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Shelved Character Thea Drakos| The Aelrrigan Knight

This character has been shelved and is no longer played.
Joined
Jul 17, 2024
Messages
30
Reaction score
11
Points
18
Location
South Africa


Character Information



Full Name:
Thea Drakos

Heritage / Culture:
Half-Ailor, half Fin'ullen [ Fin'ullen dominate ] [ Wirtem culture ]

Age:
30

Birthday:
Birthday: 21 November
Year born:


Gender / Pronouns:
Female, She/Her

Orientation:


Partner:
Unknown

Religion:
Unionism

Occult:
Mage, God Magic
Affinity: Caan Godborn
Affliction: None

  • Caan is a Half-Maquixtl (and Ailor) Unionist God of burdened but beautiful Magic. He is the patron of Mages, Aelrrigan Knights, and those who teach Magic but warn for its corruption. Caan is best described as an incredibly handsome and mysterious, but deeply antisocial and often awkward God who despite his divinity, is very approachable and interacts with a wide range of mortals while doing his work for the Aelrrigan Order as one of its Mage-Knights, the highest ranked and most powerful members. Caan's most recognizable and passing traits are his ginger/auburn hair and his magical arms, which manifest differently in each child. While Caan technically has a set hair color, his children can inherit other hair colors. He grants brightly glowing (any color) eye-mutations to his children, so bright that they need darkened glasses to see, or are blind. Unlike other Godborn, these cannot be turned off.

    Unlike Nolvan Godborn, Caan Godborn are born entirely outside of religious expectations. Caan Godborn often end up induced into the Aelrrigan Order and are almost always born with innate Magic. Due to the high degree of Magic in Caanborn, Caan Godborn are considered the "cursed" Godborn, while Nolvan Godborn are the "blessed", leading to a modicum of rivalry or competition between the two.
  • None

Character Occupation:
Aelrrigan Knight, Hechiceros Chapter
  • The Hechiceros Chapter in Girobalda in the south of the Archipelago, is a newer Chapter, created to act both as teachers to those who want to safely learn Magic, but also to keep a close eye on the proliferation (and repression) of Magic through Religion. They specifically know a lot about Religions to tackle the moral quandries created by the people claiming religious right to Magic, or claiming religious right to kill Mages. The Hechiceros Chapter is usually also called in to handle Limit-Breaking Mages so long as they haven't become possessed by a Spirit yet, able to bring a halt to their Limit-Break remotely, and guiding them through the process of shutting off their Magic so that they can calm down. Hechiceros Knights are often sagely and mentorlike, taking a more guiding approach rather than fighting, always attempting to convince any Renegade Mage to turn themselves in and allow themselves to be helped instead of death.
  • Rank:
    Rank-Knight

    Rank promotion:
    Knight: 21 November 312 [ 2024 ]
    Sargent: Unknown
    Captain: Unknown
    Major: Unknown
    Paladin: Unknown

    Knight: None
    Sargent: Unknown
    Captain: Unknown
    Major: Unknown
    Paladin: Unknown

Character Title:
To be Determined

Family:
To be Determined

Aristocrat:
To be Determined

Nicknames:
To be Determined



Appearance Information:



Eye Color:
Bright Blue

Skin Color:
White

Hair:
Black

Height:
7'2

Body Type:
Muscular

Additional Features:


Inventory:





Skill Information:



Hobbies and Talents:


Mechanics:
  • Mechanic 1: Ailor when using Syncretism can worship up to 3 Gods of their sub-dominant Religion, instead of just 1 or 2. Additionally, when Syncretizing, they gain the Mechanic of the sub-dominant Religion (except for Evolism, where only one of the Mechanics can be chosen). If your Character does not Syncretize, they gain +1 Attack Stat (Breaking Cap up to 11) against Characters that have Syncretized their mono-faith.

    Mechanic 2: Fin'ullen can Transform into Daphalar, turning part or whole parts of their body into Aquatic humanoids (think Merfolk), this is not a Disguise.

    Mechanic 3: Fin'ullen can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.

    Mechanic 4: Fin'ullen can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
    Mechanic 5:
    Suvial are exceptionally proficient at controlling Spirits, allowing them a range of mechanical functions to do with Spirits (see Karamatology below).
    .

    [ Caan Godborn Mechanic ]

    Commutable Mechanic: Fin'ullen can use Persuasion /Dice on Spirits even without Charisma Proficiency, and gain a +2 Bonus while doing so.
  • Mechanic 1: Caan Godborn can use a form of Magic sonar that floods an area with tiny magical particles that create an outline that they can see despite their blindness or difficulty of seeing. Objects and people that are anti-Magic repel this effect and appear like a void, while incredibly powerful people or artifacts are almost intolerably bright.

    Mechanic 2: Caan Godborn must sacrifice one Heritage Trait Mechanic of their own, which becomes a commutable Mechanic. Caan Godborn can then align with any other Heritage and choose one Mechanic from their Heritage Traits. This does not change their Design appearance, but can change the appearance of their mutated Arms to bear the aesthetics, symbols, or colors associated with the aligned Heritage.

    Mechanic 3: Caan Godborn can supercharge the glowing light in their eyes, removing any eye cover or goggles they were wearing to dampen its effect, and use the glow from their eyes as a (laser) weapon. This does not change any Combat Mechanics or Styles, it is purely for the aesthetic flair of Emotes. Additionally, Caan Godborn cannot be blindfolded or blinded by having their eyes covered, since they see through Magic.
  • Hechiceros Knights can, once per day, make use of the Magical Variant of the Sealing Pack from Adapt Point Buy. Point-Buying the Pack, or gaining it for free, disables this. They can also prevent Limit-Breaking.
  • The Suvial are masters of the Spirit realm, capable of connecting, controlling, and otherwise influencing Spirits to a higher degree than any other people of Aloria. Firstly, Suvial are never Afflicted when they are possessed or contain several Spirits, as their soul is properly shut off from the Spirits. This also means that they can never lose control, or have the Spirit take over the host without them specifically allowing it and setting the boundaries for that control. Secondly, they never lose control over the Spirits they control and can thrall any (non-Player/Event) Spirits (and even Player Spirits with Consent) at will. Stolen Spirits from another player can only be retrieved if the Suvial is KO'd. Lastly, they can also force Spirits into Canoptic Jars, and give them to others, though others may not have the same possession protections Suvial have and end up possessed in an unpleasant or non-positive way.

Languages:
Common
Sign Language [ Sign ]
Altalar [ Alt ]
Allorn
Agasi [ Aga ]



Backstory/Plothooks:



  • To Be Determined
  • To Be Determined
  • Einar
    Wilvamair Arnyn
    Fidelia CaeMynach




Combat Proficiencies and Abilities



Attack Stat: 7
Magic

Defense Stat: 5
Strength

[14/14 points spent]
Proficiency Points:
Strength:
5
Magic: 9

    • Bruiser Stance [ Stance ]
      • During Bruiser Stance, the user cannot use any Abilities from the following categories: Shielding Point Buy. While in Bruiser Stance, the user cannot have their Attack reduced by outside forces. Additionally, if the user's attacks would have their damage reduced or ignored by anything (except Block Tokens), the user gains +2 Attack Stat (breaks cap up to 11) for their next 3 Attack Emotes. Bruiser Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended, Bruiser Stance goes on a 20 Minute Cooldown.

    • Bruiser Flurry Pack [ Bruiser ] [ Instant ]
      • To disrupt the battlefield, instantly displace all characters within range by 5 blocks backwards. If any Enemies within range had Block Tokens gained by Abilities, remove up to three of them, and grant them to the User instead. Bruiser Flurry has a 1 Hour cooldown.

    • Bruiser Slam Pack [ Bruiser ] [ Movement ]
      • To close the distance with a foe, leap in a straight line to an Enemy within Range without triggering Opportunity Attacks. If the Target has Block Tokens, one Block Token is immediately broken and the Brittle Status Effect is applied. If the Target has no Block Tokens, apply both the Prone and Brittle Status Effects. Bruiser Slam as a 1 Hour Cooldown.

    • Bruiser Agony pack [ Bruiser ] [ Passive ]
      • To heal on the edge of defeat, this ability activates automatically when the user is at 6 HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack upon the Target has a Block Token broken instead of losing HP, additionally apply the Brittle Status Effect. Bruiser Agony can only trigger once Per Combat.

    • Bruiser Feint Pack [ Bruiser ] [ Counter ]
      • To interrupt an enemy's attack, as a reaction, Stagger an enemy within range's Basic Attack or Instant Technique usage. Also, gain +2 Defense Stat (breaks cap up to 9) for the next 2 turns. If the target has any Block Tokens gained from Abilities, additionally apply the Brittle Status Effect. Bruiser Feint has a 2 Hour Cooldown.

    • Bruiser Tackle Pack [ Bruiser ] [ Instant ]
      • To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. In either case, if the target hits another character before moving the full distance, also apply Brittle to that character. Bruiser Tackle has a 2 hour cooldown
    • Oceanic Pack [ Free pack ] [ Free Race Pack ]
      • 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.

    • Safeguard Pack
      • 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 Mortisphage 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 Mortisphages, 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 magic 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.

    • Wardrobe Pack
      • 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.

    • Sealing pack [ Free pack ] [ Chapter Mechanic ]
      • The Sealing Pack allows a Character to be extremely knowledgeable on the nature of Magic, specifically about the usage of Sinistral versus Radiant Magic. Specifically, the Character is capable of creating and using 'Sealing Charms,' which are either mundane technological, or God-Blessed Relics that dampen the effectiveness of Magic. The Character gains the following Ability, which represents the usage of a 'Sealing Charm:'
      • Magical Variant: The character can still make 'Sealing Charms,' but can additionally cast counter-charms via Magic to do the same thing. When they use the Ability Sinistral Sealing, it has a range of Emote Range, instead of 5 Blocks, and is a Dispel Power. The Ability "Magical Sinistral Sealing" is listed on the Ability Plugin for ease of use and understanding.
      • This ability can only be used when an Enemy within range uses a Sinistral Magic Point Buy Ability. That Magic Point Buy Ability becomes its non-Sinistral version instead. The next time the user makes a Basic Attack against that Enemy, grant them +1 Attack Stat (breaks cap up to 11). Sinistral Sealing has a 2 Hour Cooldown.

    • Magic Bolts [ Magic ] [ Stance Technique ]
      • To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance's associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended.
      • Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts.

    • Magic Curse [ Magic ] [ Instant Power ]
      • To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown.
      • Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.

    • Magic Disengage [ Magic ] [ Instant Power ]
      • To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene.
      • Sinistral Usage: Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.

    • Magic Distort [ Magic ] [ Instant Power ]
      • 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.

    • Magic Snare [ Magic ] [ 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 Barrier [ Magic ] [ Link Power ]
      • To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally has increased defenses against Ranged Attacks from Ranger and Deadeye Stance. When the ally is targeted with a Ranged Attack Emote, their minimum Defense Roll is raised to 9 for Ranger Stance attacks, and 6 for Deadeye Stance attacks. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token.
      • Sinistral Usage: Additionally, if the User would take Damage, they can fully transfer that Damage to their Linked Ally, even against the Ally's will, meaning the user suffers no damage, and the Ally suffers all of it.

    • Magic Revive [ Magic ] [ Buff Power ]
      • To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown.
      • Sinistral Usage: Ignore limit on Revive Abilities, and Target an Enemy at 0 HP, and forcibly Revive them, making them fight for the user. However, Target Enemy can only make Basic Attacks, cannot use any Abilities, and has their Attack and Defense Stat Halved (cannot be raised). If an enemy Targets the revived Enemy with another Revive Ability, the target is dealt 2 HP of damage.
 
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