Fridgar

Character sheet

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Varthakh
Approved Character
Posts: 1311
Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
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Wealth Tier: Tier 8

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Fridgar

Varthakh
Name: Varthakh

Age: --

Race: --

Date of Birth: 05th Saun 693

Marks: Palenon

Factions Joined: Path of the Jeger

Languages Spoken: Fluent Common - Fluent Haltunga

Partner: None
Last edited by Varthakh on Mon May 27, 2019 2:35 pm, edited 23 times in total. word count: 27
User avatar
Varthakh
Approved Character
Posts: 1311
Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Fridgar

Appearance

Varthakh has no default shape, gender or form and varies wildly depending on the task at hand or their current mood. While their shape and species is inclined to change drastically, they retain the same markings and magical carvings across their skin no matter the form. Regardless of the totems they let manifest over their body, Varthakh can be identified by the following:
  • Pale, dead-looking skin/scales.
  • Platinum hair/fur/feathers.
  • A crimson rune of naming that glows on their forehead, sometimes concealed by fur or feathers.
  • Jagged, crimson umbral runes that run the lengths of their arms and legs. These runes spew an aura of darkness which can usually be seen through thick fur and leaves a smoke-like trail in their wake when they move.
  • Colorful and vivid tattoos that stretch across their back.
  • Cruel, hungry eyes. The scalera is pitch black like the pupil while the iris is a deep red ring.
  • The mark of palenon, which branches across their chest.
  • Horns that sprout from their head.
  • Sharp spines that run down their back and alon their tail if applicable.
  • A hard, spiked clump of bone at the end of their tail if applicable.
  • Sharp teeth and claws.
Their mannerisms and clothing choices are also quite similar across their many shapes. Varthakh will typically wear little more than a loincloth, if applicable, with a blindfold over their eyes. They might wear more in a battle for intimidation's sake, but it will never be something that cannot be assimilated.
► Show Spoiler


Personality


-To be updated
Last edited by Varthakh on Fri Jun 07, 2019 8:55 am, edited 26 times in total. word count: 271
User avatar
Varthakh
Approved Character
Posts: 1311
Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Featured

Contribution

Milestones

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Miscellaneous

Fridgar

History

Pre Initiation

Born into a world of pain, Fridgar was the oldest of his younger brothers and sisters. His mother had been slain by his abusive father before his youngest brother could even talk. It was to happen sooner or later, a human female could hardly stand up to the beatings of a Lotharro - he'd just been a little too rough one day. His father, Robek, was a giant of a Lotharro, as Fridgar would grow up to be. He was nine arcs of age when his mother died, she left him behind with his three brothers and two sisters.

He knew not why Robek had so mercilessly beaten his mother but knew that she'd been the only one standing between Robek, him and his siblings. He'd heard time and time again his parents arguments, while his mother screamed and cried with every blow of Robek's fist, he'd roar about weakness and disloyalty. He sometimes heard her screams when the house was quiet and his father had gone out hunting.

Two arcs passed after the death of his mother, Fridgar had been training himself - going for long runs, lifting large rocks and carrying logs, he wanted to be stronger. The trial came where his youngest sister, Lilly, had done something to summon his father's fury at 5 arcs old, she'd left her favorite toy in his seat by mistake. He took hold of her by the wrist, seething with rage and raised his hand with an open palm before hesitating. It gave Fridgar the chance to take hold of a wooden chair and strike his father with it with an overhead swing from behind. The impact made Robek stumble, letting go of Lily and sending her scampering away, crying helplessly. Fridgar dropped the chair and took a step back from his father, realizing what he'd done.

Robek practically punched him to the wall with a choking hand, he lifted the eleven-arc-old boy from the floor and strangled him, raising his fist with the other hand ready to punch him. While thrashing wildly under his fathers iron grip, he took hold of Robek's fore-arm, grasping a moment of clarity he sank his claws into his father's flesh. Reflexively, Robek released the boy and he fell to the floor, gasping for breath. Robek then obviously kicked and battered the child senseless - a reward for his bravery. By the end of the whole ordeal, his father was out of breath and left to take a rest on his chair. With Fridgar's small, broken and bruised body, he pushed himself weakly from the floor, managing to stand shakily on all fours before sitting up into a kneel. Lilly and his other siblings emerged from their hiding places and helped him to his feet, supporting him as they helped treat his wounds as the lot of them had to with their mother.

From that trial forward, he'd always rise to his Father's challenge and always get beat down. Time and time again, no matter the blood he'd shed or the bruises he'd bare, he would defend his younger siblings. Six arcs onward, a human knocked on the door while his father was out hunting. The human introduced himself as his mother's brother, using her name and all. Fridgar informed the man of what had happened - he sobbed. Why were humans so weak? The man then offered to take him and his younger siblings away from their father, letting them live with his family. He was at first skeptical but didn't have much of a choice than to trust the man, his brothers and sisters couldn't go on living like this. So together, they devised a plan and made arrangements.

A few trials later with everything in place, Fridgar had found a nice-sized rock that fitted into his hand quite well. He carried it to his home and sure enough found his father on his ass in his favorite chair. Without relent, Fridgar threw the rock at his father, hitting him in the head and dazing him. Robek held his head for a moment, confused, before getting up and storming to Fridgar, but he'd anticipated that, dodged his father's right cross and hit the bastard with a right hook to the already-damaged temple, knocking him to the floor unconscious. Whether it was cheating to have hit first or used the rock, he didn't care. He needed his father out of the way to get his brothers and sisters out of the house. Once they'd gathered outside, the man from a few trials ago approached on a horse and cart. He helped his siblings on board before running into the house, stepping over his sleeping father, picking up the rock he'd hit him with, spitting on him and getting into the cart. He wasn't particularly sentimental but would keep the rock for the memory of this day.

Without looking back to the house, Fridgar, at 17 arcs of age, had saved his family (or what was left of it) - with a little help of course. They rode off for their uncle's home in Warrick.

Initiation

It had been a dozen trials or so since arriving at his Uncle's home in Warrick, a dozen trials of seemingly endless accidents. From breaking faulty furniture and landing on his arse to falling down the stairs because someone had left a puddle for anyone to slip on. Whatever was thrown at him he didn't seem to care, shrugging off the pain, sometimes limping it off. His uncle had always been there to offer support but never had he taken it. On the thirteenth Trial, however, however, while looking about the house for his uncle - he discovered him using Becoming. He ran at first, horrified by the sight of his uncle transforming so rapidly into a tiger. He was quickly apprehended, however, pinned to the floor by a large paw. He didn't scream but instead pushed himself from the floor - to the lions own surprise. Channeling his adrenaline, he shifted his body weight and struck the lion in the face with the back of his heel, sending it stumbling. He scrambled to his feet once released, bearing his claws and readying a fighting stance - now confident he could take on the beast.

The lion shifted back into his uncle, who now looked dizzy with some swelling forming at the cheek and jaw. He took a seat, seemingly uninterested in fighting. He kept his stance at the ready, turning appropriately to face his uncle. His uncle then told him that he'd been evaluating Fridgar and gave his name for the first time - 'Eric' he confessed to sawing through pieces of furniture and leaving puddles in inconvenient places as to test his pain threshold. When Fridgar asked why he dropped his stance, looking more annoyed than aggressive. Eric explained that he saw the makings of a great becomer in him and wanted to take him, quite literally, under his wing. He transformed into a hawk for emphasis. Amazed, Fridgar accepted his uncle's offer.

On the first day, his uncle showed him how to make a totem then explained that he had to make a totem of himself in order to return to his original form. He had to make it himself, however, including the removal of the appendage. It was a struggle to break that mental barrier, but he managed to cut off the little toe of his left foot, the blood came to a lot easier as did the hair. He crafted it under Eric's instructions. What is more, he was able to walk as he had before without his little toe, if not for sorely with the fresh wound. And then came the spark, as he felt his body and soul shifting to accommodate the spark he focused on his totem as Eric had instructed, holding on to his identity firmly as the fiber of his being changed. He felt most stable when thinking of his fights with Robek and so clung to the violence. That's who he was, a fighter, a victim, a savior.

Once the adjustment was complete, Eric congratulated him and embraced him. Later that evening, he was given his tattoos.

Post Initiation

He'd been learning under Eric for two arcs, the uncle that had taken him and his siblings in. Since then, he'd acquired two more totems: a bear and a horse. The horse was simple enough to get a hold of, plenty of horses were bred and trained in Warrick, the bear was a little more difficult. It had nearly taken him a whole season to recover from the fight with the bear, but it had been worth it. His uncle thought him foolish, but he saw himself as awesome.

Another Arc passed and he'd acquired another totem - A hare, he'd grown tired of not being able to fit into small holes with any of his forms and a rabbit was easy enough to catch. This arc had been different though, Eric had confessed to not being his uncle. He was in truth, not the brother of his mother and had no blood relation to Fridgar or any of his siblings. He was a becomer, who'd seen the abuse him and his mother had undergone and had wanted to do something about it. He'd even watched as Fridgar attacked his Robek. Once Fridgar had pressed the man for more details, it was revealed that he'd only taken them in so that he could teach Fridgar Becoming. While it was a truth that was somewhat difficult to absorb, he sort of understood. Eric had been good to his brothers and sisters as well as taking him under his wing. He made him promise to take good care of them, not that he had much say in the matter. Regardless, Eric promised.

Two arcs later, at the age of 23 - He'd collected another two totems, one of a wolf and one of a cat. Again the wolf had been difficult to collect because it brought its friends, but he'd been a bear at the time, he was certainly good at collecting scars if nothing else. As for the cat, he held a grudge against his neighbor for keeping him up two nights in a row, mittens seemed like a decent method of pay-back. Eric thought his sense of justice was amusing, which Fridgar appreciated.

He fashioned a necklace from some string, as Eric had suggested and tied it so that the knot would slip and adjust the size of the necklace with ease. Along the string, he fitted his totems and separated them with beads. All six had been sanded down into pebbles but had been fitted to hold all three sovereign substances. They were bored through to have the string of the necklace hold them securely. With their efforts combined, they'd created a totem necklace - a rather fashionable looking one that he could wear in all forms with a little help. He tested the necklace with all of his forms, it was tight in his bear form and very loose in the hare form, but it worked.

By Zi'da 716, he was prepared to leave his home and continue his training on his own. Around his neck, he carried a bag full of his clothing and some nel that Eric had given him. Confident that Eric would keep to his word and look after his siblings, he galloped for Andaris as a horse.


Housing

Fridgar stays wherever he can find shelter, it isn't hard for the Protean to find comfort when they constantly shift in and out of their forms.
Last edited by Varthakh on Thu Apr 25, 2019 6:20 pm, edited 15 times in total. word count: 1980
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Varthakh
Approved Character
Posts: 1311
Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
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Character Wiki
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Point Bank Thread
Wealth Tier: Tier 8

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Fridgar

Skills

Combat

SkillPoints AcquiredProficiency
Axes & Bludgeons (17)(229/250)Master
Unarmed Combat (60)(250+3) (253/250)Grandmaster+

Fortitude

SkillPoints AcquiredProficiency
Acrobatics (17)(30/250)Competent
Detection (64)(250/250)Master
Discipline (60)(250/250)Master
Endurance (60)(250/250)Grandmaster
Field Craft (13)(65/250)Competent
Flying (46)(250/250Master
Running (8)(4/250)Novice
Strength (60) [FT](100+12)112/100 Grandmaster+

Craft

SkillPoints AcquiredProficiency
Medicine (20)(27/250)Competent

Food

SkillPoints AcquiredProficiency
Hunting (44)(120/250)Expert

Mental

SkillPoints AcquiredProficiency
Leadership (7)(55/250)Competent
Tactics (12)(75/250)Competent
Meditation (24)(250/250)Expert

Magic

SkillPoints AcquiredProficiency
Becoming (65)(250/250)Revealed
Rupturing (35)(57/250)Competent
Hone (56)(250/250)Master
Dreamwalking (8/100) Novice

Languages

SkillPoints AcquiredTotal Points SpentProficiency
Linguistic (7)26/100 (27/250)Competent
[SP]Common 90/90 Easy Fluent
[SP]Haltunga (10) 120/120 Medium Fluent

Other

SkillPoints AcquiredProficiency
Mount(0/250)Novice
Seafaring(0/250)Novice
Novice
Competent
Expert
Master
Grandmaster/revealed
Grandmaster+
Last edited by Varthakh on Thu Jun 13, 2019 1:55 am, edited 137 times in total. word count: 163
User avatar
Varthakh
Approved Character
Posts: 1311
Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Fridgar

Knowledge

Skills A - M

A - D
Acrobatics: (29)
► Show Spoiler

Acting: (5)
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Animal Husbandry: (15)
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Appraisal; (1)
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Animal Training: (1)
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Axes & Bludgeons: (45)
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Becoming: (105)
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Blades: (1)
► Show Spoiler

Blunt: (1)
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Caregiving: (20)
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Climbing: (1)
► Show Spoiler

Cosmetology: (1)
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Dancing: (2)
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Deception: (39)
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Detection: (64)
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Discipline: (62)
► Show Spoiler

Disguise: (3)
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Dual Wielding: (5)
► Show Spoiler
E - G
Endurance: (60)
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Ensorcelling: (1)
► Show Spoiler

Etiquette: (11)
► Show Spoiler

Fieldcraft: (29)
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Flying: (46)
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Gambling: (8)
► Show Spoiler
H-J
Hone: (75)
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Hunting: (44)
► Show Spoiler

Interrogation: (4)
► Show Spoiler

Intimidation: (28)
► Show Spoiler

Investigation: (26)
► Show Spoiler

Jewelry Crafting: (4)
► Show Spoiler
K-M
Leadership: (19)
► Show Spoiler
► Show Spoiler

N - Z

N-P
Navigation: (7)
► Show Spoiler

Negotiation: (8)
► Show Spoiler

Persuasion: (27)
► Show Spoiler

Politics: (3)
► Show Spoiler

Psychology: (49)
► Show Spoiler
Q-S
Research: (1)
► Show Spoiler

Resistance: (4)
► Show Spoiler

Rhetoric: (3)
► Show Spoiler

Running: (16)
► Show Spoiler

Rupturing: (43)
► Show Spoiler

Sculpting: (1)
► Show Spoiler

Seduction: (32)
► Show Spoiler

Sewing: (3)
► Show Spoiler

Sociology: (10)
► Show Spoiler

Socialization: (5)
► Show Spoiler

Sovereign: (2)
► Show Spoiler

Stealth: (20)
► Show Spoiler

Storytelling: (8)
► Show Spoiler

Strength: (68)
► Show Spoiler

Surgery: (11)
► Show Spoiler

Swimming: (5)
► Show Spoiler
T-V
Tactics: (36)
► Show Spoiler

Teaching: (16)
► Show Spoiler

Torture: (1)
► Show Spoiler

Throwing Weapons: (2)
► Show Spoiler

Transmutation: (2)
► Show Spoiler

Unarmed Combat: (60)
► Show Spoiler
W-Z
None

Places

Rynmere: Volareon's are Protected Species
Location: Andaris
► Show Spoiler

Location: Rynmere Library
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Location: Endor
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Location: Venora
► Show Spoiler

The Ocean
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Etzos
► Show Spoiler

Fractures
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Gauthrel
► Show Spoiler

Quacia:
► Show Spoiler

Races

Aukari
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Avriel
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Lotharro
► Show Spoiler

Yludih
► Show Spoiler

People

Abaddon:
► Show Spoiler

Aeon
► Show Spoiler

[NPC] Aedan
► Show Spoiler

Alistair Venora
► Show Spoiler

Dosan:
► Show Spoiler

[NPC] Ellasin
► Show Spoiler

[NPC] Willow
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Avrae Kyric
► Show Spoiler

[NPC] Black Guard Captain Berrit Segrille
► Show Spoiler

[NPC] Calvin
► Show Spoiler

Danielle
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Edalene
► Show Spoiler

Finn
► Show Spoiler

Kiro Mercer
► Show Spoiler

Moon
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Gangui
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Kaelrik
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[NPC] Kleine
► Show Spoiler

[NPC] Kaleb
► Show Spoiler

Kayleigh
► Show Spoiler

[NPC] Koda
► Show Spoiler

Loque
► Show Spoiler

Nauta F'mos Geey
► Show Spoiler

Nightshade
► Show Spoiler

Noth
► Show Spoiler

[NPC] Ganren
► Show Spoiler

[NPC] Halden
► Show Spoiler

[NPC] Ren
► Show Spoiler

Rey'na
► Show Spoiler

[NPC] Rhostus
► Show Spoiler

[NPC] Royand
► Show Spoiler

Sintih
► Show Spoiler

Sybil
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Tristan Venora
► Show Spoiler

Vluharqih
► Show Spoiler

Woe
► Show Spoiler

Zarik:
► Show Spoiler

Family


[NPC] Aeon:
► Show Spoiler

Azzas
► Show Spoiler

[NPC]Bellator:
► Show Spoiler

[NPC] Boomer
► Show Spoiler

Fridgar
► Show Spoiler

Immortals

Ilaren
► Show Spoiler

Lisirra
► Show Spoiler

Thetros
► Show Spoiler

Fauna

Albion:
► Show Spoiler

Drexion:
► Show Spoiler

Feron:
► Show Spoiler

Harvester:
► Show Spoiler

Ithecal:
► Show Spoiler

Kinaba:
► Show Spoiler

Events

Arcana
► Show Spoiler

Other
► Show Spoiler

Languages

Linguistics: Novice.
Language Difficulty Broken ConversationalFluent Current proficiency
[SP] Common Easy Yes Yes Yes Fluent
[SP] Haltunga Medium Yes No No Broken
Haltunga: (16)
► Show Spoiler
Last edited by Varthakh on Thu Jun 13, 2019 5:34 pm, edited 190 times in total. word count: 16377
User avatar
Varthakh
Approved Character
Posts: 1311
Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Featured

Contribution

Milestones

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Miscellaneous

Fridgar

Skill Point Ledger

► Show Spoiler


Awarded by Pegasus:
Unarmed Combat: 4
Running: 4
Discipline: 4

Awarded by Palenon
Unarmed Combat: 3

Awarded by Renown
Strength: 12
Last edited by Varthakh on Thu Jun 13, 2019 11:36 pm, edited 222 times in total. word count: 1381
User avatar
Varthakh
Approved Character
Posts: 1311
Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Fridgar

Marks Section

Devotion

Ilaren
► Show Spoiler

Thetros
► Show Spoiler

Marks

Abilities

Ability Name
Ability Description
Elemental Manipulation - Lightning (Minor) The character is able to control a small amount of lightning in relatively close proximity to themselves. Limited to a single bolt of lightning that can travel 20 feet before dissipating. Capable of throwing one lightning bolt every bit. If the bolt hits, it can cause shocking pains and numbness to any struck body part. Alcohol intoxication diminishes the power of this ability.
Sparked Interests I Add an extra three skill points to one of the following skills: Unarmed Combat, Brewing, Singing, or Endurance. Any skill points granted by this Mark can break the 100 point cap on skills.
Life of the Party The character is able to share their emotions with a crowd within a short range around them for a single break. Greater levels of alcoholic intoxication increases the power of this ability.
Rolling Thunder The character is better able to understand the motions of combat and the rhythm of skirmish. Seeming to roll with their enemies blows, the character is able to mitigate some of the damage and redirect the force back at their opponent. A balanced level of alcoholic intoxication is needed to use this ability.
Three Sheets to the Wind (Minor) The Favored is blessed with an increase to their physical capabilities depending on their stage of intoxication. When the Favored has had little to nothing to drink, their reaction speed is increased greatly, allowing them to react at speeds nearly impossible to keep up with, making it hard for them to be hit - though arrows and bolts still travel too quickly for them to stop. The more the Favored imbibes, the more they trade speed for strength until all reaction speed is lost and replaced with strength, allowing them to hit with greater force. Able to generate enough force to splinter wood and dent metal.
Bottomless Wineskin Any container the Favored drinks from never empties. This ability only functions if the contents of the container are alcoholic.
Rising Lightning The Favored is able to direct a bolt of lightning beneath their feet, giving them an added boost to a jump. The Favored is able to use this ability to increase the height of their jump equal to one half the distance of the Manipulation distance. Alcohol intoxication diminishes the power of this ability.
Conduit The Favored is able to send lightning flowing through any metal object they are in direct contact with. Depending on the distance and the amount of direct contact, the charge can cause anything from discomfort to numbness in the limb that was in contact with the object.

Knowledge

Palenon: Three Sheets To The Wind: Allows Quick Dismissal of Distractions
Palenon: Three Sheets to the Wind: Increased reflexes and speed while Sober.
Palenon: Rising lightning: Using the jump to evade incoming attacks.


Magic Section

Sparks

  • Becoming
  • Rupturing
  • Hone
  • Transmutation

Abilities

Becoming, Master
Ability Name Mastery
Description
Blending Novice A technique one learns as a beginner 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. In terms of totem count, so long as the species is the same, two totems count as one for the purpose of totemic requirements. Blending can be used between different species of animal and even those closely related. A dog’s features could be combined with a wolf. When this ability is gained, a Becomer also becomes subtly aware of the language animals use to communicate with each other. While not a perfect translation, a Becomer can usually get the general meaning behind any animal behaviour they have the totem of…without prior knowledge of behavioural conventions.
Echo Novice A Novice technique that is a shadow of what eventually becomes Evolve, Echo borrows senses and minor special abilities from a totem and overlays them with your natural form. The changes are always subtle and 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 Legendary. Although these traits are fairly easy to manifest, costing little ether
Assimilation Competent 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. At least one totem at competent, two at expertise, and three at mastery and legendary. Many Becomers choose to hide their personal totems this way, considering it the safest. At expertise, basic clothing may be assimilated between forms as well, provided they are made of an organic material. At mastery, one can even smuggle small weapons between transformations provided they are completely wrapped with an organic material like leather.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.Rather than a totem, a Becomer can choose to Assimilate a different item instead, as stipulated. They can choose clothes instead of a totem or a weapon instead of a totem. The amount of Assimilated items cannot exceed their limitation. 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.
Unleash Competent 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 legendary. 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 techniques used in such a situation.
Chrysalis Expert 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 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 Expert 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.
Adapt Master 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 entirely new one. One can only have as many adapted traits as they have Borrowed traits.
Totem Guardian Master 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 Legendary 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.


Rupturing, Competent
Ability Name Mastery
Description
Chasing Core The manipulation of pockets to transport an individual or multiple others short distances, can be cast relatively quickly at all stages, especially at higher mastery. Chasing has within it two different functions to start with: blinking and portal creation. Blinking allows a mage to quickly latch onto or tether themselves to a pocket of Ether within sight and proper range. They will thus almost immediately transport themselves there, disappearing from their previous location and often in a flash of energy.Portal Creation is of course what Rupturing is known for; it is the loud and disruptive tearing of matter via pockets of energy that allows for one to accomplish blinking but in a more complex fashion. While blinking is a quick, one-shot sort of endeavor, portals have within them many complexities. Portals can stay open longer, can transport specific individuals as well as objects and spells, and can even have magical effects associated with their location. Portals will develop as the user develops their magic, and gain a variety of new and unforeseen uses as one learns and grows in Rupturing. Chasing and the portals it creates also acts as a basis for much of what compression enables the Rupturer to achieve. Chasing portals, particularly, are considered the lighter combat portals. They are utilized far more commonly than Compression portals in a combat scenario, faster to open and cheaper to utilize, though usually with a reduced range. Appearance-wise, they appear more distorted than Compression portals, appearing almost like an ungainly gash in the world waiting desperately to be closed.As a note, there is no standard or basic appearance for portals. Their appearance depends on how the spark manifested in the mage when the magic first made contact with them, though their general size and dimensions tend to be about the same.
Compression Core Compression is a longer-distance form of transportation than Chasing. While it can follow similar premises, specifically when it comes to portals, the way in which it operates is completely different. Compression's portals often require significantly more preparation than those of Chasing, and do drain more Ether from the mage as well. This is due to the logic-defying way in which compression operates; compression allows for the mage to compress space and distance to a tiny, thin decimal. As they cannot see and directly grab onto pockets of ether if they're quite far away, they are expected instead to rely on memory and information about a location, which is required for the sundial compression as well. Sundial compression that is inter-city or inter-continental requires you having previously been to that location from the start of your character playing in Standing Trials, meaning you cannot simply have been there in a memory thread or have it in your backstory.Compression allows one to nearly infinitely compact space and distance for themselves alone from one location to the other. They must have been here before and must know its location at least somewhat vividly. This will always open a portal, and stepping through it will send the Rupturer through the compacted space and directly to their location. The process is almost instant, though many Rupturers and those who travel within their portals report feeling nauseous and lightheaded after traveling through a portal. For but an instant, you are moving at an extreme speed and ignoring all matter around you. It is a very intense process and is certainly not for the ill and faint-hearted, though it is made cleaner and easier by more experienced Rupturers.To travel extremely long distance locations, like from city to city, one must use a Sundial. That is non-negotiable, as only a Sundial and the conduit within it can properly direct and tune the compression of space across massive distances.
Phasing Novice Obtained at Novice rank. Allows for the user to create a portal that only allows vision and through extremely short distances (such as a few feet). This will not appear on the other side, which allows for one to spy on someone from another room. Requires little time, effort and ether to maintain. At Competent, you can hear through this portal as well. These portals make no volume, considering they cannot be entered, and thus do not truly tear space.
Skystepping Competent Obtained at Competent, Skystepping allows the Rupturer to create miniature portals - acting as stepping stones - to increase their mobility. These portals momentarily sterilize the effect of space where they're created, acting as spatial anomalies of dense physical properties. They are cheap and can be utilized frequently throughout a situation, and typically can be utilized to gain aerial advantage. However, creating a longer-lasting Skystep (such as a full-blown platform) will slowly drain ether for as long as it is active.
Roaring Competent Roaring is an ability unlocked at Competent that - momentarily - destabilizes matter and space in a specific area (that one can see). The result of this is an intensified reverberation of the air, far moreso than merely the typical crackling and ripping of a Rupturing portal. The air around it will appear imbalanced, distorted, and will emit a violent sound as it continues to reverberate, causing a clear distraction, especially for any creatures which rely on sound or benefit from an enhanced sense of hearing. This ability is typically used to cause a distraction for the sake of escape.


Hone, Competent
Ability Name Mastery
Description
Resistance Novice Runewright Passive Ability - When initiated into Hone, all Runewrights gain a unique physical resistance that allows them to enhance their bodies without causing dangerous amounts of undue harm to themselves. A normal person might shatter a limb if they they are granted the power of a Strength Rune, but a Runewright’s body has become resistant to most damage that they might bring upon themselves. This does not mean that Runewrights are immune to the Runes of others. They are only resistant to their own abilities and Runic enhancements. Be aware that sloppy application of Runes can still cause harm to the mage’s body, but most of the time that harm is negated simply by this passive effect.
Dismissal Novice It is possible for a Runewright to reclaim ether from either an unused Rune if it has been tied to a trigger that has yet to be activated or if it is a particularly long lasting Rune. Instant use Runes that are not tied to a trigger immediately begin using their ether from the moment they are created. Once the ether begins to be used,the initial amount can never be fully reclaimed. Dismissal is done by being in close proximity to the Rune and drawing in the ether that resides within. This is similar to the process of Flaying, although it comes with no ill effects since the Runewright is only reclaiming their own unused ether.
Rune of Touch Novice While it is often a forgotten sense, the ability to feel your way through the world with the barest touch and sensation is not to be taken lightly. A hand bearing the Rune of Touch can pick up the most delicate undulations in sand to detect the faintest of tracks. Adversely, there have been cases of some Runewrights placing this Rune on individuals before torturing them in order to increase the pain that is experienced.
Rune of Strength Novice The Rune of Strength has the ability to increase the power of a body’s muscles for a certain amount of time. This effect is limited to the body part that the Rune is interacting with. It is considered wise to ensure that your body is in balance when enhancing your strength, otherwise an inexperienced mage who places a Strength Rune on a single leg might find themselves walking strangely or catapulting themselves forward without intending to.
Diffuse Competent When a Runewright suddenly finds themselves trapped within the heat of battle they may not have the time to place a plethora of Runes upon their bodies in order to plan for every eventuality. Diffuse allows a Runewright to choose an already written and dormant/un-triggered Rune on a body part and spread its effects to the entire body. This is of course unable to be accomplished with a sensory Rune. These effects are always substantially weakened since they are now impacting the body as a whole, but it does allow for some flexibility if a situation does not go as planned. In order to use Diffuse the mage must be in physical contact with the Rune. Lucis and Umbral Runes can be used with this technique.
Rune of Endurance Competent Sometimes it is not a lack of strength that decides victory in combat, but rather which combatant can outlast the other. The Rune of Endurance allows a Runewright to decrease fatigue within their body in order to keep functioning at optimal levels. This effect is normally temporary as it can only provide a burst of relief to muscles and organs. This rune can be used to alleviate the presence of fatigue in a limb after physical exertion or it can be used preemptively to prevent it for a certain amount of time.
Rune of Savoring Competent This Rune is named for its ability to enhance both taste and smell. Many Runewrights will use this Rune to enjoy a delectable meal or to detect poison in a beverage. Keep in mind that this will not let you identify the exact poison or ingredient without the appropriate experience, however this Rune will aid in detecting if something suspicious is present in the food or beverage. While some Runewrights shun this Rune for it’s perceived weakness, it has a plethora of uses.
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Umbral Hone, Competent
Ability Name Mastery
Description
Runic Traps Competent While the Umbral Runewright is able to inscribe their unique Umbral Runes upon the bodies of others they are unable to cast the far more beneficial Core Runes on others like a Lucis Runewright can. Instead, they more commonly employ Runic Traps to more easily and stealthy inflict the effects their Umbral Runes upon others.

These unique Traps are the bread and butter of the Umbral Runewright. Runic Traps are cast upon inanimate objects or surfaces that can bear the Umbral Rune or Chained Rune. Runic Traps can only be used in concert with Umbral Runes. Umbral Runes can also be directly applied to a target if the Runewright has the time and stealth to apply it but Runic Traps allow for an easier application. These traps are roughly three feet in width, allowing them to impact on average one to four individuals. The strength of the Umbral Runes woven into a Runic Trap is slightly dulled in strength since the Rune itself is not being written onto living flesh and the effect is only being transferred.

Runic Traps are capable of carrying one Umbral Rune or a Chained Rune with multiple Umbral effects. These Traps cannot be physically stacked on top of each other as this would muddle the image of the Runes and render them inert. Each Trap must occupy its own space and cannot touch the edge of another Trap.
Rune of Weakness Competent The Rune of Weakness will drain strength from an individual, rendering parts of their body feeble and incapable of functioning properly. Applying this Rune to the legs, for instance, can instantly force the target to the ground and render them unable to stand for a time.
Rune of Numbing Competent Many might not attribute the lack of physical feeling to be dangerous, however, this Umbral Rune has the ability to stop a combatant squarely in their tracks. A lack of physical sensation will instantly begin to impact an individual's sense of balance along with their physical awareness. Those afflicted with this Rune might find themselves stumbling, or fully collapsing to the ground as they find it difficult to control their own body. Limbs become difficult to control ensuring the possibility of the victim injuring themselves due to a loss of coordination. The Rune of Numbing has also been used by assassins in the past to numb a target before stabbing them and leaving them to unknowingly bleed out. There are a variety of applications for this Rune, making it a valuable tool in the master’s arsenal.
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Corruptions

Becoming - Alpha
► Show Spoiler
  • Rupturing
    • Witchmark - Eyes gleam while staring into the distance.
Hone - Arachnid
► Show Spoiler
Last edited by Varthakh on Thu Jun 13, 2019 3:51 pm, edited 51 times in total. word count: 4261
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Varthakh
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Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
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Wealth Tier: Tier 8

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Items

Weapons

Masterwork Dagger
Standard Broad Axe
Standard Terrendyte Broad Axe
2x Standard Quality Steel War axes
  • Lurker
    • 2x Giant Terrendyte Longsword
    • Giant Terrendyte Gauntlets
    • Giant Terrendyte Helmet

Armour

  • Masterwork Terrendyte Gauntlets

Clothing

  • Kinaba loincloth

Crafting Kits

  • Carpenter's:
    • Sanding Blocks (3)
    • Planing Tool
    • Rasp Fine
    • Rasp Coarse
    • Files (4)
    • Swiveling Miter Box
    • Chisels (s/m/l)
    • Nails (50)
    • Saw (1 and 2 handled)
    • Pliers (s/l)
    • Clamps (2 x s/m/l)
    • Straight-Edge Square
    • Hammer (s/l)
    • Rubber Mallet
    • Hand Drill
    • Bits and Augers Set
    • Wooden Dowels (20)
    • Glue (1 jar)
    • Rivets (Brass and Copper x 20)
  • Blacksmith's:
    • Iron Anvil
    • Hammers (s/m/l)
    • Tongs (s/m/l)
    • Pliers (s/l)
    • Mounted Vice
    • Mounted Shearing Block
    • Tappets and Punches (10)
    • Metal Files (6)
    • Washbasins (2)
    • Sanding Blocks (s/m/l)
    • Heavy Canvas Apron
    • Heavy Canvas Apron (leather)
    • Heavy Canvas Gloves
    • Heavy Canvas Gloves (leather)
    • Leather and Glass Goggles
    • Chemical Flux (per can)
    • Rivets (Brass and Steel x 20)
  • Sculptor's:
    • Small Rag (10)
    • Horsehair Brushes (2 x s/m/l)
    • Straw Brushes (2x s/m/l)
    • Chisels (15 assorted weights and sizes)
    • Scoring, Texturing and Finishing Scrapers (10)
    • Hammers (s/l)
    • Multi-Loop Leather Tool Belt
    • Small Hand Drill
    • Metal Dowels (10)
    • Bag of Plaster (repairs)
    • Drop Cloth (10'x10')
    • Step Stool
  • First Aid Kit:
    • Bandages for casts (3)
    • Tourniquet set
    • Wooden splint braces (6)
    • Cloth bandage strips (bundle of 15)
    • Bandage Hooks (12)
    • Jar of sealing jelly
    • Folding Burner/brazier assembly
    • Boiling Pot
    • Vial of Burner Fuel (lamp oil)
    • Cauterizing iron (5 tip sizes)
    • Needle set (curved and straight)
    • 50' Spool of thread
    • Precision Tweezers
    • Precision Scissors
    • Large Vial of Antiseptic Alcohol
    • Sponges
    • Sling

Every-day items

  • Starting Items
    • One Set of Toiletries: Soap, brush, razor, toothbrush, toothpaste,
    • One waterskin
    • Two sets of eating utensils
    • Tinderbox
  • Other stuff
    • Ryon Carcass
    • Bronze Boar Carcass
    • Adolescent Volareon Carcass
    • Sakarum Toe & Carcass
  • Trial of the survivor
    • A meter-long length of rope with two knots in it
    • Two tightly-woven bags for filtering water
    • Two intact Scython-Ur carcasses
    • One broken Scython-Ur carcass
    • A leather loincloth
    • Scython-Ur bone dagger

Magic

  • Artifacts
    • Domain Bag
    • Ring of Reversal
    • 'The Dragon's Throat:' A small, red, metal hoop earring that stores energy from the sun or from being left in an open fire, which allows the wearer to spit fireballs. The fireballs ignite flammable materials like straw, dry woods, and various fabrics but have little to no effect on non-flammable materials like earth, stone and metal. It can only conjure fireballs while still warm from either the sun or fire and only up to three times a trial.
  • Wells
    • Raw Harthyte Well
  • Hone things
    • Grimoire (crappy book)
Last edited by Varthakh on Thu Jun 13, 2019 5:36 pm, edited 47 times in total. word count: 510
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Varthakh
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Posts: 1311
Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
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Wealth Tier: Tier 8

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Ledger
Adjustment (link) Wealth Tier Total Wealth Points
Approval Tier 6 +100 WPs
Approval Tier 6 103 WPs
Untrained Slave Tier 6 98 WPs
Cylus Wages Tier 6 112 WPs
Ashan Wages Tier 7 127 WPs
Selling Kinaba parts Tier 7 128 WPs
Ymiden Wages Tier 8 145 WPs
i can't even eat grapes A number XX WPs
Last edited by Varthakh on Sat Jun 15, 2019 10:22 pm, edited 49 times in total. word count: 59
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Varthakh
Approved Character
Posts: 1311
Joined: Mon Jan 02, 2017 10:44 pm
Race: Mixed Race
Profession: Jeger
Renown: 580
Character Sheet
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Point Bank Thread
Wealth Tier: Tier 8

Featured

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Fridgar

Renown Ledger

Item/ ThreadFameTotal
Lotharro 10 10
Lotharro in Rynmere 10 20
Breaking the Law +3 23
Break a city law (Assault/Kidnapping) +2 25
PC Act of Cruelty (Hurt Helpless Party) +2 27
Acts of Magic +2 29
General Good Deed +1 30
Completion of a Contract +2 32
Good Deeds +3 35
Acts of Magic +2 37
Break a city law x3 +6 43
Bad deeds +3 46
Giving Gifts +2 48
Timely delivery +3 51
Victory in Single Combat +4 55
Gifts to lots of people +10 65
Support of Ilaren in a bar... it's a popular thing +3 68
Breaking lots of laws +5 73
Breaking City Laws +3 76
General Good Deed +1 77
Wrestling a snake in public +2 79
Losing to the snake +1 80
Threw a door +40 120
Cheating on Rey'na +5 125
Breaking city laws +6 131
Bad deeds +4 135
Escaped Prison +10 145
Broke Rey'na's heart+5 150
Event Participation +10 160
Murder +10 170
Acts of Magic +2 172
Tavern Fighting (Again) +2 174
Damaging Prison Property +3 177
Savagely Murdering a Prison Guard in the prison itself +12 189
Loads of acts of magic +10 199
Carried a goose through Etzos +2 191
Personally recruited by Ganren +5 196
Carrying Alistair +1 197
Monster kill: Scython-Ur +3 200
Monster kill: Trachadon +6 206
Monster kill: Stekir +2 208
Monster kill: Llewnos +6 214
Monster kill: Scython-Ur +3 217
Monster kill: Scalv Ziemia +6 223
General good deed +1 224
Monster Kill: Drexion +3 227
Monster Kill: Alpha Feron +10 237
Monster Kill: Feldorei +3 240
Monster Kill: Stekir +2 242
Maimed someone in a public tavern +5 247
Monster Kill: Grenwynn, King Crocodile +10 257
Rank up in Jegers +5 262
Married another PC +10 272
Beat an unbeatable foe +10 282
Victory in single combat +4 286
Good deeds +1 287
Monster kill: 5x Stekir +10 297
Monster kill: Feron +7 304
Monster Kill: 2x Lurker +18 322
Victory in single combat +4 326
Victory in single combat +4 330
Monster Kill: Lurker +10 340
Monster Kill: Lurker +10 350
Presenting Lurker heads to the Jeger +10 360
Buying a slave +5 365
Atteding fighting pits drunk +5 370
Getting beaten by an old man +5 375
Epic Mage Fight +10 385
Being loud and rowdy +15 400
Public use of magic +5 405
Public use of magic +5 410
Saved an Island +15 425
Wrecking shit and freeing slaves +15 440
Corpse scare +10 450
Suspicious public activity +5 455
Wiping out a cult of Chrien worshippers +10 465
Destroying a village most flashily +20 485
Scaring the public with magic +5 490
Monster kill: Kinaba +5 495
Monster Kill: Scalv Ziemia +10 505
Monster Kill: Sakarum +10 515
Representing the Jeger as an ithecal +5 520
Scaring the locals +5 525
Monster Kill: Albion +5 530
Monster Kill: Scalv Ziemia +5 535
Monster Kill: Drexion +5 540
Being crazy in public +5 545
Developing a new becoming ability +15 560
Monster kill: Feron +5 565
Being super flashy with a Sakarum corpse +15 580
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Thread List

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Last edited by Varthakh on Mon Sep 04, 2017 10:40 pm, edited 24 times in total. word count: 533
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