• 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 Sinbad Isles

This character is actively played.

ShadowCJM

Supremium
Joined
Jan 8, 2021
Messages
7
Reaction score
0
Points
36
  • Full Name: Sinbad Isles
  • Nickname: Captain of the Dead Men, Leviathan of Hadaria
  • Heritage / Culture: Godborn - Xeradon
  • Age: 21
  • Gender / Pronouns: Female - She/Her
  • Occult: Godborn(Xeradon) | Magic | Exist/Void | Broken God (The The Covenant)
Core Concept
Pirate Captain who sees the gods as cursed makers, no matter how kind they act. She chooses to live free from any god and openly

Appearance Information
She dresses in only trousers and an open shirt to show her scars with a sash to cover her chest. Dreadlocks with the black ending dark blue. She wears heavy boots. She carries a trident and has rich blue eyes. Dark skin with sharp horns.


Attack and Defense Stat
Attack Stat (Strength): 15 (Combat Sight Active: 17)
Defense Stat (Magic): 15
Rules of Profienecies and Combat: Link
Combat Terms: Link


Hobbies and Talents (Optional)
Fishing - When the sea is calm and he is in no mood to go raiding and random, she enjoys fishing and even making some sale on it. Fishing by rod, his classic trident, or by bar hands.
Piracy - Stealing and making a profit easily.
Brawling - If pissed off or excited by the chance of having a great time.
alcohol - Be it drinking or brewing on her vessel, a talent she takes with great care.
Cooking - Since the few who can read and understand the foods of the land, he learned how to cook for her men.
Astronomy - As a woman of the sea, she must always be at the ready to guide and lean, so the stars do for her what gods failed, guide. She has much interest into them from her ordial studies.

Proficiencies
  • Strength: 5
    • Cheap Shot (Range: Melee / Type: Counter Technique) - To counter magic, use this ability out of turn in reaction to an enemy within range using a Power, but only if that Power Targets the user or an ally. Stagger them, and grant the user +1 Defense Stat (breaks cap up to 9) for their next Defense Roll only. If the target attempts to use the same Power on their subsequent turn, also grant the user 1 Block Token. Cheap Shot has a 1 Hour Cooldown.
    • Bruising Strike (Range: Melee / Type: Active Technique) - To beat down upon an enemy, use this ability to bash a target enemy within range to give them the Brittle Status Effect. Bruising Strike can be used without taking up an action, but only after making an attack, not before. Bruising Strike has a 30 minute cooldown.
    • Combat Sight (Range: Melee / Type: Passive Technique) - To fight with all of one's Senses, the Blinded Status Effect, when applied to the user, works differently. Blinded now reads: The user gains +2 Attack Stat (breaks cap up to 11), but can no longer Target anyone outside of Melee Range. The user automatically has the Blinded Status Effect applied to them when Combat Begins, and cannot remove it except with Abilities that remove Status Effects. If the user would have the Blinded Status Effect applied to them again, instead of totally ignoring it, reduce the user's Attack Stat by -2 for their next Attack Emote. Combat Sight has no Cooldown.
    • Break Down (Range: Melee / Type: Passive Technique) - To tear down enemy barricades, use this ability to target any 1 block thick stone or wood wall, gate, or doorway. Physically smashing through, the user additionally knocks back anyone on the opposite side of the wall by 3 blocks. Break Down has no Cooldown.
    • Building Scale (Range: Melee / Type: Movement Technique) - The user rapidly scales up a building they are standing next to, or a roof (the user cannot climb higher than 24 blocks, and is expected to use an Ender Pearl to get up to the ledge where they would land). If landing on a roof, the user is able to stand on this roof. Building Scale has a 3 Hour Cooldown.
    • (Free Point) Careful Fighter (Range: Self / Type: Passive Technique) - To gain a benefit from restraint, when the user would make an Opportunity Attack on an enemy, instead choose between two options. Either make the attack as normal, or do not make the attack, and gain 1 Block Token instead. Careful Fighter goes on Cooldown if either option is chosen. Careful Fighter has a 1 Hour Cooldown.
    • (Heritiage Free) Knockback Sweep (Range: Melee Range / Type: Passive Technique) - To create distance, target either one enemy within range, or everyone within 3 blocks in front of the user (not beside/behind). If one enemy, Displace target backwards by 10 Blocks. If everyone, displace targets backwards by 5 blocks. If any target(s) hit a wall, or are Trapped or Prone, deal -1HP Damage to them. Knockback Sweep has a 2 Hour Cooldown.
  • Constitution: 4 (Shielding)
    • Shield Slam (Range: 10 Blocks / Type: Movement Technique) - In order to close distances and repel an opponent, use this ability to charge up to 10 blocks in a chosen direction. Once ended, the User can choose any target within melee range and knock them back 5 blocks, also applying the Prone Status. Shield Slam has a 2 hour cooldown.
    • Shield Taunt (Range: 2 Blocks / Type: Instant Technique) - To force an enemy to focus on you, apply the Warned Status to all enemies within Range. While Warned, the enemy must either choose to spend their next turn attacking you, or suffer the Marked Status. If a target cannot reasonably attack the user, then Shield Taunt fails. Shield Taunt does not Stack, and has a 1 hour cooldown.
    • Shield Deflect (Range: Melee Range / Type: Counter Technique) - To delay an enemy, use this ability as a reaction to an enemy within Range making an Attack. Immediately Stagger their action, and 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.
    • Shield Snare (Range: Self / Type: Counter Technique) - 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.
    • (Free pack) Shield Block (Range: Self / Type: Counter Technique) -In order to last longer in melee combat, use this Ability reactively to instantly reduce Damage from a single Melee Attack by -2, which can be to 0. This does not consume an Action. Shield Block has a 1 Hour Cooldown.
  • Intelligence: 0
  • Wisdom: 0
  • Dexterity: 0
  • Faith: 0
  • Magic: 5
    • Magic Safeguard - 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 Geist Charm. Secondly, while they can be infected with Afflictions, they are not affected by the mental changes and keep their conscience. Thirdly, while normally curing from Afflictions would cost Divinium, those with Safeguard Pack do not have this cost incurred, being curable by the same persons without a currency cost. Finally, they cannot be fed upon by Vampires or Geists, as their body becomes caustic to them. This can all be achieved through a combination of mind-guarding nanites or chips, or bloodstream alchemy.
      • Magical Variant: The Magical Variant of Safeguard Pack additionally grants the user the ability to use Exorcism on anyone (except themselves). Exorcism is useful in a variety of settings, for example, if a Character has had Mind Control established on them, or some other form of Curse where the description of the Mechanic specifies that it can be removed with an "Exorcism Ability, or Exorcism Mechanic". If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
    • Magic Wardrobe - 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.
      • Magical Variant: The character has inlaid enchantments into their clothing, able to achieve the same effect. Additionally, they are able to pass this enchantment onto other items. While within emote range, the character can extend the benefits of this pack to another person to prevent them from dying. Finally, the user can create magical items with aesthetic benefits (or curses, removed with Exorcism or by a specific method per item, left up to player freedom) while out of combat, and pass them onto other characters. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
    • Magic Shove (Range: Emote/Type: Instant Power) - 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 Snare (Range: Emote/ Type: Instant Power) - To prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown.
      • Sinistral Usage: The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4.
    • Magic Reduce (Range: Emote / Type: Dispel Power) - 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.
    • (Free Pack) Magic Cleanse (Range: Self / Type: Instant Power) - To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within Range. Magic Cleanse has a 2 Hour Cooldown.
      • Sinistral Usage: Instead of removing the Status Effect, transfer it to an Enemy within Emote Range.
Suvial Mechanic Perks:

Free Packs
  • Suvial can choose one Pack from either Magic Point Buy, or Melee Point Buy Categories.
  • Suvial can choose one Pack from either Magic Point Buy, or Training Point Buy Categories.
Mechanics
  • Suvial gain +1 Main Combat Stat when attacking a Character with Theurgy Point Buy Abilities, which can break Cap up to 11.
  • Suvial can gain additional Event insight into past Battles or Wars or Conflicts, related to Progressions or History related Events.
  • Suvial are never punished by their Gods or their society for using Dimension Alignment out of their norm (Exist), even as God Mages.
  • Suvial are never punished by their Gods or their society for the use of Sinistral Magic variants, even in the use of God Magic.
  • Suvial are exceptionally proficient at controlling Spirits, allowing them a range of mechanical functions to do with Spirits (see Karamatology below).

Godborn (Xeradon) Mechanic Perks:
  • LvI: Xeradon Godborn can Transform into Deep-Sea Terrors, nautical horrors with claws and teeth and other appendages. While size can be a factor, it should remain roughly reasonable in roleplay in Regalia, while it is fine to write backstory/lore stories with large transformations. This counts as a Monstrous Transformation and a Disguise, though they Transform back to normal if they are KO'd in Combat. (Monstrous Transformations are illegal in Regalia).
  • LvII: Xeradon Godborn can always breathe underwater without any Abilities, and can always see perfectly underwater. They can move with great speed and grace, and even transform only parts of their body permanently or temporarily more fish or ocean-mammal-like, for example, dolphin fins or a shark's lower body. They can also extend this Mechanic to their "favored", so long as their favored are within Emote Range of them.
  • To Xeradon Godborn, water is like a permeable resource from which to make things. Even if to other water has no substance, Xeradon Godborn can change water into anything, from luxurious liquors, to fine foods, to even clothes for themselves or furniture to sit on. They can be made to look like water frozen in time with texture or color, or have entirely different material compositions, and broken down later back to water.
Religious Mechanic:
  • All worshipers of The Broken Gods are granted the gifts of the Broken Gods. These gifts mainly aim at their spite and rejection from the world's status quo, in allowing them to choose one Mechanic of any Religion except Evolism, and add it to their own Mechanics. Additionally, The Broken Gods worshipers have a unique Mechanic related to Disguises or Monster Transformations. While these would normally be removed upon reaching 0 HP or being Knocked Out, Broken Gods worshipers who are defeated in combat or outside of it can never be forced out of any Disguise or Transformation. Keep in mind, this may cause problems with Knights, because a Monster that is not transforming back, may need to be executed, so use this judiciously.
Languages
Common
Pidato (Indonesian) (P)
Zoram (Sanskrit)(Zor)
Shalota (Unique)(Sha)
Altalar (High Elven) (Alt)

Life Story / Plot Hooks
Born in a small village back in Hadar, a bastard child of Xeradon, the fisherman thought she could be good luck. She tried to find greatness in her Heritage. But, she was treated more like an icon, told to hate others, and was scolded when she attempted to aid the folks who were dead. When she failed to be a blessing of the sea, she was ridiculed for not having his father's powers. As time passed, she was ignored for her lack of powers.

When she turned 16, she had enough of his lack of power, she took her mother's prized trident, a boat, and sailed off. During a storm, he fell off his boat, and that he would drown. Only to hear a man's laughter and finally unlock her powers. Years passed as she traveled, and gathered crew mates like him, the exiled and unwanted, the sick and weak, and gave them a place on his crew. Time passed as she earned the title of The Leviathan of Hadaria. With time, she saw mostly the followers of gods at their worst. Fanatics that had godborn fight, Arkenborn killed, orders claiming glory and insulting others. Sinbad's crew was targeted by her father's followers. With trident and lightning, she killed any who came near. She carries disgraced banners of the followers and keeps trophies. To her, the gods are cruel makers, so she chooses to follow only the path of the people.

Though she was the child of the sea, she planned to take it all with her own strength. She took the shape of massive and small creatures. She even took the form of a most disfigured of beasts of nightmares.

When the Hadar War came by, she had to lead her crew away and look for adventure.
 
Last edited: