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Played Character Rue Duveron

This character is actively played.

nymphhbat

werewolf girl appreciator
Joined
Feb 5, 2024
Messages
3
Reaction score
1
Points
13
Age
23
Location
furry convention
୧‿̩͙ ˖︵ ꕀ⠀ ⠀ ꕀ ︵˖ ‿̩͙୨

Rue Duveron

୧︵ ˖‿̩͙ ꕀ⠀ ⠀ ꕀ ‿̩͙˖ ︵୨



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─── ⋅ ∙ ∘ ☽ " CAN YOU SEE RIGHT THROUGH ME? " ☾ ∘ ⋅ ⋅ ───
(attributation)

Alias: Rue Duveron
Race / Culture: Asha (Remet)
Age: 47
Gender / Pronouns: Female, She/Her
Religion: Nilthism, Ex-Khama
Occult: Rejection Arkenborn
Character Occupation: Nilthilist Walking Seer


─── ⋅ ∙ ∘ ☽ Core Concept / Backstory ☾ ∘ ⋅ ⋅ ───


A woman like Rue never attains satisfaction from small things in life. She never has enough to succeed but pours all her efforts regardless of the disappointing outcome. Rue is very devout to Nilthism and seeks to spread her faith passively within conversation.

Rue is the youngest child and only daughter of an aging mother residing in Sovereign Ithania. The age gap between the youngest son and Rue was about ten years, making for an interesting family dynamic. Rue's 'father' had passed mere months before her birth. She was initially given the name A'musa but was shortened to Rue as a childhood nickname.

Her mother turned to Khama in her final years with Rue and her older brothers being subjected to the religious influence of the Khama. Magic was taught to be a highly corrosive force that interferes with the balancing of karma. Rue entered her preteen years with the passing of her mother.

Rue's brothers had assisted with her schooling and became devout Khama followers in the years after their mother's death. Her late teenage years grew turbulent with her connection to her brothers being severed by her status as an Arkenborn, causing deep distress. Rue simply could not be responsible to uphold the teachings of Khama. Her brothers became loyal priests of the faith while Rue struggled to find a career or new relationships and connections.

She fled to the Regalian Archipelago and settled in Vultaro for the time being. Upon her immediate arrival she was introduced to Nilthism and quickly latched onto the ideals. She integrated well with the community - so much so that she developed a relationship with a respected priest of the faith. Though Rue was never particularly inclined to marriage, she agreed for the well-being of the church's image. The two had a daughter of their own eventually.

The winds of terror passed through the phases as they do. Rue gained respect to call her own within the temples, offering the ideal sacrifices to satisfy the Blind God's slumber. When the Winds of Horror called for desperate measures, Rue had made the difficult decision to sacrifice her memories of her husband and daughter while both still were alive. It was all the more valuable to offer the memories while more still could happen. Of course, the relationships with this small family had dissolved into nothing into uneasy acquaintanceship. The Winds of Horror returned only months after and Rue had turned on her former husband, sacrificing his life and soul to sever the Blind God's connection to the mortal realm. With a silver knife in her hands and blood tainting the white robes she donned, Rue was showered with praises and approval from the followers. To relive the moment, Rue always has a preference for red apparel with silver accents.

She relocated to the Crown Isle to connect with other Nilthists with the hopes of strengthening the chains of the Blind God. With her memory wiped of her past husband and daughter, Rue had no reason to keep herself contained into one location.

─── ⋅ ∙ ∘ ☽ Appearance ☾ ∘ ⋅ ⋅ ───

Eye Color: Void Arkenborn (Red Sclera, Gold Iris)
Skin Color: Ashen Obsidian Gray
Fur Pattern: Dark with white back marking. Resembles a Hoodec Skunk
Height: 5'11" / 198 cm
Body Type: Curvy, Sleek
Additional Features

Rue has darker markings around her eyes. This is due to her Arkenborn heritage.

Her tail is thickly plumed and sweeps the ground. This makes it difficult for her to keep it tidy.

Her ears are never perked or alert.

She has long hair kept to the back of her head and neck. This occasioanlly drapes over her shoulders.

uhhh

─── ⋅ ∙ ∘ ☽ Skill Information ☾ ∘ ⋅ ⋅ ───


Hobbies and Talents: Cleric Talent

Mechanics

Remet Asha can control a special substance called Living Metal, which is a solid Metal that becomes liquid by their thought and imagination, and can be reshaped to whatever they can imagine, and telekinetically moved around. [Remet Asha Mechanic 1]

Remet Asha have perfect night vision, capable of seeing in dark and low-light environments without needing external lights. Additionally, their claws when struck together create flint and steel like sparks that light up. [Remet Asha Mechanic 2]

Remet Asha have a natural bodily reaction to non-combat Magic in their proximity. This can for example cause the fur in their neck to stand upright. It can also be used to warn of a magical presence before it is spotted. [Remet Asha Mechanic 3]

Remet Asha have a heightened sense of smell, sight, and hearing out of Combat. This is fairly flexible and should be discussed with people in a scene in terms of what advantages this may give an Asha in varying scenarios. [Remet Asha Mechanic 4]

Remet Asha either through a combination of excellent acrobatics, or shock-dampening limbs, or using their claws to slide down buildings, never take damage when falling from heights, so long as this fall is below 50 Blocks. [Remet Asha Mechanic 5]
Within reasonable conduct, if a Rejection Arkenborn is rejected (job, love, opportunity etc.), they gain +2 Main Defense Stat (break cap up to 9) against the person who rejected them until they recant. [Rejection Mechanic 1]

Rejection Arkenborn can (w/ OOC consent) disable emotions or feelings in themselves or others. This is a Void Curse, which must be removed by some kind of Exorcism mechanic/Magic purifying. (Hidden) [Rejection Mechanic 2]

Rejection Arkenborn can subtly Curse a person with a Rejection Curse, which while outside of Combat, prevents them from approaching the Arkenborn within 5 Blocks. This is Disabled in Combat. [Rejection Mechanic 3]
During the Calm, those fighting Darkness are not in any immediate need of more power. During this period, the faithful may choose one of the Mechanics of any Religion including Evolism, and add it to their own Mechanics. This choice is permanent when the Winds of Calm begin, but each time when a Wind of Horror switches into a Wind of Calm, a different Mechanic may be chosen to replace the previous one. This will only ever result in one Mechanic. [Nilthism Calm Mechanic 1]

During the Stirring, the Mechanic from the Winds of Calm is retained. Additionally, the faithful gain the Divinium Summoning-related Mechanic from the Winds of Breaching. [Nilthism Stirring Mechanic 1]

All worshipers of Nilthism gain +1 Attack Stat (breaking cap up to 11) for the duration of this Wind. This represents their desperation to seize what is needed to repair the bindings of the Blind God. [Nilthism Breaching Mechanic 1]

All worshipers can benefit from Divinium summoning that they are present at, as if they were the one offering up the Divinium, thus receiving the same amount of attention from the Gods as the summoners. [Nilthism Breaching Mechanic 2]

All worshipers of Nilthism gain +2 Attack Stat (breaking cap up to 11) for the duration of this Wind. This represents their desperation to seize what is needed to repair the bindings of the Blind God. [Nilthism Horror Mechanic 1]

Worshipers can abduct anyone who has Magic of any type. If they can imprison and hold this person for 24 hours without them being broken out, then they can sacrifice the connection of this individual for a small amount of faith-binding. If successfully sacrificed, the abductee loses their (non-CRP Ability related) Magic for 7 days. Custom Kit Holders instead count for a medium amount of faith-binding. Any of these targets can also willingly/be negotiated to sacrifice their Magic for the same effect. [Nilthism Horror Mechanic 3]

Worshipers can attack those with Artifacts to leech power from the Artifactspark. If/When they are a regular Artifact holder, they can either pick up the Artifact, or leech from the Artifactspark. Choosing to leech, will block the artifact from being stolen from the original holder for the next 72 hours (including in this fight, it cannot be picked up, even by allies of the faithful), but also remove the Artifactspark for that period. The same can be done for Tenured Artifacts, though they obviously cannot be stolen even without leeching. The Artifactspark always returns, but either way, the leeched Artifactspawn is worth a small amount of faith-binding. Artifact holders can also be convinced to voluntarily have their sparks leeched. [Nilthism Horror Mechanic 4]

The Faithful gain a Light Avatar Transformation (Magical being made of light) that acts as a Disguise. While normally removed upon reaching 0 HP, this Disguise cannot be forcibly removed from the faithful, though because Light Avatars are unique, it does give a clear indicator to those fighting or being around Light Avatars, that they are Nilthism followers who are actively hiding their identity. This Mechanic mostly exists to help the faithful do questionably immoral things. [Nilthism Horror Mechanic 5]

Languages

Common

Canta [Can]

d'Ithanie [d'I]

Ibeth [Ib]


─── ⋅ ∙ ∘ ☽ Plot Hooks ☾ ∘ ⋅ ⋅ ───


wip



─── ⋅ ∙ ∘ ☽ Proficiencies and Abilities ☾ ∘ ⋅ ⋅ ───

Attack Stat: Faith
Defense Stat: Magic

Strength: 0

Athletic Point Buy

Steady Body {Free: Asha}

"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."

Constitution: 2

Shielding Point Buy

Shield Snare

"To catch an enemy's arrow or avoid their bullet, use this ability as a reaction to an enemy's Ranged Attack from Ranger or Deadeye Stance that would hit the user. If Ranger Stance, reduce the Damage to 0, if Deadeye Stance, -1HP. Additionally, force an Attack Roll against the enemy's Defense. If successful, throw the enemy's attack back at them, but only for 1HP damage. Shield Snare can be used out of turn, but does consume an Action. Shield Snare has a 1 Hour Cooldown."

Shield Deflect

"To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack. If the attack hits the user, reduce the damage by -1HP (never to 0). If the attack misses the user, gain +1 Defense Stat (breaks cap up to 9) for the next two Attacks made against the user only. Shield Deflect has a 2 Hour Cooldown."

Intelligence: 0

Wisdom: 0

Dexterity: 0

Faith: 7

Theurgy Point Buy

Hex Stance {Stance}

"During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown."

Hex Aura

"To debilitate one's enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene. To upcast, spend 1 HP when it triggers to do the following::When a target triggers the Aura's effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled."

Hex Guide

"To help an ally in a fight, use this ability as a reaction to an ally missing an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The ally instead gains +2 to their Attack and Defense for the next two turns."

Hex Madness

"To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any one of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. To upcast, spend 1 HP when it triggers to do the following::Instead of making one attack, the cursed target makes two attacks against different targets within range."

Hex Bloodlet

"As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. To upcast, spend 1 HP when it triggers to do the following::The user does not gain any HP, instead applying the Brittle Status Effect."

Hex Parasite

"To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. To upcast, spend 1 HP when it triggers to do the following::The target also has the Confused Status Effect applied for the next ten minutes."

Prayer Point Buy

Disrupt Prayer

"The user prays to their God to appear to the Target enemy in Emote Range, Link Breaking one Link Power they are using or have applied to them(choose if multiple). Disrupt Prayer has a 1 Hour Cooldown."

Harming Prayer

"The user targets an opponent in Emote Range, and prays for their God to weaken them, applying the Bloody Status Effect to them. The Bloody Status lasts for 3 Turns. Harming Prayer has a 1 Hour Cooldown."

Safety Prayer {Free: Asha}

"The user can pray to their God to prevent a doorway, gateway, window, or other passageway that is blocked with some kind of obstacle or door from breaking, through for example some kind of Gate Smash mechanic or mechanic that would allow the destruction of barriers. This requires the user to not move from their position as they keep up the prayer for protection, but they can still speak and change posture. This cannot be used during Divinium or Artifactspark Raids.

The user can pray to their God to create a shield around themselves and additional people near them to protect them from (Out of Combat) environmental hazards, like Event monsters/beasts, lava, water, crumbling rubble, and so forth. This may also be used to protect from certain Event hazards, but make sure to communicate with the Event Dm to determine if Safety Prayer would work, and how it would work."

Magic: 5

Magic Point Buy

Magic Smog

"To disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only after the user or an ally has been hit by a basic attack, to apply the Blinded Status to the attacker. Magic Smog does not stack, and has a 2 Hour Cooldown. Sinistral Usage: Cannot be used as a Reaction, but instead applies the Blinded Status to everyone within Range, including allies, but not the user. Instead, the user is Silenced for 10 Minutes."

Magic Reduce

"To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its duration reduced by half, rounded down, or any distance or duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. Sinistral Usage: The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9."

Magic Shove

"To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Sinistral Usage: Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove."

Magic Summon

" To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack, has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. Sinistral Usage: Instead of granting equipment to allies, only grant equipment to Self, grant +1 Attack and +1 Defense (breaks cap up to 11/9) while using it. Additionally, prevent Attack/Defense Stat Reduction for 30 Minutes."

Invoke Point Buy

Monster Invocation

"Whether by a curse or by voluntary blessing, this Pack allows the user to transform into a Monster Transformation, which counts as a Disguise. A Monster Disguise is a monstrous version of a Character that breaks beyond the design style of a purely humanoid character and thus can have all manner of visual changes that make them look more monstrous. During Transformation, if anyone is a witness to the Transformation, the Monster can also alter part of the witness's memories, so that they will not remember who Transformed, that the original person ran away, or was never even there to begin with. During the Monster Transformation, the user gains +2 Attack Stat (Break Cap to 11) and +1 Defense Stat (Break Cap to 9), but can no longer use ranged attack emotes. If the user drops to 0 HP, the Monster Transformation will be reverted after which the memory alteration no longer works. Additionally, Characters with Monster Invocation may receive more positive or additional interactions with entities that either feel alignment with, or close approximation to Monsters, such as the Eldertide or the Body Arken (Private Message DM's during Events to inquire). Keep in mind that Monster Transformations are always defined as "Monstrous", and thus fall under Regalian Law High Law. This means it is strongly recommended not to use Monster Transformations is very public spaces or in the middle of the city, as the Regalian Guard & Knights and most law-abiding citizens will attack to kill on sight. If Monsters get arrested, kill-perms are likely to be granted to have the Character executed."



─── ⋅ ∙ ∘ ☽Sheet template by @umbralunaelucem ☾ ∘ ⋅ ⋅ ───