknown
Major: Unknown
Paladin: Unknown
Character Title:
Unknown
Family:
To be Determined
Aristocrat:
Unknown
Nicknames:
- The engineer
Appearance Information:
Eye Color:
Bright Blue
Skin Color:
White
Hair:
Height:
6'5 ft
Body Type:
Muscular
Additional Features:
- She has sharp like nails thanks to her markenism.
Mechanical caps for her claws.
Skill Information:
Hobbies and Talents:
-
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. -
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. - To be Determined
Mechanics:
-
Mechanic 1: Skyborn do not need to choose a Tech Branch for any engineering or technology tinkering they do. They can build/edit/repair any Branch. Even if a unique Technology Branch has specific requirements they do not meet (such as Religion, or Affliction), then they are not able to build or make it, but can repair or edit it. They can install security systems in their Rentals, requiring OOC notification of Break-ins.
Mechanic 2: Skyborn have a unique sequential memory that allows almost perfect recall. With mechanical equipment, they can extract their own memories including all sensory experiences, and copy them onto so-called Memkeys. Memkeys in turn can be used by other Skyborn to "watch" such an experience and feel as If it was them who experienced it, or use a virtual-reality-like device to allow non-Skyborn to experience them.
Mechanic 3: Skyborn have a high analytical ability to perceive and understand the machinery that is witnessed or operated during Events. This may allow them to learn more about the devices that are seen or used, or discover hidden features or functions that other people cannot perceive. Make sure to contact an Event Dm for any potential uses in Private Message during the Event or beforehand to learn more.
Mechanic 4: Skyborn have a sixth sense for manipulating technology, even without directly touching it and just laying their eyes on it. Skyborn can "hack" or hijack any technology made by anyone in viewing distance and cause it to operate or change its functions. Think for example forcing a mechanical tea pot to boil over, or a music-machine to play off-key. This may not apply to Event Machines.
Mechanic 5 [ Reclaimer Ancestry Mechanic ]: Reclaimer Ancestry Skyborn have extended analytical abilities when it comes to understanding component ingredients, and material identification. They can identify any metal or material that they can touch and are able to smell what ingredients or compounds are present in any alchemical mixture. This extends itself even to smelling poison in their drinks. -
New Mechanics:
Element Hearing: You can hear stories or histories from the elements, for example feeling battles that were witnessed by mountains, suffering felt by burnt forests, or cries for help carried by the wind. This cannot be used to metagame the actions of other Players, but can give you unique story insights in storied locations at the behest of an Event Dm, or Progression, or your own Lore Story writing.
Natured Marken: You are a non-infectious Marken by nature, meaning from birth, but unlike conventional Marken, you are fully in control of yourself and never transform involuntarily. Anytime you do transform, you are still able to speak in humanoid languages. You however do not gain access to Marken Mechanics unless fully Transformed and lose them when transforming back into non-Marken form.
Demon Deterrence: You have extra protections against Demons.You count as Faithful of Evolism for the purposes of Faith Point Buy (used by Demons). You are also able to apply a Demon Banishment Ritual onto a building, pushing any Demon inside out, and preventing any Player Demon from entering it until you leave the building. Additionally, Demon Dukes cannot see you while you wear a cloak unless you speak its name, speak to it, or reveal yourself.
Old Mechanics:
Mechanic 1: Halfvel Godborn are born with incurable (non-Infectious) Markenism, however it contains none of the downsides. They are always fully in control of themselves when they Transform, and can always dictate when they Transform. They are immune to outside forced-Transformation Mechanics, like Lothar collars, and can speak normal humanoid languages when in any Transformation. Outside of Transforming, they also have night-vision.
Mechanic 2: Halfvel Godborn can absorb (non Player) Spirits into their own body, turning them into Fornoss Primal Revenants. They can either choose to contain them there, or fuse their memories and personality with their own, thus adding skills and knowledge, but also changing their behavior and world view accordingly. This process does consume the Spirit and destroy it, as it lives on in them.
Mechanic 3: Halfvel Godborn have unique protections against bodily manipulation. They are immune to Prideborn Mindvex, Bodyborn forced Mutations, and general Arkenborn/Godborn emotion reading/memory alterations/mind manipulation. Additionally, while wearing a cloak, so long as they do not speak or act against Evolist/Vola/Pagan Gods/Divine Entities/Spirit Sovereigns/Spirit Dukes, they remain unseen by them, even during Divinium Summonings. -
Mechanic 1: Marken have enhanced senses, even when not transformed. They can see better (even in darkness), and hear quieter sounds from further away. (Consult with an Event DM if this would reveal any new information).
Mechanic 2: Marken have a sense for danger bordering on precognition and are warned of their possible impending death during Combat or Events, allowing them to prematurely disengage or avoid fighting something.
Mechanic 3: Marken, if at a God Summoning of the God that cursed whatever Marken infected them (however far back), can be given "Redemption Quests" to free them of the curse or help them master it. (Not guaranteed, at the discretion of Lore Staff).
Mechanic 4: Marken fare better in extreme temperatures and climates (hot or cold), and are not hurt or slowed down where other people might be, but this only applies to weather.
Mechanic 5: Marken can declare Rental/Estate/Shop/Base Region or a wilderness cave as their "territory" granting them +1 to Attack Stat (break cap up to 11) while fighting within and around it. If another Marken declares the same area their territory, neither gets the bonus and they must fight over the area with the winner getting the bonus. -
Howl Marken Mechanic 1: While in Quartermarken Form or greater, while out of Combat, a Howl Marken can scale walls and the sides of buildings (using Ender Pearls) as long as they are not a perfectly flat surface.
Howl Marken Mechanic 2: While in Fullmarken Form, a Howl Marken can stare down another Fullmarken to potentially make them back down. Both players /roll 20, the best out of three. The loser is forced to look away, deferring to the winner for that one instance. -
Fullmarken Mechanic 1: Fullmarken Forms cannot make use of weapons or armor at all, instead their body (fists, claws, teeth) is their weapon, and their thick hide counts as Armor.
Fullmarken Mechanic 2: Fullmarken Forms are forced to use Strength for Attack and Constitution for Defense, and gain +2 Strength and +2 Constitution. Additionally, they have any Dexterity Proficiency converted to Strength capped at 7.
Fullmarken Mechanic 3: Fullmarken Forms regress into a more instinctive mindset, barring them from abilities. While in Fullmarken Form, they may only use Point Buy Abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, Cutthroat, or Roguery.
Fullmarken Mechanic 4: Fullmarken Forms are unable to speak (but they can still understand others). They can produce bestial noise called Marken Speech which any other Marken can understand, even while untransformed.
Fullmarken Mechanic 5: Fullmarken Forms are not constrained by any environment they have to fight in, whether that be underwater or in frozen wastelands. They can use Attack Emotes or Abilities like normal.
Fullmarken Mechanic 6: Fullmarken, if they are not in control of themselves, gain +2 Attack +2 Defense Stat (breaks cap up to 11/9), but must attack anyone and everyone around them, without discretion. This mechanic does not work if they have no allies present. -
New Mechanic:
Assembly Voice: If you are not already sitting in the 1st or 2nd Estate benches in the Assembly, you are a privileged member of the 3rd Estate benches. While you do not get a vote, you are allowed to debate with the other Assembly members as if you were a full fledged member of the Assembly.
Old Mechanic:
Blücherwald Knights when attending Assemblies, may sit and speak from the Commoner benches as representatives of the people, but may not vote. - 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.
Languages:
Common
Serdi
Skodje
Ørsti
Dasigyl
Sign language [ Sign ]
d'Ithanie [ d'I ]
Calem [ Cal ]
Aontaithe [ Aon ]
Hellas [ Hel ]
Kriv [ Kri ]
Lëtz [ Letz ]
Altalar [ Alt ]
Vaman [ Vam ]
Anglian [ Ang ]
Breizh [ Br ]
Zoram [ Zor ]
Backstory/Plothooks:
- To Be Determined
- To Be Determined
- To Be Determined
-
Alfarin Thorleiksson
Frya sees them as a friend, despite only knowing them for a sort time. In her view, he seems sweet and determined to help the people within crookback, even though he would break coke in order to do so. He is someone she would want to be around more often as she feels relaxed in his presence.
Ymir Vigdisdottir
To be Determined
Merrick Felwinter
To be Determined
Leszlo
To be Determined
Combat Proficiencies and Abilities
Attack Stat: 7
Strength
Defense Stat: 5
Intelligence
[ 14/14 points spent ]
Proficiency Points:
Strength: 7
Constitution: 1
Intelligence: 5
Charisma: 1
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Weapon Throw Pack [ Melee ] [ Instant Technique ] [ Free Pack ]
Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack.
Timer: Thrice Per Combat, Once per Health Stage
Range: Emote Range
Bruiser Stance Pack [ Bruiser ] [ Stance ]
You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Stat Reductions that would affect your Attack affect your Defense instead. Additionally, if the Damage of your Attacks would be reduced or ignored by anything, you gain +1 Attack for your next Attack Emote. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
Timer: 20 Minutes once Ended
Range: Self
Bruiser Slam Pack [ Bruiser ] [ Movement Technique ]
You move to an empty space adjacent to Target Enemy without provoking Move Reactions and allowing you to move through people. Additionally, if the Target has Block Tokens, break one and apply the Brittle Status Effect. If the Target does not have Block Tokens, apply the Snared Status Effect instead.
Timer: Once per Combat
Range: 10 Blocks
Bruiser Flurry Pack [ Bruiser ] [ Instant Technique ]
You displace all Enemies within Range away from you by 4 Blocks. Additionally, if any Enemies Impact, apply the Brittle Status Effect to up to 2 Enemies affected by the Displacement.
Timer: Twice per Combat, Once per Health Stage
Range: 3 Blocks
Bruiser Tackle Pack [ Bruiser ] [ Instant Technique ]
Target an Enemy within Range and Displace them backward by 6 Blocks and apply the Brittle Status Effect. If the Enemy already has the Brittle Status Effect, deal -2HP Damage to them. Additionally, if they Impact, apply the Brittle Status Effect to the Character they Impact with.
Timer: Once per Combat
Range: Melee Range
Bruiser Unsheathe Pack [ Bruiser ] [ Instant Technique ]
Target yourself and increase the range of your next Basic Attack to 5 Blocks. 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. Additionally, Displace the Enemy backward away from you by 6 Blocks if the Attack is successful, and inflicts -2 Defense for 2 Turns if they Impact. If the Attack is unsuccessful, Displace the Enemy Backward away from you by 2 Blocks.
Timer: Twice per Combat, Once per Health Stage
Range: 5 Blocks
Bruiser Riposte Pack [ Bruiser ] [ Counter Technique ]
You can only use this when an Enemy with the Brittle Status Effect makes a successful Melee Attack against you, without using an Action, reduce the Damage taken from that attack by -1HP. Additionally, deal -1HP Damage to the Enemy that attacked you and remove the Brittle Status Effect from them.
Timer: Twice per Combat, Once per Health Stage
Range: Self
Bruiser Grit Pack [ Bruiser ] [ Passive Technique ]
Bruiser Grit isn't active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1.
Timer: Once per Combat
Range: Self -
Bulwark Pack [ Training ] [ Passive Technique ]
You always block line of sight for enemies within Range. Additionally, when an enemy takes the Move action within Range, you may apply the Snared Status Effect to them without using an Action.
Timer: Once per Combat
Fortitude Pack [ Training ] [ Passive Technique ]
Fortitude isn't active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll.
Timer: Once per Health Stage -
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.
Tech Resist Pack [ Tech ] [ Passive Technique ]
Tech Resist isn't active until you lose a Defense Roll. When activated by a Melee Attack, gain a Block Token, but apply the Bloody Status Effect to yourself, which lasts until the Block Token is Broken. When activated by a Ranged Attack, decrease the Damage taken by half rounded up, but apply the Vulnerable Status Effect to yourself.
Timer: Once per Combat, Only during Health Stage 2.
Range: Self
Tech Shelter Pack [ Tech ] [ Instant Technique ]
Target an Ally within Range that has just taken -1HP Damage, reduce that Damage to 0 but decrease their Attack by -2 for the next 2 rolls.
Timer: Twice per Combat
Range: 5 Blocks
Tech Auto Pack [ Tech ] [ 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.
Timer: Twice per Combat, but only Once per Health Stage
Range: Self
Tech Exhaust pack [ Tech ] [ Passive Technique ]
Tech Exhaust isn't active until you have one of the Snared, Fleeting, Confused, or Bloody Status Effects. When it activates, you can increase the duration of this Status Effect for 5 Turns and it cannot be removed, but set the Minimum of your Attack or Defense Roll to 3 for the duration, gain 1 Block Token, and increase your Move by 4 Blocks.
Timer: Once per Combat, during Health Stage 2/1
Range: Self -
Political Presence Pack
Through political connections and social dealings, the user, if they are a non-voting person (for example a Commoner) at Imperial Assemblies, is instead allowed to sit in the noble-voting section, and has 1 vote. If the user already has a vote (for example, they are Noble or a Priest), they gain +1 vote. This Pack is still predicated on the Character being presentable and legal to the Court, obvious criminals, traitors, and monsters will be deprived of a vote. If the Character already has a bonus +1 vote (from for example, Slizzar Mechanics), this Pack does nothing.
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