• Character Sheets are optional on MassiveCraft. You do not need a sheet to play or be whitelisted on our server. You only need a sheet if you plan to engage in roleplay combat.

Played Character Phoenix Chaira| The Golden Light

This character is actively played.

Sorc3r3ss

Countess Norinn
Joined
Jul 17, 2024
Messages
22
Reaction score
7
Points
13
Location
Camborne


Character Information



Full Name:
Phoenix Chiara
Phoenix:
Gender-neutral and of Greek and Latin origins, Phoenix has long been associated with the mighty mythological bird who rises from the ashes in splendor. Emerging from the Greek phoinix, the name means "dark red" or "crimson" in possible tribute to the creature's alignment with purifying flames.
Chiara:
Chiara is a girl's name of Italian origin, inspired by the Latin Clara. Simply meaning "bright" and "luminous," use this sunny name as a constant reminder of baby's smile, her future, or any number of things that bring joy to this new little light in the world


Heritage / Culture:
Ailor with Cearden culture

Age:
27

Birthday:
Birthday: 28 September
Year born: 285


Gender / Pronouns:
Female, She/Her

Orientation:
Straight but open to poly relationships

Partner:
unknown

Religion:
Evolism

Occult:
Affinity: Golden Order Godborn

Armas is the Love God of Evolism, and a Formless shapeshifter whose sole purpose on Aloria is to spread progeny and to make the most wretched and undesirable people of Aloria feel love and affection. One of his commands to his faithful, and especially to his children, is to seek out Sapphora Godborn and woo them, and sire a child that is the "ultimate being of love." For this reason, Godborn of this type tend to be rarer, but not impossible, as both Armas and Sapphora have many Godborn children. These children are raised with the expectation of absolute perfection in both mind and body, but frequently suffer from the rifts that form between their two Godborn parents. Golden Order Godborn are often caught between the faiths that their parents keep, and are forced to choose one side, while never truly belonging to either. Golden Order Godborn have heterochromia, with one eye taking from Sapphora Godborn eyes, and the other taking from Armas Godborn eyes.


Golden Order Godborn have an Evolist purpose to be the "ultimate child of love" and spread the message of Armas' love to the world. In contrast, they are rejected by the Estelley faith for their connection to the Evolist God, and are often shunned for being a reflection of the worst of both their God Grandparents.

Magic: God-magic


Character Occupation:
The Golden Heart
Hoterie Order


Character Title:
To be Determined

Family:
Victoria's Parents:
Sapphora | Grand Mother
Leo Chairia | Grand Father

Jame's Parents:
Armas | Grand Father
Lydia | Grand Mother

Phoenix's parents:
Victoria Chaira |Mother | Sapphora Godborn
James Chaira | Father | Armas Godborn

Children:

Sophia Chaira | Daughter | 5 years old
Liam Chaira | Son | 5 Years old

Mawahib

Aristocrat:
Possible Aristocrat

Nicknames:
  • The Golden Light


Appearance Information:



Eye Color:
heterochromia:
Armas: Right Eye is like rainbow prism that constantly changes colors
Sapphora: Left Eye is a golden glowing irises with pink flecks or petals in them


Skin Color:
White

Hair:
Black

Height:
7 ft

Body Type:
Muscular

Additional Features:
  • Golden Order Godborn have 2 snakes that flow from their hair/back that act independently from the Godborn.




Skill Information:



Hobbies and Talents:
  • Practicing her magic
  • Learning
  • Reading

Mechanics:
Godborn:
Mechanic 1:
Golden Order Godborn have 2 snakes that flow from their hair/back that act independently from the Godborn. They gain 1 additional snake for each (Player Character) they are actively Romancing, which increases their Persuasion /dice results by +2 flat on the final result per added snake. Also, they gain The Mind Control Pack for free, but cannot use Persuasion Guidance. Finally, if they are Exist and/or Void Planar-Aligned, they can still use God-Magic.

Mechanic 2: Golden Order Godborn are naturally attractive, and as a result, even if people do not want to outright make love to them, they benefit from "pretty privilege". Every Persuasion Dice performed by them gains a +2 Bonus after the final result. Additionally, they automatically roll at maximum Persuasion Check for Event Characters, so long as the Persuasion check is on a reasonable request or statement.

Mechanic 3: Golden Order Godborn can understand all languages, even if they cannot speak them themselves. Additionally, they can speak a unique language called Sehraq in Void-Script, or Lenelämor in Elven, but not both, and must choose one, which only their Romance Partners can understand when it is spoken. However, all Armas/Sapphora/Golden Order Godborn can also hear this language even if they are not Romancing the person using it, as can Divine Entities/Event Characters/Gods and those with certain 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.

Hoterie Order:
Mechanic 1:
Hoterie Guild Members gain a +2 Bonus to every Persuasion Dice roll while also raising the Persuasion Cap by +2. This does not stack with the Persuasion Bonus from Adapt Point Buy Mindcontrol Pack.

Mechanic 2: Hoterie Guild Members gain Persuasion Bonuses depending on the number of Proficiency Points they haven't spent. If they for example only spent 7 out of 14 on Point Buy, they gain +7 Persuasion up to a cap of 10.

Mechanic 3: Hoterie Guild Members can become the ultimate Himbo/Bimbo/Thembeau. If they have not invested a single Proficiency Point in anything, their Persuasion Dices always succeed (within reason on Event Profiles, consult DM).

Mechanic 4: When Hoterie Guild Members have established influence over a specific person, and they are in the same scene, the Persuasion Dice used on their influenced Target takes their Persuasion Stat for defense instead.


Languages:
Can understand all languages (Godborn Mechanic 3 )
Common
Sehraq
Sign language [ Sign ]
d'Ithanie [ d'I ]
Calem [ Cal ]
Aontaithe [ Aon ]
Hellas [ Hel ]
Kriv [ Kri ]
Lëtz [ Letz ]
Altalar [ Alt ]



Backstory/Plothooks:



Backstory:
Core concept:
Being the Grandchild of Both Armas and Sapphora, the young child would be born into a family of Godborn, thus allowing Phoenix to be born as a godborn themself. Yet one of two different deities as her grandparents. Where she would firstly be torn between two different religions, unsure what they should do with their life before she eventually felt the calling to Evolism. She followed this and is willing to learn more about this religion and her own connection to it.

plot hooks:
  • To Be Determined


Combat Proficiencies and Abilities



Attack Stat: 7
Strength

Defense Stat: 5
Faith

[12/14 points spent]
Proficiency Points:
Strength:
7
Weapon Throw [ Melee ] [ Instant ] [ Free Pack ]
To throw a side-weapon, use this Ability to make a Melee Attack against an enemy, with range of Emote Range. Also, make the roll with -2 to Attack Stat. Weapon Throw has a 30 minute cooldown.


Steady Body [ Athletic ] [ Counter ]
The user braces themselves against (or avoids) a single Displacement or Trapped Status Effect, rendering them immune to the Displacement or Trapped Status Effect only. The Ability that would apply it is still used as normal, and any other effects activate. After using this Technique, the user can perform a basic attack directly after. Steady Body has a 3 hour cooldown.


Force Toss [ Athletic ] [ Instant ]
In order to forcibly move a target, use this ability to grapple a character within range and instantly hurl them anywhere within a 10 block range. If the target is an ally, the user can additionally throw them up to 5 blocks vertically to a higher ledge. The target doesn't take damage from this, but has the Prone Status Effect applied upon landing. Force Toss has a 1 Hour Cooldown, and a 30 Minute Internal Cooldown.

Technique Parry [ Melee ] [ Counter ]
To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.

Concussive Blow [ Melee ] [ Instant ]
To disrupt focus, target Enemy or Ally within Range, and immediately Link Break one Link Power (newest, if Multiple). If Target is the caster of a Link Power, also deal -1HP damage. If the Target has no Link Powers, instead apply the Confused Status Effect for one turn. Concussive Blow has a 1 Hour Cooldown.

Diving Tackle [ Melee ] [ Movement ]
To quickly move across the battlefield, use this ability to immediately move up to 10 blocks in a cardinal direction horizontally, without triggering Opportunity Attacks. If the user lands beside an enemy, apply the Prone Status Effect to up to 3 enemies within a 1 Block radius, and optionally make an Attack Emote on one enemy in the same turn this ability was used (the attack does not use an action). Diving Tackle has a 2 Hour Cooldown.

Pinning Throw [ Melee ] [ Instant ]
To pin down a foe, target enemy within range, instantly apply the Trapped Status Effect for up to 10 minutes. If the Target takes damage, remove the Trapped Early, but prevent them from taking the Move action for that turn only. Pinning Throw does Not Stack, and has a 30 Minute Cooldown once ended.

Oceanic pack
The Oceanic Pack allows a Character to function underwater as if it is above water. This means they gain normal movement speed, the ability to wear armor, the ability to breathe underwater, use weapons, use attack Emotes, use Abilities, and speak underwater through the use of biology-altering alchemy, or the use of underwater adaptation gear and equipment. Those with the Oceanic Pack essentially, can function and live underwater indefinitely, such as in the rivers, and the underwater sections of the Sewers and other roleplay Zones. This effect cannot be shared with others, except for the underwater breathing, which can be granted to up to two users, so long as they hold one hand each of the user.


Constitution: 0
Iron Will [ Training ] [ Passive ] [ 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: 0
Mindcontrol Pack [ Free Pack ]

The Mind Control Pack allows a Character to establish a level of control or influence on other Characters through the use of Alchemical addiction, or pheromone serums, or mind-control chips and machines. This Pack has several functions, each of which is explained below. Keep in mind that Mind Control, to rob someone of their free will and agency, is one of the most heinous moral crimes in most cultures and Religions. You should expect Characters to react with extreme hostility if your Character is found to be using Mind Control. Some Characters may also be immune to Mind Control, but in such instances, these Mechanics simply don't work, they don't suddenly notice that someone tried to Mind Control them. Using any form of Mind Control is not telegraphed, meaning it cannot be seen when used by others (unless someone was there when it was applied). This means the only way to discover Mind Control of any kind, is with educated guesswork.


  • Persuasion Guidance: The Character can boost an Ally's Persuasion Roll while in Emote Range by +2 to the final Dice result. Only one Guidance can be active per Character, and it cannot be used on Self.
  • Persuasion Bonus: The Character gains +2 to the total /dice roll number before rolling, meaning base 3 + Wisdom/Intelligence + 2, while also raising Persuasion Cap by +2, this does not increase the final dice result.
  • Persuasion Thralling: The Character can establish Mind Control over a Character with OOC consent (which can be revoked at any time). Mind Control can vary from the Target becoming completely unable to act and waiting for commands, or being mostly in control of themselves, but just not being able to reject commands from the user. Mind Control cannot be overwritten, and can be removed from any Knocked Out person (they will always violently resist being freed) by removing the device or substance that Mind Controls them. There is no upper limit to the amount of people Mind Controlled this way. Make sure to always communicate the level of (dis)comfort Players may have with Mind Control before engaging in it.
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.



Wisdom: 0

Dexterity: 0

Faith: 7
Divine Stance [ Stance ]
During Paladin Stance, the user cannot use any Abilities from the following categories: Roguery Point Buy. While in Combat, the user treats all Enemies who are not of the same Religion as the user as Heretics, which alters their Paladin Point Buy Abilities. Afflicted Characters and Atheists are always considered Heretics, regardless of Religion. When the user reaches 4 HP, all Enemies, regardless of Religion, are considered Heretics. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.

Divine Burn [ Paladin ] [ Instant ]
To overwhelmingly harm foes, use this ability as a reaction to the user winning an Attack Dice Roll versus an Enemy by a margin of at least 5. In 2 turns, deal an extra 1HP of Damage to that Enemy. Divine Burn does not Stack, and has a 1 Hour Cooldown. If the target is a Heretic: Also deal another 1HP of Damage, another 2 turns after the first instance of extra Damage.

Divine Smite [ Paladin ] [ Instant ]
To cast away foes, use this Ability on an Enemy within Range. Displace the target away from the user by 5 Blocks, and apply the Brittle Status to them. Divine Smite has a 2 Hour Cooldown. If the target is a Heretic:Also apply the Prone Status to the Target.

Divine Aura [ Paladin ] [ Passive ]
To reinforce one's allies, Divine Aura is a constant effect radiating Holy energy around the user. The first time a Status Effect (except Blinded) would be applied to any Allies, or self, within Range, ignore that application, and instead apply the Blinded Status Effect, as the Aura's radiance protects. Divine Aura can be maintained indefinitely, or it can be detonated, applying the Blinded Status Effect to all enemies within 2 Blocks of the User. If detonated, Divine Aura has a 4 Hour Cooldown. If the target is a Heretic: When detonated, choose one Heretic enemy, also apply Brittle Status Effect to them.

Divine Savior [ Paladin ] [ Dispel ]
To protect an Ally, use this Ability as a reaction to an ally taking damage from an Enemy. The Ally gains 1 Block Token, and Heals +1 HP. Paladin Savior does not Stack, and has a 4 Hour Cooldown. If the target is a Heretic: If the attacking Enemy was a Heretic, heal +1 HP more to the Ally, and grant +1 Attack Stat (breaks cap up to 11) for the next 2 Attack Emotes.

Divine Aggro [ Paladin ] [ Buff ]
To draw aggression from allies, use this Ability to target all Enemies within Range. If the targeted Enemies attack anyone other than the user, the user can grant 1 Block Token to any Ally within Emote Range. If the targeted Enemies only attack the user, the user gains +2 Defense Stat (breaks cap up to 9) for the next 2 rolls. Divine Aggro has a 2 Hour Cooldown. If the target is a Heretic: Grant 2 Block Tokens, given to one Ally or spread between two Allies. If +2 Defense Stat, gain +3 instead, for the next 3 rolls.

Sacred Burn [ Cleric ] [ Instant ]
To harm an enemy at cost to oneself, deal 1HP damage to self, and apply a -1 Defense Stat to an enemy within Range for the next 15 minutes. After 10 Minutes, deal -1HP damage to the target enemy. Sacred Burn does not Stack, and has a 2 Hour Cooldown.

Sacred Gear [ Cleric ] [ Buff ]
To bless the equipment and enhance the defenses of allies, the user targets up to 3 allies within range. The targets gain +1 Defense Stat, that breaks cap up to 9. If the ally worships the same religion as the user, they also gain +1 Attack Stat that breaks cap up to 11. Sacred Gear lasts for 30 minutes, does not stack, and has a 4 hour cooldown.


Magic: 0


relationships:



Found Family:
  • To Be Determined
Close Allie/Friend:
  • To Be Determined
Friend:
  • To Be Determined
Neutral:
  • To Be Determined

Enemy:
  • To Be Determined
 
Last edited: