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Work in Progress Siveras | the Shrinekeeper

This sheet is a work in progress and should not be considered accurate or used actively in roleplay.

Coratosh

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by me

SIVERAS



Character Information

  • Full Name: Siveras of the Shrinekeeper Clan
  • Heritage: Selvath
  • Gender: Male
  • Religion: Estelley
  • Occult: Ghilan Godborn, Anima & Abyss Mage

Appearance Information

  • Eye Color: Pale
  • Skin Color: Dark
  • Hair: Dark Brown
  • Height: Mutable. Generally 5'10" - 6'0"
  • Weight: Mutable. Generally 200lbs / 90.7kg - 250lbs / 113.4kg
  • Body Type: Mutable.
  • Voice: TBD

Skill Information

  • Character Occupation: Mage , Hunter, Healer, Caretaker
  • Hobbies and Talents: Magical Talent, Animal Handling, Shapeshifting, Woodcarving
  • Languages: Altalar (Native), Common
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Combat Proficiencies and Abilities

  • DEFENSE STAT: WISDOM
    Roll: 1d17
    DEFENSE STAT: WISDOM
    Roll: 1d15
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    ABILITY PACK: STEADY BODY
    Source: Proficiency Point
    Category: Athletic Point Buy
    Relevant Stat: STRENGTH (7)
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    ABILITY PACK: TECHNIQUE PARRY
    Source: Proficiency Point
    Category: Chem Point Buy
    Relevant Stat: WISDOM (5)

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    STANCE ABILITY PACK: BRUISER SLAM
    Source: Proficiency Point
    Category: Bruiser Point Buy
    Relevant Stat: STRENGTH (7)
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    STANCE ABILITY PACK: BRUISER FLURRY
    Source: Proficiency Point
    Category: Bruiser Point Buy
    Relevant Stat: STRENGTH (7)
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    STANCE ABILITY PACK: BRUISER RIPOSTE
    Source: Proficiency Point
    Category: Bruiser Point Buy
    Relevant Stat: STRENGTH (7)
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    STANCE ABILITY PACK: BRUISER TACKLE
    Source: Proficiency Point
    Category: Bruiser Point Buy
    Relevant Stat: STRENGTH (7)
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    ABILITY PACK: WEAPON THROW
    Source: Proficiency Point
    Category: Melee Point Buy
    Relevant Stat: STRENGTH (7)
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    ABILITY PACK: DIVING TACKLE
    Source: Proficiency Point
    Category: Melee Point Buy
    Relevant Stat: STRENGTH (7)
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    ABILITY PACK: BRUISER PARRY
    Source: Proficiency Point
    Category: Bruiser Point Buy
    Relevant Stat: STRENGTH (7)


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    ABILITY PACK: CHEM HYPERFOCUS
    Source: Proficiency Point
    Category: Point Buy
    Relevant Stat: STAT (0)
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    ABILITY PACK: CHEM PURGE
    Source: Proficiency Point
    Category: Point Buy
    Relevant Stat: STAT (0)
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    ABILITY PACK: CHEM BERSERK
    Source: Proficiency Point
    Category: Point Buy
    Relevant Stat: STAT (0)
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    ABILITY PACK: CHEM BANG
    Source: Proficiency Point
    Category: Point Buy
    Relevant Stat: STAT (0)

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    PASSIVE ABILITY PACK: SHAPESHIFTING PACK
    Source: Proficiency Point
    Category: Adapt Point Buy, Magical Variant
    Relevant Stat: MAGIC (2)
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    PASSIVE ABILITY PACK: WARDROBE PACK
    Source: Proficiency Point
    Category: Adapt Point Buy, Magical Variant
    Relevant Stat: MAGIC (2)
    Attack Stat: STR
    Defense Stat: WIS
    Proficiency Points:
    • 7 STR
      Steady Body
      Bruiser Slam
      Bruiser Flurry
      Bruiser Riposte
      Bruiser Tackle
      Weapon Throw
      Diving Tackle
    • Bruiser Parry
      5 Wis
      Chem Hyperfocus
      Chem Purge
      Chem Berserk
      Technique Parry
      Chem Bang
      2 Mag
    • Magical Shapeshift
    • Magical Wardrobe
  • HERITAGE MECHANIC: ANIMAL MASTERS
    Source: Selvath
    Trappings/Flavor: Druidcraft
    You can communicate with wild animals in your presence, but they cannot have plot-relevant information or information that would otherwise be metagaming or character-revealing. You can summon a plant and bark-matter mount from the forest anywhere, or call upon a Regalian deer to stride to you as a mount. Finally, you can turn wild beasts into temporary familiars. This may not work on Event Animals.

    HERITAGE MECHANIC: FOREST MASTERS
    Source: Selvath
    Trappings/Flavor: Druidcraft / Minor Shapeshifting

    You can (within reason), change how you are perceived, or how others perceive the forest around you while out of Combat. This can include producing animal sounds that imply the presence of predators, disappearing in the canopy as you jump from tree to tree, and generally making the forest a hostile place to be for unwelcome guests. Whatever is done, cannot confer combat benefit or pre-combat positioning.

    HERITAGE MECHANIC: WOOD SINGER
    Source: Selvath
    Trappings/Flavor: Druidcraft

    You can use song, music, or hand gestures to reshape wood and other plant-like materials in any shape you like, for example, jewelry or weapons. Other good applications for this are as furniture or decorations inside houses, or to address in-the-moment needs while in the forest, for example by creating wooden bowls, or chairs to sit on that sprout from the roots in the soil.

    HERITAGE MECHANIC: CAPITALISM FREE
    Source: Selvath
    Trappings/Flavor: Way of Life / Culture

    You cannot be Aristocratic or Nobility in Regalia, but you don't need to either. While Regalians need money to buy things, you can just get anything and everything from the forest for free. You never need to buy clothes or food, and even alchemical ingredients and medicine can be regularly sourced from the woods. Money has no meaning to you and you can extract value for yourself. You have defeated John Locke.

    HERITAGE MECHANIC: BEAST BECOMING
    Source: Selvath
    Trappings/Flavor: Orison to Ghilan

    You can use a ritual/ consume/ sacrifice any part of an animal to adopt aspects of it, for example consuming the flesh of a jungle-cat and taking on their hind legs and tail, or sacrificing the pelt of a bear and transforming your arms into bear-claw hands. These changes are temporary (however long you want them to be), can change any body part but never the head, and cannot grant other mechanical uses such as flight.

    AFFINITY MECHANIC: LIGHT MANIPULATOR
    Source: Estelley Godborn (Gilan)
    Trappings/Flavor: Druidcraft

    You can produce bright lights in your hands, at your fingertips, or in the air that will light up large areas like rooms or large open caverns. This light can be used to make an area that is conventionally dark as night appear bright as day, but does not have any Combat applications, and some Magical forms of darkness overrule Light Manipulation

    AFFINITY MECHANIC: DESCENT INTO LOVELESSNESS
    Source: Estelley Godborn (Gilan)
    Trappings/Flavor: Communion with nature

    You can create animal or fairy-like familiars either from plant-matter, or light-magic, that can act as your pet in social roleplay, or perform simple tasks around the house in emote flair. You can have any number of Solur familiars, but they will flee when Combat begins.

    AFFINITY MECHANIC: LOVE IS THE BRIDGE
    Source: Son of Gilan
    Trappings/Flavor: Gilan Godborn innate communion

    You are an apex hunter in the wilds, capable of greater sense of the hunt, sight, and hearing in nature. You can effortlessly capture mundane animals in the hunt, and may receive additional benefits during Monster Hunt Events or Monster encounters in the forests of Regalia.



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Character Brief

  • soon

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Plothooks

  • Wild Renaissance
    Siveras has made his intentions in Regalia violently clear. He wishes to mend Regalia's ecological dead-zone. Other characters may feel invited to join his endeavors, or attempt to counter them.

    Mutable Body
    This Selvath, perhaps more than others, has a nebulous and ever-shifting approach to his own image. While he maintains his most distinct qualities, he is bound to change himself befitting his circumstance. In the winter, he might be bulkier, heavier, and hairier while in the spring he might shed off his fat and retain slim muscle.

    This approach is taken on smaller occasions, where a hunt requiring stealth may have Siveras becoming thinner and agile, or a position where he may need to be defensive is done so broader and bulkier.

    Characters may be interested by this choice of his, or absolutely repulsed by it.
    Grim Passenger
    Hanging from his waist, finely made and bound in rope is a jar hewn of red clay.
  • Son of Ghilan
    Siveras is the product of Wyld Love, a great intecession by Gilan through the divine countenance of his crown. Other Selvath may have great expectations of him. Certainly, Siveras tries desperately to do good by said expectations.

    Earthly Sage
    Siveras is a mage. Not one of excellent prodigy or great intellect, but one studied in the ways of the earth. He can be seen using his magic to tend to the earth, to the injured, and to supplement battle.

    Gravely Burdened
    Other characters may notice Siveras' prosthetic; A leshen arm of twisting, gnarled redwood with roots that bore into the flesh of his shoulder and collar. Those acutely aware of magic and its effects on the world may notice tell-tale signs of burdened casting nearing where flesh meets wood.


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Last edited:
changelog: 12/26/24 - first post. will do proficiency upon impending update.