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Played Character Iris Finch | The Lothar

This character is actively played.

Sorc3r3ss

Countess Silverberry
Joined
Jul 17, 2024
Messages
14
Reaction score
6
Points
13
Location
Camborne


Character Information



Full Name:
Iris Finch

Heritage / Culture:
Ailor with cearden culture

Age:
25

Birthday:
Birthday: 11 October
Year born:


Gender / Pronouns:
Female, She/Her

Orientation:
Bisexual

Partner:
unknown

Religion:
Unionism

Occult:
Mundane

Character Occupation:
Lothar Knight, Darkwald Chapter

The Darkwald Chapter is one of the founding Chapters of the Lothar Order and arguably its fundamental beginnings. The Darkwalds are the quintessential van Helsing Knights, preferring leather armor and light materials and ranged weapons over shield and sword on horseback. The Darkwalds in particular popularized the use of crossbows to hunt Vampires, and have built most of their fame on the eradication of Vampires across the Regalian Empire. The Darkwald Knights are considered the most violent and sadistic of the Lothar Order, believing fervently in their mission to purge the Empire and the whole world of the Occult rot, and caring less for the collateral damage they inflict along the way. Darkwald Knights are sometimes called lunatics, but this does not fully appreciate the nuance of their pretense to insanity so as to take their enemies off guard, with the extreme precision and calculated nature of their behavior in their self-convinced martyrdom.


Character Title:
unknown

Family:
To be Determined

Aristocrat:
Commoner

Nicknames:
Unknown



Appearance Information:



Eye Color:
Green

Skin Color:
White

Hair:
Blue

Height:
6'5 ft

Body Type:
Muscular

Additional Features:
Unknown



Skill Information:



Hobbies and Talents:
Reading
Cooking


Mechanics:
Ailor:
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 make for excellent negotiators. Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things.

Mechanic 4: Ailor whether by divine intervention or by sheer dump cosmic luck, always somehow end up on the right side of history. Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor.

Mechanic 5: 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.

Darkwald Mechanic:
Darkwald Knights are immune to Vampirism, though this fact is not known outside of the Lothar Order. They can also perfectly imitate being infected, including feeding.


Languages:
Common
Sign language [ Sign ]
d'Ithanie [ d'I ]
Calem [ Cal ]
Aontaithe [ Aon ]
Hellas [ Hel ]
Kriv [ Kri ]
Lëtz [ Letz ]
Altalar [ Alt ]




Backstory/Plothooks:



Backstory:
To be Determined

plot hooks:
To be Determined



Combat Proficiencies and Abilities



Attack Stat: 7
Dexterity

Defense Stat: 5
Intelligence

[13/14 points spent]
Proficiency Points:
Strength: 0

Constitution
: 0
  • Iron Will Pack [ Training ] [ Passive Technique ] [ Free Pack ]
    • This Ability can only be used when the user has 6 or less HP. When the user fails a Defense Dice Roll, they can re-roll their Dice only and must use the new result. If they still fail, this Ability's Cooldown is set to 0, but this Ability cannot be re-used instantly. If the succeed, this Ability's Cooldown is set to 1 Hour.

Intelligence: 6
  • Wardrobe pack [ Free 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.

  • Puretek Relod Pack [ Puretek ] [ Instant Technique ]
    • To save oneself in a pinch, choose one Puretek, Deadeye, or Ranger Ability that is currently on Cooldown, not being used actively, and instantly take that ability Off Cooldown. Puretek Reload can be used Once Per Combat.

  • Puretek Burn Pack [ Pretek ] [ Link Technique ]
    • To punish Mages, target Occult Enemy or Ally in range, and attach a Link to them. The next time the Target uses a Power or makes a Basic Attack with Magic, deal -1HP damage. If they do either of these things again, deal another -1HP damage. After dealing -2HP, Puretek Burn ends, and goes on Cooldown. If neither effect triggers, Puretek Burn can be upheld for a maximum of 20 Minutes. Puretek Burn does not Stack, and can be used Once Per Combat.

  • Puretek Wrath [ Puretek ] [ Counter Technique ]
    • To retaliate instantly, use this ability as a reaction to taking damage from a Basic Attack, immediately apply the Blinded Status Effect to the enemy that made the Basic Attack. This does not consume an Action. Puretek Wrath has a 1 Hour Cooldown.

  • Puretek Antimagic Pack [ Puretek ] [ Passive Technique ]
    • To negate Magic, use this Ability in reaction to a Magic Point Buy Ability being used by an Attuned or Occult Character. If Default/Radiant version: Stagger the Ability, and grant +2 Attack Stat (breaks cap up to 11) for 10 Minutes to the user if they use another Power within 3 turns. If Sinistral Version: Additionally apply the Marked Status Effect to the Target.Puretek Antimagi has a 1 Hour Cooldown.

  • Puretek Saction Pack [ Pure Tek ] [ Passive Technique ]
    • To counteract magic, use this ability as a reaction to a non-Mundane character using a Power. Instantly apply the Warned Status Effect, and make the target choose: Use Magic, or Stop. If Use Magic: the Target can continue to cast, but the next time they use a Power, deal -1HP of Damage to them. If Stop: apply the Silenced Status Effect for 10 minutes. Puretek Sanction does not Stack, and has a 2 Hour Cooldown.

  • Puretek Evade Pack [ Puretek ] [ Movement Technique ]
    • To dodge lethal harm, use this Ability as a reaction to being targeted by a Melee Attack by an Enemy within Range. Instead of Rolling Defense, automatically succeed in Defense, and move anywhere horizontally within 10 Blocks in a cardinal direction, ignoring Opportunity Attacks. However, at the end of the Movement, apply the Prone Status Effect to the User. Puretek Evade has a 2 Hour Cooldown.

Wisdom: 0

Dexterity: 7
  • Deadeye Stance Pack [ Deadeye ] [ Stance ]
    • During Deadeye Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. Finally, the user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 Blocks, that attack automatically misses. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.

  • Deadeye Barrage Pack [ Deadeye ] [ Instant Technique ]
    • The next 4 Attack Emotes the user makes are enhanced, gaining +1 Attack Stat (breaks cap up to 11), stacking for each attack (ex. +1, +2, +3). The 4th shot, if it hits, deals +1HP Damage, and if it misses, extend this Ability to 5 Attack Emotes, instead of 4, and increase the cap break to 12. Deadeye Barrage does not consume the user's action, but, the user cannot Move until they have made 4 Attack Emotes, or until they choose to end this ability prematurely, and gain no benefits. Once ended, Deadeye Barrage has a 2 Hour Cooldown.

  • Deadeye Focus Pack [ Deadeye ] [ Instant Technique ]
    • The user must have a Status Effect, other than Weakened, applied to them in order to use this Ability. When used, remove one Status Effect the user is affected by, and apply the Weakened Status Effect to the user for the next 2 Turns. Additionally, they gain +2 Attack (breaks Cap up to 11) for their next Attack only. Deadeye Focus has a 1 Hour Cooldown.

  • Deadeye Luck shot Pack [ Deadeye ] [ Instant Technique ]
    • This Ability does not consume Turn, but improves the next Attack Emote that hits. When the attack succeeds, do not apply Damage, and instead roll a /dice 1 4. If the dice lands on 1, the Attack Emote is Staggered. If it lands on any other number, that number is now the HP Damage. This Ability cannot be Staggered. Deadeye Luckshot has a 2 Hour Cooldown.
  • Deadeye Pin Shot Pack [ Deadeye ] [ Instant Technique ]
    • This Ability can only Target a Character that has the Marked Status Effect. This counts as an Attack Emote, applies +1HP Damage, and removes Marked. Afterwards, choose a different Enemy within range to apply the Marked Status Effect to. Deadeye Pinshot has a 30 Minute Cooldown.

  • Deadeye Quick Shot Pack [ Deadeye ] [ Instant Technique ]
    • As a part of this Ability, the user makes an Attack Emote on an enemy. Instead of rolling once for this Attack, the user rolls 3 times and chooses the highest result. If 2 of the Dice Rolls were above 10's (without post-roll additions), additionally apply the Marked Status Effect. If 3 of the Dice Rolls were above 10's (without post-roll additions), apply the Marked Status Effect to the Target and another Enemy within Range. Deadeye Quickshot has a 2 Hour Cooldown.

  • Deadeye overwatch Pack [ Deadeye ] [ Passive Technique ]
    • To keep an enemy pinned down, Target an enemy within range, and apply the Trapped Status to them, for 2 Turns, but the user themselves cannot take the Move action for 2 Turns either. This Ability cannot be used on the same target more than once per Combat Scene, even from different sources. This Ability does not consume an Action. Deadeye Overwatch has no Cooldown.

  • Deadeye Crit Pack [ Deadeye ] Counter Technique ]
    • In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for their next 2 Actions whilst becoming entirely immobilized. If the user is hit with any Ability or Basic attack this Ability is interrupted and put on a 10 minute cooldown. If the target leaves Line of Sight or Emote Range, activate this Ability early, and deal a -2HP guaranteed hit. If left uninterrupted, on the 3rd Action, the user fires a projectile that deals -4HP damage to the target. Deadeye Crit has a cooldown of 2 hours

Faith: 0

Magic: 0

Charisma: 1
  • 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.




relationships:



Found Family:
To be determined

Close Allie/Friend:
To be determined

Friend:
To be determined

Neutral:
To be Determined

Enemy:
To be Determined
 
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