Mal

This is where CSes are moved to when they are marked as "Approved". If this accidentally locks your CS, don't worry, just PM a prophet and we'll unlock it straight away!

Moderators: Pegasus Pug!!!, Staff, Peer Reviewer, Wiki Worker

User avatar
Mal
Posts: 400
Joined: Mon Sep 12, 2016 11:15 pm
Race: Naerikk
Profession: Thief
Renown: -92
Character Sheet
Wealth Tier: Tier 1

Contribution

Milestones

RP Medals

Miscellaneous

Events

Mal

.
.
.
.
Mal “Malkin” Fjorunn

________________________

Race:
Mixed Blood (Sev'ryn, Human)
Gender:
Male
Age:
18
Date of Birth:
12th of Saun, 698
Birthplace:
Ne’haer
Blessings:
None
Associations:
Naxos of the Coven of Ellasin (Deserter), The Etzori of Etzos (Deserter)
Profession:
Jeger, Thief

Appearance


A Becomer, Mal's appearance varies wildly, and he's lost his original human appearance. His current favorite form is that of a young human with pleasantly tan skin, shady blue eyes, and a skinny, almost emaciated frame. His fingers are poorly trimmed - nails bitten off, almost jagged and pock-marked with white fungus stains underneath the wavy surface. The medium-length, brazenly brown hair stands stalwart and almost gives him an arrogant vibe. He's a little short - 5'5, and has a youthful complexion that most would equate to a fifteen or sixteen-year-old, with only the light stubble of facial hair above his lips. Usually, he can appear quite clean as changing forms between animals serves as a slightly effective bathing mechanism, and most parasites cannot tolerate the constantly changing environment of his body.

The body of a street urchin, his toes are gnarly and tough-looking, a thick skin underneath capable of walking bare-footed through most environments except for sharp debris and stones. Possessed of a loose gait with a slightly hunched posture, Mal habitually keeps his body to a low profile when walking, conditioned over time through bad experiences to appear meek and not worth the time of another to harass. He's very comfortable sitting on his knees, or crouching instead of sitting, more habits picked up from the outdoors. Despite his frequent periods of isolation, he has a strong, almost stoic and suave voice marred by flecks of youth.

In terms of clothing, he wears what he has access to that doesn't smell too foul. He often wears brown, earthy cloak riddled with tears and holes over a light tan sack-cloth shirt made from durable linen. He wears dark-brown braies that end a few inches beyond the knees, and wears simple sandals made from a soft wood and leather straps. The clothing typically reeks of body odor.

Witchbrands & Mutations


If I don't make use of visual mutations in our thread, feel free to point them out if you feel your character is observant enough. It might add a bit of flavor to our interaction!

Novice Becoming Witchbrand
Upon his skin are strange, grey tattoos lacking color that seem to travel from place to place. His favorite forms typically that of four-legged animals, they are often obscured by fur, but over Breaks they can travel across the body and even end up on the face on occasion. Brightly colored fur is the easiest to see this brand through, so Mal often prefers white, black, or grey, even brown palettes when choosing a suitable totem for city life. They resemble forest-like elements; trees, blades of grass, flowers and animals from memory. Always, there's a new shape to them with every passing trial, the brand of a Becomer that he had received since his initiation.

Competent Becoming Mutation - Approved by Plague
Ever since attaining competency in Becoming, Mal now has an appetite for raw meat. His body has adjusted in all forms to sustain this strange appetite, though he finds it to be a normal part of himself and embraces this change openly. Even human meat is not distasteful to him, so long as he wasn't friends to the previous owner of the meal. This comes with a consequence: vegetation and fruits can now make him ill. Cooked meat is not as satisfying as the stringy, runny variety, but sustains him.

Expert Becoming Mutation - Approved by Plague
Mal has reactive skin. It warps and shifts in whatever form he's in, as if on the brink of change. This mutation is often unnoticeable when the he is calm, but when excited, in danger, or frightened it reacts. Interestingly, it acts defensively as well. Although not projecting an immense defense, the skin tends to bunch around wounds to seal them off and even thicken when Mal is under the barrage of a beating to offer a small scant defense.

Master Becoming Mutation - Hyx Eyes, Approved by Plague

From overuse of the Hyx form, all of Mal's totems suffer from a totemic corruption, always giving the unique color and vibrancy of a Hyx's eyes to every form you take. The first transformation with a new totem will not carry this change, but subsequent ones, especially if the corrupted totem is used in between transformations, will carry this unique alteration. For those creatures without eyes, some of the Hyx coloration will inevitably taint the form.

Master Becoming Mutation - Self Sufficient, Approved by Plague

The Spark refuses to rely on any other and this manifests as a very specific kind of Bane. Mal cannot possess or take part in something that is given to him. In a hunt, he must participate if he wants to eat. If he wants a sword, he must steal it for himself or earn it in some contest. Essentially Mal's bane is charity, that he would ever be in a position to rely on the kindness of others. The Spark is strongly singular, which will sometimes make his familiar uncomfortable.

Personality


Mostly kind, if mischievous and fun-loving, Mal can be described as aloof, as well as thorough when the need arises. He prefers to avoid serious discussions, but he can be critical if there's a need for it. He prefers to live in his own little world, completely isolated from reality; often, if something saddens him he'll run away instead of confronting it. Also, he has a slight temper, often resorting to acts of passion should he feel morally violated.

Having grown up on the streets an orphan, the Becomer has a very peculiar set of morals and beliefs; he dislikes organized structure, and loves the outdoors, especially the wilderness - he does not tolerate authority figures, and tends to shirk away and avoid them when possible. Disenchanted by war, the rich, and conflict, he prefers to assist those in need who cannot afford to help themselves, frequently assisting and sheltering thieves, miscreants, beggars, and misogynists - but not always murderers, and never those who force themselves upon others. He's quite youthful, reckless, rambunctious, and opinionated - he will nearly always speak his mind when he wishes to do so, even to the point of interrupting others if he must.

A creature of the wilderness, Mal does not mind spending time outdoors. In fact, being indoors for too long can make him feel uncomfortable and cloistered. He can sleep pretty much anywhere, with his back propped up against a surface, or curled up comfortably as an animal he Became. Due to his ability to take forms, he often travels light - sometimes even completely naked in the wilderness when it’s not cold. Though not deeply spiritual, he often wonders about the glimpses and visions he receives on occasion, as if calling to him to venture out further into the wilderness. Currently, he sees it as a nonsensical idea, and does not yet heed the call as an Intended for his familiar... but nor does he truly believe nothing awaits him out there.

Ever since his world opened up to something new after meeting Vuhl'mathi, his Becoming mentor, Mal has had an interest in animals of all kinds. Particularly, he finds comfort in hunting them, the act of such well-instilled in the male, almost always driven by his desire to expand the ever-growing collection of totems he possesses. He feels no ill will about having lost his original form, and finds himself content with a changing face.

When it comes to Domain magic, Mal does not trust anything magical at all. Rather, he has an affinity for the mundane and although curious, it is difficult for him to ever truly have faith in someone who practices magic. Most of this stems from his complicated relationship with Vuhl’mathi, and how the mage treated him as a pet to be controlled upon initiating Mal into the discipline - he does not wish to be someone’s ‘pet’, as Vuhl insists he is, and finds the idea of having one disagreeable.

Character History


A city vagrant, Mal was born to a surprisingly wealthy couple though he would not know who. The family was in a dispute over inheritance, and as the one mixed-blooded newborn to a mostly human family, he was quickly targeted by those who sought to earn favor from their parents. In a dastardly plot, he was kidnapped and given to one of the poorest families in Ne'haer, and promptly grew into something of a street rat at a very young age, avoiding home due to the abuse inflicted upon him from drunkards, and those who would lose their temper or simply harbored ill will against him.

The boy spent much of his time in the shadows as a thief, but also performed odd jobs for coin. He never had much, and wasn't much of a homebody... regular employment was out of the question for someone like him. This often lead him out into the wilderness to carry the burden of supplies or to serve as another pair of hands that didn't need so much food for those carrying out expeditions. It was tough work, and it hardened his body to the elements, shaping him ever so slightly to live and breathe within the wild lands with some modicum of strength. He also learned a thing or two about surviving outside the city, feeling a call to the wild deep within himself that drew him ever-further out into the wilderness, occasionally even driven by strange visions. From that, he began a slightly nomadic lifestyle, moving between a cave he discovered and the city of Ne'haer.

This status as a nomad gave him the opportunity to smuggle people out of the city that needed to lay low. It was dangerous work that required secrecy and some amount of luck, but through this he was able to harbor all sorts of people within his domain at one point or another, at least until the military stopped looking for whomever it was. His interactions with the law of Ne'haer left him with a natural distaste for abiding by it fully - he'd spent the occasional handful of nights in a jail cell for disorderly conduct, although he was never caught stealing.

One night, a friend convinced him to hear out the story of a man from Etzos, to take him into the Wilderness. At this point in Mal's life, he was only thirteen - he looked inconspicuous, and often got jobs that a child could perform when an adult could not. Upon smuggling the man out of the city, Mal soon found out that this so-called man was actually a Becomer, who claimed his cave as his, and claimed Mal as a 'pet'. This mage, known as Vuhl'mathi, revealed his beastly nature and began conditioning him to accept this new reality. Having no other choice, with an inability to flee, he relented and begrudgingly began to do as he was told. With agonizing pain, he even cut off his finger when the monstrous man asked. Mal suspected his other choice was death.

Satisfied with the boy's obedience, Vuhl rewarded him by initiating him into Becoming and tutoring Mal on the subject. In addition to this, he was taught further survival techniques, as well as the basics of Vuhl's self-developed martial art which was comprised of combat theory for adapting to new forms. Just as Mal was beginning to accept his new life, Vuhl'mathi was called to Rynmere with haste by the Coven of Ellasin, which Mal was also taught the basics of, and that the fledgling Becomer was supposedly a Naxos of the faction now.

The mage warned him not to try and hide, but the very day Vuhl'mathi left him, he threw away the totem for his original form and picked up the totem of the next deceased vagrant he could find. With every subsequent transformation his tolerance for the all-consuming pain of such grew, an addiction forming to that midway point of nothingness, a relief between transformations that gave him a small sliver of space where the burdens of the world and society could no longer weigh upon him, if only for a moment.

Mal had decided to leave Ne'haer and move away to Etzos. His supposition was that whenever Vuhl one day returned, he would be impossible to find. He spent nearly an arc searching for a new cave to make his home so Vuhl'mathi would not find him at his last, venturing out for several trials at a time, and it was a shame to leave that place behind... Mal also gave up his smuggling business, realizing that his association with it would give his former mentor an avenue to find him. For now, he dreads the day Vuhl'mathi returns to seek him out, hoping that his former mentor might never find him to make use of his obligations.

Language


Fluent Languages:
Common
Broken Languages: Haltunga, Xan'thea, Thieves Cant
Last edited by Mal on Sat Jul 22, 2017 1:04 am, edited 31 times in total. word count: 2231
User avatar
Mal
Posts: 400
Joined: Mon Sep 12, 2016 11:15 pm
Race: Naerikk
Profession: Thief
Renown: -92
Character Sheet
Wealth Tier: Tier 1

Contribution

Milestones

RP Medals

Miscellaneous

Events

Mal - Skills

.
.
.
.
A Creature of Many Talents
[anchor=skills][/anchor]

Skills

Skill NameBonusLevel Points
Becoming 25[SP], +5 (To 30) [Anomaly] 0 - No Spark 197 / 251
Unarmed Combat [Bestial] 25[RB], +2 (To 27) [Anomaly] 75 - Expert 75 / 100 [FT]
Stealth 10[SP], +2 [Anomaly] 26 - Competent 26 / 251
Fieldcraft 10[WP], +5 [Anomaly] 15 - Novice 15 / 251
Acrobatics 15[SP] 26 - Competent 26 / 251
Flying 26 - Competent 26 / 251
Endurance 26 - Competent 26 / 251
Linguistics 1 - Novice 1 / 251
Strength 0 - N/A 0 / 251
Running 0 - N/A 0 / 251
Detection 0 - N/A 0 / 251
Tactics 0 - N/A 0 / 251
Intelligence 0 - N/A 0 / 251
Intimidation 0 - N/A 0 / 251
Discipline 0 - N/A 0 / 251
Business Managemenet 0 - N/A 0/251

Fame

Neutral - No Benefits
Fame TypePointsTotal
Racial/Job -20 (Mixed Blood in Etzos, Thief/Soldier) -20
Good Deed +1 +1
Broken Laws -2, -10, -4 -16
Bad Deed -1, -1, -2 -4
Use of Magic -2, -2, -1, -2, -2, -2, -2, -2 -15
Victory in Single Combat -1 -1
Opposing a Popular Cause -3 -3
Deserting -5 -5
Thieving -2 -2
Changing Where Seen -2
Witness to Cruelty -2
Murder an NPC -5
Shadow Lands, Umbra Skies -23
A Dance of Doubt and Hope -1
Total -98

Points Ledger

Thread/SkillPoints AddedTotal
+1 Linguistics (Haltunga, Xan'thea) -1 10
Fek It, Fek It All + 10 11
+11 Acrobatics -11 1
Exhyxtential Crisis +10 12
+25 Unarmed -25 2
Vitam Efferare +7 27
For I Am Become Nothing +10 20
+13 Unarmed -13 10
+15 Becoming -14 [M] 23
The Maladjusted Hunter +15 [M] 37
+9 Becoming -9 [M] 22
Return of the Beast +9 [M] 31
[M] The Becomer And The Beast +10 22
Resting Place [D] +9 12
+20 Becoming -20 [M] 3
Iron Will +5 [M] 23
An Initiate in the Making +15 [M] 18
+26 Endurance -26 3
+7 Flying -7 29
The Power Fights Back +15 36
In The Garden of Death +12 21
+9 Becoming -9 [M] 9
Reaching for the Sky +9 [M] 18
+15 Becoming -15 [M] 9
Bye-Bye Birdie +15 [M] 24
+15 Stealth -15 9
Seethe +15 24
+15 Becoming -15 [M] 9
A Walk in the Woods +15 [M] 24
[M] What's to Come +9 9
+15 Becoming -15 [M] 15
Maltreatment +15 [M] 15
+20 Flying -20 0
+15 Becoming -15 [M] 20
Marching to a Halt +10 35
They Bleed for Us +15 [M] 25
Rockholm's Rockers +10 10
+15 Becoming -15 [M] 0
A Dance of Doubt and Hope +15 [M] 15
+15 Becoming -15 [M] 0
Shadow Lands, Umbra Skies +15 [M] 15
+10 Unarmed Combat -10 0
+10 Becoming -10 [M] 10
The Etzori's Pet +10 [M] 20
+10 Becoming -10 [M] 10
Exhyxstance +10 [M] 20
Padfoot +10 10
Last edited by Mal on Sat Jul 22, 2017 2:00 am, edited 58 times in total. word count: 476
User avatar
Mal
Posts: 400
Joined: Mon Sep 12, 2016 11:15 pm
Race: Naerikk
Profession: Thief
Renown: -92
Character Sheet
Wealth Tier: Tier 1

Contribution

Milestones

RP Medals

Miscellaneous

Events

Mal - Knowledge

.
.
.
.
I've Picked Up a Thing or Two
[anchor=marks][/anchor]

Domain

Becoming 36 Lores
[SP] Becoming: Initiating Becoming: An Inglorious Form is Best for Observation
[SP] Becoming: Three Sovereign Substances of Totems Becoming: Charging a Totem
[SP] Becoming: Dedication of Totems Becoming: Mid-Point of Transformation Blissfully Numb
[SP] Becoming: Blending Becoming: Transformation is Just as Painful Coming Back
[SP] Becoming: Unleashing Becoming: Transformation is Agonizingly Painful
Becoming: Totem Assimilation Becoming: Unleashing; All the Pain at Once
Becoming: Echo Trait: Human Voice Becoming: Unleashing: Full Transformation in an Instant
Becoming: Human Voice to Call for Help Becoming: Echo: Quick Way to Show Inner Humanity
Becoming: Instinctive Echo Activation in Battle Becoming: Using The Echo while injured
Becoming: Self-Healing Becoming: Dirt Assimilates for a Clean Look
Becoming: Loss of Motor Control from Shifting Nerves and Bones Becoming: Preparing for Drawbacks of Upcoming Form
Becoming: The Pain Becomes Strangely Reassuring Becoming: humans are less than ideal in the harsh wilderness.
Becoming: The pain is only temporary. Becoming: Absorbing Clothing
Becoming: Hyx Fur Leaks Through Becoming: Avian Species
Becoming: Birds have Light Bodies Becoming: The First Taste of Abrogative Interference
Becoming: As Painful as the First Transformation Becoming: A Quick Change from Air to Land
Becoming: As you change, everything falls away Becoming: Cold conditions require concentration
Becoming: Be as the Bird. Becoming: Transforming on the Fly.
Becoming: Echoing the Panther for Focus. Becoming: The Feeling of a Totem Rebelling
Becoming: Using Chrysalis to narrowly escape Death Becoming: Not all uses of Chrysalis are equal. Depending on damage, ether expenditure is steep.
Generalized Magic Knowledge
Overstepping: Locking oneself into a single form Overstepping: Headache

Core Skills

Unarmed Combat 11 Lores
Unarmed Combat: Dog Form's Low Center of Gravity Ideal for Tripping Unarmed Combat: Biting and Pulling on Leggings to Trip a Human
Unarmed Combat: Hyx Claws can Stop Swords Unarmed Combat: Hyx Form: Protect the Soft Belly
Unarmed Combat: Hyx Form: Basic Disarm Unarmed Combat: Clawed Pounce to Rip Solidified Shadow
Unarmed Combat: Frenzy of Twisting Teeth and Claws in a Grapple Unarmed Combat: Pinning with Hyx' Weight and Going for the Throat
Unarmed Combat: Back Claws to Gut in a Grapple Unarmed Combat: Blocking with the Soft Spots on your Paws.
Unarmed Combat: A Vicious Disarming Move.
Stealth 13 Lores
Stealth: Avoiding Crunching Leaves Stealth: Avoiding loose Gravel
Stealth: Staying Upwind Stealth: Hiding in Plain Sight
Stealth: White fur blends well in snow Stealth: Crouching low to make yourself harder to see.
Stealth: Snuffing the Lights Stealth: Escape with Domain Magic
Stealth: Quietness is Key in an Approach. Stealth: Unconventional Entrances
Stealth: Small Flying Objects are Hard to Detect Stealth: Keeping Something Between You and Them
Stealth: Spying From a High Place
Acrobatics 5 Lores
Acrobatics: A Leaping Pounce Acrobatics: Kicking off into a Roll
Acrobatics: Mid-air Twist to Land on Feet Acrobatics: Mid Air Panther Twists!
Acrobatics: Springboard Panther Moves.
Fieldcraft 6 Lores
[WP] Fieldcraft: Finding Clean Water [CA] Fieldcraft: Camouflaging a Shelter
Fieldcraft: Adjusting Camouflage w/Teeth in Canine Form Fieldcraft: Floral Food Sources are Often Toxic
Fieldcraft: Hunting is Best in Wolf Form Fieldcraft: Water First, But You Need Food Eventually
Running 12 Lores
Running: Adjusting to a Steep Decline on 4 Feet Running: Getting Used to Different Forest Floors
Running: Getting Used to Gravel Underfoot Running: Readjusting Between 2 and 4-Leg Orientation
Running: Keeping Mobile in a Forest of Moving Legs and Fee Running: Carrying Riders
Running: Dodging Both Trees and Shadow Beasts Running: Dodging Arrows on the Run
Running: Obstacles at Ground Level are Easier to Avoid on 4 Legs Running: Practice Required for 4-Legged Forms
Running: It’s better as a wolf. Running: In dreams
Flying 5 Lores
Flying: How to Glide Flying: Landing on a Branch
Flying: Tail Feathers Direct Flight Flying: Winds are Powerful
Flying: Taking Off from a Hop Flying: The Falcon Dive Bomb
Flying: The Barrel Roll Flying: Diving in a hunt
Flying: Using Wings to cushion a crushing fall
Endurance 13 Lores
Endurance: An Exhausting Running-and-Tripping Challenge Endurance: Long Stealthy Walks in the Wilds
Endurance: Sitting Motionless For a Long Time is Taxing Endurance: Racing Shadow Birds Back to Etzos
Endurance: Regulate Breathing While Fighting Endurance: Bearing the Brunt of the Attack
Endurance: Standing Sentinel Against the Enemy Endurance: Mental: Mist Men's Taunting Whispers
Endurance: Mental: The Nightmares of Those You Couldn't Save Endurance: Staying Conscious
Endurance: Running For Your Life Gives a Boost Endurance: Keep going even when your lungs claw at you.
Endurance: Focusing on the next wave of pain to forget the last. Endurance: Staying Conscious when severely injured.
Detection 13 Lores
Detection: Not All Blood Smells the Same Detection: Seeing Intelligence in an Hyx' Eyes
Detection: Seeing Sadness in Intelligent Eyes Detection: The Scent of Things in Canine Forms
Detection: Being Unnoticed Allows for Surveillance Detection: Listening Past Your Own Pounding Heartbeat
Detection: Shadow Beasts Crunch the Soil Too Detection: Knowing the scent of a deer.
Detection: Detecting hidden food on someone Detection: Hearing the quiet approach of danger.
Detection: Vuda Will Lose His Temper Eventually Detection: A Hyx’s Hearing Knows All.
Detection: Spotting the Tightening Grip on the Weapon. Detection: Spotting prey from the sky
Tactics 13 Lores
Tactics: Deciding on Tripping Instead of Attacking Tactics: Keep to Thick Woods to Stymie Shadow Birds' Swooping
Tactics: Keep Your Attacker Turned Away From Your Ally Tactics: Charging in to Distract the Enemy
Tactics: Creating Chaos as a Distraction Tactics: Herding in Tandem With "Valyeria"
Tactics: Getting someone to follow you as a wolf Tactics: Drawing the Prey to You
Tactics: Judging the Best Point of Access. Tactics: Taking out their Weapon First.
Tactics: Maintain a hidden advantage Tactics: Trust. Just, not too much
Tactics: Blocking An Entryway To Cover Your Escape

Other Skills

Intelligence 7 Lores
Intelligence: Knowing When Retreat Won't Work Intelligence: Shadow Beasts: Can Fuse to Create Giant Form
Intelligence: Shadow Beasts: If They Don't Dissipate, They Come Back Intelligence: Shadow Beasts: Stealthy, But Not Insubstantial
Intelligence: Shadow Beasts: Take Familiar Forms to Confuse Intelligence: Shadow Beasts: Their Weapons are Part of Their Bodies
Intelligence: Enemy's Numbers Hidden in Mist .
Leadership 6 Lores
Leadership: Guide for the Poor Leadership: Knowing When You Can Save More
Leadership: Sometimes the Leader has to Follow Leadership: Talking Down the Fear
Leadership: How to Handle Dissent Leadership: Teambuilding after Discipline
Intimidation 10 Lores
Intimidation: Snarling Teeth and a Deep Growl Intimidation: Scary Form is an Asset When it's on Your Side
Intimidation: Magic can Terrify Intimidation: Sometimes Words aren't Enough
Intimidation: How to Scare Drunkards into Unconsciousness Intimidation: Being Singled Out in Public
Intimidation: Promises Mixed With Threat Intimidation: Threats to Loved Ones
Intimidation: Knowledge of Vast Skill Difference Intimidation: Attempting Pack Dominance over your Former Prey.
Discipline 6 Lores
Discipline: Standing Your Ground Before a Superior Foe Discipline: Accepting That You Can't Save Them All
Discipline: Focusing Past the Pain Discipline: Friends in Danger Provoke You
Discipline: Self-Sacrifice for the Sake of Friends Discipline: Overcoming Your Instinct to Hunt.
Meditation 4 Lores
Meditation: Dedicating the Hyx' Paw Meditation: Focus on the blissful halfway point to ease the pain that follows.
Meditation: Becoming is a test of the mind. Meditation: Relaxing In a Lavish Room
Strength 1 Lore
Strength: Using the Weight of the Hyx
Negotiation 1 Lore
Negotiation: A Spontaneous Partnership in Escape .
Etiquette 5 Lores
Etiquette: Approach Opportunity With Respect Etiquette: Display Respect to Disarm Anger Over a Contested Claim
Etiquette: Display Respect to Acknowledge Foe's Intelligence Etiquette: Don't Let Them Get Too Close
Etiquette: Totem Harvesting Can be Insensitive
Navigation 2 Lores
Navigation: Committing Underground Routes to Memory Navigation: Always be mindful of danger when going down unknown trails
Acting 3 Lores
Acting: Don't Show too Much Intelligence for a Dog Acting: "Shake" Paw, Like a Good, Friendly Dog
Acting: Putting Up a Defiant Front .
Hunting 4 Lores
Hunting: Identifying a lost cause Hunting: Stalking the ever elusive white rabbit
Hunting: Etzos Game is Not The Same Hunting: Even Animal Forms Need Practice
Investigation 2 Lores
Investigation: Identifying a dirty Farm Girl Investigation: Identifying a beast by its heaving breaths.
Appraisal 1 Lore
Appraisal: Seeing the worth in a person.
Interrogation 1 Lore
Interrogation: Threatening Friends to Force Cooperation
Politics 2 Lores
Politics: Etzos: The Tower Uses the Army as Police Politics: Using Patriotism as an Excuse For Slavery
Psychology 3 Lores
Psychology: A Last Defiant Outburst Before Surrender Psychology: Having to Give in to Pressure to Save Your Friends
Psychology: Fear often Blinds People to Who, only Showing Them What.
Lock Picking 1 Lore
Lock Picking: Forcing the Lock
Socialization 1 Lore
Socialization: Laying out some Ground Rules for your Partnership.
Persuasion 3 Lores
Persuasion: Clearly stating your case Persuasion: Not holding back
Persuasion: Stating negatively to dissuade
Medicine 1 Lore
Medicine: The Feel of broken bones.

People

Vuhl'mathi
[CA] Vuhl'mathi: Mentor [CA] Vuhl'mathi: The Becomer
[CA] Vuhl'mathi: Member of the Coven of Ellasin Vuhl’mathi: The Man that Made You
Vuhl’mathi: Invoker of Fear Vuhl’mathi: Granted a Small Amount of Freedom
Vuhl’mathi: No Longer His Plaything
Coven of Ellasin
[CA] Coven: Naxos, the Orphaned [CA] Coven: Naxos, the Tenets
The Etzori:
Ranks: Highmark Etzori Army: Uses Conscription Tactics
Block: Entertained by Watching Mal Fail .
NPC: Chief Advisor Karnos Vuda
Vuda: Can Strangle You With Air Vuda: Knows Malkin Fjorunn is Also "Padfoot"
Vuda: Stopped Becomer From Transforming Vuda: The Commander of All Etzori Magic Forces
PC: Nightshade Eld
Nightshade Eld: A Friendship Bonded in Battle Nightshade Eld: Good With a Flying Blade
Nightshade Eld: Oddly Helpful for an Avriel Nightshade Eld: Human/Avriel Mix
Nightshade Eld: Trustworthy in a Fight Nightshade Eld: Someone who trusts you
Nightshade:Novice Cartographer Nightshade: Stronger than she Looks
Nightshade: Magnet for Trouble .
NPC: Poor Boy
NPC: Poor Boy: A Man's Level of Courage .
NPC: Donnie
Donnie: Sympathetic Fellow Thief Donnie: Knows "Padfoot" is No Ordinary Animal
Donnie: Knows Hiding Places in Etzos .
NPC: Highmark Rockolm
Rockholm: Distrustful of Magic Rockholm: Surprisingly Helpful
Highmark Rockholm: Natural Leader Rockholm: A Two-Faced Bastard
NPC: Etzori Marks
Mark Ayuk: Bigot who Wants to Kill Mal Mark Pehris: Owner of "Ream"
Mark Ethyr’indal: Quiet Sev'ryn Mark: Joselyn, Skeeves, Ayuk, Gavrel, Ferrin, Pehris, Retsos, Tet, Ethyr’indal
Mark Joselyn: Doesn't Want to Teach Flight .
NPC: Exotic Animal Vendor
NPC: Exotic Animal Vendor: Uncaring Ass .
PC: Vluharqih - *Identity Unknown
PC: Valyeria: Yludih (Vluharqih) Valyeria: Has Velox, Human and Avriel Forms
Valyeria: Shows Kindness and Respect to Animals Valyeria: Strange, Inhuman Scent and Skin Taste

Places

Emea
Dreams: Of a grim future
Ne'haer
[SP] Ne'haer: City Layout[SP] Ne'haer: Surrounding Territories
Etzos
Etzos: Northern Forest Not as Harsh as Ne'haer Etzos: Surrounding Areas
Rhakros
Rhakros Jungle: Rains Daily Rhakros Jungle: Massive Leeches, Mosquitos and Other Creepy Crawlies
Rhakros Jungle: Monkeys throw Shit .

Biology

Hyx
Hyx Form: Speaks with a Lisp Hyx Form: Scents are more Powerful
Acquiring a Hyx Totem .
Falcon
Falcon: Awkward Walking Falcon: Can See your Back
Scython
Scython: Etzori Feline Mounts .
Eidisi
Race: Eidisi
Yludih
Race: Yludih: Shape-Shifters That are Not Becomer

Other

City Guards See to the Needs of the Wealthy First Self: Joy of Flight and Freedom
Last edited by Mal on Tue Jul 11, 2017 11:00 pm, edited 26 times in total. word count: 1880
User avatar
Mal
Posts: 400
Joined: Mon Sep 12, 2016 11:15 pm
Race: Naerikk
Profession: Thief
Renown: -92
Character Sheet
Wealth Tier: Tier 1

Contribution

Milestones

RP Medals

Miscellaneous

Events

Mal - Possessions

.
.
.
.
Possessions

  • See ‘Housing’ for where most of Mal’s things are kept. He travels light when in town.
Totems
All of these have been destroyed, as of The Hippening, Ymiden 71st 717. Mal is no longer a Becomer.

Human

Form Species: Human Male
Totem Description: A stick-figure made from finger bones with the flesh boiled away. A knife was used to crack the bone open partially, hair threaded through and then wrapped around to form a grotesque 'voodoo doll' sort of object. Mal carries this within his cloak, threaded into to a necklace of twine with Mal's other totems bundled together for simplicity.
Form Description: Current Appearance on CS. Has sustained massive overstepping mutations in the form of blended Obsidian Panther and Hyx features.
Acquired: [SP] During a cold Cylus, a young man perished in the frigid weather. Mal saw this as an opportunity to create this totem.

Hyx

Form Species: Hyx
Totem Description: Yet another severed paw, this time of a large Hyx, wrapped up into a sort of 'fetish bag' with torn linen, and then threaded together with twine to keep the contents from spilling out.
Form Description: A large fox-like beast, ten feet in length that stands at a height of roughly eight feet. It has a white coat with brown markings around the face as well as all over the body in blotches and smears. It has a thick, long tail, twelve feet in length. The form is female.
Acquired: Exhyxstance

Obsidian Panther

Form Species: Obsidian Panther
Totem Description: Another severed paw wrapped up in fabric scraps.
Form Description: A big ol' black panther that can fight for a long time on little breath. It's tough, resilient, and graceful. It also has a tail with a little glowing part on the end of it, I guess.
Acquired: Maltreatment

Etzos Falcon

Form Species: Etzos Falcon
Totem Description: A severed bird head wrapped up in fabric. The species of the animal is written in ink upon the little satchel.
Form Description: A quick, little falcon. WIP.
Acquired: Marching to a Halt

Bronze Boar

Form Species: Bronze Boar
Totem Description: A leg bone doused in blood, then wrapped in the longer chin hairs of the porcine beast!
Form Description: A big, adult male boar with fur and tusks of bronze.
Acquired: Marching to a Halt ( Approved by Maltruism )


Abandoned/Destroyed Totems:

Ne'haer Husky

Form Species: Ne'haer Husky
Totem Description: Literally the severed paw of a medium-sized Ne'haer Husky wrapped up into a sort of 'fetish bag' with torn linen, and then threaded together with human hair to keep the contents from spilling out. This one is painted with a crude 'happy face'. It's been threaded to a necklace of twine with Mal's other totems.
Form Description: Forthcoming
Acquired: [SP] Forthcoming
Abandoned

Ne'haer Hound

Form Species: Ne'haer Guard Hound
Totem Description: Like his other canine/lupine totems, this is the severed paw of a large Ne'haer hound wrapped up into a sort of 'fetish bag' with torn linen, and then threaded together with human hair to keep the contents from spilling out. This one is painted with the crude likeness of a paw-print in blood. It's been threaded to a necklace of twine with Mal's other totems.

Form Description: Very large and stocky, the Ne'haer Hound has a hefty weight to it that sets it apart from other canines. Nearly four feet tall at the shoulders, seven feet rearing up on its hinds, it can easily overpower and knock down the inexperienced. Furthermore, it has powerful, capable jaws that can crack bone though its teeth and claws aren't as sharp. The nose and ears are very sensitive, though only slightly above that of a husky with a sense of smell that does not match the wolf. The disadvantages Ne'haer Hounds face are in their poor ability to run - they, surprisingly, are inefficient at chasing and tire easily due to their heavy weight. The cream, black-splotched coat is thick around the neck and face, giving it a 'lion'-like appearance, while the rest of the body has shorter fur.

In Ne'haer, this breed was used to keep people out and in of places, rather than chasing escapees.
Abandoned
Acquired: [SP] Forthcoming

Ne'haer Wolf

Form Species: Ne'haer Wolf
Totem Description: Literally the severed paw of a large Ne'haer Wolf wrapped up into a sort of 'fetish bag' with torn linen, and then threaded together with human hair to keep the contents from spilling out. This one is painted with the crude likeness of a tree in blood. It's been threaded to a necklace of twine with Mal's other totems.
Form Description: Forthcoming
Acquired: [SP] Forthcoming
Abandoned

Lotharro

Form Species: Lotharro
Totem Description:
Form Description: 6'8" with long, scraggly brown hair, this chiseled statue of man sports long claws upon its fingers as well as a set of sharp, elongated canines. The dense muscle mass upon this form is evidence of a life of hard labor out in the wilderness of Ne'haer, where Mal gave the man-beast an early Rebirth. The face is rough and gaunt with a short beard, stubbled sideburns, and several scars that decorate the body of the form.
Acquired: [M] The Becomer and the Beast
Housing


Location: Etzos Outskirts

There is a cave roughly a two-day walk from Etzos, and Mal keeps almost all of his supplies there as a sort of treasure hoard hidden behind a thick blanket of cave moss. Typically, Mal obscures the entrance with broken branches and torn shrubbery before he leaves, but wild animals may take up residence inside. The entrance to the cave flanks a stream that floods in the rainy seasons, but there are several dips and rises within, leaving the water lapping at the surface of the dry areas where his items are stored, though one will have to wade through waist-deep water to access them. Within, there's about 400 square feet in space.

Note: these items are [Open] to be stolen or used if you stumble across the cave, so please feel free to do so, but know that Mal may find you eventually, and may probably steal one of your fingers in return.

Visible:
200 feet of rope
Two barrels (for food storage)
A pull wagon (two feet wide, three feet long, two feet deep)
Six torches
One bedroll
One blanket

Hidden:
One compass (underneath a rock in the far corner of the cave)

Partially Hidden Behind Moss:
Two knives
Two lanterns
Two tinderboxes
Fisherman's net, fishing pole, and thirty hooks
Trapper's Kit
One crossbow
Thirty bolts
One set of toiletries
Three waterskins
Three rucksacks

Ledger

Item Amount Total
SP +10 GN 10 GN
Saun 716 Wages +432 GN 442
Animal Purchases -280 GN 162 GN
Hot Cycle Expenses -21 GN, 1 SN 140 GN, 9 SN
Vhalar 716 Wages (Maltruism) +984 GN 1124 GN
Cold Cycle Expenses None 1124 GN
Fek It, Fek It All +50 GN 1174 GN
Ashan 717 Wages Pending
Ymiden 717 Wages TBD
Rebirth Cycle Expenses TBD
Point Bank Ledger
Refer a Player: Kulbreck +10
50+ in a Skill (Becoming, Unarmed) +10
Review a Thread (Event, 12 Graded) +120
Review a Thread (3 Graded) +15
Medals (6) +30
September Voting +5
October Voting +6
November Voting +4
December Voting +3
January Voting +3
February Voting +4
March Voting +5
April Voting +3 (Total 208)
Total 208
Last edited by Mal on Thu Jul 27, 2017 9:40 am, edited 29 times in total. word count: 1280
User avatar
Mal
Posts: 400
Joined: Mon Sep 12, 2016 11:15 pm
Race: Naerikk
Profession: Thief
Renown: -92
Character Sheet
Wealth Tier: Tier 1

Contribution

Milestones

RP Medals

Miscellaneous

Events

Mal - Relationships

.
.
.
.
The Ties that Bind


NPC Relationships

Vuhl'mathi

Name: Vuhl'mathi
Created by: Mal
Race: Human
Age: 43
Born: Ashan 28th 673
Title:
Skills: Becoming 78, Abrogation 53, Attunement 31, Unarmed Combat 56, Fieldcraft 50, Stealth 44, Detection 28, Intelligence 20

Other Information: Vuhl'mathi was once a reliable young Seeker with incredible talent. He was known for being asked to deal with mages that had Overstepped to the point of insanity. When sent to investigate a lead on Ellasin herself, he had no idea what he was getting into and received a taste of her ire upon failing to carry out his mission - he was subsequently used as her plaything for a time. Eventually, he agreed to pledge his services to her and regularly receives tasks to deal with members of other magical organizations. In secret, Vuhl despises Ellasin and amasses power for the day he can fulfill his mission from many years ago.

It was his struggle against Ellasin that perverted his powers, forcing him to change until his original form was corrupted beyond recognition. The man-chimera is rather unstable, torn between a thirst for more power and animalistic tendencies; feline-like mannerisms, canine-like behaviors, and the flightiness of a bird. He does not trust easily, and is very cautious to care about another individual. Still, when he does form a relationship with someone that is positive, it's intense, long-lasting, and almost obsessive, even controlling. To this day, he fears that he may never be known for who he really is, the true representation of his soul.

Sar'kahr

Name: Sar'kahr
Created By: Mal
Approved By: Maltruism
Race: Sev'ryn
Age: 38 Arcs
Rank: Etzori Twister
Skills: Defiance: 58, Pact: 31, Grafting: 28, Ensorcelling 54, Mount (Sigh): 40, Tactics: 30, Leadership: 30, Meditation: 30, Fieldcraft: 30

Other Information: Etzos born and raised, Sar'kahr was brought up by one of the few Sev'ryn families to live in such a place. His parents were shamans of a sort, wilderness experts. A people shrouded in superstition and the natural occult. They were the kind of folks you'd see with antlers grafted to their skulls, odd piercings, and a strange relationship with the elements and the spirits.

From a young age he was molded into a child of the elements by his elders and grew to possess a knack for flame, his first Kin element. It was thus no surprise that when a slightly younger, even then ambitious Vuda discovered him, the two became allies in a way. Vuda provided conduits and information on harnessing Sar'kahr's gifts, whilst Sar'kahr helped to deal with dangerous situations that the older mage could not handle by himself. Thus, Sar'kahr is blindly loyal to Vuda above all others.

Sar'kahr's familial bonds deteroriated whilst pursuing power and fame within the Etzori. His family moved on to parts unknown, leaving him with all he knew: Etzos, and Domain. He seeks to better the city, to open the minds of those who don't understand or distrust magic. For now, however, his many mutations remain a pox which he hides behind a mask and thick clothing. His veins run a bright orange, like the very flames he commands. From beneath his robes in the darkness, he seems to glow faintly like a candle.

Perhaps a dozen Arcs ago, he discovered his familiar, a winged snake. He can be seen talking to himself on occasion, but the observant may realize there is someone unseen that he is interacting with. Those around him feel an almost haunting presence, and to touch him is to feel metal beneath the fabric upon parts of his body. Even the scant fabric of his gloves yields to a hard touch upon his palm, the knuckles, and his fingers.
Last edited by Mal on Tue Oct 25, 2016 5:58 am, edited 3 times in total. word count: 653
User avatar
Mal
Posts: 400
Joined: Mon Sep 12, 2016 11:15 pm
Race: Naerikk
Profession: Thief
Renown: -92
Character Sheet
Wealth Tier: Tier 1

Contribution

Milestones

RP Medals

Miscellaneous

Events

Mal - Relationships

.
.
.
.
Blessings


None
If you want to run a marking quest, I'm pretty much open to anything. Toss me a PM!
Last edited by Mal on Thu Oct 20, 2016 10:05 pm, edited 5 times in total. word count: 21
User avatar
Mal
Posts: 400
Joined: Mon Sep 12, 2016 11:15 pm
Race: Naerikk
Profession: Thief
Renown: -92
Character Sheet
Wealth Tier: Tier 1

Contribution

Milestones

RP Medals

Miscellaneous

Events

Mal - Calendar

.
.
.
.
Calendar

Vhalar 716:
► Show Spoiler
Saun 716:
► Show Spoiler
Memory:
► Show Spoiler
Last edited by Mal on Thu Oct 20, 2016 10:06 pm, edited 7 times in total. word count: 157
User avatar
Mal
Posts: 400
Joined: Mon Sep 12, 2016 11:15 pm
Race: Naerikk
Profession: Thief
Renown: -92
Character Sheet
Wealth Tier: Tier 1

Contribution

Milestones

RP Medals

Miscellaneous

Events

Mal - Skills

Post Template 1

Code: Select all

[style=max-width:750px; padding-top:20px; padding-bottom:20px; border-radius: 7px; margin-top:0px; margin-bottom:20px; margin-left:auto;margin-right:auto; box-shadow: 0px 0px 10px black; background-image:url(http://i.imgur.com/ko67w38.png); margin:auto;margin-top:20px; margin-bottom:20px;][style2=max-width:600px;padding-top:20px; padding-bottom:20px; border-radius:7px;background-color: #000000; color: #D8D8D8; box-shadow: 0px 0px 5px black;font-size:100%;padding-right:25px;padding-left:25px;margin-left:auto;margin-right:auto;margin-top:10px]Post Template 1[/style2][/style]
word count: 101
User avatar
Mal
Posts: 400
Joined: Mon Sep 12, 2016 11:15 pm
Race: Naerikk
Profession: Thief
Renown: -92
Character Sheet
Wealth Tier: Tier 1

Contribution

Milestones

RP Medals

Miscellaneous

Events

Mal - Skills

Mal wrote:
Grading Template 1

Code: Select all

[style=max-width:750px; padding-top:20px; padding-bottom:20px; border-radius: 7px; margin-top:0px; margin-bottom:20px; margin-left:auto;margin-right:auto; box-shadow: 0px 0px 10px black; background-image:url(http://i.imgur.com/ko67w38.png); margin:auto;margin-top:20px; margin-bottom:20px;][style2=max-width:600px;padding-top:20px; padding-bottom:20px; border-radius:7px;background-color: #000000; color: #D8D8D8; box-shadow: 0px 0px 5px black;font-size:100%;padding-right:25px;padding-left:25px;margin-left:auto;margin-right:auto;margin-top:10px][center][b][googlefont=cinzel][font size=150]A Hunter's Review[/font][/googlefont][/b][/center]

[b]Story 5/5[/b]

[b]Collaboration 5/5[/b]

[b]Structure 5/5[/b]

[b]10/10 Experience Awarded[/b]

[b]Your Knowledge[/b]

[b]Fame:[/b] 

[b]Notes:[/b] 

[center][b]PM me if I missed something, or if you have any questions or concerns![/b][/center][/style2][/style]
word count: 164
Post Reply Request an XP Review Claim Wealth Thread

Return to “Approved CSes”