Moon

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Moon
Approved Character
Posts: 69
Joined: Wed Nov 23, 2016 10:47 pm
Race: Mer
Renown: -10
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Moon

Moon
Image
Name: Moon

Age: 18

Race: Mer

Date of Birth: Ashan, 1st, 698

Marks:-

Factions Joined:

Languages Spoken: Telepathy (Fluent) Common (Conversational *Novice Linguist)

Partners:










.
Appearance

Height: 6 feet

Mer Type: Type one, meaning he has tentacles for his lower half

Leg form: When Moon grows legs, they share the maroon colour of his tenticles but the colour is stationary. With low skill in metamorphosis, the ends of un transformed tentacles sprout out randomly through out his legs.

Body shape: Swimmers upper build with fan like fins on each forearm. His lower half is that of a coconut octopus, a typically dark maroon coloured octopus with slight yellowish highlights. Like most octopus, the colours can shift for camouflaging purposes but Moon lacks this ability in the rest of his body. He does not have to poison or the sharp beak of the creature his lower half mimics.



Eyes: His eyes have a bright emerald green colour on the top of his Iris while the bottom is yellowish orange. The pupil is slightly wide to indicate octopus like influence which help him see a bit better in the dark but also make him a touch nearsighted.
Sample of eye appearance.
Image

Skin: Light blue with a smooth, sleek rubbery texture like a dolphin. It’s fairly durable and sheds often to allow easier movement through the water.

Face: Moon has a face that most would consider attractive, if not handsome by human standards. He has a long face and a narrow nose.

Ears: He has very long ears that almost seem like flippers or fins.

Hair: Moon doesn’t have hair in the typical sense, he has long purple tentacles sprouting from his scalp that fade to a yellowish orange at the tips. The tentacles are prehensile but not strong enough to grasp anything or be used as a weapon, they are simply a sensory organ. There prehensile nature allows them to move out of danger and to assist in swimming to a mild degree. They can regrow if severed at the same rate of human hair.

Style: Moon feels that clothing slows him down and when underwater, he only wears a simple loincloth. On land he has a long poncho he made out of an old sail he tore a hole into for his head. He considers this enough, at least until someone convinces him otherwise.

Communication: Moon communicates almost exclusively through telepathy, normally using imagery and intention to get his point across. When a voice is heard it can be heard as a clear sounding echo that can have a calming affect even if it is a bit eery.
He has a habit for internal monologues and can sometimes project them telepathically without realizing it.

Mutations: None have appeared just yet.
Personality


Virtues: Calm, Gentle, kind, open minded, daring, adventurous, curious, introverted, affectionate.
Flaws: strange, timid, rash, unknowingly blunt, socially awkward, daydreamer, naive.
Likes: Music, Magic, learning, friendly people, adventure, puzzles, mystery, Alone time every once in a while, shredding things with his claws, dark caves, and fish.
Dislikes: The confusing rules of the land folk, loneliness, misunderstandings, the taste of beef, cruel people, things he doesn’t understand, boredom, prejudice, weakness in himself.
Goals: To understand as many things as possible, to unravel all the mysteries of the world, to find a sense of belonging, to prove that magic can be used for good, to become stronger and to find Azure.
History

The tribe was known by the surface dwellers as the Shorelurkers, A tribe of Mer that gathered by the shore and preformed eerie rituals when the moon was at it’s fullest. Below the sea, they were far more infamous for their greed and lust for power. They inherited magic long ago and made sure every solitary member of the tribe was initiated after under going a deadly trail to prove their worth. The shorelurkers would train these mages until they were ready to raid and pillage other tribes for their resources and territory. If a tribe were to retaliate, The shoreLurkers wouldn’t leave a single soul alive.

Moon was one of the lucky few to finish his trial at the Tender age of 11 Arcs. He was up against a fearsome beast and only Survived thanks to luck and the help of more capable fighters. Due to his poor performance Moon was deemed weak by his tribe and would be trained to be a healer like the other failures. To help with his new station, Moon was initiated into Rupturing and Grafting. The mage that preformed the initiation was a handsome Mer named Azure, They grew a deep connection to one another after the rituals, that while parental for Azure was romantic for Moon. The younger mer became like a shadow that followed Azure every day, and moon was able to learn a great deal about survival in the sea and safe magical practices from him.

The healers in the tribe were constantly looked down upon and treated with little respect. They almost formed their own tribe within, that looked out for each other when the other tribesman wouldn’t. Moon mostly spent his time with Azure but would occasionally spar and hunt with other healer children.

Before Moon training could be completed, his tribe was attacked. The pleas and cries of the fallen Mer had finally reached the leviathans in the area and the they were ready to lay waste to a growing problem within their waters. Moon was tucked away in a cave with the other children, while the adults fought in vain against the Leviathans immense power. When the dust settled, the Shore lurkers were all but destroyed, with only the young left alive to start a new life with whatever tribe would take them in.

Not realizing he was already tainted by magic, Moon was taken in by the Rynmer tribe. Though it was painfully obvious that he would never truly be considered one of their own by the indifference they showed him. The adults still did there best to keep him safe, fed and capable of basic survival. The young were far less polite however, and Moon remained an outcast because of his origins. He was often alone with only his thoughts and other sea creatures to keep him company, until one night Moon though he sensed the presence of Azure, he followed the feeling towards the shore but it quickly disappeared. Before he headed back to the waters, he was stopped by an elderly Biqaj woman named Foleo. The two quickly bonded while looking for her lost ring and would often meet to talk at night and collect sea shells and pretty rocks.

This was about the time when Moon chose his common name. He enjoyed the sound of the word Moon but it was also what Foleo had come too see when they first met. Foleo told Moon that she was once a sailor and the sight of the magnificent glowing orb shinning over the sea reminded her of her youth.

Moon had more or less given up on finding Azure, and he needed more training in his magic. Foleo was not a mage but she taught the Mer a few meditation techniques so that he could attempt to teach himself in solitude. Even with the kindness Foleo showed the mer, Moon never really divulged what the meditation lessons were for, he simply didn’t know how she would react. She never did find out, for Foleo stopped coming one trial and never returned again. It didn’t take long before Moon put two and two together and morned the loss of his companion.

Moon has been going further onto shore and gradually opening up to strangers each passing trial. He hopes to find other magic users with good intentions, but does't have his hopes too high.
Housing

Moon lives in a small sunken ship in the sea a days swim from Rymere, The captains cabin is the only place that is intact enough for him to live in and he's even found a way to lock the door (though it often jams). The only furniture Moon has is a chair and a shabby desk. He's laid scent traps on the ship to dissuade predators and to tell mer that the ship is occupied.

His pet is the spear he was given from his first tribe, Moon named it Azure and sometimes talks to it when he's feeling lonely.
Knowledge & Skills


SkillPoints AcquiredTotal Points SpentProficiency
Rupturing23/100 (23/251)Novice
Grafting10/100 (10/251)Novice
Linguistics5/100 (5/251)Novice
Mathematics10/100 (10/251)Novice
Meditation15/100 (15/251)Novice
Mertamorphosis 26/100 (27/251)Competent
Navigation (FT)10/100 NA: FTNovice
Polearms (Spear)5/100 (5/251)Novice
Swimming25/100 (25/251)Novice
Field Craft (MP)10/100 (10/251)Novice
Hunting5/100 (5/251)Novice
Investigation 3/100(3/251)Novice
[anchor=marks][/anchor]

Starting Knowledge

Field Craft: Common creatures in the Orm’del Sea (MP)
Meditation: basic breathing techniques
Mathematics: Simple arithmetic
Navigation (sea): How to find North
Rupturing: How Blinking is done
Rupturing: How Phaseing is done
The Krome Caves: Where Mer record their history.

Skills

Acrobatics: Tumbling to avoid swords
Detection: Pinpointing the location of an echo
Detection: Of Ripples Via Tentacles
Discipline: Not Freaking the Fek Out When A Big Lothar Grabs You
Discipline: Patience is a virtue
Endurance: Hunger After Mertamorphosis is Extreme
Endurance: Land Lungs Are Easily Taxed Under water
Endurance: Weighted, Trial-Long Swims Are Good Exercise
Field Craft: Common plants and creatures in the sea. (MP)
Field Craft: Land Shadows Just as Dangerous as Sea
Field Craft: Seaweed is a Good Filler Food After Mertamorphosis
Grafting: Initiation (RM)
Intimidation: Using all parts of the body to seem bigger
Intimidation: Telepathic War Cry
Linguistics: Repeating words to understand their meaning.
Meditation: Basic breathing techniques
Meditation: Focus on a symbol or mantra (RM)
Meditation: Calming muscles by group
Meditation: Steadying two heartbeats
Meditation: The Flow of Surrounding Water Calms You
Mathematics: Simple arithmetic
Mathematics: How to calculate the area of a circle (RM)
Mertamorphosis: In a Dream-like State for the Duration
Mertamorphosis: Slime is Secreted from Pores to Form Cocoon
Mertamorphosis: Takes Many Days for a Beginner
Mertamorphosis: You Need a Long Time Between Forming Cocoons
Mertamorphosis: You Need a Very Safe Place to Transform
Metamorphosis: Thinking of nothing but slime.
Metamorphosis: The tingling feeling that shows you're doing it right.
Metamorphosis: Dire consequences if you stay on land too long.
Navigation: How to find North
Navigation: Using ambient sounds to orient yourself
Navigation: Krome is Down the Zor River, Not by the Sea
Negotiation: Using mer telepathy to broker a deal
Polearms (Spear): Using momentum from tumbling to augment an attack
Polearms (Spear): Stabbing Hard and Fast
Polearms (Spear): Small Fish are Poor Food, But Good Practice
Psychology: Missing Azure
Rupturing: How Blinking is done
Rupturing: How Phaseing is done
Rupturing: Initiation (RM)
Rupturing: Getting distracted causes inability to utilize one's ether
Sociology: Krome is a Mer-Friendly Region
Surgery: Using Seaweed as Bandages
Swimming: Stretching Beforehand is a Good Precaution
Swimming: How to do the front crawl (RM)




Geography

The Krome Caves: Where Mer record their history.
Location: Andaris shore caves
Location: Grotto to Undergo Mertamorphosis
Andaris shore caves: Home of vicious Avriel

Language

Linguistics: Language Barrier
Linguistics: Misinterpreting Emotional Contexts

People

Andaris guards: Unfriendly to Mer
Fridgar: Lothar With The Grace of a Walrus Mating Ritual
Fridgar: Enthusiastically Abandoned You
Fridgar: A very strong Lotharro
Fridgar: Has a strange magic.
Lotharro: Not a tribe of humans
Lotharro: have claws and fangs.
Immortal: Fek

Fractions

Mer Tribe: Shorelurkers (RM)
Mer Tribe: Rynmer (RM)
Skill Point Ledger


Thread or Skill NamePoints AwardedPoints SpentRunning Total
Swimming [RB} 25[RB] 250
Starting Package 50 050
Rupturing ..1040
Grafting ..1030
Mathematics ..10 20
Meditation..1010
Navigation..10 0
Mer Package 10.. 10
Field Craft ..10 0
Rumour's Review Meditation +5,Investigation +3,Rupturing +3 0
The Mysterious Treasure thread Part 1 10..10
Rupturing .. 10 0
Something Fishy thread 15..15
Polearms..510
Linguistics..55
Huning ..32
The Mysterious Treasure thread part 210..12
Metamorphosis ...120
Acquiring the Totem: Great White 15...15
Metamorphosis ...150
Marks Section

Marks

Abilities

[/list]

Knowledge

Items
  • Starter Package
    • Combat Spear
    • Two underwater scent traps: These simple pouches, fashioned from fishskin and kelp thread, often house unappetizing predator pheromones that diffuse in the water around ones home. Although the material inside must be replaced every few Trials, it effectively wards off ocean predators from the general area where the scent trap is laid.
    • 200 x Feet of kelp rope
    • 2 x Knives
    • 2 x Sea barrels- Especially well crafted and lightweight, these barrels seal objects and prey inside without leaving a scent trail for a predator to follow. Easily hidden under the sand, the water-proofing seal lasts for years.
    • 2 x Long Hooks
    • 1 x Compass
    • 1 x Mer Hook Net designed to capture prey underwater, the net ends cascade hooks which dig into the prey as they frenzy trying to escape, weakening them and aiding only in tangling them further.
    • 1 x Trapper's Kit
    • 1 x Crab Cage usually left on the ocean floor with carrion, these traps attract crabs and other creatures to be trapped within the cages. These can be left anywhere within a territory and checked on every trial or so.
    • 1 x Sea Crossbow
    • 60 x Crossbow Bolts
    • 1 x Airskin: Easily inflatable to allow a Mer to secure something hanging from a floating buoy. Some will fill them with air to release in case of attack for a momentary bubble screen or to use the force of the air to quickly propel them away from weapons or waiting jaws.
    • 2 x Strapped packs- worn around the front and back, these packs allow a mer to carry objects on long journeys while keeping their hands free.
    • A Necklace with a few sea glass stones weaved into it. (prized possession)
    • A chair that you found in the captain’s cabin where you live. (RM)
    • A shabby desk that seemed to be well-loved by the deceased captain in your sunken ship. (RM)
  • Mysterious Chest (un able to open)
Ledger
ItemDebitCredit
Starting Package 40 GN 40 GN
Seasonal Expenses (poor) Cold cycle 716 N/A 40 GN
Seasonal Expenses (poor) Rebirth cycle 716 N/A 40 GN
... ... ...
... ... ...
... ... ...
... ... ...
Total Currency: 0 ON, 40 GN, 0 SN, 0 CN
Fame Ledger
]Item/ ThreadFameTotal
Mer  -10 -10
Sorcerer -10 -20
Rymere Starting City +10 -10
Act of Magic -2 -12
General Good Deed +1 -11
Andaris guards will not speak highly of Moon -2 -13
Thread List

Cylus Arc 717
2nd and 3rd Trial-The Mysterious Treasure Part 1
3rd to the 10th The Mysterious Treasure Part 2
30th Trial -Something Fishy
-Acquiring the Totem: Great White
word count: 2480

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