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Work in Progress Victoria Silverberry |The Silver Blade

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

Sorc3r3ss

Countess Silverberry
Joined
Jul 17, 2024
Messages
14
Reaction score
6
Points
13
Location
Camborne
Roleplay Guilds
Knighthood


Character Information



Full Name:
Victoria Steel Silverberry

Heritage / Culture:
Imperial Ailor with Regal culture

Age:
20

Birthday:
Birthday: 2 October
Year born: 292


Gender / Pronouns:
Female, She/Her

Orientation:
Straight [ more than willing to be in a relationship ]

Partner:
Unknown

Religion:
Unionism

Occult:
Nolvan Godborn

Description:
Nolvan is an Ailor Unionist God of war and harshness, of the chaos of inspiration and undefeated warriors and duellists. Nolvan is the twin of the other Dogmatic Unionist God Neall, and the two represent the contrast or duality of the Regalian Empire's ability to both create and destroy, to bring peace or war, and to create beauty or inflict death. Neall is controlled, reserved, and shy, while Nolvan is erratic, affable, and driven. Between the two of them, it is thus Nolvan who is subject to the carnal desires of the flesh among mortals, and who is keen to (ab)use his divine status among the faithful. Nolvan's most recognizable and passing traits, are his ginger/auburn hair, and the golden glowing tattoos that can be found in varying places of his body. He grants a golden-glowing eye-mutation to his children, allowing their sclera to be golden, and/or their irises glowing golden also. He also sometimes grants golden or white feathered wings to his children, which function more like shields, and are incapable of flight.

Nolvan Godborn bear a great deal of expectation from Unionist society, who expect them to become holy warriors, paladins, or defenders of the faith. There is always an unhealthy comparison with Nolvan's inability to lose a single duel, and his great physical prowess. For this reason, many Nolvan Godborn can be found among the Knightly Orders, as well as personal bodyguards of the Unionist Priests.


Character Occupation:
Viridian Order Knight, Tyrian chapter

The Tyrian Chapter is a relatively newcomer when it comes to Viridian Chapters, while its actual membership is tiny in comparison to the other Chapters, yet it is held to the same respect. The Tyrian Chapter was founded when Emperor Cedromar ruled the Regalian Empire, where some Viridians championed the cause to return to the occupation of protecting the Imperial Family in particular, after Cedromar helped the Viridians rebuild following the Deathling Crisis. The Tyrian Chapter takes particular interest in the protection of the Imperial Family and state officials, especially those directly from the Imperial Palace. As a result, the Tyrian Chapter is often considered somewhere in between a Knight Order and the Imperial Guard, with some of the privileges and benefits of the Imperial Guard, without the strictness surrounding them. Tyrian Chapter Knights often don the Imperial Tyrian and blue, instead of the regular Viridian Green, though still use Viridian Shields.


Rank:
Knight Rank

Rank promotion:
Knight: 17 October 2024
Sargent: Unknown
Captain: Unknown
Major: Unknown
Paladin: Unknown


Character Title:
  • Dame
  • Lady

Family:
Nolvan | Father | Unionist God
Willow Silverberry | Mother
Nova Silverberry | Younger Sister
Amber Silverberry | Older Sister


Aristocrat:
Court Family

Nicknames:
To be Determined



Appearance Information:



Eye Color:
Golden

Skin Color:
White

Hair:
Auburn

Height:
7 ft

Body Type:
Muscular

Additional Features:
To be Determined



Skill Information:



Hobbies and Talents:


Mechanics:
Ailor:
Mechanic 1:
Ailor are masters of languages, which is expected given their habit to culturally divides. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.

Mechanic 2: Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.

Mechanic 3: Ailor make for excellent negotiators. Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things.

Mechanic 4: Ailor whether by divine intervention or by sheer dump cosmic luck, always somehow end up on the right side of history. Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor.

Mechanic 5: 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.

Godborn:
Mechanic 1:
Nolvan Godborn can have 2 distinct Proficiency sets and appearances that they can swap between, featuring different Proficiency Packs, Body Shape, or even Gender Presentation. The idea is that they embody the contrast between the values of Nolvan and Neall, and can swap between these two distinct Forms (Art and War) so long as they are outside of Combat, and do not currently have any Abilities on active Cooldown.

Mechanic 2: Nolvan Godborn can will anyone to not die. They can sustain a person through mortal wounds, and can even reach into their chest to re-start their heart if they have died in the last hour and their soul has not yet passed on (this may not work on Event Characters). Additionally, Nolvan Godborn themselves, if they die in Battle, do not pass on to to the Afterlife, but instead become Burning Choir Undead.

Mechanic 3: Nolvan Godborn gain access to the Solvaan Mist Forms, except they only have two variants, the black with golden glowing Divine Mist Form, and the white with golden glowing Doubt Mist Form. When they are secure in their mission and faith, they can produce a black-golden glowing Mist, but if they waiver from Unionism or their purpose, this Mist is white to indicate their aimlessness.

Tyrian Knights:

Tyrian Knights are permitted to wear armor and weapons at the Imperial Palace, and offer protection to Palace Events or Kades. Additionally they are immune to becoming Afflicted.

Languages:
  • Common
  • Sign language


Backstory/Plothooks:



Backstory:
To be Determined

plot hooks:
To be Determined


Combat Proficiencies and Abilities



Attack Stat:


Defense Stat:


[0/14 points spent]
Proficiency Points:
[ War ]
Strength: 0

Constitution: 0

Intelligence: 0
Wardrobe Pack [ Free 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.


Wisdom: 0

Dexterity: 0

Faith: 0

Magic: 0

Charisma: 2
Undisclosed Presence Pack
This Pack has the user trained so well in mental fortitude and obfuscation, that they are immune even to Magical attempts to apply Mind Control, or scry their mind for information. Your Character becomes immune to being mind-controlled, Thralled, having their emotions read, or emotions influenced, and so forth. This does not protect against Illusions, or Memory Alterations, however. You can still submit your Character to these functions if you want to, however, it assumes that by default your Character deters any kind of Mind Control.

Fame Presence Pack
Your Character can use their wide social connection to subtly inquire about opinions of themselves, or their allies or friends, from specific social groups. These social groups are always off-screen NPC groups, for example: The Imperial Family, The Aelrrigan Grandmaster, the Lothar Order Council, the Court of the Queendom of Lusits, the Jarl-Regents of Tryllelande, etc. They should be government institutions or specific organizational structures. The inquiry will result in a readout of how much this entity knows about your Character or your friend's Character, how much they like or dislike yours or theirs, and sometimes why (but generally not). Always inquire in a Ticket.

[ Art ]

Strength: 0

Constitution: 0

Intelligence: 0

Wisdom: 0

Dexterity: 0

Faith: 0

Magic: 0

Charisma: 2

Undisclosed Presence Pack
This Pack has the user trained so well in mental fortitude and obfuscation, that they are immune even to Magical attempts to apply Mind Control, or scry their mind for information. Your Character becomes immune to being mind-controlled, Thralled, having their emotions read, or emotions influenced, and so forth. This does not protect against Illusions, or Memory Alterations, however. You can still submit your Character to these functions if you want to, however, it assumes that by default your Character deters any kind of Mind Control.

Fame Presence Pack
Your Character can use their wide social connection to subtly inquire about opinions of themselves, or their allies or friends, from specific social groups. These social groups are always off-screen NPC groups, for example: The Imperial Family, The Aelrrigan Grandmaster, the Lothar Order Council, the Court of the Queendom of Lusits, the Jarl-Regents of Tryllelande, etc. They should be government institutions or specific organizational structures. The inquiry will result in a readout of how much this entity knows about your Character or your friend's Character, how much they like or dislike yours or theirs, and sometimes why (but generally not). Always inquire in a Ticket.


relationships:



Found Family:
Close Allie/Friend:
Friend:
Neutral:

Enemy:
 
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