Toan Dimitrios

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Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


Introduction



"There will come a day, where everyone in the world knows my name."
Previously...
Image

Two Arcs from where we left off Toan came into possession of a Becomer's Spark, Dallen who is one of the underground criminals of Etzos awarded Toan in a jail break gone wrong. While many would expect him to have mentor Toan, the thief abruptly took to head out on his own and stay away. Lingering in Foster's Landing for a while, he wound up discovering a note sent to him by the man who'd raised him in the shadows. Now with rumor as to where the one he seeks to kill is located, our thief seeks to explore an entirely new frontier different from Etzos; the vast expanse of Melrath.
Fast Facts

Name: Toan Dimitrios Aka: Dimitri
Race: Human Gender: Male
Age: 30 Arcs DoB: Zi'da 4 689
Height: 5'11" Weight: 186 lbs.
Hair Color: Blonde Eye Color: Green
Mother: Unknown Father: Unknown
Birth Place: Nekhet Homesteads: None
Location: Melrath Titles: None
Orientation: Bi-Sexual Alignment: Chaotic Evil
Partner: None Ex-Partners: None
Children: None Companions: None
Jobs: Freelancer/Thief Factions: None
Marks: None Face Claim: Max Riemelt
Linguistics
Note that Characters can opt for Bonuses after spending a certain amount of time in a city.

Progress

Skill: 0
Lore: 0
Bonuses: 0

Languages

Bonuses are marked by *
Fluent
  • Common- Spoken/Written
Broken
  • Rakahi- Spoken/Written
Plots
Image



While he may have had a soft start in Etzos, Toan's arrival in Melrath is surely bound to leave him with a lofty number of plots. So far the following is what he's accumulated.




The Death of A Bastard
Though adopted and poorly raised by the man, Toan's 'father' is a man who's earned the ire and scorn of the lowly thief. Will he ever come to kill the man who's brought such misery on him, or will there come a day where the two can come to terms with their past.

Quest-line Impending...
Plotnotes/Other Links


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Last edited by Toan on Thu Oct 31, 2019 12:07 am, edited 7 times in total. word count: 370
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Image
User avatar
Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


Appearance



"I walk a lonely road, the only one that I have ever known."
Physicality
Image
At first glance Toan is ordinary like the rest, spottable by the bright blonde locks of hair on his crown. Which is usually kept short unless the colder seasons roll in, which he will moderately grow it out some. He stands a little above the average human with a lean, somewhat muscular stature to his pale complexion; with a bit of hair decorating his chest and other regions. It's difficult to tell save for in places with direct lighting, but the coloration of his eyes are a dark pale green hue; sometimes looking even lighter blue in direct sunlight.

As one who stands among the average Toan almost never sticks out, mostly because he defers to using such a thing to his advantage. While he isn't built like a sailor or a warrior, the man has a much better sense of footing and balance in comparison. Therefore one can pick out the subtle way he might walk, as though he were quick footed and reactive with the situation. It's almost impossible not to see him at least enjoying himself in some way, as the man wears an array of faces to look the part. Confidence, amusement, even happiness are all just masks he likes to project, however the more observant can notice how low his shoulders easily hang.

That aside he is typically the type of guy who likes to wear moderately light clothing, as he is often easily hot or cold depending on the degree of weather in his environment. Usually he is one of a more finer taste in clothing, favoring fabrics that feel great but are just shy of expensive. Which compliments the way he tries to blend in with the crowd, a stark contrast to the idea which he wishes to achieve...
Injury Logs
Rebirth 718

Ashan 1: Severed portion of the pinky digit from the right hand, from a tool used to cut it off for his Becoming initiation.
Cold 719

Toan has yet to receive any injuries during the course of this cycle.
Scars and Tattoos

Scars
Head
No scars are present at this time.


Upper Body
Right Hand: The pinky digit is missing the tip all the way down to the knuckle.


Lower Body
No scars are present at this time.


Tattoos
Toan has yet to receive any tattoos at this point in time.
Plotnotes/Other Links


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Last edited by Toan on Thu Oct 31, 2019 4:07 am, edited 7 times in total. word count: 443
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Image
User avatar
Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


Personality



"Nothing is as it seems when you see me."
Mentality and Behavior
Image

Deep down Toan is nothing more than a sinister, selfish, downright self absorbed man, uncaring of the condition of those that seem to be around him. He is a person that demonstrates poor empathy qualities towards others, as he completely puts his own personal interests above all others; period. Rather an ambiguous character that proves to be just as amoral, he demonstrates serious cases of unpredictability in his intentions. What people fail to see that behind the lackluster of actual character, is actually in fact a very challenged individual determined to make a name for himself. Due to the nature of influences from his early life, he's learned to be detached towards others and find difficulty in trusting others.

Even when he's come to know a person well enough, there resides a great gap in the amount of faith he stocks in another individual person. Because of this he tends to be both morally and socially ambiguous towards a person, unable to be completely upfront and honest when it comes to indulging in any sort of 'truth.' He is also secretly ambitious in working towards his own goal, prone to only look out for things in his favor in the process.

Whatever it takes for him to excel in the world, he'll likely stop at nothing just to get to the top and live a comfortable life. That said he is also a seeker of information, a purveyor of knowledge which can be used to barter. If anything Toan is what one would describe as an opportunistic scoundrel, and he knows good and well that the right kind of information can sell for a high price. This is why he also remains so innately untrustworthy, because any and all who truly know him by heart are a dangerous liability; a threat he can't afford to emotionally invest in for too long.
Merits

Amoral - Has few standards that mark him a model human being.

Daft - Tends to make absurd decisions on the fly in critical situations.

Mercantile - Actually possesses a knack for business and profit..

Resourceful - Usually comes prepared for just about any situation.

Unpredictable - Likely bound to act on his own interest before another's.
Flaws

Cowardly - Prone to avoid unwanted confrontations or unsavory situations.

Egoistic - Tends to possess a strong sense of vanity about himself.

Selfish - Puts his interests and concerns above all others regardless of situation.

Treasonable - Will cross any considerable 'friends' for the sake of better gain.

Unfaithful - Struggles to retain any sense of commitment from his upbringing.
Likes

Cats - Associates with them better than with dogs.

Drugs - Explicitly loves the high that they induce.

Fruit - Preferably apples as they're his favorite.

Money - Enjoys the ability to spend and hoard vigorously.

Night - Explicitly enjoys the cover of dark more than anything.

Sweets - Likes cinnamon rolls more than any other treats.

Tea - Loves to drink the substance with a heavy dose of sugar.

Tobacco - Smokes with a pipe quite often if not regularly.
Dislikes

Authority - loathes to conform with any time of regulation or figure of power.

Heat - Doesn't like to endure hot or humid conditions.

Ice - Loathes being outside when it's cold or freezing.

Insects - Despises the vast majority of them, especially spiders due to their webs.

Slavers - Hates them enough to where he'd dispatch them if at all possible.

Spiciness - Sadly cannot handle anything spiced with pepper.

Rain - Despises getting wet as it ties into getting cold.

Travel - Hates traversing long distances over a set period of time.
Plotnotes/Other Links


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Last edited by Toan on Wed Oct 30, 2019 1:10 am, edited 7 times in total. word count: 637
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
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User avatar
Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


Aspirations



"I know what I want... I just hope I'm ready when the time comes."
Hopes and Dreams
Image
Infamy
While it's certainly a longshot Toan wishes to somehow create a great legend, one where his name hopefully lives on long after him.

Solace
After all the trouble and torment he's endured growing up, Toan wishes to find a sense of peace within himself somehow.

Concerns and Fears
Image
Conjunction
Having to come face to face with a moment in which requires Toan to choose what feels is an impossible decision.

Death
While death comes for everyone the timing would be far too early, if Toan failed to build this legacy he seeks before then.

Regret
Feeling caught up in past experienced moments and wanting to change their outcome as a result.
Plotnotes/Other Links


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Last edited by Toan on Wed Oct 30, 2019 1:11 am, edited 5 times in total. word count: 167
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Image
User avatar
Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


Alignment



"Good, bad? Both are two sides of the same coin. So flip it."
Integrity

Alignment: Chaotic

. . . . . . . . . . . .
Level 3: Major Chaotic

Toan feels innately that there are systems in the world meant to be challenged, and even toppled should one find the means of accomplishing such feats. He loathes the nobility more than anything, and so those with substantial status are a prime target for him to tear down.
Morality

Alignment: Evil

. . . . . . . . . . . .
Level 2: Moderate Evil

Someone who's lived a life like Toan's has seen more of the bad in the world rather than good, thus it's difficult for him to act without any focus on self interest first and foremost. For him to do so would require something significantly major to consider it, let alone maintain the thought above self preservation.
Code of Ethics

1. You shall lie whenever convenient.
2. You shall harm the innocent whenever convenient.
3. You shall kill for pleasure.
4. You shall not aid the weak.
5. You shall not honor any other before yourself.
6. You shall break the law whenever convenient.
7. You shall betray friends, family, community, and nation whenever convenient.
8. You shall harm those who protect the weak or honor laws.
9. You shall pursue all forms of pleasure.
10. You shall seek unlimited power over others and unlimited freedom for yourself.

Misconduct of Ethics

1.Failing to show contempt and disrespect for the virtuous and noble.
2. Failing to pursue a new form of pleasure.
3. Failing to give in to a sinful or chaotic impulse.
4. Avoiding injury to others at the cost of your own pleasure.
5. Refusing to display power over underling when appropriate.
6. Refusing to commit cruel acts that are in your best interest.
7. Refusing to kill when in your best interest.
8. Turning down a chance to gain power or wealth.
9. Acting altruistically.
10. Aiding the forces of Law and Goodness.

Plotnotes/Other Links


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Last edited by Toan on Wed Oct 30, 2019 1:12 am, edited 4 times in total. word count: 360
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Image
User avatar
Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


History



"You think you know a story. Well to know a story, you have to start from the beginning."
History
Image
Origins
Born to an unknown mother somewhere within Nekhet, Toan was quickly left behind on somebody else's doorstep not long after birth. Being an unwanted child on some stranger's doorstep, he was taken to an orphanage where he would grow up alone immediately afterwards. There he grew up as a lonely child with no real knowledge of his origins, his birthright as well as parents all but a sole mystery to the child. Eventually the child grew resentful of the fact he'd been left alone, unwanted by those that brought him into this very world.

As he grew older a stranger visiting Nekhet came to discover Toan, purchasing him for adoption with the intent to take him back to his own homeland. This seemed like a kind gesture at first, but in truth led to Toan being forced into slavery for the man that supposedly 'saved' him. It was there Toan first decided to stick out only for himself, and make a break for it on his own within the city of Etzos; where he quickly learned just how cruel the world could really be.


Childhood
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Ever since birth Toan had only known life at the orphanage, which was never an easy thing to deal with growing up. Some of the other children were always mean, and things were always difficult when it came to the lectures of the caretakers. No. The young boy who grew up being naive only ever wanted one thing, and that was to experience what every other child there missed. It was the familial bonds that tied people together, the chance at being able to have parents when you were utterly alone. However it was apparent that hardly anybody wished to raise an orphan, and the older kids there surely made it clear no one wanted someone like Toan.

Yet eventually there came a visitor from a foreign land, curious about the children in his visit to the orphanage. When he had heard Toan's story with how he was abandoned at birth, it clearly had enough impact to give the man cause for adoption. Thus when it was time to leave behind the life at the orphanage, Toan felt a sense of joy that shortly died once they were gone. Aserilin who was the man which adopted Toan no longer appeared so nice and friendly, but instead possessive and demanding of the boy. Toan had no idea what this meant in the future to come, but on that particular try he soon wished he never left Nekhet.

This man, known as Aserilin, grew impatient with the child he'd brought back to his home, and shortly after their arrival became abusive towards Toan as a result of the boy's ignorance. The abuse remained only physical at first but that in turn played it's part, both mentally and emotionally abusing the child as he grew under the harsh care of Aserilin. It would be long then of course that the abuse would become more severe, more than just physically and mentally harming the boy who was only innocent. It was from that point on that the psychological torture the boy suffered would stem from such abuse, and he would quickly grow into a fearful and spiteful child against the world.

Adolescence
Image
Aserilin grew impatient with the child he'd brought home and over the Arcs, his naivety something that remained short-lived shortly after staying in Etzos. Over the course of his stay, Toan had to live with the abusive torment the man brought on the young boy. Such behaviors weren't things one so young would never be ready for, however Toan was nothing more than property to the man who 'saved' him from the orphanage. Toan grew to resent this of course, seeking refuge elsewhere in the city of Etzos. Stealing food and scurrying about for as long as he could manage, the growing boy slowly developed a sense of independence on the streets of the city. However he would also be caught often, and there were some in the Etzori Guard who were just like Aserilin.

However it wasn't always so difficult for the poor boy. In one of his attempts at stealing the man in question noticed, and rather than have him punished he instead questioned the boy. The man in question, who was named Dallen, happened to be an type of businessman who lived in the city's underbelly. He was a smuggler and a purveyor of information, with an uncanny sense of justice for those who were in Toan's very situation. Thus with a promise to work as one of his underlings, Toan found that eventually those guards which also tormented him started to disappear. Eventually as he continued to work under Dallen, only one stood to be the residual testament of the boy; the one who had brought him to Etzos in the first place.

However Dallen never went to the lengths to orchestrate the same demise, but rather made it clear that it would fall up to Toan to one Trial to decide. Until then he was a welcome asset to the smuggler, and thus Toan remained a watchful listener just like the many other orphans of Etzos.

Transition
Image

Gradually as he came more and more self reliant, Toan developed a similar sense of business from Dallen. Overtime he grew to appreciate the smuggler and his cause, but a subtle thought always lingered when it came to the growing thief. Though he would never know who his parents, his real parents, truly were there would come a day when they would. Everyone would in fact.

For he would become a monumentally renown individual, one that would become revered all across Idalos. Not as the hero or villain most would find in their tale, but as one of the most dastardly thieves of the world. Of course such ideas of grandeur weren't far fetched for him, but Toan grew attached to it regardless of his current reality. In that time Dallen decided he was ready to explore the underside of Etzos a bit more, and in turn allow the thief a chance to grow on the business side as well. However when Toan was introduced to drugs it had been far too soon, as the state of high he felt from his first time proved far too addictive to resist.

Thus while his venture as a smuggler in Etzos' underground grew profitable, much of that profit could hardly last when it came to exploring the new world he'd discovered. In short the thief gradually lost his own way and struggled often to find it again, the spark for that hopeful dream just about lost until he learned how to curb his addiction.

Adulthood
Image

As he reached the point of his life where he could afford his own house, one thing always remained a pressing matter for Toan. Aserilin still lived and hardly ever interacted with him, more than likely because the man had no interest in the thief. While that could've been a much bigger relief, there was no doubt he sought another to fill Toan's shoes. Not only did this disturb Toan the most, but the residual spite and hatred lingered within him. Thus the thief who sought infamy grew to address this issue, knowing that in time he would have to come to deal with Aserilin. However the man had disappeared before the opportunity arose, leaving Toan to speculate he'd left Etzos already.

Only one question remained however, after Aserilin was found would Toan be able to kill him?

Past Memories
Childhood
None as of yet.
Adolescence
None as of yet.
Transition
None as of yet.
Adulthood
None as of yet.
Post Memories
718
None as of yet.
719
None as of yet.
Plotnotes/Other Links


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Last edited by Toan on Wed Oct 30, 2019 1:14 am, edited 8 times in total. word count: 1355
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Image
User avatar
Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


Affinity



"They wanted to be a part of this world? Let them have it for all I care."
Placeholder
Toan has yet to attain any blessing or curses from the Immortals, as well as any Spiritual Familiars that are destined to cross his path.

Plotnotes/Other Links


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Last edited by Toan on Wed Oct 30, 2019 1:20 am, edited 6 times in total. word count: 77
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Image
User avatar
Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


Abilities



"Power comes with a price, luckily I've nothing to lose."
Grandmastered Skills
Image


Grandmasters: 0/20

Capstones Gained: 0


Acrobatics

Toan has yet to achieve Grandmaster status of this skill, therefore it is locked until he meets the requirements to unlock it.

Acting

Toan has yet to attain Grandmaster status with this skill.

Blades: Dagger

Toan has yet to attain Grandmaster status with this skill.

Climbing

Toan has yet to attain Grandmaster status with this skill.

Deception

Toan has yet to attain Grandmaster status with this skill.

Detection

Toan has yet to attain Grandmaster status with this skill.

Disguise

Toan has yet to attain Grandmaster status with this skill.

Drawing

Toan has yet to attain Grandmaster status with this skill.

Dual Wield: Daggers

Toan has yet to attain Grandmaster status with this skill.

Endurance

Toan has yet to attain Grandmaster status with this skill.

Gambling

Toan has yet to attain Grandmaster status with this skill.

Intelligence

Toan has yet to attain Grandmaster status with this skill.

Lock Picking

Toan has yet to attain Grandmaster status with this skill.

Negotiation

Toan has yet to attain Grandmaster status with this skill.

Persuasion

Toan has yet to attain Grandmaster status with this skill.

Pickpocketing

Toan has yet to attain Grandmaster status with this skill.

Ranged: Crossbow

Toan has yet to attain Grandmaster status with this skill.

Stealth

Toan has yet to attain Grandmaster status with this skill.

Strength

Toan has yet to attain Grandmaster status with this skill.

Thrown: Daggers

Toan has yet to attain Grandmaster status with this skill.
Supernatural Skills
Image


The Power of Dreamwalking
Toan has yet to attain this power at the moment, until such a time comes this section is just a placeholder.

Dreams

Initiation/Bonuses: 0
Dream Threads: 0 (0XP)
Dreamwalking Prowess: 0/100
Powers Unlocked: 0/11

Powers

Lucid Dreaming (Locked)
Upon being initiated into Dreamwalking, a Dreamwalker first gains the very basic understanding of the reality of dreams and becomes more likely to gain self-awareness in their dreams, increasing probability that they can retain information in the waking world. Not all dreams will be lucid even for a Dreamwalker, but their initiation into the ability gives them the liberty of choosing to explore their dreams in more depth, which is a prerequisite of all other implied ventures by the Dreamwalker.

An extension of this ability is that a lucid Dreamwalker can make others lucid as well, with simply a touch. This isn't guaranteed to work every time, but the likelihood increases with the level of dreamwalking.
Walking (Locked)
The namesake ability of a Dreamwalker is to Walk. It's to exit their own Dreamscape and step into the Veil. Their body in Idalos remains there, but their mind ventures further into Emea in order to access the parts of the Veil within range of their body. Walking allows the Dreamwalker to access the Veil itself, gaining awareness of Dreamscapes in their vicinity and gaining familiarity with the mechanics of the Veil.

With this ability granting access to the Veil, the Dreamwalker finds themselves able to access the entrances to other people's Dreamscapes. These entrances are not always so obvious as to finding a doorway in the Veil, and opening them is different for each person. Only dreamwalkers may find them, as well as open them. For all others, these entrances simply do not exist. The dreamwalker typically does not require permission of the dreamscape's owner to enter their dreamscape, unless there are specific protections put into place.

Walking does not allow for the Dreamer to seek out specific dreams,or dreamers, but gives them the ability to begin to explore.
Governing (Locked)
Most Dreamwalkers desire the ability to control their environment. It isn't until they learn to Govern that they truly become able to, but the scope of their control is still limited. A Dreamwalker at this stage is able to Govern their own Dreamscapes, enabling the Dreamwalker to influence the environment and content of the currently ongoing dream by forcing their will on it, shifting the reality of the dream at their whim. They become able to create new items, objects, areas, buildings and even creatures to insert into the Dreamscape, limited only by their imagination and prior experience. They can control everything within their dreamscape, with the exception of other people who enter.
Crossing (Locked)
While Walking enables the Dreamwalker to exit their Dreamscape into the Veil and, from there, interact with the Dreamscapes of others, it isn't until they unlock Crossing that they gain access to the Untold. When one Crosses into the Untold, they bring their physical body with them, which is a requirement before the Dreamwalker can step past the Veil and into the Untold. As such, the Dreamwalker doesn't have to already be asleep in order to Cross, as they are fully conscious and aware when stepping past the threshold of reality and physically enter the Veil and, further, the Untold. A Dreamwalker that Crosses into another dreamer's Dreamscape may choose to exit back into Idalos at the dreamer's physical location, effectively teleporting them. Once they are able to Cross, taking their physical body with them into Emea, all abilities such as magics, blessings, etc are available. This only brings the Dreamwalker, nothing else from Idalos. The actual act of Crossing varies from dreamwalker to dreamwalker, ranging from walking through a door to falling through the barrier.

With this ability, the Dreamwalker may now also seek out specific dreams and dreamers.

With Crossing comes the ability to also establish Brands. These are a manifestation of intention and memorization for the Dreamwalker, an ethereal mark of their own design that is placed on an individual or location in Emea or Idalos, effectively lighting them up like beacons that shine through the Veil and the Untold, allowing the Dreamwalker to safely navigate and find their way back to these locations or individuals no matter the physical distance. Once a Brand has been created, it is extremely difficult to remove, often requiring a massive effort on the part of the Dreamwalker. There is no set method of removal, as they are as unique as dreamwalkers themselves, but it comes at significant cost.

Branding an individual mechanically allows the Dreamwalker to seek out their Dreamscape amongst all others, and Branding a location in Emea allows them to find their way back to it without getting lost. Branding a physical location in Idalos allows the Dreamwalker to physically travel to it by Crossing through the Untold from anywhere in the world. They may not travel back once they Cross, unless their original location is also Branded. All Brands have to be awarded and acknowledged by in-game Knowledges in order to be valid and used. While the appearance of distant Brands is unique to each dreamwalker, a common one is the appearance of a particularly bright star, the grows as you get closer.
Escorting (Locked)
While risky, it is possible for the Dreamwalker to take anything, or anyone, from Idalos with them into Emea, either through physical contact in Idalos or by entering an individual's Dreamscape and carrying their body into the dream by Crossing through to reach the body itself, a Dreamwalker can Escort the mortal into the Veil and beyond, into the Untold. The Escorted mortal may resist this effort physically or with high enough levels of Discipline and/or Meditation if they are unwilling. Escorting does not allow for Emean things to be removed through this method.
Anchoring (Locked)
Anchoring is the ability to further bridge the gap between dream and reality. A Dreamwalker is able to Anchor objects, people, creatures, etc, in the physical reality of Idalos by reverse-Escorting them back into reality. This carries with it a number of risks both for Idalos and whatever materials, objects or creatures that the Dreamwalker carries with them, as compatibility is not guaranteed. Mechanically, this enables the Dreamwalker to bring with them items and objects from Emea into Idalos, provided they are physically holding them as they Cross back into reality.
Cloaking (Locked)
Cloaking is the ability to hide a Dreamwalker both in Emea and Idalos. They become able to force themselves into a level of existence somewhere outside of reality, Cloaking themselves from the perceptions of those around them. They become effectively undetectable by all means beyond physical, as their physical body is still present and will still interact with the physical reality as normal (such as bumping into or touching other people or objects, including leaving tracks in sand or snow or stirring vegetation when it's passed through). Furthermore, they may elect to Cloak themselves in Emea, making them undetectable to other entities or Dreamwalkers. While in effect, this protection is absolute. However, it does prevent the Dreamwalker from leaving the plane of existence they are in while activated. This means that they must deactivate Cloaking if they wish to journey from Idalos to various sections of Emea, to the Beneath, etc and vice versa.
Dreamweaving (Locked)
Dreamweaving allows a dreamwalker to establish a permanent dreamscape setting. A dreamwalker's dreamscape will always remain in the state they've left it in, if they so desire. This allows the dreamwalker to make a permanent home of sorts. Adjusting this dreamscape still requires Governing to be used.

This allows the player to write up a Location and have it submitted into Dreamscapes to serve as their permanent dreamscape. This location must also be created IC through the use of Governing and must be reviewed before the location will be approved. Anyone accessing their dreamscape must reference the location's writeup. Any changes or upgrades to this location MUST be made IC and reviewed before the location writeup may be edited.
Lockdown (Locked)
Lockdown allows a dreamwalker to pass the protections of Cloaking on to their dreamscape, as well as allow for a few other features. While Lockdown is activated, most beings or entities are unable to detect or access the dreamscape, nor anything within it. The most notable exceptions to this are Jesine and Kielik themselves. Additionally, everything within the dreamscape, including people, during Lockdown are unable to leave unless they have access to the Lockdown ability themselves. This does not deactivate the Lockdown, this merely allows them to find and use the exit. The dreamwalker that activated lockdown must deactivate it to enter or exit the dreamscape themselves. They may still fall asleep, but they do not dream.
Expansion (Locked)
Expansion allows the dreamwalker to build doorways within their Dreamscape that grant direct passage to a Branded person, location, or object. This is a two way travel for the Dreamwalker themselves and any object or creature/being without a soul. Beings with souls can access the return journey only if they themselves have access to Expansion. These doorways may appear as any type of entryway and differentiate from dreamwalker to dreamwalker.

The construction of this doorway must be done IC, and requires the dreamwalker to build both sides of it. Once completed, the reviewer will grant the doorway to the dreamwalker to be utilized.
The Living Dream (Locked)
The Living Dream allows a dreamwalker to bring their dreamscape setting, fully, into Idalos, to exist fully and truly. Effectively, this is as if the Escorted the entire dreamscape. This is all or nothing, never partial. This is a very tumultuous ability that requires the Dreamwalker to be on hand to often plan ahead readily, as Idalos may not be so receptive to the arrival of a new location. If a forest dreamscape setting is brought forth on the slopes of a snowy mountain, they will still be affected by the snow and cold.

Rather than just being laid atop the designated area, potentially causing mass destruction and calamity, the area begins to phase into the space from Emea, starting off as transparent and becoming more and more solid. The dreamscape cannot replace existing objects or structures in the space, so if the dreamscape is intersected by them, those parts of the dreamscape will not come into existence. Bringing forth the dreamscape can never outright damage Idalosian objects and matter. And once it phases into existence fully, it is subject to standard Idalos physics and phenomena. This process takes a full trial to complete, and is so draining on the dreamwalker, that they tend to be unable to dream for many trials following this.

Additionally, this relocation is permanent. Once in Idalos, the dreamwalker has no direct control over the area as they do while it is in their dreamscape.

Once a setting has been relocated, the dreamwalker's dreamscape resets, and allows for a new one to be built.

Abilities

So far these are the possible abilities Toan can possess in a dream:

Combat
Undetermined for the time being.

Support
Undetermined for the time being.

Forms
Undetermined for the time being.

The Becomer's Spark
While still a bit of an entity in it's infant stages the power lurks within, ready to learn and grow as the thief bides his time in attaining new Totems. Overall it lurks almost in a dormant state, waiting to feed into Toan's desire for power when he finds himself ready.

Powers, Brands, and Mutations

Progress

Brands
Image

Becomer's Witchmark - Upon the attainment of his Becoming Spark Toan received this unusual symbol, located direction in between the space of his shoulder blades. It's meaning as well as representation isn't fully understood, but speculation has led him to believe that this is the initial 'brand' he received upon retaining his sense of Self.

Mutations
Competency Awakening
Template: A mutation will arise once Toan surpasses Competency level of this power.

Abilities

Blending (Locked)
A technique one learns as a Novice that sets the stage for Borrowing. Blending is simply using two totems from the same animal family to 'blend' features and Become a shape that is neither one nor the other, but a composite of both. Many Becomers use this ability to steal the shapes of the dead and mix it with their own to create entirely new identities. Blending can be used between different species of animal and even those closely related. A dog’s features could be combined with a wolf.
Echo (Locked)
A Novice technique that is a shadow of what eventually becomes Adapt, Echo borrows senses and minor special abilities from a totem and overlays them with your natural form. The changes are always subtle and usually temporary, such as seeing in the dark, leaping with the grace of a gazelle, or tuning into the echolocation of a bat. One trait may be echoed at novice, with two at competence. At expertise, three traits and four at Mastery and six at Revealed. These traits are fairly easy to manifest, costing little ether to summon, and very little to maintain. Upon reaching Expert, they are able to maintain 1 Echo permanently, 2 at Master, and 3 at Revealed.
Devour (Locked)
A Novice ability, Devour is a method of acquiring a temporary becoming form. A Becomer can consume the three sovereign substances of a creature while also mixing their own ether into the consumption. This allows the Becomer to take on a temporary transformation to the creature they Devoured. Because this form has no totem, it cannot be altered with other abilities, nor can it be recalled after changing to another form. It is a one time use transformation. Additionally, without a totem to hold the form together permanently, the form falls apart, reverting the Becomer to the last form they transformed from, assuming they still have the totem. This ability lasts for 1 Trial at Novice, 2 Trials at Competent, 3 Trials at Expert, 4 Trials at Master, and 5 Trials at Revealed.
Assimilation (Locked)
A Competent technique, the Becomer transforms and assimilates totems within his transformation. Depending on the shape, carrying totems and items can become difficult, if not impossible, for a Becomer. Beginning at competence, the Becomer may choose to incorporate totems in their transformation. Totems are automatically assimilated into the Becomer's transformations. This reflects the close, personal bond the Becomer has with their totems. This is always automatic unless the Becomer makes the conscious effort to not assimilate a totem, or the totem has been affected in a way to prevent it, such as forms of overstepping.

Items made purely from animal material, meaning anything from a creature that a Becomer could transform into, all together count as a single Assimilated item in terms of the restrictions. These items must consciously be Assimilated, and cannot be Assimilated during an Unleash.

Items made from non-animal material OR made from animal material, but is magical in nature, count as a single Assimilated item each. These items must consciously be Assimilated, and cannot be Assimilated during an Unleash.

Assimilated items lay an imprint on the form one had before. So long as the totem the items were assimilated into remains undamaged, these items can be recovered, returned to hand the moment the transformation occurs.

The amount of Assimilated items cannot exceed their limitation, which is 1 Item at Competent, 2 at Expert, 3 at Master, and 4 at Revealed. Assimilation must be renewed each time a shape is chosen and the Assimilated items can only be recovered when one returns to the shape that had them in the first place. If the totem with the assimilated items imprinted is destroyed, so additionally are the items.

Additionally, in rare circumstances, a Becomer might become pregnant in a form. The child is protected from harm during transformations by a heightened version of Assimilation. The child continues to develop normally whether the mother form is in use or not. However, it can only receive nutrition while the mother form is active. Being out of that form for too long will result in a child that has starved to death and will be still born or miscarried. The child will reach full term from conception as it normally would, regardless of how often or little the mother form is active during this time. When the mother form is ready to go into labor, the Becomer is forced into the mother form in order to give birth, regardless of their situation.
Unleash (Locked)
An ability gained in Competence, Unleash is a sudden explosive transformation that takes place in the space of a few moments. This transformation is always painful and wild. Due to the speed of the change, no other Borrowing or form altering techniques can be used when one Unleashes. Combining Chrysalis with Unleashing almost always invites overstepping, depending on the severity of the injuries.

Unleashing can be done once at Competence without inviting overstepping, and up to three times at mastery and revealed. Unleashing is often an ability used of urgency, or as a surprise in a sudden battle. Although it can be used up to three times at mastery without inviting overstepping, it is always risky and rarely the only technique used in such a situation.
Chrysalis (Locked)
An expert technique whereby by taking another shape also renews the body transforming. This can be incredibly taxing depending on the damage received, but a Becomer could transform into a shape free of injury, even as it is refreshing the shape they currently hold. This is often an ability one uses sparingly if possible, as the repair may be taxing enough to throw the Becomer into Overstepping. It is recommended this ability not be used in combat, but instead when one can relax safely and heal their wounds without expending additional ether.

This does not affect their stamina or need to eat and sleep. Although they can refresh any major damage done to a totemic form, basic necessities and the need to rest are universal to all forms.
Borrowing (Locked)
Borrow is the technique that evolves from Blending. Using one totem as a 'base' an expert Becomer can 'borrow' traits from other totems in their possession in order to Become a gestalt of the forms. The Base determines the form taken and the supplements determine what traits are woven into the new shape. Ones ability to borrow is determined by their skill but through this technique, a Becomer could transform into a beast unlike which Idalos has ever seen before. A Mage can add two new 'borrowed' traits when this ability is acquired. They gain two additional at Mastery. It is possible to push past this limit, but at the risk of Overstepping. This process can be exhausting and always increases the time of transformation depending on the complexity of the borrowed traits.

An extension of this ability allows a Becomer to fuse two totems into one. This process requires the Becomer to meditate with both totems, while pouring ether into them both, and then passing the ether from one to the other and vice versa, while focusing on the mental image of the Gestalt form they wish to make. This is a slow, long process, and is very straining on a Becomer's ether. Upon completion, the two totems are magically bound into a single item. This totem now allows them to naturally transform into their Gestalt form, however, this causes the two forms used to create the totem to be inaccessible individually. However, since it isn't a full loss of the original totems, the psychological damage from losing a totem does not occur through this method. This Gestalt form is its own totem, and as such, all Becomer abilities apply to it as though it were a normal totem. It will always be the same form they had in their mind when they created the form, so long as it was within the bounds of the totems used.

This same process can be used to divide the fused totem back into the base totems, however, this comes at a higher cost. Because of the loss of the Gestalt form, there will be psychological damage due to the loss of a form, especially if the Becomer has used it a lot and furthered the relationship. Additionally, it puts the two base totems at a higher risk and often times they get broken or mutated in the process.
Adapt (Locked)
Adaption can only be gained in mastery. Adapt breaks the rule of the 'all or nothing' aspect of Becoming. Adaption works like Borrowing but can be induced after a form has been taken. It's a far less strenuous technique as it does not require a full body transformation and was developed for combat and utility. These transformations are always just as fast as unleashing transformations and only affect the totem shape for as long as the Becomer is in it. These transformations disappear when the mage takes the shape again. Adapted traits are the same as borrowed traits, save for the fact they can be added after a transformation rather than requiring an entire new one. One can only have as many adapted traits as they have Borrowed traits.
Totem Guardian (Locked)
Totems are more than just shapes, they’re repositories for the soul of the Becomer to fill. In a way, each totem is alive. They take a shard of the Becomer’s own personality and become something different than they were. Totem Guardian is the next step of that ability, allowing the Becomer to invest ether into a totem and have it resume the shape of the creature it was made from. This Totem Guardian is an extension of the Becomer, but not a thrall like Necromancy. Instead, these totems given form are variants of the Becomer, although filtered through that creature’s perception. They are fiercely loyal and generally obey any command a Becomer imparts. They avoid self destruction and many Becomers begin to associate them as their own friends and family. At mastery, one Totem Guardian can be manifested and at Revealed up to two. More can be pushed, but it will always invite overstepping.

If the totem guardian is killed, the totem will also be destroyed. If a totem guardian is badly injured, it may take some time before the Becomer is able to resume their shape as the ether repairs itself in the totem. A Totem guardian can be manifested for at least three breaks a trial without issue…but to push it or combine with other techniques would be dangerous. No other techniques can be used on a totem guardian.

An extension of this ability only occurs when a Becomer is killed, and while this ability unlocks at Mastery, this phenomenon can occur for Expert Becomers as well. When they die, all totems that are still intact will form Totem Guardians using the last of the Becomer's ether and will drain the totems dry, destroying those as well. These Guardians become pseudo spirits. This is a physical form, but is essentially immune to the aspects of living, such as the need to eat, sleep, drink water, reproduce, etc. But unlike spirits, the have no ability to feed on anything so they are extremely rare entities. They are unable to access Emea and the Beneath, so they are unable to become intangible. They are immune to aging, but can be killed by any mundane or magical means.

The Becomer's personality and relationship with their totems determine what these Guardians do. The Becomers that sought balance with the spark, that took care of their totems, that looked to live with nature will often find the Guardians performing a funeral of sorts for the Becomer, before going their own way to "live" in the wild just as their living counterparts would. If the Becomer was controlling, was always battling their spark, or was Atavistic, their Guardians might go on a rampage, attacking any living creature until they were destroyed.
Hive (Locked)
A dangerous technique for only a Revealed caster, Hive allows the Becomer to split their body into multiple organisms based on their totem. For small creatures, a swarm of them could feasibly be released while the larger forms drastically limit the amount that a mage could split themselves into. The mage shares a hive mind consciousness with all parts of himself but finds it much more difficult to transform if large pieces of himself are destroyed while split. This technique can be used all at once or little by little, transforming ones arm into a snake to spy on a rival, for instance, is a perfectly acceptable use of this ability. Often conservation of mass is maintained in these transformations, but a Becomer has been known to stretch that capability by taking a larger shape and then utilizing Hive…although such arrogance has always been costly.
Harmony (Locked)
A Revealed technique, Harmony is a deeply personal ability and is extremely steep in its requirement and cost to use. It allows the Becomer to bond the essence of a totem directly onto their soul, cementing the relationship with it permanently. This removes the physical totem from existence, destroying it, for the essence of the animal is now truly part of the Becomer. It can never be lost at this point, including from aging. This form can be used in all abilities, with the exception of the fusing aspect of Borrowing, for there is no totem to fuse.

The requirements to access this ability are fairly intensive. It requires a deep bond with the form wishing to become Harmonized. OOC this is reflected in having 15 threads where that form was used for at least a moderate amount of time. The form looking to be Harmonized must also have existed for a full Cycle prior to the current Cycle. Additionally, this ability requires a large amount of time, ether, and patience. The Becomer usually goes to a place of isolation, and begins meditating with the totem to be Harmonized. While meditating, they keep a constant flow of Ether going into the totem, then return the Ether back to their soul. This typically requires 3-5 Trials of intense meditation. The flow of ether through the soul is so intense that the Becomer is only able to use this ability once per cycle. Upon having met the OOC requirements, and performed the IC ritual, a review request can be submitted while asking for a Mod to review as it requires a Player Notes update.

Conventus Ad Totema

Totems of Might
None at the moment.

Totems of Reconnaissance
None at the moment.

Totems of Self
Toan - The identity of a lowly thief who strives for great recognition by questionable means, created from the tip of his right pinky finger the moment he was initiated into the discipline.

Totems of Stealth
None at the moment.
Skills

Supernatural
Attribute Criteria Level Proficiency
Alchemy - 0 N
Becoming 20 XP 20 N
Dreamwalking - 0 N
Hone - 0 N
Rupturing - 0 N
Core
Attribute Criteria Level Proficiency
Acrobatics 5 SP, 20 XP 25 N
Acting 5 SP, 20 XP 25 N
Blades: Dagger 5 SP, 20 XP 25 N
Climbing - 0 N
Deception 5 SP 5 N
Detection 5 SP 5 N
Disguise - 0 N
Drawing 25 RB 25 N
Dual Wield: Daggers - 0 N
Endurance 5 SP 5 N
Gambling - 0 N
Intelligence 5 SP 5 N
Lock Picking 5 SP, 15 XP 5 N
Negotiation (FT) 20 XP 20 N
Persuasion - 0 N
Pickpocketing 5 SP, 15 XP 20 N
Ranged: Crossbow - 0 N
Stealth 5 SP, 15 XP 20 N
Strength - 0 N
Thrown: Daggers - 0 N
Primary
Attribute Criteria Level Proficiency
Business Management - 0 N
Cryptography - 0 N
Discipline - 0 N
Etiquette - 0 N
Field Craft - 0 N
Forgery - 0 N
Hunting - 0 N
Investigation - 0 N
Logistics - 0 N
Meditation - 0 N
Navigation - 0 N
Psychology - 0 N
Resistance - 0 N
Rhetoric - 0 N
Seduction - 0 N
Secondary
Attribute Criteria Level Proficiency
Acting - 0 N
Dancing - 0 N
Interrogation - 0 N
Intimidation - 0 N
Leadership - 0 N
Linguistics - 0 N
Medicine - 0 N
Poisons - 0 N
Running - 0 N
Singing - 0 N
Socialization - 0 N
Storytelling - 0 N
Tactics - 0 N
Torture - 0 N
Tracking - 0 N
Unarmed, Brawling - 0 N
Tertiary
Attribute Criteria Level Proficiency
Caregiving - 0 N
Cooking - 0 N
Engineering - 0 N
Fishing - 0 N
Gardening - 0 N
Mathematics - 0 N
Mount: ???? - 0 N
Politics - 0 N
Research - 0 N
Seafaring - 0 N
Sociology - 0 N
Swimming - 0 N
Teaching - 0 N
Trap Making - 0 N
Writing - 0 N
Skill Knowledges

Acrobatics: Vaulting From Ledges (SP)
Acting: Following a Partner's Lead
Acting: Playing It 'Natural' In Stressful Situations
Acting: Playing the Part of an Injured Guard
Acting: Remember To Look Uninterested
Acting: Smiling Helps Out A Lot
Alchemy: Wards are Made from Mages' Blood
Becoming: Blood, Bone and Hair: The "Three Sovereign Substances"
Becoming: Dedication: An Alignment of Body and Mind with a Totem
Becoming: Oberan's Illusion Combines with Transformation
Becoming: Seems to Keep an Old Man Surprisingly Fit
Becoming: The Brute Power of an Animal Form
Becoming: The First Totem is the "Self" Totem
Becoming: The Mimai: The Monstrous Result of a Failed Initiation
Becoming: The Most Important Thing is Retaining Yourself
Becoming: The Purpose of a Totem
Becoming: The Tattoo-Like Brand of the Becomer
Deception: Avoiding Full Commitments
Deception: Avoiding Honesty As Much as Possible
Deception: Fabricating Lies To Persuade
Deception: Fabricating Stories
Deception: Indirectly Promising Things
Deception: Sharing Only What Needs to Be Known
Deception: Spiking Drinks With Drugs
Deception: Using Innocents To Do Your Dirty Work
Detection: Behavioral Subtleties That Show Seriousness in a Comment
Detection: Knowing When Two Strangers Have Met Before
Detection: The False Image was Betrayed by Graeslin's Voice
Detection: There's More Signs of a Door Being Opened Than Just Noise
Detection: Watching the Interactions of Others for Clues
Discipline: Accepting Pain With a Purpose
Discipline: Dedication Takes Many Breaks
Discipline: Denying Yourself A Tempting Deal
Discipline: Don't get Drunk Before a Job
Discipline: Have a Method of Identification Beyond Appearance
Discipline: Keep at it, Even When You Believe You've Already Failed
Discipline: Keeping a Cool Head When Plans go Awry
Discipline: Keeping Composure In Heated Discussions
Discipline: Showing Restraint From Stabbing Someone
Drawing: Sketching Composites From Observation (SP)
Endurance: Getting Over the Pain of a Severed Finger
Endurance: The Exhausting Struggle Against A Mutagenic Spark
Etiquette: Other Becomers Will Not Want You Causing Trouble
Etiquette: You Really Need to Behave Yourself in the Underground
Intelligence: Children Can Carry Messages
Intelligence: Determining Value in Information
Intelligence: Everybody ‘Talks’
Intelligence: Keeping Tabs On Politics
Intelligence: Paying Well for Information
Intelligence: Rumor and Gossip Are Useful
Intelligence: Some Black Guard Wear 'Sovereign Ward' Armor
Intelligence: 'Sovereign Ward' Armor Negates Kinetic Force
Intelligence: The Past Can Come Back to Snare You
Intelligence: The Treasure May be a Cover for Something Better
Intelligence: Whores Are Reliable Sources Also
Intimidation: The Threat of Exposing Your Impersonation
Lock Picking: The Art of Breaking An Entering (SP)
Logistics: 'Sovereign Ward' Armor Has a Limited Charge
Logistics: The Black Guards All Have Individual Numbers
Logistics: Unaffiliated Mages Rarely Worry About What's Legal
Logistics: When You Reach the Top, YOU Become the Target
Navigation: Guiding ‘Tourists’ to their Destination
Navigation: Keeping Your Sense of Direction While Underground
Navigation: Learning the Directions to Dallen's Chambers
Navigation: Remembering Paths Within the Underground
Negotiation: Bartering For a Fair Cut
Negotiation: Bartering for More
Negotiation: Blackmailing To Get Your Way
Negotiation: Concept of Haggling
Negotiation: Exploring All Options
Negotiation: Learning to Sweeten Deals
Negotiation: Making Genuine Offers
Negotiation: Measuring Value in Bargains
Negotiation: Striking An Accord
Negotiation: Taking Initiative With Business
Persuasion: Buttering Somebody Up With A Story
Persuasion: Coin Carries More Weight Than Words
Persuasion: Convincing Somebody The Value In Opportunity
Pickpocketing: Distractions Are Everything
Pickpocketing: Grabbing Whatever is Easy
Pickpocketing: Sizing Up Your Mark
Pickpocketing: Swift Hands Fish Pockets Better (SP)
Pickpocketing: Timing is Key
Psychology: Determining Where Allegiances Really Lie
Psychology: Honesty About Ambition is Still Honesty
Psychology: It Takes Unique Talents to Grab Power
Psychology: Marked by the Magic
Psychology: Recognizing Shared Quirks in Others
Psychology: The Thrill of Knowing Dallen Owes You a Big Debt
Psychology: Using Insults to Keep People at a Distance
Resistance: Low Intolerance to Rum
Rhetoric: Nel Is A Thief's True Desire
Rhetoric: Stating The Obvious For Kicks
Rhetoric: The Antics of Bottle Sizes
Rupturing: A Portal Can Cut Inanimate Matter
Rupturing: The Feeling of Going Through a Portal
Rupturing: What a Portal Looks Like
Stealth: Stay Calmer Than Others to Stay Unnoticed
Stealth: Tougher to Sneak Around When Folks are Looking for You
Stealth: Using the Shadows As Hiding Spaces (SP)
Stealth: You Draw Notice When You Look Over Your Shoulder
Tactics: Deactivating the Rupture Ward Array in The Tower
Tactics: Fall Back to a Bottleneck When Outnumbered
Tactics: Strike Sovereign Ward Wearers When They Strike
Tactics: Tripping/Grappling Work Best Against 'Sovereign Ward'
Unarmed, Brawling: "Pantsing" the Mail Leggings on a Guard
Unarmed, Brawling: Blow to the Back of the Head
Unarmed, Brawling: Using a Man's Belt as leverage Against Him
XP Bank

- Common Interests
15 The Real Gold Prospectors of Etzos
10 Step One: Gathering Intel
10 Step Two: A Door and A Window
10 The Heist: Ellen'wyn's Pendant
- Misery At Milton Manor
15 The Exchange
10 Wealth Is It's Own Reward
20 It Looks Good On Paper
20 Not So Good In Practice
15 Thick As Thieves
20 The Secret of An Underground Rat

XP Transactions

-20 Becoming
-20 Acrobatics
-20 Acting
-20 Blades: Dagger
-15 Lock Picking
-20 Negotiation (FT)
-15 Pickpocketing
-15 Stealth

Plotnotes/Other Links


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Last edited by Toan on Thu Oct 31, 2019 4:01 am, edited 14 times in total. word count: 5941
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Image
User avatar
Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


Lore



"Knowing is only half the battle, it's what you do with that knowledge that counts."
Knowledge
Arcana:
None
Divinity:
None
Ecology:
None
Factions:
Faction: The Birth of Kleptés
Faction: The Black Guard
Knowledge
General:
Sleep Rot: A Drug Meant For Sleeping
Personal:
Personal: Asking An "Old Friend" For Favors
Personal: Dallen's Bargain Upheld
Personal: Lacking In Morality
Personal: Meeting With Tio and Oberan
Personal: Remembering the Plan
Personal: Worthless Scum… Or Am I?
Quest: Ellen'wyn's Pendant Complete
Quest: The Plot to Ruin a Black Guard Completed
Quest: The Plot to Ruin Negial the Black Guard
Places:
Etzos: The Citadel
Etzos: The Commercial Circle
Etzos: The Underground
Eztos: The Hall of Rule and Reprimand
Foster's Landing Location: Riverbank Inn
Location: Dallen's Chambers
Location: Etzos' Interrogation Chamber
Location: Sunnyslope
Location: The Cow and Corset (Etzos)
Location: The Goldmine
Races:
Naerikk: 'The Gift' Takes a Toll on Them as Well
Plotnotes/Other Links


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Last edited by Toan on Wed Oct 30, 2019 11:04 pm, edited 1 time in total. word count: 187
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Image
User avatar
Toan
Posts: 123
Joined: Sun Feb 19, 2017 7:24 am
Race: Human
Profession: Mercenary
Renown: 51
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 5

Milestones

Miscellaneous

Toan Dimitrios

Table of Contents

I. BasicsII. AppearanceIII. PersonalityIV. AspirationsV. AlignmentVI. HistoryVII. AffinityVIII. AbilitiesIX. LoreX. Inventory
Image
Toan Dimitrios

The Walker of Shadows


Inventory



"All it takes is the right tool for the right job."
Possessions
Image
Accessories
Item - Condition - Detail
Armor
Item - Condition - Detail
Leather Pauldrons - Average - Protective gear consisting of padded leather.
Leather Torso - Average - Protective gear consisting of padded leather.
Leather Gauntlets - Average - Protective gear consisting of padded leather.
Leather Fauld - Average - Protective gear consisting of padded leather.
Leather Greaves - Average - Protective gear consisting of padded leather.
Leather Boots - Average - Protective gear consisting of padded leather.
Exploration
Item - Condition - Detail
Bag - Average - A large, waterproof bag, made with high durability.
Bedroll - Average - A leather woven bedroll insulated with wool to keep warm.
Lantern - Average - An iron made tool that utilizes oil to illuminate the surrounding area.
Tent - Average - A two person fitted shelter that is composed of leather and iron.
Tinderbox - Average - A wooden box that houses steel and flint, and spare tinder, to help start a fire when it's necessary.
Waterskin - Average - A leather crafted container that can house any sort of liquid such as water or wine.
Materials
Item - Condition - Detail
Tools
Item - Condition - Detail
Comb - Average - A bronze lengthy comb, useful for styling the hair.
Razor - Average - A small but sharp barber's knife made of steel, used for shaving the face and neck.
Supplies
Item - Condition - Detail
Journal - Average - A booklet filled with various sketches and entries.
Ink Well - Average - A resealable phial that contains black ink for writing.
Ink Pen - Average - An iron made utensil used to write with ink.
Lamp Oil - Average - A flammable substance that keeps the fire of a lantern burning bright.
Soap - Average - A scent bar of oil that helps clean when bathing, smells of vanilla when used.
Toiletries - Average - The essentials necessary to make the relief after 'going' a bit easier.
Toothbrush - Average - A utensil used for the purpose of dental hygiene
Toothpaste - Average - A minty paste used for the purpose of dental hygiene
Weaponry
Item - Condition - Detail
Bolts - Average - A basic steel tipped bolt that can be loaded onto the crossbow.
Dagger - Average - A steel forged one-handed sword that's a moderately heavy.
Dagger - Average - A steel forged one-handed sword that's a moderately heavy.
Crossbow - Average A wood and steel crafted weapon with a devastating launch and kickback.
Throwing Knives - Average - A set of iron knives that can be thrown, usually kept in a bundle of five.
Ledger
719
Cycle - Season Wealth Tier Total WP Adjustment
Cold - Vhalar Tier 5 66 viewtopic.php?f=378&t=15936&p=133265#p133265
Plotnotes/Other Links


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
Last edited by Toan on Fri Apr 13, 2018 10:59 pm, edited 1 time in total. word count: 440
"Now see me, now you don't..."


NPCs Renown Rolls Timeline Influences Pantheons Trove Property Workshop Rambles Vlogs
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