Abra

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

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

Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

Abra

Abra
Image
Name: Abra

Race: Human

Date of Birth: 30 Saun 698

Marks: Sombran app in progress

Factions Joined: None

Languages Spoken: Fluent: Common Broken: Common Sign

Appearance

Abra wears blue clothing underneath and orange clothes on the outside. He typically sticks to a shirt and pants combo with blue boots and a blue sash to hold his midriff steady. The orange clothes can either be very lightweight or very bulky, all depending on what the occasion is. The bulky ones are typically worn during training to build up his muscle while the lightweight ones are worn on missions. Abra has black hair and his body is very lean. His face tends to lean towards a passive angry look, no matter what his true emotion may be at the time.

Notable Features:
He is a Maven which means his body is made up of finely woven strands of flesh. A keen eye may be able to notice that something is off about him.
His fingers have feint blue green scars on them and his tongue is silver from his Empathy mutations
His eyes have the rupture gleam from his mutations and the eyes look like portals when he is using rupturing magic
The back of his hands have marks of coins from his Sombran affinity.
The back of his neck has a tattoo of a puppet control bar - a sign that he is a Magus ranked member of the Syns.
His eyes glow black - a sign that he is in the Syns and is capable of seeing magic.
He has a mark on his neck that shows that he is a mage per Melrath Law.

His hands have bronze disks on them from chamardst.
Last edited by Abra on Thu Nov 21, 2019 1:50 pm, edited 9 times in total. word count: 298
Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

Personality



Abra has two distinctly separate personalities that come out at different times. There is one he puts on for the sake of being around authority, and there is one he puts on when he’s alone and free to do as he wishes. When he is in areas with lots of law enforcement, he is a straight up introvert. He doesn’t like to talk about more than is necessary and only opens up if he thinks he can benefit from the relationship. He knows that people hate his personality and is very good at shielding his true nature for the sake of self-preservation.

When he’s alone, Abra acts much more villainous. The thought of abusing an entire group of people and there being no recourse makes him giddy, although he knows better than to seek out that lifestyle on his own. His alignment is firm as Chaotic Neutral. He knows that the rich likes their social order and that they depend on society to conform in order to maintain power. Therefore, causing chaos is good to stick it to those in charge. He toes the line between neutral and Evil. He has evil thoughts and tendencies, but knows when to hold back and be neutral.

Abra likes to cause chaos and destruction. He spends lots of time unironically petting kittens because they are so cuddly wuddly. He is also interested in battle tactics. He enjoys hearing war stories and envisioning epic battles. He gets very disinterested in hearing about day in the life stories from people. He likes excitement and mundane topics are very boring to him.  He dislikes missions that don’t consist of causing physical harm to other living beings. He likes missions where he is able to think for himself and is able to improvise to his heart’s desire. He also likes being proud of one’s nation.

Abrais driven by his wish to kill a foreign leader so that he can finally prove that mages are unstoppable. He believes in ruling with an iron fist and is willing to put his life on the line to make sure mages can gain power in socieity. He is also driven by his need to be domineering. Life is meaningless without feeling power over others which worked at his early age, but soon stopped working at all. He believes making it through the mage training and proving his worth as a mage is what he needs to fill the void in his life.
Last edited by Abra on Sat Jul 06, 2019 2:56 am, edited 3 times in total. word count: 419
Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

History

History



Abra was born to a poor family of unknown blood and is the only surviving member of his family, as far as he knows. He survives off of doing odd jobs and committing small crimes. He has always held a fascination for mystical powers and legends and is one of the few that is willing to believe in the extraordinary. He believes that most legends are based on true events albeit twisted to add a bit more fantasy than reality to them. He's been fooled on quite a few occasions by people trying to sell him phony artifacts for all he was worth. This has built up a general distrust of others, but a part of him still believes the phonies every time.

While Abra has never had any sexual relationship or contact in any form, he is abusive and dominating to those he can take advantage of. Typically people younger than him or those who are even worse off than he is, though those are hard to find. Just because he has never had intercourse does not mean he has the inability to feel lust. He lusts after beautiful women just as he lusts after things and titles that he can never hope to obtain. He dislikes the rich because they have what he can never obtain: a name that has value.

Abra grew up hearing stories that may not necessarily be true. Those are the basis for his believing in legendary power. He believes that all of the outlandish stories he was told as a kid were true to some degree and wishes to someday discover the truth behind such stories. He believes the way to discover these truths is to purchase information. To get money to purchase information, he turns to crime.

Abra's misdeeds brought him into a certain mage's notice. It was from this mage that he learned the ways of loan sharking and after demonstrating him a useful ally, Abra was offered the chance to initiate. He denied for several years, until he got in way over his head. He was put in a situation where he just barely escaped death and needed to be rescued by his mentor. After that, Abra agreed to learn rupturing by being initiated. The initiation was very brutal on his body throughout the many teleportations but he survived. After learning this magic, he became even more overconfident than before. It god so bad that his mentor had to sit him down and force him to calm down with empathy. The process was not gentle; Abra had to be chained so that he couldn't escape with portals. The process of wrestling with Abra's tangle for hours ultimately led to forcefully initiating him into empathy in the hopes that it would let him empathize with others more.

Last edited by Abra on Wed Jul 24, 2019 12:19 pm, edited 7 times in total. word count: 472
Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

Skills & Knowledges


Skills
Skill Total Points Proficiency
Business Management (109/100) +3+6 Master
Deception (25/250) Novice
Discipline (125/250) Expert
Endurance (25/250) Novice
Glassblowing (25/250) Novice
Intimidation (22/250) Novice
Meditation (160/250) racial bonus Master
Mount (Horse) (10/250) Novice
Persuasion (48/250) Competent
Resistance (25/250) Novice
Seduction (25/250) Novice
Thrown (Shuriken) (25/250) Novice
Magic
Skill Total Points Proficiency
Attunement (95/250) expert
Empathy (250/250) Revealed Zi'da 719
Necromancy (45/250) Competent
Rupture (80/250) Expert
Dreamwalking
Skill Total Points Proficiency
Dreamwalking (60/100) N/A


Knowledges

Acrobatics

  • Acrobatics: Gain height to have more time to complete a flip
    Acrobatics: Land on your feet to avoid injury
    Acrobatics: Wrist dexterity is important for throwing
    Acrobatics: Dodging thrown fruits

Alchemy

  • Alchemy: Temporary water proofing with an oily layer
    Alchemy: It’s not necessarily magic
    Alchemy: Combining multiple effects must be done in steps
    Alchemy: Reagents that float can be used to make things lightweight

Attunement

  • Attunement: Initiation requires singing a spark into an initiate
    Attunement: Attunement is capable of curing mutations
    Attunement: Initiation is more painful than most other magic
    Attunement: Attunement has something to do with hearing
    Attunement: Can be used to track down targets
    Attunement: Note of a person
    Attunement: Note of a bird
    Attunement: Note: Myself
    Attunement: Committing a frequency to memory
    (10) Attunement: Can be useful for detecting attacks
    Attunement: Even abstract concepts have notes
    Attunement: Finding a frequency with a note as a clue
    Attunement: Note: Rotting Flesh
    Attunement: Note: Undead
    Attunement: Using Static to mask frequency
    Attunement: Static fundamentally changes frequency and might be able to be used to spoof one
    Attunement: Might be useful against more than just other attuners
    Attunement: Note: Blood
    Attunement: Use compass to gain spatial awareness
    (20) Attunement: Gauging distance from a held active attunement
    Attunement: Note: Plant life
    Attunement: Note: Water
    Attunement: Finding something that contains a memorized note
    Attunement: Gaining awareness of your surroundings using attunement ether (Omnivision)
    Attunement: Note: Paper
    Attunement: Using omnivision to detect moving frequencies around you
    Attunement: Gaining awareness of furniture and the locations of walls with omnivision
    Attunement: Note – herb
    Attunement: Note – Magic
    (30) Attunement: Tracking down a mage

Blades

  • Blades (Dagger): Sawing through a rope
    Blades (Shuriken): Spinning it around a finger

Business Management

  • Business Management: Skilled work is worth the coin. (SG)
    Business Management: Identify opportunities, even unexpected ones. (SG)
    Business Management: Without the right connections, success can sometimes be impossible
    Business Management: Some business models only work on a small scale
    Business Management: Splitting Responsibilities
    Business Management: Stand up for the customer
    Business Management: Help customers so they can help you
    Business Management: Calculating a break even point
    Business Management: Figuring out a profit margin
    Business Management: Being specific with what I want
    Business Management: Human labor can be very inneficient
    Business Management: Laborers with low intelligence have limited use
    Business Management: Contract debt collections to people that are more able to collect
    Business Management: One person can only do so much work
    Business Management: Pay a crier boy to spread the news about your business
    Business Management: A business requires dedication to be successful
    Business Management: Establish work hours
    Business Management: Exploit the desperation of others
    Business Management: Magic can be used to reduce inefficiencies of daily operations.
    (20) Business Management: Always look for more business partners
    Business Management: Trusting your gut with money
    Business Management: If you only have a few items left people think something’s wrong with them.
    Business Management: Get investors if you can’t come up with the cash yourself
    Business Management_ Shortages cause prices to go up
    Business Management_ Finding small ways to save a customer money
    Business Management: Keeping your workplace tidy
    Business Management: Slaves are employees that know better than to complain
    Business Management: Consider the long term gain
    Business Management: Putting the customer first
    (30) Business Management: Sex sells
    Business Management: Getting rid of excess stock can be an issue
    Business Management: A clothing style will inevitably stop being popular.
    Business Management: Business Management: Written contracts aid clarity
    Business Management: Being neutral is a good policy for avoiding ire of competitors
    Business Management: Asking for a down payment on a loan
    Business Management: Price cutting wars benefit no seller
    Business Management: Charging a mediation fee
    Business Management: Pitch bulk product as an investment
    Business Management: Bidding wars can get nasty
    (40) Business Management: Changing the menu with the season
    Business Management: Spending time with each employee
    Business Management: Networking is necessary
    Business Management: Knowing when to trust your employees.
    Business Management: Preparing for your own absence
    Business Management: Keeping the customer happy
    Business Management: Never argue with a client
    Business Management: Complimenting the customer
    Business Management: Taking notes on a customer's order
    Business Management: Supply and Demand of the Slave Trade
    (50) Business Management: Considering roles and responsibilities
    Business Management: Considering how to invest
    Business Management: Prey on the desperate and exploit them for money
    Business Management: Overseeing Staff
    Business Management: Offer advice to your employees to help them grow
    Business Management: Promoting a business through contests and prizes
    Business Management: Making sure everything is stocked
    Business Management: Trust your employees that have more experience than you
    Business Management: Thralls could be used for cheap labor
    Business Management: Use employees as test subjects to test new ideas
    (60) Business Management: Don’t release an unfinished product
    Business Management: Alchemy can be used to enhance the value of items
    Business Management: Don’t be ashamed to admit you were wrong
    Business Management: Slaving is a business that needs a lot of protection
    Business Management: Slaves are worth more if they aren’t depressed
    Business Management: It’s possible to use attunement to avoid hiring security for a business
    Business Management: It’s ok for a premium good to not sell, it gets the word out there
    Business Management: Focus on making your business run smoothly and leave the rest to your employees
    Business Management: Refusing to pay for subpar work
    Business Management: Don’t irritate employees or they may seek out revenge
    (70) Business Management: Identify time wasters
    Business Management: Purchase by weight instead of volume if you can

Chemistry

  • Chemistry: Heterogenous is a mixture that is nonuniform in composition
    Chemistry: Water and oil don’t mix

Climbing

  • Climbing: You need a good grip in order to haul yourself up a surface

Construction

  • Construction: A structure needs a sturdy base
    Construction: A top heavy structure can tip easily

Deception

  • Deception: Body language can give you away. (SG)
    Deception: Saying one thing and thinking another. (SG)
    Deception: learning to manipulate something hidden in your mouth
    Deception: Trick them with false promises
    Deception: Hold their hand when they’re sad to feign comforting them
    Deception: Hide your ulterior motive by having a legitimate cover motive
    Deception: use plausible deniability to your advantage
    Deception: Faux Concern
    Deception: Bluffing potential consequences

Detection

  • Detection: Looking for a certain species of bug
    Detection: Noticed a spark form before an explosion
    Detection: the feeling of being watched
    Detection: There are many places to hide in a forest
    Detection: Finding subtle differences between similar clothes
    Detection: Keeping an eye out for stalkers
    Detection: Noticing you’re being watched by your allies
    Detection: Looking away is a potential tell for a lie
    Detection: Spotting a kidnapper
    (10) Detection: Spotting something shiny sticking out of the ground
    Detection: Don’t forget to check up above

Discipline

  • Discipline: Hard work pays off
    Discipline: Believe in yourself
    Discipline: Keeping your urges in check
    Discipline: Ignore the evil voice
    Discipline: Doing something even though you hate it
    Discipline: Becoming lucid requires you to take the situation seriously as the stakes could be life or death
    Discipline: Not letting frustration get the best of you
    Discipline: Realizing that you don’t have to like your job to do it right
    Discipline: Resilience is key
    Discipline: it's hard to resist imposing your will on others
    Discipline: Being neutral is harder than it seems
    Discipline: Take advice from those who know their stuff
    Discipline: Realizing failure creates a path for success
    Discipline: Good things come to those who are paitent
    Discipline: Be honest with superiors, it pays off
    Discipline: It isn’t all about me
    Discipline: Emotions left unchecked can be dangerous
    Discipline: Stick to the plan
    Discipline: Reacting to shock
    (20) Discipline: Not thumping someone when you really want to.
    Discipline: Dealing with boredom
    Discipline: Understanding what you want, and why
    Discipline: Avoid giving in to temptation.
    Discipline: Don’t fall for the taunt
    Discipline: Passing a test of willpower
    Discipline: Don’t take shortcuts when analyzing frequencies
    Discipline: Orders are Orders
    Discipline: Know when to keep quiet and the others handle things
    Discipline: Staying in a prison cell despite knowing you could escape
    (30) Discipline: Not abusing permission to use magic
    Discipline: Don’t panic in the face of death
    Discipline: If at first you don’t succeed… try again
    Discipline: Patience is key. Wait for the right moment
    Discipline: Sometimes the greatest enemy is yourself

Disguise

  • Disguise: People in Viden have heavy quality coats
    Disguise: It’s hard to identify you if hardly any skin is showing


Empathy

  • Empathy: Emotions are not black and white (SP)
    Empathy: Emotions can be represented by color (SP)
    Empathy: Only moving emotion strands is not very effective
    Empathy: To get rid of an emotion you have to knot it
    Empathy: Knotting an emotion is only temporary
    Empathy: Manipulating your own emotions
    Empathy: Creating a physical connection
    Empathy: Looking into a person’s emotions
    Empathy: Magnifying an emotion to mask another one
    (10) Empathy: There are subtle differences between similar emotions
    Empathy: Stronger emotions are more difficult to deal with
    Empathy: A stronger bond makes empathy more effective
    Empathy: Seeing emotion sources with tapestry
    Empathy: It is possible to resist the effects of empathy with meditation and discipline
    Empathy: A distracted mind is easier to manipulate
    Empathy: Severing an emotion
    Empathy: Severing doesn’t stop an emotion from coming back
    Empathy: An absence of emotions can raise suspicion
    Empathy: Combining emotions to create new emotions (Entwine)
    (20) Empathy: Entwine opposite emotions to create the sensation of having “mixed feelings”
    Empathy: Simple emotions can be combined to make complex emotions
    Empathy: Create pride by entwining love and happiness and associating it with an accomplishment
    Empathy: Complex emotions won’t feel natural unless they’re tied to a reason
    Empathy: Hem only remains active as long as it is sustained
    Empathy: Search multiple similar emotions to find a common source
    Empathy: Strumming multiple emotions at once
    Empathy: Strumming a knot can make it loosen faster
    Empathy: Knots become undone as soon as the connection goes away
    Empathy: Each source of an emotion must be knotted separately
    (30) Empathy: Use Embroidery to insert suggestions into emotions
    Empathy: Use Embroidery to alter the perceived source of an emotion
    Empathy: The power of the connection depends on distance
    Empathy: The connection can be maintained even when they look away
    Empathy: A greater distance requires more ether
    Empathy: Distance causes a delay
    Empathy: By severing similar emotions from multiple people, a Nexus can be formed
    Empathy: Knot or hem emotions in your own tangle to avoid being affected by a Nexus
    Empathy: Having some expertise in weaving may be useful
    Empathy: The strong minded can’t be easily affected
    (40) Empathy: Empathy was less effective against an Abrogator
    Empathy: Hand motions make things easie
    Empathy: Feeling multiple tangles
    Empathy: Subtle works better than force
    Empathy: Prevent them from moving so they can’t escape your range
    Empathy: Touching makes for a powerful connection
    Empathy: Identifying emotions that did not originate from my own tangle
    Empathy: Leave ether behind in a tangle to continue working after breaking the connection
    Empathy: It’s possible to program emotions to some degree
    Empathy: Take advantage of a target’s loss of focus
    (50) Empathy: I can sense powerful emotions
    Empathy: I can store powerful emotions in my own tangle with Loom
    Empathy: Taking emotions away can leave people devastated
    Empathy: Putting triggers to emotions
    Empathy: It’s possible to mentally cripple people with a powerful emotion
    Empathy: An empath needs to know of someone’s presence in order to create a bond
    Empathy: Embroidering people to fight each other
    Empathy: Overlaying a series of conditional emotions
    Empathy: Getting rid of deeply hidden emotions can have lasting effects on the psyche
    Empathy: Severing emotions as they form
    (60) Empathy: Subtly embroidering and overlaying to overcome hesitations
    Empathy: Digging deep into a tangle
    Empathy: Revealing

Endurance

  • Endurance: Bearing the cold in a dream
    Endurance: Repeated strikes cause bruising
    Endurance: Glassblowing requires lung endurance
    Endurance: Built lung endurance through blowing
    Endurance: Bearing the pain of getting stabbed by knives
    Endurance: Sore thighs from riding a horse
    Endurance: Bludgeoned by branches
    Endurance: Getting the air squeezed out of you hurts
    Endurance: Long trips in the Untold
    (10) Endurance: Harsh temperature changes
    Endurance: Resisting the draw of sleep
    Endurance: Getting a cut on the leg
    Endurance: Having your entire body turned to shreds only to be pulled back together again
    Endurance: Good for sex
    Endurance: Pace yourself to avoid wearing out
    Endurance: getting beaten to a pulp by gauntlets

Etiquette

  • Etiquette: Being too casual in a military environment is bad
    Etiquette: Sanitize names from your reporting
    Etiquette: Dress for the occasion

Exotic Weaponry: Giant Shuriken (Thrown)

  • Exotic: Thrown Giant Shuriken: Spin the body to produce momentum
    Exotic: Thrown Giant Shuriken: Be careful not to get cut by the edges

Fieldcrafting

  • Fieldcrafting: Assembling a tent
    Fieldcrafting: Using flint and tinder to start a fire

Glassblowing

  • Glassblowing: Making a sphere
    Glassblowing: Glass needs to be hot in order to be worked
    Glassblowing: Shaping features into glass
    Glassblowing: Made a rectangle out of glass
    Glassblowing: Combined pieces into a whole
    Glassblowing: Requires a team to make complicated shapes
    Glassblowing: Using a tool to pump air

Interrogation

  • Interrogation: Show empathy to form a social bond
    Interrogation: Asking what other crimes they’ve committed

Intimidation

  • Intimidation: Use empathy to create real Anger
    Intimidation: Anger can show you mean business
    Intimidation: Reputation contributes to your infamy
    Intimidation: You’re only as scary as they think you are
    Intimidation: Demonstrating what you can do
    Intimidation: Standing at your full height
    Intimidation: Looking taller won’t do much against someone who towers over you

Leadership

  • Leadership: Being calm can calm others
    Leadership: Attempting to put together a party
    Leadership: Be authoritative

Mathematics

  • Mathematics: Practicing a lot is key to learning a mathematical concept
    Mathematics: Adding and subtracting several numbers at once.
    Mathematics: Cancelling out a subtraction with an addition
    Mathematics: The time between spark and explosion follows a formula
    Mathematics: Ratios
    Mathematics: To estimate ten percent, simply put a decimal after the rightmost number
    Mathematics: Counting individual units
    Mathematics: Addition is the act of combining two values


Meditation

  • Meditation: Gentle Thoughts (SP)
    Meditation: Coping with regretful emotions
    Meditation: Being pensive
    Meditation: Reflecting back on what happened in the past
    Meditation: Thinking about your family
    Meditation: Having peaceful thoughts while dreaming
    Meditation: Thinking of the end goal
    Meditation: Thinking about anything else
    Meditation: Dealing with hectic kids
    Meditation: Becoming lucid in the middle of the dream leaves little time to get situated
    Meditation: Don’t get fed up
    Meditation: it's hard to concentrate with distractions around you
    Meditation: Thinking irrelevant thoughts and memories can throw off empaths
    Meditation: It is possible to fake emotions
    Meditation: It takes focus to alter my dreamscape
    Meditation: Recalling details to create a perfect mental image
    Meditation: Having self awareness during experimentation
    Meditation: Paying attention is difficult when focusing on casting magic
    Meditation: Preparing mentally for pain
    (20) Meditation: A calm mental process is needed to ease off using magic
    Meditation: resisting a primal urge
    Meditation: Thinking clearly under stress
    Meditation: Don’t let a change in scenery detract from your goals
    Meditation: Fall into a meditative state
    Meditation: Multitasking empathy and talking
    Meditation: Spending an entire day without using magic
    Meditation: Keep the spark’s pride in check
    Meditation: A clear mind is needed for Attunement
    Meditation: Prepare the mind for a battle to come
    (30) Meditation: Consider whether your actions align with your morals
    Meditation: Don’t let frustration get to you
    Meditation: Multitasking multiple tangles
    Meditation: Keeping focus while horseback riding
    Meditation: Silence makes it easier to concentrate
    Meditation_ Calming, healing breath
    Meditation_ Sitting still
    Meditation: Battles are high stress environments
    Meditation: A pep speech can boost morale
    Meditation: Enduring a mental attack
    (40) Meditation: Sitting cross legged
    Meditation: Calming phrases can increase focus
    Meditation: Casting while in pain
    Meditation: Thinking through a problem
    Meditation: Expect the unexpected in emea
    Meditation: Finding your courage to go back into danger
    Meditation: Maintaining awareness of your surroundings
    Meditation: Meditating while praying
    Meditation: Think logically through the stress
    Meditation: Calmness is necessary for a steady hand
    (50) Meditation: Certain smells can be calming
    Meditation: Taking a tactical break to recuperate
    Meditation: Keeping track of multiple reference points at once
    Meditation: Flaying brings me inner peace
    Meditation: Thinking of the sound of a breeze
    Meditation: Don’t lose focus when overwhelmed with pleasure
    Meditation: Embracing a positive emotion
    Meditation: Helps to focus magical energy
    Meditation: Convincing yourself you’re doing the right thing to avoid hesitation
    Meditation: Focusing on the absence of noise
    (60) Meditation: Drown out distractions with the sound of frequencies
    Meditation: Don’t let your worries distract you from your goal
    Meditation: Keeping focused even when surprised
    Meditation: Having the patience to wait all day for the right moment
    Meditation: Being so focused, you fail to notice you’ve been injured
    Meditation: Working together in synergy makes things less stressful
    Meditation: Recall your mistakes and learn from them
    Meditation: There is peace in mercy
    Meditation: Think about the people who have it worse than you and be thankful

Mount

  • Mount (horse): Footsteps are softer in the snow

Navigation

  • Navigation: A map has a key to explain symbols

Necromancy

  • Necromancy: Undead don’t have souls
    Necromancy: Necromancers don’t have to raise the dead to be effective
    Necromancy: Mixing blood is a part of initiation
    Necromancy: Husks are raised skeletons
    Necromancy: Control of a thrall can be taken from another Necromancer
    Necromancy: Music is related to Necromancy
    Necromancy: Animating a wooden puppet
    Necromancy: Can make wood bend without damaging it
    Necromancy: Thralls willingly harm the necromancer that controls them
    (10)Necromancy: Fetches are not very smart
    Necromancy: Fetches like to cause mischief
    Necromancy: Thralls must be controlled as well as animated
    Necromancy: Controlling multiple thralls at once
    Necromancy: Link can be used to increase the range of a single thrall
    Necromancy: Releasing a black miasma to sap an enemy

Negotiation

  • Negotiation: Proposing a Trade
    Negotiation: Giving someone what they want just to shut them up
    Negotiation: Helping another who has helped you
    Negotiation: Get leverage if you want a favor
    Negotiation: Having a positive relationship helps
    Negotiation: Ask for more than you think you’ll get
    Negotiation: Without leverage you have no wiggle room


Persuasion

  • Persuasion: Gentle tones (SP)
    Persuasion: How to appeal to emotion. (SG)
    Persuasion: Soothing words can help calm a distraught individual. (SG)
    Persuasion: Convincing kids to do what you want
    Persuasion: It’s hard to convince someone when you don’t speak the same language
    Persuasion: Using empathy to coax someone to tell you what you want to know
    Persuasion: Persuading someone to talk through their tears
    Persuasion: People aren’t willing to risk it all for a stranger
    Persuasion: Be calm when dealing with an angry person
    (10) Persuasion: Show that you can make her life better
    Persuasion: Exerting authority works on subordinates
    Persuasion: Explaining how you're different
    Persuasion: Finding common personality traits
    Persuasion: Food is a good motivator
    Persuasion: Not even giving someone a choice
    Persuasion: Empty threats need deception and intimidation to work out

Physics

  • Physics: Projectiles will fall after being thrown
    Physics: Setting up a pulley system

Politics

  • Politics: Being connected can get you out of legal obligations
    Politics: Fuck ups can have lasting effects
    Politics: You can be judged by the people you spend time with
    Politics: Being nice to everyone isn’t always the best policy
    Politics: Be careful of who you trust
    Politics: Being Owed Favours Gives You Power
    Politics: A dangerous game
    Politics: Trust no one
    Politics: Use connections to vie for a promotion
    (10) Politics: Be polite to your superiors
    Politics: Demonstrate that you’re ready for the job
    Politics: Being snappy to your superiors isn’t a good idea
    Politics: Ask your contacts for advice to save yourself some time
    Politics: Being kind so the favor can be returned in the future
    Politics: Every word is important to the politically inclined
    Politics: Word spreads fast
    Politics: People will try to take advantage of you at every turn

Psychology

  • Psychology: The emotions a person experiences changes their physical behavior
    Psychology: Unless the source of depression is fixed, it will return
    Psychology: Associating an action with a reward may make them associate the two
    Psychology: Too much loneliness is bad for mental health
    Psychology: Rewarding good behavior
    Psychology: Punish bad behavior
    Psychology: People want to be do a good job
    Psychology: You must stay consistent with your methods
    Psychology: Don’t associate positive actions with negative consequences

Polearm

  • Polearm (Scythe): horizontal slash Endurance: getting the legs kicked out from under you

Strength

  • Strength: Kneading clay

Research

  • Research: Record the topic at the top
    Research: Accurately recalling details
    Research: Don’t use I words

Resistance

  • Resistance: Pollen can make you sneeze
    Resistance: Sneezing can get some contaminants out of the body’s system
    Resistance: Melted glass gave off a fume that can be dangerous
    Resistance: Mental willpower can prevent falling to the effects of some drugs

Rhetoric

  • Rhetoric: Writing down thoughts
    Rhetoric: It might be better to write the abstract last

Running

  • Running: The faster you go the easier it is to keep going
    Running: The fear of being eaten by a Husk is good motivation
    Running: Pursuing a criminal in a crowd

Rupturing

  • Rupturing: Useful for getting around quickly (SP)
    Rupturing: Opening a snapshot portal
    Rupturing: Objects need to have an edge or point to make a snapshot portal
    Rupturing: Portals drain energy simply by remaining open
    Rupturing: The energy favors momentum and motion
    Rupturing: You have to be able to see the spot you want to blink to
    Rupturing: Blink portals have a distance limit
    Rupturing: It’s possible to resist the urge to use magic
    Rupturing: Making of a phase portal
    Rupturing: Phase portals let you see through surfaces
    Rupturing: Phase portals last a few seconds
    Rupturing: Cannot hear through phase portals
    Rupturing: Rupturers have eyes that light up when looking far away
    Rupturing: Rupturers are drawn to travelling
    Rupturing: Phasing portals still require light to see through them
    Rupturing: Portal’s can’t be moved after being created
    Rupturing: How to make Porthole Portals
    Rupturing: Large Portals are More Costly
    Rupturing: It’s safe to travel through portals
    (20) Rupturing: Portals that go further are More Costly
    Rupturing: Creating a solid distortion in space (skystepping)
    Rupturing: Skystepping portals are extremely short lived
    Rupturing: Blinking in rapid succession
    Rupturing: Skystepping to run through the air
    Rupturing: Opening a portal quickly makes them inefficient

Seduction

  • Seduction: Trying to hit on a girl after she was assaulted is not a good idea
    Seduction: Hitting on a woman that you have an unsure relationship with is a bad idea
    Seduction: Tell her you want her
    Seduction: Naughty tone of voice
    Seduction: Returning a kiss
    Seduction: Guiding hands
    Seduction: Chains are good at restricting movement
    Seduction: Moaning
    Seduction: Be the rebound that she needs
    Seduction: Take advantage of her sadness
    Seduction: Women don’t want intimacy when scared
    Seduction: Feeling someone up

Singing

  • Singing: Gentle humming
    Singing: Have confidence
    Singing: Trying again and again to get a note just right

Smithing

  • Smithing: Steel holds an edge better than cobalt or iron
    Smithing: cobalt doesn’t corrode like iron or steel

Socialization

  • Socialization: Ignoring someone’s questions only makes them more suspicious
    Socialization: Let the talkers talk
    Socialization: Peer pressure is a powerful motivator
    Socialization: getting made fun of makes you sad

Stealth

  • Stealth: Moving slowly
    Stealth: dressing as a different profession
    Stealth: Acting the opposite of suspicious
    Stealth: Not wearing your military clothes when undercover

Strength

  • Strength: Sawing wood
    Strength: Pulling branches off trees
    Strength: Pushing a sleeping person through a portal
    Strength: Using legs to push something

Tactics

  • Tactics: Breakaway through the weakest defense when surrounded
    Tactics: Some strategies require a sacrifice.
    Tactics: Empaths have an advantage against sentient threats
    Tactics: Mages can nap to restore ether
    Tactics: When in doubt, wear them out
    Tactics: Enemies can hide in the trees

Thrown

  • Thrown (Dagger): Throwing a dagger makes it spin
    Thrown: Daggers: Throwing daggers don’t have hilts
    Thrown: (Dagger): The more uniform the daggers are, the easier they should be to throw
    Thrown Dagger: Throwing it so it doesn’t spin
    Thrown Dagger: Power is more important than aim when portals are involved
    Thrown (Shuriken): Throw it like a frisbee
    Thrown (Shuriken): Make it spin along the axis of the points
    Thrown (Shuriken): At a certain point power offers diminishing returns

Torture

  • Torture: Crushing a body
    Torture: Tying someone up for days on end can make them go crazy
    Torture: Cover their mouths so their screams can’t be heard
    Torture: Let them squirm
    Torture: Tying limbs
    Torture: Half hitch knot
    Torture: Making an overhand knot to bind something
    Torture: Make them fear you
    Torture: make them associate disobedience with pain
    (10) Torture: Distracting with an off topic question
    Torture: Pain can cause them to distort the truth
    Torture: Making a slave humiliate itself
    Torture: Prevent them from standing for prolonged periods of time

Unarmed Combat

  • Unarmed (Wrestling): grab hair if you can't maintain a grip on their body
    Unarmed (Wrestling): bear hugging

Weaving

  • Weaving: A simple knot is not very strong

Woodworking

  • Woodworking: Leave plenty of space so there’s room for details
    Woodworking: It’s best to clamp the wood down before cutting it
    Woodworking: Use a crosscut saw to cut across the grain of wood
    Woodworking: Use a rip saw to cut along the grain of wood
    Woodworking: Smoothing out rough edges
    Woodworking: Carving paws
    Woodworking: Start with more wood than you need
    Woodworking: Contoured surfaces are best made using tools


Non-Skill

  • (SP) Immortal: Chmardast
  • (SP) Layout: Melrath
  • (SP) Laws: Melrath
  • (SP) Customs & Festivals: Melrath

    Dream walking: Don't get overconfident from weak training monsters
    Dream walking: Rocks, trees, grass, ravines...just like the real world
    Dream walking: Shadow monsters are a common training enemy
    Dream walking: Training grounds: Environment can change
    Dreamwalking: Walking lets the dreamwalker enter other people’s dreamscapes.
    Dreamwalking: Traversing through the Veil
    Dreamwalking: Environments can change drastically between different dreams, even if they are near each other.
    Dreamwalking: Governing people into existence
    Dreamwalking: Dreamscapes are not safe from visitors
    Dreamwalking: Governing’s limit is the imagination
    Dreamwalking: Wells can be found in emea
    Dreamwalking: Crossing
    Dreamwalking: Escorting
    Dreamwalking: Branding
    Dreamwalking: Brand (Abra's House in Melrath)
    Dreamwalking: Brand (A mansion in Viden)
    Dreamwalking: brand (Lyngvi Tower, Melrath)
    Dreamwalking: Cloaking
    Dreamwalking: Can’t switch from emea to Idalos while cloaked

    Sombran:
    Grifter’s Eye: What’s mine cannot be easily stolen
    Sombran: Isolated Calm (1/3), I focus better when I’m alone
    Sombran: Pass Unnoticed (1/3): I can avoid conflict when I’m doing business
    Sombran: Glass Touch (1/3): I can weaken objects to some degree
    Sombran: Pass Unnoticed (2/3): It’s almost like I don’t exist in conflicts that don’t pertain me
    Sombran: Isolated Calm (2/3): Conversations and even the cold don’t distract me when I’m focusing alone
    Sombran: Grifter’s eyes {2/3} Sombrans can detect when someone is trying to steal from them
    Sombran: Isolated Calm {3/3} Helps Sombrans think about business matters
    Sombran: {Isolated Calm 4/3} The calm helps with crafting too
    Sombran: Wealth Spirit 1/3: A spirit of wealth is drawn tho those who have a lot of money
    Sombran: Commerce Spirit 1/3: A spirit of commerce is drawn to those who spend a lot of money
    Sombran: Partisan Sense 1/3: I can sense where allegiances lie

    Nvyahi:
    Nvyahi: Sleep Dust 1/3: Rubbing fingers together produces a magical dust



    Spirits tend to congregate near concepts
    Frost well: Brittle
    Frost well: Phase depends on the medium it is in. Liquid in air, Solid near objects
    Frost well: Can be used to store ether

Last edited by Abra on Sun Dec 08, 2019 6:28 pm, edited 90 times in total. word count: 4750
Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

Skill Point Ledger



Here is where you record all the skill points you receive (Startup XP, CS Approval Rewards and, of course, Thread Reviews!) and all the points you spend on your skills. Again, below is an example which you can edit.

Thread or Skill Name Points Adjustment Running Total
Starter XP +50 50
Business Management -25 25
Dreamwalking -10 15
Empathy -5 10
Persuasion -5 5
Rupture -5 00
Deception +5 (SG) 00
Persuasion +3 (SG) 00
Intimidation +2 (SG) 00
Arctic Wonderland, Dreams of 10 10
greatness begins with a plan 10 20
babysitting for renown 10 30
Shadow Monsters 10 40
Exploding Clay 10 50
Secured Payment 10 60
Bug People 10 70
Babysitting for money 5 75
Discipline 25 50
Endurance 25 25
Resistance 25 0
Glass Workshop, Dreams of 10 10
Glass Boxes, Dreams of 10 20
Bright Silks 15 35
Trip to the forge 15 50
The glass statue, Dreams of 10 60
Poverty, Dreams of 10 70
Jelly, Dreams of 10 80
Revenge, Dreams of 10 90
Being in Charge, Dreams of 10 100
Unlikey Allies, Dreams of 10 110
Puppet People, Dreams of 10 120
Glassblowing -25 95
Meditation 50 45
Discipline 45 0
Partners in Crime, Dreams of 10 10
Supreme Governance, Dreams of 10 20
Virgin Urges, Dreams of 10 30
Creeper, Dreams of 10 40
Meditation -40 0
A day without magic 10 10
Cobbler Boy, Dreams of 10 20
Discipline -20 0
Tested 5 5
Village Pitstop 10 15
Destruction, Dreams of 10 25
Skeleton Bartender, Dreams of 10 35
How to keep a business thriving 10 45
Meditation -45 0
Neutral Dealings 10 10
Quarrels 10 20
Clearing the balance 5 25
Critters and chores, dreams of 10 35
Business as usual, dreams of 10 45
Monstrosity, dreams of 10 55
Escape the invaders 5 60
Tester 10 70
Savior from the fairy 10 80
Business Management -75 5
Papers 10 15
Slay the invaders 5 20
Dreaming of Wood, dreams of 10 30
Life of a skinner, dreams of 10 40
Emeyan Violation, dreams of 10 50
Mount (Horse) -10 40
Deception -20 20
Discipline -20 0
Alchemical 10 10
Deals with the
slaver
5 15
Slave Owner 10 25
Woodworking, Dreams of 10 35
Eyes of the Syns 5 40
Cruelty in Motion 5 45
Seduction -25 20
Persuasion -15 5
Intimidation -5 0
Partays 10 10
Cut Short Again 10 20
Kidnapping 10 30
Discipline -15 15
Intimidation -15 0
Sexual Revelation 10 10
nightmare in disguise 15 25
Persuasion -25 0
Shuriken Target Practice, Dreams of 10 10
Just Business 10 20
Gratification (mature) 10 30
Combat, Dreams of 15 45
Thrown (Shuriken) -25 20
Innocent Village Stroll 10 30



Magic ledger
Thread or Skill Name Points Adjustment Running Total
A new skadiri 10rupturing 10rupturing
Summer Training 10rupturing 20rupturing -> spend 20rupturing -> 0rupturing
test mission failed 10r 10rupturing -> spend 10rupturing -> 0rupturing
Silent like a skadiri 10empathy 10empathy
Babysitting for money 5empathy -15empathy 0
Rock Portals, Dreams of 10rupturing 10rupturing
This is why you pay up 10empathy 10empathy 10rupturing -> spend all so 0 magic exp left
Torture of the mind 10empathy 10empathy
Empathy Urges, Dreams of 10 empathy 20 empathy
The glass statue 10 empathy 30 empathy
Lessons from a pro 10 empathy 40 empathy - 40 empathy = 0 empathy
Haunted Mansion 10 attunement 10 attunement
A necromancer is Born 10 Necromancy 10 attunement 10 necromancy
Empath Testing 10 empathy 10 empathy 10 attunement 10 necromancy (spending all points so 0 remain)
Summit Journey, Dreams of 10 empathy 10 empathy
Merciful 10 empathy 20 empathy
Cold Magic 10 empathy 30 empathy
Dealings with a Thief 10 empathy 40 empathy
Frigid Arrival 10 empathy 50 empathy
Escort to Syns 10 Attunement 50 empathy 10 Attunement
Test of Wills 10 Empathy 60 empathy 10 Attunement
Tested 5 Attunement 60 empathy 15 Attunement
hired help 10 empathy 70 empathy 15 Attunement
Empathy -70 15 Attunement
Attunement -15 0
Tracking a Necromancer 10 attunement 10 Attunement - 10 attunement = 0
Taking down the necromancer 10 empathy 10 empathy - 10 empathy = 0
The importance of notes 10 empathy 10 empathy
Mental war 10 empathy 20 empathy
Mental Search 10 empathy 30 empathy -30 empathy = 0
Clearing the balance 5 emp 5 empathy
Sneaky attuner 10 att 5 empathy 10 att
Escape the invaders 5 rupturing 5 e 10a 5r
Slay the invaders 5e 10e 10a 5r
Puppet Time 10n 10n, 10e, 10a, 5r
Necromancy -10 10e, 10a, 5r
Attunement -10 10e, 5r
Empath's Brothel 10 empathy 20 e 5r
Empathy -20 5r
Rupturing -10 0
Magic of Puppetry 10n 10n
hostile forces 10a 10n 10a
Necromancy -10 10a
Attunement -10 0
Find your way 10a 10a
Casual Necromancy 10n 10n 10a
Necromancy -10n 10a
Attunement -10 0
Deals with the
slaver
5e 5e
Sensing 10a 10 a5e
Attunement -10a 5e
Empathy -5e 0
Happy Slaves 10r 10r
Disgruntled Employee 10a 10r 10a
Attunement -10a 10r
Rupturing -10r 0
Undisciplined 10e 10e
Pain after the Pleasure 10e 20e
Eyes of the Syns 5e 25e
Empathy -25e 0
Cruelty in Motion 5n 5n
Winter Wilderness 10r 5n, 10r
Safety First 10a 5n, 10r, 10a
Attunement -10a 10r 5n
Rupturing -10r 5n
Necromancy -5n 0
A Simple Interrogation 10e 10e
Empathy -10e 0
Unexpected Turn 10r 10r
Rupturing -10r 0


Dreamwalking ledger
Last edited by Abra on Sun Dec 08, 2019 6:27 pm, edited 96 times in total. word count: 1081
Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

Marks


Gleam Sight
Gleam Sight
Upon reaching the rank of Magus and being anointed with their first tattoo, Syns are granted the ability known as Gleam Sight or the “Gleam” most commonly. This name comes from the eerie faint luminescence that now softly glows from their irises. (The color of this glow is up to the player) This ability allows the Syn to physically “see” ether and energy of all forms around them. This forever changes how the person sees the world. Plants, trees,animals, and mortals will radiate with swirls of life energy, ghosts and spirits will glide past with whispers of ephemera and ectoplasm spiraling around them. Sources of ether divine or otherwise will be most clearly seen, either in mortals or in items such as wells and artifacts. This makes it especially easy for Syn’s to sight other mages, or even Immortal Marked individuals. They also have been known to use the “Gleam” to hunt down and flay sources of energy in order to fuel their magic. Since the Fall of Emea this ability has been indispensable for the Syns, allowing them an edge in hunting down sources of energy in order to keep their Sparks active.

To see the world with the "Gleam" is to see a sight far more breathtaking and beautiful than another other mortal could imagine. Syns can wax eloquently about how their ability changes them and how they regard the living things around them. It's as if they can see reality breathe and move around them. In a way, having the Gleam Sight is a way of reminding Syns that they are part of the world, and that they have a duty to defend it by way of their magic.

Though disciplined and respected, some Syns look down on other mages and Melrathi who cannot see the world as they can. Arrogance can be the downfall of some Syns, but who can blame them when they can see a world brimming with exquisite color, life, and energy.

If you should leave the Ragnari, you will be given a brand across this tattoo which leaves it inert and incapable of generating this ability. If an ex-Ragnari decides to try and evade this fate they will be hunted down until they are found and the tattoo will be removed.
Capstones
Investment Extraordinaire

Abra has gained an eye for what makes a business efficient. He can nearly always pick out which businesses are profitable to invest in based only observing its daily operations. This translates to a great investment for people that invest in his bank. Those that entrust their money to him will find that they earn double the interest rate on their investments (10%) as opposed to the standard bank rate (5%).

Low Operating Costs

Abra has spent most of his career running his business on his own. He has become accustomed to eliminating inefficiencies in his business which allows him to make more money while using less of it. He passes these savings onto customers of his bank who are allowed to take out loans at half the interest rates that a typical bank would charge. This reduces the interest to 2.5% instead of 5%.
Sombran

Pocket Change The first ability of Sombran is to guarantee his marked benefits from his prosperous domain. A Sombran will find that throughout the Cycle they work, they will find an extra 10 wealth points in value. For seasonal wages, a Sombran always has an additional 10 wealth points added in. This is often found through serendipity, whether through a tavern goer dropping their purse, to loose nels on the street, to unexpected windfalls in business transactions. Sombran always, even those without a job, manage to get along better with coin than almost any other.

Grifter's Eye While somewhat specific, most who earn Sombran’s mark certainly would not dare complain. Grifter’s eye sees through ruse at any level...so long as the subject of deception is theft. If someone has the goal of stealing a Sombran’s property or profits, no amount of talking or special magical abilities will affect the marked. The Sombran can see to the heart of the deception instantly. In addition, when any property a Sombran owns is taken by a thief or with the intent to steal, the Sombran is instantly aware of it, no matter how far away they are from the object in question. While this ability considers any item that the Blessed obtained through honest means, whether buying, creating, or crafting, anything that the merchant has stolen from another person will not be protected by this ability until it has been in the Blessed's possession for an arc. While not strong enough to pierce powerful illusions or be used for any other situation but a Sombran’s personal wealth, Grifter’s eyes is an invaluable tool for merchants looking to protect their goods from thieves. However, this ability only applies to things of purely merchantile or monetary value to the Blessed. Things of personal value are not so protected, as such attachments are a violation of Chamadarst's Neutrality.

Merchant's Skills (+3 business management) The character is granted an extra three skill points which may be spent only on the following skills: Business Management, Discipline, Investigation, Detection, Mathematics, Persuasion, or Glassblowing. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Pass Unnoticed Neutrality is a wonderful thing. It allows merchants to trade in war zones, generally to both sides. It lets the banker enforce peace and calm in his bank. It allows the glass maker to create beautiful works of art while the world rages around them. This ability takes that to an extreme, however, as it allows the Blessed to pass through any conflict without either side noticing them. However, this ability only works so long as the Blessed remains absolutely neutral. Favoring a side of a conflict will render this ability null. It also doesn't prevent the Blessed from any of the side effects of a conflict, such as thrown pots, boiling oil, or stray arrows.

Glass Touch Glass is a beautiful thing, capable of being formed into almost any shape. However, it is also a brittle, frail substance, and relatively easily broken. This ability allows the Blessed to impart that frailness into any single substance they touch. This ability only works on non-organic substances, and the Blessed has to touch it with their bare hands. As such, the ability is almost purely defensive, and has generally been found not work well on weapons that are actively being swung at them, as those who have attempted it have usually found that it's hard to concentrate on using your Blessing powers when your hands have just been severely damaged. Furthermore, while this ability imparts the relative frailness of glass to any single object the Blessed touches, the blessed is still required to break the item itself, and which can still be difficult with items of sufficient thickness.

Isolated Calm Those Blessed by Chamadarst will frequently find themselves alone, separated from those who would normally be their peers. However, rather than being a curse, those who wield Sombran find this to be rather useful. Isolated Calm boosts the focus and discipline of the Blessed whenever they are alone, allowing them achieve things they might otherwise find difficult to manage. This manifests in several ways, all of them beneficiary to the Blessed. They are all but immune to mundane distractions, the chattering of people on the street outside, dripping water, wind blowing through the room, and things of that nature. In addition, they able to more easily resist the mind clouding effects of things like drugs, magics or blessings. Finally, they'll find it a bit easier to parse business or crafting matters, amounting to a 15 EXP skill boost to any skill that falls under those umbrellas.

Wealth Spirit Like many Blessed, those who wield Sombran can communicate with the spirits that fall under Chamadarsts Domains. In the case of Wealth Spirits, the Blessed can choose to have one accompany as a familiar. These spirits are drawn to those who have a lot of money, and the wealthier the Blessed, the stronger the Wealth Spirit will be. However, they are not drawn to the poor, and if the Sombran loses too much wealth, the spirit will depart for richer pastures. These spirits get stronger the more accumulated Wealth Points the Blessed has.

Commerce Spirit The contrast to the Wealth Spirit, a Sombran can also choose to have a Commerce Spirit accompany them. Commerce Spirits, however, work in the opposite way, getting stronger the more wealth that the Blessed feeds them. Commerce Spirits are generally more willing to hang around the poor, since even the poor can still feed them, but will depart those who hoard their wealth too closely, as they will believe they are not being fed their due. These spirits gets stronger the more Wealth Points the Blessed sacrifices to the Commerce Spirit.

Partisan Sense While those who wield Sombran tend to espouse their neutrality, the rest of the world generally does not. Those who wield Sombran will find that they can tell where someone's allegiances lie, so long as they themselves do nothing to violate their own neutrality. This is useful for many people, as knowing someone's allegiance can help the Blessed tell how to avoid angering them, what will make their goods seem more valuable to potential buyers, and what will encourage people to give them preferential treatment. This ability only works when engaged in matters of business and will not assist when the Blessed is attempting to act as a mediator.

Dreamwalking

Lucid Dreaming: (1-9 DW points)

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: (10-19 DW points)

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: (20-29 DW points)

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: (30-39 DW points)

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: (40-49 DW points)

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: (50-59 DW points)

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: (60-69 DW points)

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.
Nvyahi

First Mark Obtained Here

Sanctuary
Gives the Favored the ability to protect their own dreams and anyone involved in them from outside influence, and most native predators of Emea. The protection extends to all other individuals that should chance upon the dream, though the marked is at liberty to shut out or expel unwanted visitors at their discretion. Only those possessing a higher mark (Favored vs Adored vs Exalted vs Champion, not difference in ability count), as well as potent entities in Emea (be that Dreamwalkers or Emean creatures) can override this protection. If a Dream or Dreamscape is protected by Sanctuary, it must be clearly stated within the appropriate thread, at the onset, so others who may try to invade the dream or dreamscape will know.

Sleep Dust
The Favored is able to influence the waking world by rubbing their fingers together to produce a dust empowered by divine ether. This dust is unique in coloring and appearance to individual marked. When applied to the eyes, nose or mouth of an awake individual, often through the act of sprinkling or blowing, it will begin putting them to sleep. While Resistance will help, it should be noted that should the dust be applied to all three points of contact, it is effectively guaranteed to activate, unless Divine or Magical protections are in place. This sleep lasts for 8 hours, reduced by one hour for Competent Resistance, two for Expert, three for Master, and four for Grandmaster. Whether the dust is effective or not, it immediately dissipates and may not be stored or re-used. Additionally, for targets already asleep, or otherwise unconscious, regardless how they were put to sleep, the Favored may consume the crusty bits that form in the corner of their eyes. After doing this, they may apply the Sleep Dust to an already sleeping target in order to extend their sleep. It should be noted that sleep may be extended far beyond what is natural and the body’s natural mechanisms for waking up are overridden. However, if a person has been asleep for so long that their body begins to die, most commonly from dehydration, the soul will lash out and wake them. This does not protect from external harm, just the natural process of death by dehydration or starvation.

Dream Invasion
A Favored dreamwalker that has gained access to another person’s dreamscape may use all of their own dreamwalking abilities within that dreamscape without the owner’s consent. It should be noted that this does not mean the Favored’s dreamwalking abilities automatically override the owner’s own, if they have any. This simply allows the Favored to contest other Dreamwalkers in their own territory. The level of Dreamwalking and how the Dreamwalkers that use it is what will ultimately decide what happens within the dreamscape. Those without Dreamwalking though are typically at the mercy of the whims of the invading Dreamwalker.



Last edited by Abra on Mon Nov 25, 2019 12:49 am, edited 10 times in total. word count: 3363
Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

Possessions



City Dweller Starter Package

Abra lives in melrath in a house made of stone. It has a kitchen a bathroom a living room and one bedroom. The backyard has a yard but it is overgrown with weeds from neglect.

No heirloom item.
Item (Quality/Quantity)) Image Notes
Studded Leather Armor (Good/1) Character Creation
Wooden Shield (Good/1) Character Creation
Dagger (Average/5) Character Creation
Longbow (Average/1) Character Creation
Arrows (Average/Infinite) Character Creation
Sleipnir Mount (Average) Character Creation
x1 Frost well Puppet People
x1 Thirst Diamond Well Hostile foreigners
x2 wooden cat thralls Casual Necromancy
x3 slaves Slave Owner
Distortion Watch point bank purchase
Assassin's Sash large renown reward
Last edited by Abra on Thu Dec 05, 2019 11:17 pm, edited 15 times in total. word count: 114
Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

Wealth Ledger



Here, you keep a track of your Character's Wealth Tier and the spending of Wealth Points. Information here!
Current Wealth Tier: 5
Item Adjustment Total WP
Starting Package Tier 5 (66 WP) 66
Business Purchase -6 60
Ymiden 719 wealth +11 71
Babysitting for money +1 72
Bright Silks +10 82
Saun 719 wealth +12 94
Torture of the mind 1 95
Mental war 1 96
Neutral Dealings 1 97
Quarrels 1 98
Clearing the balance 1 99
Escape the invaders 1 100
Alchemical 1 101
Eyes of the Syns 1 102
A Simple Interrogation 1 103
Kidnapping 1 104
Cold Cycle Wages 27 131
Just Business 1 132
Last edited by Abra on Sun Dec 01, 2019 10:33 am, edited 17 times in total. word count: 112
Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

Renown Ledger


Last edited by Abra on Fri Dec 06, 2019 11:33 pm, edited 38 times in total. word count: 189
Abra
Posts: 469
Joined: Sat Jul 06, 2019 1:29 am
Race: Human
Renown: 270
Character Sheet
Character Wiki
Point Bank Thread
Wealth Tier: Tier 6

Contribution

Threads


Thread w/ Link Date Notes
Exploding Clay, Dreams of 1 Saun 714 Dream Points
Foxy, Dreams of 2 Saun 714 Dream Points
Greatness begins with a plan Cylus 20 716
Cobbler Boy, Dreams of Saun 4 717
Life of a skinner, dreams of Ymiden 15 717
A New Skadiri Ymiden 1 718 Claim for Skadiri Starting Reward. Magic Thread
Silent like a Skadiri Ymiden 3 718 Claim for Skadiri Reward. Magic Thread
Being in charge, Dreams of Ymiden 12 718 Dream Thread
Bug people, dreams of Ymiden 28 718 Dreams
Summer Training Saun 1 718 Magic Thread
training mission failed Saun 10 718 Claim skadiri and magic experience
Shadow Monsters, Dreams of Saun 14 718 Claim dream experience
Rock Portals, Dreams of Cylus 14 718 Claim dream experience
Destruction, Dreams of Cylus 15 718 Dream
Secured Payment Ymiden 1 719 Wealth Thread Ymiden 719
Glass Workshop, Dreams of Ymiden 2 719 Dream thread
Babysitting for Reputation 3 Ymiden 719
Babysitting for Money 4 Ymiden 719
Glass Boxes 5 Ymiden 719
Puppet People Ymiden 20 719 Dream Thread
The Glass Statue, Dreams of Ymiden 25 719 Dream Thread
Arctic Wonderland, Dreams of Ymiden 33 719 Dream Thread
a trip to the forge Ymiden 66 719
Bright Silks Ymiden 79 719
This is why you Pay Up Saun 1 719 Money thread
Nightmare in disguise Saun 1 719 Dream thread
Slaughterhouse Saun 2 719 dream thread
Torture of the Mind Saun 4 719 skadiri thread
Poverty, Dreams of Saun 20 719 dream thread
Unlikely Allies, Dreams of Saun 21 719 dream thread
Lessons from a pro Saun 22 719 skadiri thread
Empathy Urges, Dreams of Saun 25 719 dream thread
Revenge, Dreams of Saun 28 719 dream thread
Jelly, Dreams of Saun 30 719 dream thread
Haunted Mansion Vhalar 1 719
Partners in crime, Dreams of Vhalar 1 719 dream thread
Virgin Urges, Dreams of Vhalar 2 719 dream thread
Creeper, Dreams of Vhalar 3 719 dream thread
The Glass Statue Vhalar 5 & 6 719 magic exp
Supreme Governance, Dreams of Vhalar 5 719 dream
Bank, Dreams of Vhalar 6 719 dream
Sword in the stone Vhalar 7 719
Shuriken Target Practice, Dreams of Vhalar 8 719
Frigid Arrival Vhalar 10 719
skeleton bartender, dreams of Vhalar 10 719
Empath Testing Vhalar 15 719
critters and chores, dreams of Vhalar 15 719
Merciful Vhalar 16 719
Cold Magic Vhalar 17 719
Dealings with a Thief Vhalar 18 719
hired help Vhalar 19 719
Necromancer Is Born Vhalar 30 719 magic exp
Business as usual, dreams of Vhalar 30 719
Escort to Syns Vhalar 33 719
Summit Journey, Dreams of Vhalar 33 719 dream at night
A day without magic Vhalar 34 719
Emeyan Violation [mature], Dreams of Vhalar 34 719
Tested Vhalar 40 719
Test of Wills Vhalar 41 719
Tracking a Necromancer Vhalar 43 719
Village Pitstop Vhalar 43 719
Taking down the necromancer Vhalar 44 719
The importance of notes Vhalar 45 719
Tactics Vhalar 45 719
Mental war Vhalar 46 719
Woodworking, dreams of Vhalar 46 719
Mental Search Vhalar 50 719
puppet time Vhalar 51 719
Monstrosity, dreams of Vhalar 52 719
Savior from the fairyVhalar 52 719
Undisciplined [[mature]Vhalar 53 719
Pain after pleasure[mature]Vhalar 54 719
SensingVhalar 55 719
Netural dealings Vhalar 55 719
Eyes of the Syns Vhalar 56 719
Quarrels Vhalar 60 719
Magic of Puppetry Vhalar 61 719
slay the invaders Vhalar 62 719
Escape the invaders Vhalar 62 719
Tester Vhalar 63 719
Dreaming of wood, Dreams of Vhalar 63 719
Alchemical Vhalar 64 719
Sneaky attuner Vhalar 64 719
Find your way Vhalar 65 719
Casual Necromancy Vhalar 66 719
Combat, Dreams of Vhalar 66 719
Hostile Foreigners Vhalar 70 719
Flay Crazy Vhalar 70 719
Deals with the Slaver Vhalar 70 719
Happy Slaves Vhalar 71 719
Cut Short Again Vhalar 71 719
Slave Owner Vhalar 72 719
Disgruntled Employee Vhalar 73 719
Herbs n Alchemy Vhalar 74 719
Safety first Vhalar 75 719
Kidnapping? not on my watch! Vhalar 76 719
Partays Vhalar 76 719
Just Business Vhalar 77 719
Spreading a religion, dreams of Vhalar 77 719
Empath's Brothel [mature] Vhalar 80 719
Blood Magic Vhalar 86 719
Cruelty in motion Vhalar 90 719
Punishment for Insolence Vhalar 91 719
Winter Wilderness Vhalar 92 719
Winter Wilderness Vhalar 93 719
Gratification Vhalar 97 719
A Simple Interrogation Vhalar 97 719
Glassy Day Vhalar 98 719
papers Vhalar 100 719
Innocent village stroll Vhalar 111 719
how to keep a business thriving Zi'da 20, 719
Clearing the balance Zi'da 23, 719
Sexual Revelation Zi'da 25, 719 mature

Last edited by Abra on Sat Dec 07, 2019 11:33 am, edited 122 times in total. word count: 772
Post Reply Request an XP Review Claim Wealth Thread

Return to “Approved CSes”