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Played Character Solomon Rubris

This character is actively played.

ShadowCJM

Supremium
Joined
Jan 8, 2021
Messages
7
Reaction score
0
Points
36
  • Full Name: Solomon Rubris
  • Nickname: Drunk, Chemical child, Subject #13
  • Heritage / Culture: Mystech - Vatgrown Homunculi
  • Age: 40 (appears to be 20-21)
  • Gender / Pronouns: Male - He/Him
  • Occult: Homunculus
Core Concept
Free roaming chemist finding his place and his purpose.

Appearance Information
He wears a set of gold-rimmed goggles and uses emerald lenses. His sclera is rich black with bright purple irises with pointed ears on the side of his head. He tends to have a sachel on his left hip of unknown chem hand bombs. He wears a raggy white shirt and coal-stained blue pants with heavy boots. Normally keeps the sleeves rolled up. His hair is shaved and he placed his grey hair into a ponytail. He also has on a dark red belt he stole from a noble some time back.


Attack and Defense Stat
Attack Stat (Intelligence): 5
Defense Stat (Wisdom): 5
Rules of Profienecies and Combat: Link
Combat Terms: Link


Hobbies and Talents (Optional)
Alchemy/Chemistry - Born to be a chemical warfare monster, he woke up to an abandoned lab and got to work.
Brewing - A similar work to chemicals and alchemy, but not as similar. With time, he needed something to do.
Working out - Oddly enough, since he was alone in the abandoned laboratory, he had to learn to lift and move heavy things.
Cooking - Be it baking or proper cooking, he is good in the kitchen. Just keep an eye on him.

Technology Branches - Chemtech and Vivitech

Proficiencies
  • Strength: 2
    • Force Toss (Range: Melee Range / Type: Instant Technique) - 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.
    • Building Scale (Range: Melee Range / 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.
  • Constitution: 0
  • Intelligence: 5
    • Magic Wardrobe (Mechanic V; Free) - 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 Oceanic - 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.
      • Magical Variant: The Magical Variant of Oceanic Pack also allows the user to extend the full effects of Oceanic Pack to 2 additional Allies so long as they remain within 10 Blocks of the user (no longer needing to hold their hand). If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
    • 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 Mimicry - The Mimicry Pack allows a Character to copy the functional Abilities and Proficiencies of another Character, though only ever at the start of Combat. If a single of their own Abilities has been used, this Mechanic is no longer available until all Abilities are no longer on Cooldown. This can also not be used to Mimic Custom Kits, except in situations where it is used in a 1v1 against a Custom Kit user, who must also give express OOC consent for this to work. Some Custom Kits may also not be copied, due to deep lore functions of how their Custom Kits came about. The Mundane variant of this Ability uses a combination of Ability-mimicking machines and nanites or alchemical imitations. When Mimicry is used in Combat, it cannot be removed until Combat has ended, and if the effect is maintained beyond combat, it cannot be removed until the next Combat ends.
      • Magical Variant: The Magical Variant of Mimicry Pack also allows the user to mimic the appearance of the person which does count as a Disguise Pack (but only for people who entered late to the scene after activation). Additionally, the Magic Variant of this Ability can also be used outside of Combat, but it cannot Mimic the Mindcontrol Pack from Adapt Point Buy. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
    • Tech Auto (Range: Self / Type: Intstant Technique) - To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user's damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown.
    • Tech Exhaust (Range: Self / Type: Intstant Technique) - When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect's duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user's Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat.
  • Wisdom: 7 (Chems!)
    • Chem Bolts (Range: Self / Type: Stance Technique) - To throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance's associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended.
    • Chem Hyperfocus (Range: Self / Type: Instant Technique) - To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended.
    • Chem Cleanse (Range: Self / Type: Instant Technique) - To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self. Chem Cleanse has a 15 Minute Cooldown.
    • Chem Purge (Range: Self Range / Type: Counter Technique) - To protect from Status Effects at a cost, cleanse all Status Effects and become immune to future Status Effect applications for the duration, but, set Defense Stat to 2 (cannot be raised) for the duration of Chem Purge. Chem Purge does not consume an action, and can be used out of turn. Chem Purge lasts for 20 Minutes, and cannot be ended early. Chem Purge has a 2 Hour Cooldown.
    • Chem Bloodboil (Range: Melee / Type: Instant Technique) - To make the user's blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy's Attack Emote, which can be multiple Enemies. However, if only one Enemy, maximum -2HP to Enemy. Chem Bloodboil can be used Once Per Combat.
    • Chem Mend (Range: Self / Type: Passive Technique) - To mitigate toxins, when the user has collectively dealt -2HP damage to themselves with Abilities, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 4 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown.
    • Chem Bang (Range: 5 Blocks / Type: Counter Technique) - To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next 30 Minutes. If the Target was not Mounted, apply the Weakened Status Effect for their next 3 actions. Chem Bang has a 2 Hour Cooldown.
    • Technique Parry (Free) (Range: Self / Type: Counter Technique) - 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.
  • Dexterity: 0
  • Faith: 0
  • Magic: 0
Vatgrown Homunculi Mechanic Perks:
  • Vatgrown Mechanic I: Vatgrown Homunculi are immune to being infected with/having Affinities. If they become Afflicted, their curing never costs Divinium, and they are never affected by the mental changes.
  • Vatgrown Mechanic II: Vatgrown Homunculi gain 1 pack of Chem Point Buy for free, which can be a biological function of their body. If they become Dimension Aligned, they can choose to make this Magical instead.
  • Vatgrown Mechanic III: Vatgrown Homunculi gain +1 Attack Stat (breaking cap up to 11) when attacking someone who is engaging in bigotry or discrimination against them, or did in the past hour by diminishing their personhood.
  • Vatgrown Mechanic IV: Vatgrown homunculi can choose one Mechanic from either the Fin'ullen, Allar, Eronidas, or Rement Asha (excluding Living Metal) Heritage Traits, and gain it as a part of their biology.
    • Allar: Allar bodyparts regrow over the timespan of 24 hours when lost, though scars can be left behind if desired.
  • Vatgrown Mechanic V: Vatgrown Homunculi gain the Wardrobe Pack for free. Additionally, they are immune to any diseases and illnesses, even magical ones, but can still be carriers of them

Languages
Common
Altalar (High Elven)(Alt)
Agasi (Elven Hindi)(Aga)
Katharic/Pannarokh (Unique)(K)

Life Story / Plot Hooks
He was created in Fendarfelle, in an underground lab. He woke up to find no one inside the lab anymore, just skeletons. He was alone and only had books to learn things with a mech automata help to talk to. Chemistry and alchemy. He discovered what he was when the explorer of a temple discovered him, he had forgotten what faith, but only remembered being angered and losing himself. He discovered the chemicals produced By his body acted as a chem factory. He learned that his emotions were far more volatile, allowing the boosters inside of him to activate and release a savage rampage. When he killed the intruders, he was interested in what else was out there. He looted the bodies and grab what he could find and left for adventure.

He traveled across the lands and met so many people, but always kept a move. He had lovers and broke hearts and tried to stay as free as possible. Time passed as he just wandered the world, drinking and trying his best to keep ahead of folks. He only cares about being a person free as the wind and sea.
 
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