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Played Character Sorrel Rainmaul

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

Sorrel Rainmaul

୧︵ ˖‿̩͙ ꕀ⠀ ⠀ ꕀ ‿̩͙˖ ︵୨



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─── ⋅ ∙ ∘ ☽ "all this anger was once love." ☾ ∘ ⋅ ⋅ ───

Alias: Sorrel Rainmaul
Race / Culture: Asha 75%, Yanar 25%
Age: 22
Gender / Pronouns: Female, She/Her
Religion: N/A
Occult: Mageborn Exist Domain, Vampire (Bremnevel)
Character Occupation: Black Market Herbalist


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


An adaptable girl with an odd way of words, weaving puppet strings into her acquaintances' minds in an attempt to manipulate to her benefit. She is observant and tactical, calculating every logical outcome in any given situation. There are always loopholes that cannot be predicted, however.

Sorrel was an only child, being born to a full-blooded Asha father and an Asha-Yanar mixed heritage mother.

Her father, Baxter Rainmaul, came from generations of culinary artists. He had a special vision with his creative endeavors which was incorporating more vegetarian ingredients. Baxter's pursuits led him to a gardener by the name of Peony.

Peony was raised by Yanar and adapted to their culture, despite only having half of their blood. She appeared bat-like with petals for her ears and nose. Baxter was enamored and sought out Peony in any crowd. He showed his love with his craftworks, decorating every dish with vibrant floral accents. Peony fell in love in return, and assisted Baxter in moving to Regalia to open his first bakery.

The bakery was dubbed 'Peony Blossoms' with the loving approval of Peony herself. The menu was sparse and plain, but Baxter had big plans. His own origins of being an Asha led to disputes about the sanitation of the kitchen. Peony rejected these claims, as they met the conditions required by the capital. The bigotry did not hinder Baxter in his endeavors, creating new recipes and additions to the Peony Blossoms bakery.

The news of Peony expecting a child was amazing. Baxter assisted in any way he could during this period. He cooked meals and provided financial coverage while she was unable to work alongside him in the bakery.

When the time came for Sorrel's birth, it was at the price of Peony's death. Peony suffered from a fatal sickness and passed mere days after Sorrel was born. Baxter was stricken with grief, mourning alongside the newborn Sorrel. He built his life around Peony, and now had to reconstruct his business, his daughter, and his relations.

Baxter struggled to keep his business afloat as he raised Sorrel alone. As Sorrel grew older, she became aware of her father's struggles. She offered to assist in the gardening - a job Peony was assigned. He agreed, and showed Sorrel the ropes of gardening and harvesting when she was eight. The skill came naturally to her, assumed from her diluted Yanar blood. Sorrel offered to aid in other tasks but was declined.

When Sorrel was fifteen, Baxter had to close Peony Blossoms. The upkeep grew pricey, and Baxter would be unable to continue the business without running into debt. He barely had the funds to afford an apartment where they resided.

Sorrel worked small jobs to assist Baxter in the bills. She grew skilled at negotiating and had a clever way with words. It was only when she was seventeen was when she stepped foot into school doors. Sorrel preferred to be lonesome with her activities and assignments. Her studies primarily focused on cultivating herbs and other meaningful plants. She phased out of the education system a mere three years later as income was in dire need.

Not much is known about her or her father's whereabouts in the present. Seems as if fate had other plans.


─── ⋅ ∙ ∘ ☽ Appearance ☾ ∘ ⋅ ⋅ ───


Eye Color: Burgundy Sclera, Vivid Coral Pupils
Fur Color: Dusty Alabaster
Skin Color: Diluted Chartreuse
Height: 5'0" / 152 cm
Body Type: Androgynous, Rectangular
Additional Features

Her fur texture adjusts based on environmental factors, reacting like a plant would in certain conditions.

Sorrel's eyes are extremely sensitive to light. Ironically her body performs healthier when exposed to the sun.

Her ears are always draped over her shoulders. They cannot prick upwards as they are too heavy.

The spare extensions of her ears are extremely sensitive. She makes an effort to conceal them.

Her claws and teeth are constantly growing. The material is a hybridized form of bark and keratin. She makes an effort to dull the sharpness of them.

Sorrel's tufted tail tip is feathery to the touch. She keeps this part hovered over the ground where she walks.

Her bat-like nose resembles a wood sorrel clover leaf.
Sorrel is pale in her fur color with yellow-green accents where patches of fur are thinner. She has bat-like features such as a leaf-nose, a compacted small build, and large ears. At the base of her ears grow vine-like extensions, though serve no purpose other than aesthetics. Shades of violet and magenta fur mark her back and crawl onto her shoulders as well as appearing on her tufted tail.

Her eyes are never open to its full extent, harsh sunlight being painful to perceive for long periods of time. She has silky textured fur, which is long and thick and is styled to appear as hair on her head. Her teeth appear akin to a carnivore but lack the years of carnage staining. Her build is rectangular, lacking feminine curvature.

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

Hobbies and Talents: Alchemy Hobby, Magical Talent (Novice)

Mechanics

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]

Yanar can speak to plants and trees, and even encourage them to grow faster or hide, or change their appearance. [Yanar Mechanic 4]

Languages

Common

─── ⋅ ∙ ∘ ☽ Plot Hooks ☾ ∘ ⋅ ⋅ ───
wip

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

Attack Stat: Dexterity
Defense Stat: Magic

Strength: 0


Athletic Point Buy

Building Scale {Free: Asha}

"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, and counts as a Movement Power in the context of counters."

Constitution: 0

Intelligence: 0

Wisdom: 1


Chem Point Buy

Technique Parry

"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: 7

Roguery Point Buy

Fleet Footed

"The user is quick on their feet, granting them an additional 5 blocks of movement each turn. This Ability is disabled for 15 Minutes when the user uses an Ability, excluding Stances and Passives, or makes an Attack Emote (or something that replaces an Attack Emote). Additional uses don't extend the timer, but reset it."

Sharp Reflexes

"To dodge a dangerous attack, this ability can be used as a reaction to a Basic Attack targeting the user. Before making the Defense Dice Roll, and without consuming the user's Action, add +5 to the final roll. If the user still fails the Defense Roll, reduce this Ability's Cooldown to 10 Minutes, otherwise, Sharp Reflexes has a 1 hour cooldown."

Escape Artist

"The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. Additionally, while in combat the user can spend an Action to remove the Trapped Status Effect. Escape Artist has no Cooldown, unless used in Combat, during which it has a 30 Minute Cooldown."

Smokescreen

"The user creates a temporary smokescreen around themselves. For the next 3 turns, the user cannot be targeted by Abilities used by Characters outside of this Ability's Range, and any Basic Attacks made targeting the user outside the Range have -2 added to the Final Result. Smokescreen has a 2 Hour Cooldown."

Venomous Strikes

"The user applies a venom to their weapon, without using an Action. For the next 30 Minutes, whenever the user deals damage to an Enemy, they can reduce that damage by any amount (even to 0), and then reduce the target's Attack or Defense Stat by the amount reduced. This Stat reduction lasts until the user damages an enemy with a reduced stat, without reducing it, until this Ability ends, or until the user is KO'd. The same target can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes. Once ended Venomous Strikes has a 4 Hour Cooldown."

Disguise {Free: Asha}

"The Disguise Pack allows the user to don a mundane disguise that prevents them from being identified in a roleplay scene. The user is able to change any aspect of their appearance such as height or build, but the disguise must always be represented as an evident costume that covers the wearer's body entirely. This disguise is able to conceal things such as Afflictions and Affinities, but if the user is defeated in Combat then the disguise is able to be removed to reveal their identity. Keep in mind that using a Disguise should not be used in anti-RP ways to avoid consequences perpetually. While it can help with Crime RP or keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that wearing an obvious disguise may cause characters and NPCs to react differently than if they were in the scene unmasked, and certain places, like the Imperial Palace, will bar Masked/Disguised characters entirely."

Ranger Point Buy

Ranger Stance {Stance}

"Ranger Stance can be Activated without consuming a Turn. During Ranger Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 4 blocks, the user suffers a -3 penalty to their Attack Stat for that attack only. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown."

Ranger Wallop

"To create distance, the user fires a non-harming shot against a target within range that Displaces them backwards and away from the user by 10 blocks. This does not interrupt any ongoing actions. Ranger Wallop has a 20 minute Cooldown."

Hook Shot

"To get around quickly, the user instantly fires a grappling hook to propel themselves to anywhere within range, Horizontally or Vertically, with limits. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side. Hook Shot has a 4 hour cooldown. If Hook Shot is used outside of Combat, it has a Range of Emote Range."

Faith: 0

Magic: 5


Magic Point Buy

Magic Snare

"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 Warp

"To move yourself or an ally, use this ability to relocate them in a straight line anywhere else in range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action or movement if used on them. Magic Warp ignores Opportunity Attacks, and can be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown. Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only."

Magic Distort

"To disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene. Sinistral Usage:No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range."

Adapt Point Buy

Mind Control {Magical Variant}

"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."

"Magical Variant: The Magical variant of Persuasion Guidance and Persuasion Bonus is identical, where the changes mostly occur in Persuasion Thralling. Persuasion Thralling can no longer be removed by just Knocking someone Out, they have to be freed from Mind Control through the use of an Ability or Mechanic that functions as a form of Exorcism. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead."

Wardrobe {Magical Variant}

"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 one other 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."

Charisma: 1

Speech Point Buy

Stubborn Presence

"This Pack allows you to reduce incoming Persuasion Rolls, or Persuasion Rolls made by others in the same scene. When someone uses Persuasion Rolls on you, the final result has -1 removed. When someone uses Persuasion Rolls near you, you can choose to apply this to their Dice, to sabotage their attempts to persuade. A Character can only be affected by one Stubborn Presence Pack per Dice Roll, and each time this Pack is used, it counts as your Character saying something snarky or snobby to sabotage the Persuasion attempt. The person who is attempting to use Persuasion will know IC that you tried to sabotage them."

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