Sephira Blackwood

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Sephira Blackwood

Postby Sephira » Fri Dec 22, 2017 4:39 pm

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Table of Contents
Skills/Renown/Point Ledger
Possessions/Financial Ledger
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Name: Sephira Blackwood

Age: 21

Race: Mixed Blood Human and Biqaj

Date of Birth: 28th of Ymiden Arc 697

Occupation: Flame Element (Special Assistant)

Factions Joined: The Elements

Languages: Common (Fluent) Rakahi (Broken)

Marks:Taithir (Mark of Ethelynda)

Partners





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Bearing the physique of a practiced fencer, Sephira bears a lean, well-built visage with defined muscle throughout her entire body. Her skin is a warm ivory in hue that contrasts deeply with her dark wavy brunette locks. Sephira’s hair has always been somewhat wavy, never deciding to be either pin straight or curly. Often, she wears her hair in one of two ways, either freely draped across her shoulders or bound back in a high ponytail to keep it out of the way of her swordplay. As for bone structure, the lines of her face can be faulted for being a little too severe if seen in poor lighting.

As a Human Biqaj mixed blood Sephira possessed the bright color changing eyes of her father’s people. When curious her eyes are a soft cerulean, much like the color of the ocean at midday and when confident her eyes bleed to a deep scarlet with a solid black ring around the outer edges of her iris. If fear grips her, Sephira’s eyes change to a bright ghostly silver, and if pleased or happy the hue changes to a deep sunset gold rippling with waves of citrine and topaz yellow. When calm her eyes turn an unassuming umber brown, but when anger seizes her Sephira’s eyes darken to a deep black color.

Much like her mother, the young mage enjoys indulging in a striking sense of fashion. Preferring to wear well-tailored coats in bold colors paired with muted neutral breeches and tunics, normally in black or gray. Her sense of style reflects her quick and agile combat style, electing to wear form fitting clothes and avoiding dresses like the plague.

Strange Runic Markings
As of 85th of Ashan, Arc 718 Sephira now possesses as strange red tattoo that marks most of her body. When she is not channeling ether it remains a flat crimson color, but when she begins channeling ether it will glow red. The tattoo itself is a mixture of eldritch runic symbols and elegant lines.



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Rupturing


Portal Appearance :Sephira's portals appear crimson in hue, with varying colors of deep violet and indigo around the edges. Her portals are like tears in the fabric of space, flecked with stars and other bright astral bodies. Blink portals display as mere flashes of crimson light, especially if she is moving through them quickly.

Her skysteps are similarly colored.










Witchmarks/Mutations

Initiation Witchmark

Glowing Crimson eyes when Rupturing / *Witchmark : Upon initiation as a Rupturer, Sephira's irises now glow a faint crimson from the pupil outward when she is actively Rupturing. Some of her initial eye-color can still be seen but it is greatly obscured by this mutation. This Witchmark allows her to see what lies on the other side of her portals.

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*All are written with a huge amount of help from Plague
Competent Awakening/Mutation

Emotional Mirror: Sephira's Spark has grown entangled in her own emotions, both to benefit and disadvantage. When frightened, her spark is jumpy and has a tendency to open up blinking portals suddenly with any slight movement of her hand to respond to any danger. When angry, her portals will be louder and more aggressive, when sorrowful they tend to jump shorter distances and last even less time than ordinary, and while joyous her blinking portals take her farther, as if the Spark wants to show off for her. Through discipline and keeping her emotions under control, Sephira can mitigate the worst of these Spark mood swings, but the Spark is beginning to respond with her, feeling what she feels, and flares in kind.

A Flame in the Dark - Gained here
As this is a mental mutation Sephira was mostly unaware of it's effects until after this event.

Expert Awakening/Mutation


Spark's Shortcut: Sephira's Spark is beginning to grow in it's control of her and is in more demand of it's use on a trial by trial basis. The Spark has become tied to both her emotions and her mind. It will no longer allow it's host to waste her time with menial travel. If a destination would be better reached by Rupturing then her Spark will Blink her without permission. This can include the following examples: If Sephira is trying to step over an obstacle, her Spark with Blink her to the other side. If she is trying to beat someone in a race, then her Spark will portal her to the finish line without her consent. Any time the Spark decides that it can save Sephira time or effort it will immediately send her to her destination via Blinking, regardless of her control. As she is not always prepared for it, she will almost always be shocked and sent stumbling the moment she is Blinked. This can put her in danger if it is done at an inopportune time.

Shadow Cylus Event - Gained here
Again, since this was a mental mutation Sephira only went through the growth of her Spark in this thread, the repercussions of that growth were realized in later threads.

Overstepping Mutations

Booming Sneezes: Every time Sephira sneezes, it will create a loud booming sound much like the opening of a portal

Awarded in the Shadow Cylus Event after Overstepping




Attunement

Witchmark- Onlookers will find that Sephira's pupil and sclera are divided by a myriad of proportionate lines, almost as though the eyes were deconstructed and places back together.




Eye Color Quick Reference

Eye ColorEmotion
Silver Fear
Sky Blue Curiousity
Gold Happiness
Umber Calm
Onyx Anger
Crimson Confidence
Emerald Sadness
Red Glow *Witchmark: When Rupturing, Sephira's eyes gain a crimson glow encircling her pupils that gently fades into her natural eye color.








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Then
Sephira is foolishly courageous daredevil. She treats everything like a game and goes about her life with an incredibly high level of confidence. Perhaps this attitude comes from her time living as an only child on the beautiful island of Faldrass. Her childhood was easy and carefree. Sephira’s free spirit was allowed to run wild and there were very few obstacles ever put in her path that really challenged her. It was not until the death of her mentor Elias that Sephira finally realized that some things cannot be beaten with charm and a nimble sword strike.

Her devil-may-care personality has always gotten her into a fair bit of trouble. That confidence led her to breaking her arm as a teenager when rupturing during practice without clearly picturing her destination. Sephira is more likely to go into a situation guns blazing, rather than carefully considering all her options. That said her persona is not without its charms. The young woman has the uncanny ability to sweep others up in her enthusiasm; this can sometimes lead to fast friendships but it can also lead herself and her friends into disaster.

Before the death of her mentor, Sephira tended to shirk responsibilities and give little thought to the wellbeing of her friends. Now she can be a mite bit overprotective of those she cares for. A hyper aggressive streak can be seen in the young mage when her allies or loved ones are threatened. One might confuse her for a rabid wolverine if facing her in the heat of battle. Because of this Sephira is prone to overextending herself magically and physically; going all out when enraged.

Emotional sensitivity is not her strong suit, expressing her feelings is something the young mage actively avoids. She is a world class example of conversational pivoting. Sephira will change topics or completely ignore any line of inquiry that concerns her feelings. As such the woman is emotionally stunted and has never really appreciated the delicate nuances of romance. After witnessing the consequences first hand of what happens to those who associate with mages, Sephira has become fearful of growing close to anyone.

Now
Since the death of her mentor Elias and joining the Elements, Sephira has become a stern, almost icy individual. With the events surrounding the end of Cylus and the collapse of the Scalvoris docks she carries a great deal of guilt for the part she had to play in those deaths. She still retains a dry sense of sarcastic humor, but this side of her is rarely seen by others.

The Rupturer has become incredibly disciplined during her time in the military. She has now seen combat and death first hand, and has killed on several occasions. Her persona seems almost haunted with the knowledge of her actions and the impact she has had as a soldier in the Flame Troops.

Her identity as a mage has become far more complex now that she understands the price mages pay for access to their magic. Her Rupturing Spark has become more and more entangled with her emotions and her mind, causing havoc when she is not completely focused on keeping it in check. The Element has developed a soft spot for mages, especially those that go down dark paths because they were not given the care and education to be something better. She strives to eventually provide those things for mages, especially for those in the military.

Sephira is no longer the carefree, willful girl she was during her time on Faldrass. She has been hardened by her time as a soldier and as a mage, granting her a chilly exterior that very few people ever see past.








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Sephira was born to Amelia Blackwood on the volcanic island of Faldrass. Amelia never knew the father of her daughter well; he had been nothing more than a passing Biqaj sailor who has shared a few short weeks with her. Sephira never seemed bothered by the absence of a father, she enjoyed her young life; spending it dashing around the marketplace in spirited chases with her childhood friends. It was always a contest to see who could leap over the highest table in the market, or slide through the smallest gaps. It was a game she played every day with the other traders’ children up into her teenage years.

As a talented seamstress and rug maker, Amelia has made a fairly comfortable living catering to the needs of tourists at the local marketplace. Although far from possessing any great amount of wealth, Amelia still managed to arrange for her daughter to be educated by a local tutor during her formative childhood years. While she didn’t wish to tame her free spirited daughter, she did wish that Sephira have a chance at a better life. It was a chore for her poor tutor to make the young girl sit still during their lessons, as Sephira was constantly in motion, never wanting to stop for even a moment.

The Old Man and the Mountain

At the age of fourteen arcs old Sephira and her friends began branching out from their typical romp around the marketplace and started taking short excursions up the slopes of the Faldrass volcano. It could be a terrifying place at times when the volcano momentarily awoke from its slumber, but the risk was always worth it as it was the exhilarating moments of discovery that drove Sephira onward. Unearthing a remote cave or running into one of the volcano’s fiery inhabitants was always exciting for her, although her friends did not always seem to enjoy her adventurous attitude. After a time Sephira began mostly undertaking her daily jaunts up the mountain alone, she was the only one foolish enough or daring enough to do it. During one of these solo adventures Sephira found a wide shelf jutting out of the eastern side of the volcano. It was at least eighty paces wide and led to a large craggy opening into the side of the mountain. The scent of sulfur and brimstone was less putrid in this place and stone floor of the cavern appeared to have been cleared of rubble and dust. It was strange as Sephira was something of a self-taught spelunker, and caves were never this tidy. After a dozen paces through the gloomy narrow entrance, the cavern widened into a fairly large chamber that was lit by a pair of oil lanterns. A cot was crammed into the corner of the chamber along with a small dust coated shelf of books, and a long wooden chest. It was at this moment that the young girl encountered what she presumed to be a dirty old homeless beggar living in the mountain. The gentleman was wearing a brown ragged tunic tied at the waist with a worn belt where a well-polished sword was sheathed.

To be quite honest, their first meeting did not go well. Startled, the gangly young girl immediately dashed back through the crag the moment they made eye contact and slid in a tumble of dust through the entrance of the cave out into the sunlight. There was suddenly a loud thrumming groan from within the mountain that shocked Sephira into the realization that the volcano must have awoken. Shielding her head with her arms, the girl curled into a ball fearing that she was in mortal danger. Almost as soon as it began the sound had stopped and out of nowhere a grizzled old hand clapped her on the shoulder. It was the old man; his face creased into a scowl as he plucked her up from the dust like a misbehaving cat and set her on her feet. He demanded to know who she was and why she had stumbled into his cave of all things! Sephira was trembling from the shock of the last few moments, only realizing a few trills later that somehow the old beggar had been waiting for her outside the cavern before she had made it out herself. The crag leading into his home was only big enough to allow one person through at a time; it made no sense that he made it outside before her. Jostling her again, he demanded once more to know her name and why she was there. With a trembling voice Sephira gave her name but abruptly became very distracted by the sword on his belt. The blade was made of bright curved steel and sported a brass basket hilt in the shape of a winged dragon. It was a lovely thing, and it totally ensnared her attention to the point that she rudely ignored the rest of his questions and kept asking where he had gotten the sword and if she could please have it.

This was how Sephira met Elias. He never told her if he had a surname, he was simply Elias to her. It took some convincing and shameless begging to have her trespasses forgiven; granted she mostly swayed him with a new set of clothes from her mother’s market stand and a few sweets she snatched from another trader. Regardless, he began to enjoy her visits; it was nice to have some company from time to time. Eventually Sephira began noticing odd things happening around Elias. Sometimes he would seem to travel from one side of his cave to the other in a blink when she was not looking. On the rare occasion that Sephira convinced him to come down the market with her; she noticed that he always sent her ahead of him so he could travel alone at a more ‘leisurely pace’. As soon as she was out of his sight she would hear that loud thrumming noise again and somehow he always beat her to the bottom of the volcano. It was the same sound from their first encounter, and as the weeks passed Sephira began to put two and two together.

At fifteen arcs old Sephira finally confronted her cave dwelling friend. Upon her declaration that he must be a mage, Sephira suddenly found herself being ignored by Elias and pushed away. Many times he would simply not be there when she went to try and speak to him. It was as if he knew when she was coming. There would sometimes be a freshly stewed kettle of tea waiting to be poured, or a book lying open on his cot, the pages still moving a bit as though it had just been set down by its reader. It was disheartening to be ignored by her friend. Sephira knew that many people did not really like magic users; plenty of the traders in the market cursed nameless mages when their fortune turned sour, or when the weather was bad. Personally she thought of mages as heroes if they were all like Elias. He was kind and wise even if he was always trying to hide his true nature from her. They confided in each other about little things, he always gave good advice when her mother was hounding her over her lessons, or when the other children were picking on her for never playing with them anymore. Every trial she could spare young Sephira ventured back to the cave to see if he was there so they could talk; and to ask if maybe he would teach her.

Finally after what seemed like an age, Sephira found Elias waiting on the wide cliff just outside his home. He was garbed in a worn black leather coat with faded golden sigils emblazoned on the shoulders and lapels. The curved sword with the brass dragon encircling the hilt was clasped proudly to his belt. He turned to her and gave her a piercing look before asking if she truly understood what it was to be a mage; that he had retreated to Faldrass to live the life of a hermit because of how he had been treated because of what he was. After reflecting on his question Sephira answered that she understood that many people hated mages, and that some people hated them for foolish reasons. Elias frowned as she spoke before correcting her, stating that many mages were hated for justified reasons, because mages possessed a wild and dangerous power that threatens the lives of all people. Elias had never had an apprentice before, but he had reflected on the issue for many years. Everyone he had ever considered in the past had lacked the conviction and guile, but here was a girl with plenty of resolve and spirit. Perhaps he was a vain old fool, but some part of him wanted to leave something behind when he reached the end of his days.

What followed next was remarkable; Elias unsheathed his sword and seemed to blink away in a daze of indigo light before stepping out of a hazy flare of the same radiance, landing a few paces away. Before the young girl’s eyes Elias put on a demonstration of what he called Rupturing; explaining techniques as he performed them. Skystepping, blinking, and of course the creation of portals were all put on display before her. Equipped with his sword the old man became something else, a specter of blades and light that could blink in and out of combat with ease; nimbly climbing steps of hardened amethyst light to take an aerial advantage with great speed. It was a wonderful sight to see him come alive like this. Of course the free spirited girl begged him to teach her.

Initiation into Rupturing was something Sephira would never forget. It was like leaving her body behind and setting sail into some unknown cosmic sea; full of stars, crimson nebulas, and an unending blackness that threatened to swallow her. It was a bit like walking the deck of a ship in the grip of a violent storm. It was gut wrenching but at the same time endlessly beautiful. Somehow she could feel that Elias was with her even if she could not see him as they crossed that cosmic horizon. Sephira thought she might lose herself at one point, but eventually managed to tighten her grip on the tether that was keeping her grounded to her body and found her way back home.

Her first experiments with rupturing were little more than attempts to send sticks and rocks through her first portals. It would be some time after her initiation that Sephira would risk sending herself through one of her portals. Whereas Elias’s portals were of a bright rippling indigo, outlined in a shimmer of stars; Sephira’s appeared like scarlet nebulas, but like her masters portals they were interspersed with the same glittering pin-pricks of starlight.

Elias began instructing his young apprentice in the ways of swordplay. As a younger man, the mage had learned how to combine Rupturing with bladed combat, using his superior mobility of blinking and portals to out maneuver an opponent. Skystepping only made him far more deadly on the battlefield, allowing him to nimbly leap through the sky and dive down on unsuspecting enemies. This style of combat he passed on to Sephira, drilling her daily in sword stances and blinking in the heat of battle. It was during one of these training sessions that his apprentice misaligned her trajectory during a blink that sent her careening to the ground from ten feet up.

Explaining the broken arm to her mother had been difficult, especially since Sephira had kept her magehood a secret from everyone on the island. Her mother had met Elias before but had never appeared to suspect he was anything more than a kindly hermit. Most of the traders in the market now knew there was a man living alone on the mountain and that the seamstresses’ daughter visited almost every trial.

For the next season while Sephira healed, Elias decided to initiate her into discipline of Attunement. He had been waiting to address the subject at a later date but he was aware that Attunement could assist his student in ‘feeling’ where others were in space, rather than simply seeing them. Elias had enjoyed cowing his student’s wild ambitions by fighting her while blindfolded; using only her Frequency to ascertain where she was in space. It was time to begin teaching her this magic as well.

Initiation into Attunement was a different matter than Rupturing. Rupturing had been a wild and beautiful tour through the cosmos. With Attunement, Sephira stayed firmly in her own body while she sat in Elias’s cave, listening to and feeling the hum of the song that he passed on to her. It was a melody that Sephira could never quite place again; both exquisite to hear and agonizing to endure. When it was over she couldn’t help but feel changed by the experience. From that point on if she concentrated long enough she could recognize the frequencies of herself, Elias and her mother; allowing her to find her way to them within a short distance, even if they were hidden from view.

Once her sword arm had healed Sephira resumed her training. At nineteen arcs of age Sephira had learned enough to be a bit more of a challenge for her master in combat. She excelled more than her instructor at injecting acrobatics into her techniques. Leaping and twisting into a blink at full speed to retain her momentum when emerging at the desired location and using that inertia in her movement to stagger her opponent. It was exhilarating to feel the rush of blinking out of range of a blade only to appear just behind her mentor, ready to strike.


The Hunter


Just after turning twenty arcs old, Sephira began displaying an interest in leaving Faldrass and heading to Scalvoris Town to join the military. She wanted to leave the tiny tourist location and really put her skills to use. This declaration deeply disturbed and frightened her master. Elias was terrified of his apprentice following in his footsteps. He tried desperately to explain that non-mages and mages alike would seek to use her as a weapon, especially those in a military force. Not only that, but once they realized what she was they might try to cage her, only releasing her when there was a need for someone with her skills. Memories clouded Elias’s indigo eyes as he told her what he could of his past. He had been a soldier in the military of some distant nation ; he would not name what country he had served. Still, he had been used like a tool. Like a weapon to be picked up for a particular use, then set aside when the battle had ended. Elias had been a precision instrument, aiding in troop movements with his portals and killing targets at the order of his superiors. Somehow he had escaped; or rather deserted. That is how he had ended up here on Faldrass. He had literally fled to the ends of the earth in order to find safe haven.

Sephira, being young and naive ignored Elias’s cautions, insisting that the world of his youth was far different than hers. She ignorantly wanted to prove that mages could be moral people that were beneficial to Idalos. Not to mention the daredevil in her wanted a chance to test her skills. She left the cliffside cavern, frustrated and angry with her mentor.

Trials would pass as Sephira debated leaving; irritated that Elias had insisted for her to stay. How could he ask that of her? This tiny island was nothing; it was safe, but uninteresting for a local. Nearly a week had passed since she had spoken to Elias. One night just as a blustery wind began harassing the shoreline and heralding a coming storm, Sephira was awoken by a strange tugging in her chest. It wasn’t exactly in her chest to be quite honest, but she did not know enough of sparks to understand what was happening. All she knew was she had felt this connection before during her initiation into Rupturing. She had known Elias was with her, even if she could not see him; like a slender thread connecting them at all times. Leaping from bed as silently as she could the young woman dressed and slipped out of the door. The first tentative drops of rain fell on her face as Sephira sprinted toward the slopes of the mountain. Something was wrong. The connection between master and student was getting weaker and weaker. Her eyes glowed a bright violet at their center as she reached out to the ether on the ledge ahead that led up to Elias’s cavern. A flash of red nebulous light washed over her vision as she willed her energy toward a pocket of ether over a dozen feet above her. Sephira burst from a second flash of scarlet light at a full run, before hauling herself up the next ledge, shards of obsidian cutting into her hands as she climbed. For several bits this was how she traveled; blinking where she could and climbing the rest of the way. Rain was steadily coming down, soaking her hair and clothes as she raced up the volcano.

Moments later Sephira stumbled up to the wide expanse of volcanic rock that marked Elias’s home. A silhouette of a man could be seen in a flash of lightening as he retreated down the other side of the cliff face. The young woman crouched down as she watched him leave, his short gray blonde hair and crisp uniform illuminated by the flashes of electricity in the sky before he faded away into the night. The thread pulling at her core faltered briefly like a candle in a breeze to remind her why she was here. Ignoring the sting of her battered hands and the retreating figure, Sephira hurried inside the narrow opening that led to her master's home.

Once her eyes adjusted to the light she realized that the room had been gutted as if someone had been searching for something. All of his books had been somehow been turned to ash and one of his oil lamps lay shattered on the ground. Elias himself was collapsed on his cot, clutching at his gut where his tunic smoldered and his flesh had been blackened by a deep horrendous burn. Sephira rushed over to him insisting that she would go back to the market town to get help. Elias held up his hand to stop her from leaving. There was no healing this, he explained with a pained expression. Elias continued, explaining through painful gasps that the man who had done this had been hunting him for arcs, seeking to punish the mage for his desertion. His hunter had been in Faldrass for the last few weeks, investigating and seeking him out. During the hunter’s time on the island learning of Elias’s hiding place, his pursuer began to suspect that the Elias had taken an apprentice. There was no doubt in Elias’s mind that his attacker would be searching for Sephira. She would either be killed or forcefully taken back to that man’s superiors to be used as he had once been. Begging her to leave the island and to go into hiding, her master told her to take his sword Wyvern as his last gift to her. Elias demanded that his apprentice leave that very night before she was found. At his forceful insistence Sephira left her dying master in the cavern and returned down the slopes of the mountain toward her home. The thread connecting her to Elias had grown incredibly faint as though a stray wind could tear it away. Sneaking back into her home, with her mother asleep in the other room, Sephira held back tears as she packed a bag and gathered everything she could for her journey that included her savings, Elias’s sword, and a new set of clothes her mother had been making for her. Hastily she scratched out a note on spare scrap of paper for her mother, explaining that she had to leave and that she loved her. Sephira did not want to leave home like this, but she believed Elias; the fear she had seen in his eyes and the nature of his wound had convinced her that she was no longer safe on Faldrass. Just as she finished signing the note Sephira felt the connection between herself and her master suddenly evaporate. It was a shock that caused her breath to catch in her throat once she realized what it meant. Elias was gone, and she had a boat to catch.





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"Inside each of us, there is the seed of both good and evil. It's a constant struggle as to which one will win.
And one cannot exist without the other."

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Sephira
Dimensional Duelist
 
Posts: 326
Joined: Fri Dec 22, 2017 2:40 pm
Location: Scalvoris
Race: Mixed Race
Profession: Flame Element Sorcerer
Renown: +190
Character Sheet
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Medals: 6
Helper (1) Peer Reviewer (1) Artíst (1) Supporter (1)
Murderer (1) Lol Worthy (1)

Sephira Blackwood

Postby Sephira » Fri Jan 05, 2018 4:28 pm

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SkillPoints AcquiredTotal Points SpentProficiency# of Knowledges
Rupturing 62/100 (109/251)Expert 33
Attunement 36/100 (47/251) Competent 18
Acrobatics27/100 (29/251)Competent12
Bladed Combat (Saber) (FT)65/100 (NA/FT)Expert23
Detection 26/100 (27 / 251) Competent 23
Discipline 54/100 (87/251) Expert35
Endurance26 /100 (27/251) Competent18
Etiquette5/100 (5/251) Novice 19
Investigation32/100 (39/251) Competent 25
Leadership16/ 100 (16/251) Novice 15
Meditation 5/100 (5/251) Novice 6
Persuasion 5/100 (5/251) Novice8
Strength 21/100 (21/251) Novice9
Swimming 5/100 (5/251) Novice 3
Tactics 27/100 (29/251) Competent 25


  
Skill Knowledge : 
Acrobatics
Acrobatics: Maintaining balance in combat
Acrobatics: Leaping in combat
Acrobatics: Flexibility helps extend the range of your attack
Acrobatics: Leaping into an attack can be dangerous
Acrobatics: Diving through a portal and a window
Acrobatics: Spinning to gain inertia
Acrobatics: Recovering from a fall
Acrobatics: Dodging bird attacks
Acrobatics: Sliding across the ground and recovering
Acrobatics: Diving through a portal
Acrobatics: Tumbling over the ground
Acrobatics: Falling without hurting yourself

Blades
Blades (Saber): Parrying Strikes
Blades (Saber): Loose Clothes are a Hindrance (NH)
Blades (Saber): Combination of Physical and Rupturing Techniques (NH)
Blades (Saber): Blocking a heavy blow
Blades (Saber) : Right Shoulder Guard Stance
Blades (Saber) : Lower Left Guard Stance
Blades (Saber): High Guard Stance
Blades (Saber): Parrying is more efficient than blocking
Blades (Saber): Pressing your advantage after a parry
Blades (Saber): Keeping your weapon oiled and clean
Blades(Saber): Gripping the hilt correctly
Blades(Saber): Diagonal Slice
Blades(Saber):Gauging the weight of a weapon
Blades(Saber): Lighter attacks should be used when sparring
Blades(Saber): Combining Skysteps with a strike
Blades(Saber): Combining a Blink portal with an attack
Blades(Saber): Striking the legs to make an opponent lose balance
Blades(Saber): Using acrobatics to put momentum behind a strike
Blades (Saber): Footwork is important during combat
Blades (Saber): A low guard stance presents a smaller target to your opponent
Blades (Saber): A downward parry can push the opponent’s weapon away from you
Blades (Saber): Adding enough force behind a parry to create an attack opening
Blades(Saber): Slicing the legs of a heavy opponent to cripple their movement

Caregiving
Caregiving: Holding hands to provide comfort

Cosmetology
Cosmetology: Basic standards of clean
Cosmetology: Crimson and black suit you
Cosmetology: Consider how you look before you leave

Deception
Deception: Lying to get answers
Deception: Aiding in another's deception

Detection
Detection: Realizing the criminal had fled
Detection: A woman's scream
Detection: Discerning motion through shadows beneath a door
Detection: Noticing the ambiance of a house
Detection: Noticing the difference between elderly and ill
Detection: Noting the gathering crowd
Detection: Noticing bruising and scratches
Detection: Noticing that Lavender does not speak
Detection: Noticing Lavender's dark eyes
Detection: Watching siblings have an unspoken conversation
Detection: Recognizing bones near the fire
Detection: Catching sight of a winter fox
Detection: Taking notice of an Attuner's Witchmark
Detection: Spotting issues with the local wildlife
Detection: The subtle change in emotion behind eyes when a change in plan is made
Detection: Noticing the shift in stance before an opponent attacks
Detection: Noticing subtle hand movements that might indicate an attack
Detection: Noticing a chemical odor in the room
Detection: Sighting the strange tree at a distance
Detection: Noticing when something seems unnatural
Detection: The smell of ash and sulfur
Detection: Tiny details
Detection: Looking for what is out of place

Discipline
Discipline: Respecting Superiors
Discipline: Resisting the urge to retaliate
Discipline: Remaining calm in chaotic surroundings
Discipline: Dealing with a grumpy teacher
Discipline: Calming down when panicked and disoriented
Discipline: Staying calm when dealing with hysterical victims
Discipline: Calming breath
Discipline: Cross your arms to avoid twitching
Discipline: Keep control of your emotions when hearing shocking news
Discipline: Public speaking
Discipline: Remaining calm while dealing with that for which you weren't prepared
Discipline: Always working, even when not on duty
Discipline: Not having confidence in yourself is detrimental
Discipline: Forcing out distractions while focusing
Discipline: Harnessing your rage into productive energy
Discipline: Not showing shock
Discipline: Hearing him out
Discipline: Wait to see what the answer to a question will be.
Discipline: Don't show your emotions
Discipline: Hide your grief
Discipline: Resisting the urge to chase after the conman
Discipline: Maintaining calmness while explaining oneself to a superior
Discipline: Staying calm in the face of disappointment
Discipline: Keeping calm when bitten
Discipline: Standing your ground against a Harvester
Discipline: Brushing off jokes to remain focused
Discipline: Keeping calm when in close proximity with an Aberrant and his Harvester
Discipline: Helping previously unruly citizens who are in need of medical attention
Discipline: Orders are orders, whether you like them or not
Discipline: Remaining in in control of a chaotic situation with civilians.
Discipline: Staying cool while the Elements are criticized
Discipline: Staying focused when remembering bad memories
Discipline: Enduring extreme pain to stay in control
Discipline: Not giving in to finding someone very irritating
Discipline: The strength to protect others
Discipline: In discipline, your greatest foe is yourself

Endurance
Endurance: Suffering Through the Pain (NH)
Endurance: Searching all trial for the culprits
Endurance: Enduring the cold
Endurance: Climbing up the Menagerie stairs.
Endurance: Chasing a Criminal
Endurance: Working in bad weather
Endurance: Being thrown into a wall
Endurance: Being pummeled by magical wind
Endurance: The biting cold of a Cylus snow
Endurance: Smashing through a window
Endurance: The heavy drain of overstepping
Endurance: Having breath forced out by a heavy weight
Endurance: Landing on your face
Endurance: The dizziness associated with heavy overstepping
Endurance: Walking on an injured leg
Endurance: Trekking through Weaver’s Woods
Endurance: Fighting to stand when pushed by wind
Endurance: Exquisite pain is a thing

Etiquette
Etiquette: Being polite to strangers
Etiquette: Choose your battles carefully
Etiquette: Sometimes being agreeable gets results
Etiquette: Getting on a first name basis with others
Etiquette: Giving Credit when credit is due
Etiquette: A courtly bow
Etiquette: Graduation ceremony
Etiquette: Clap in speeches
Etiquette: Wait for your host to speak
Etiquette: A bow
Etiquette: Say thank you where it's due
Etiquette: Accepting the offer of a drink to make a friend
Etiquette: Helping a stranger with directions
Etiquette: Putting your best foot forward with an introduction
Etiquette: Asking others to join in the fun
Etiquette: Ignoring flattery
Etiquette: Apologizing for acting rashly
Etiquette: Sheathing your own blade when your prisoner has done so
Etiquette: Saluting superiors
Etiquette: Apologizing and buying a drink for another

Intelligence
Intelligence: Scanning the skies for anomalies
Intelligence: Gossip can be a great source of information
Intelligence: Trying to determine which is useful knowledge
Intelligence: Sharing the necessary information only

Interrogration
Interrogation: Ask questions carefully and with caution.

Intimidation
Intimidation: Making a silent threat with a sheathed weapon
Intimidation: Using your words to threaten a stranger
Intimidation: Promising to hurt them if they lay a hand a hand on your friend.
Intimidation: Using the sound of a portal opening to frighten someone

Investigation
Investigation: Deducing that the thieves may not be patrons
Investigation: Checking all the doors to determine if locked
Investigation: Deducing that the ointment was a fake
Investigation: If he has evidence, he's a suspect
Investigation: Taking in a suspect for questioning
Investigation: Acquiring as many suspects, victims, and witnesses as soon as possible
Investigation: Asking for witness testimony
Investigation: Asking questions where there is suspicion
Investigation: Using Attunement to discover more about a suspicious person
Investigation: Searching for incriminating physical evidence
Investigation: Listening to a confession
Investigation: Making the connection that someone familiar with domain magic might be a mage
Investigation: Realizing when someone might be a criminal
Investigation: Noting odd patterns of behavior
Investigation: Working out when two things don't fit together
Investigation: Don't disturb the evidence!
Investigation: Directing the search of a crime scene
Investigation: Noting the masks and the similarities to the cult members
Investigation: Connecting the dots when someone mentions information that they shouldn't know
Investigation: Individuals are made more suspicious by wearing masks
Investigation: Trying to protect sources of information
Investigation: Seeing past the familiar
Investigation: Sometimes, having expectations of a place can be detrimental
Investigation: Looking deeper than the surface
Investigation: Consider the possible reasons why something is happening
Investigation: If you're going to work with someone, hope they're interesting!

Leadership
Leadership: Giving clear, concise commands
Leadership: Sending underlings with messages
Leadership: Appealing to the emotions of desired allies
Leadership: Encouraging others to take the lead
Leadership: The strength of your voice is key
Leadership: Owning up to one's mistakes
Leadership: Allowing no time for question following an order
Leadership: Be clear and honest
Leadership: Peel it down to basics
Leadership: Giving instructions to your team
Leadership: Following orders
Leadership: Ensure that all are heard
Leadership: State your preference, or lack therof
Leadership: Commanding a team
Leadership: Taking stock of strengths and weaknesses in your suborninates

Linguistics
Linguistics: Common Sign: Talking with your hands


Logistics
Logistics: Defining the rules of the game

Medicine
Medicine: Bandaging a flesh wound
Medicine: Keeping head injury victim from moving too much
Medicine: Visual diagnosis starts with skintone

Meditation
Meditation: Deep breathing helps with focus
Meditation: Visualizing a peaceful place
Meditation: Let go of negative emotions
Meditation: Set aside your guilt
Meditation: Closing your eyes to calm yourself
Meditation: Focusing on breathing while reigning in your Spark

Mount
Mount (Winged): Riding on a flying mount
Mount (Winged): Cold air is exacerbated by air travel
Mount (Winged): Hold on tight!

Navigation
Navigation: Using the river to keep your sense of direction

Negotiation
Negotiation: Convincing a stubborn person to leave their home
Negotiation: Deciding on the terms of an agreement

Persuasion
Persuasion: Persuading the crowd to demand another demonstration
Persuasion: Using selfless words to achieve selfish goals
Persuasion: Asking a person to not make you do something you don't wish to
Persuasion: Keeping it short
Persuasion: Offering support to a misguided opponent
Persuasion: Reminding a person of their limits
Persuasion: Convincing the guard to leave his post
Persuasion: Explaining when someone wasn't cursed.

Psychology
Psychology: Holding hands up passively to keep others calm
Psychology: Guilt is a powerful motivator
Psychology: Using words to box in an enemy

Resistance
Resistance: The alchemical knock out gas that tastes of honey
Resistance: Poison in the beak
Resistance: Visions & hallucinations

Rhetoric
Rhetoric: Reinforcing another's point
Rhetoric: Presenting character witness in a positive light
Rhetoric: Compromising on what you're asking for

Running
Running: Running in sand

Stealth
Stealth: Using dark clothing to hide your form
Stealth: Using proximity to dark areas to hide your form
Stealth: Hiding behind columns to gain momentary respite

Strength
Strength: Climbing on and off an Enormowl
Strength: Tackling a larger opponent
Strength: Swimming for an extended period of time
Strength: Moving a body on a stretcher
Strength: Removing rubble from a home
Strength: Kicking the ball through the goal
Strength: Lifting the ball
Strength: Digging a deep hole to locate survivors
Strength: Prying at beams with your hands

Socialization
Socialization: Hold your crowd
Socialization: Speak clearly and consider your audience
Socialization: Performing in public is nerve wracking
Socialization: When giving a speech, start with an apology
Socialization: Asking for a stranger to kick the ball back
Socialization: Making an introduction in an odd place
Socialization: Stalling for time with words
Socalization: Offering to provide training to a stranger

Storytelling
Storytelling: My life
Storytelling: Starting at the beginning

Swimming
Swimming: Treading Water
Swimming: Keeping you bearings
Swimming: Floating on your back

Tactics
Tactics: Improvising to outmaneuver an opponent
Tactics: Actions have Consequences(NH)
Tactics: Calling for help when you can't do it alone
Tactics: Using triage to deduce victims with the highest level of need.
Tactics: Removing unskilled people from harm's way
Tactics: Using all skills at your disposal
Tactics: Sometimes stealth must be sacrificed for speed
Tactics: Teaming up out of necessity
Tactics: Taking stock of your surroundings
Tactics: Timing the gaps between an enemy's attacks
Tactics: Drawing out a Defier's guardian before moving in for the strike
Tactics: Whether or not to carry a weapon is an important consideration
Tactics: Find the exits, secure your place
Tactics: Sometimes the best thing to do is to share information.
Tactics: Using the crowd to corral a criminal
Tactics: Taking advantage of an opponent unfamiliar with magic
Tactics: Taking note of confined quarters when preparing for a confrontation.
Tactics: Taking advantage of an opportune distraction
Tactics: Choosing a weapon that best suits your body shape
Tactics: Using your peripheral vision during combat
Tactics: Choosing the right stance before beginning combat
Tactics: Using the length of a weapon to keep an opponent at bay
Tactics: Changing your combat style on the fly when an opponent is familiar with your moves
Tactics: Checking an area for danger with Attunment
Tactics: Ensure that you learn everything you can about the situation

Unarmed Combat (Grappling)
Unarmed Combat (Grappling): Getting out of a hold
Unarmed Combat: Dodging Arial attacks
Arcane Knowledge : 
Attunement
Attunement: The Initiation(NH)
Attunement: Can be used to detect occupants in a room
Attunement: Distorting your own frequency to avoid detection
Attunement: Heavy emotions can dominate a held frequency
Attunement: Similar frequencies will resonate with one another
Attunement: Identifying the notes associated with death
Attunement: Identifying the notes associated with murder
Attunement: Identifying the notes associated with loneliness
Attunement: Using Compass to locate a previously learned Frequency
Attunement: Noting the 'flavor' of different notes
Attunement: Relating Frequency to a target's past
Attunement: Omnivision
Attunement: Omnivision allows you to "feel" the world around you.
Attunement: Can be used to find people that you can't see.
Attunement: Differentiating between multiple frequencies
Attunement: Using Attunement to inspect a crime scene
Attunement: Note - Confusion
Attunement: Using Frequencies to locate a hidden room


Rupturing
Rupturing: Blinking in Combat
Rupturing: Be mindful of where you exit a portal
Rupturing: Accidents Happen Without a Clear Destination(NH)
Rupturing: Choosing Your Apprentice Wisely(NH)
Rupturing: The Initiation(NH)
Rupturing: Phasing can only be accomplished at short range
Rupturing: Sound cannot be heard through Phasing yet
Rupturing: Be mindful of overstepping
Rupturing: Ambient ether is used to make portals
Rupturing: "Chasing Portals" are short distance
Rupturing: The gathered ether must be infused with the mage's intent
Rupturing: Using hand gestures helps guide portal creation
Rupturing: Visualization is vital for portal making
Rupturing: Using the loud sound from portal creation as a distraction
Rupturing: Creating portals in the air to drop enemies from a height.
Rupturing: The Pull of the Spark
Rupturing: New Mutation: Realizes emotion can effect her magic
Rupturing: The Use of Skystepping
Rupturing: Planning is paramount
Rupturing: Using markings to better remember a destination
Rupturing: Chaining Blinks to move quickly between targets
Rupturing: Anger makes portals boom more loudly
Rupturing: Overstepping can start with blurred vision
Rupturing: Overstepping also includes motion sickness
Rupturing: Building up speed before using a portal
Rupturing: Using a portal to dump the contents of a pile into open view
Rupturing: Compression- Knowing the distance to your destination
Rupturing: Compression Portals are long distance
Rupturing: Using a portal as a means of escape
Rupturing: Using a Compression Portal in the ocean to douse a fire
Rupturing: Chaining together Skysteps and Portals in combat
Rupturing: Holding a portal open for others
Rupturing: Using a Skystep to steady yourself


Location Knowledge : Location: Faldrass
Location: Elements Hall
Location: Redwood Redoubt : Command Post for the Flame Troops
Location (The Four in Hand): Casino, Restaurant, Inn, and Bar all in one
Location (The Four in Hand): Has a great variety of patrons.
Location: The Menagerie
Location: Darbyton
Location: Gleamwater Sanctuary: Water Troop Command Post
Location: Smooglenuff Manor

Factions Knowledge : Faction:The Elements: Land Troops: Act as city guard and militia
Faction:The Elements: Land Troops: A vital branch of the Elements
Faction: The Darbyton Rangers
Faction:The Elements: The Flame Troops : Specialist branch of the Elements
Faction: Water Troops: Protectors of Scalvoris's waters
Frequencies : 
Max 3 - 2 in use
Frequency - The killer on the street (Volker) - Active
Frequency Maxine - Active
Misc : Domain Magic: All magic is unpredictable
Domain Magic: Only a fool believes they can control totally control magic
Domain Magic: The Guardian triggers based on proximity of a potential threat
Domain Magic: Use of the Guardian seems to drain the Defier

Domain Magic - Sparks : Sparks are like living things
Domain Magic - Sparks : A mage must find a balance between themselves and their Spark
Domain Magic - Sparks: Sparks can have their own desires

Domain Magic: Rupturing: Maintaining dominance over the spark in times of extreme duress.
People : Ms. Macklin - Receptionist at Elements Hall

NPC Elias: Won't talk about his past
NPC Elias: Repetitive teacher
NPC Elias: Cares for his pupil

Su'an - Defiance Mage
Su'an - Flame Assistant

Elliot (Chief Ranger)

(NPC): Keim'an Thojo

Emily Ducar: Very well informed
Emily Ducar: Rousing speeches

Maxine: Unable to escape the fear of Earth Mask
Maxine: Gave herself up without further fight
Maxine: I promised her I will kill Earth Mask
Maxine: Approached by the scariest person I've ever met

Baron von Smooglenuff: Not as old as he looks, when you get a close up look at him.
Baron von Smooglenuff: Interested in you
NPC: Baron Rodrigues von Smooglenuff

NPC: Winston. Butler of the Baron

Amaris – Incredibly tall
Amaris – An excellent student
Amaris – Preferred to use a spear


People: Lavana Tharn : Introduced herself as Alvana Thorn
People: Lavana Tharn : May possibly be insane
People: Lavana Tharn: Cracks jokes at bad times
People: Lavana Tharn: Helpful when asked
People: Lavana: Killed Mrs. Macklin

People: Volker : Hunter and Murderer
People: Volker : Animal-like when threatened

NPC: Jax : Flame Assistant

People: Roland Demira: Gentleman with a silver tongue
People:Roland Demira: The sly fox
People: Roland Demira: Helped stop a conman

Lavender: As stubborn as they come
Lavender: Pale skin and dark eyes
Lavender: Does not like sharing her big brother

Nalin: An excellent big brother
Nalin: Patient with his sister
Nalin: Kindhearted

Volker: A killer with standards
Volker: Rational about his murders
Volker: Aberrant
Oor: Volker's Harvester

Mercedes: The Defiance Mage
Mercedes: Walking the woods alone
Mercedes: Strangely interested in learning how to fight Rupturers
Mercedes: Disapproves of the “Mundane”
Mercedes: Might be a criminal

Tio: Likely a thief
Tio:Handy with locks...at least he's useful
Tio: Way too talkative

Vega: An excellent tracker
Vega: Tio calls her firefly
Vega: Follows the Immortal Xiur






Rupturing Spellbook : Phasing Learned Here: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 Learned Here : 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 Learned Here : 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.

Attunement Spellbook : 
Static Learned Here :Static is a basic technique that seems similar in effect to Abrogation’s muting. In essence it scrambles ones Frequency for the purpose of masking magical energy and certain other information, but unlike Abrogation this ability goes much farther. Static can be implemented on any object, person, or thing that the Attuner has attuned to. As an Attuner is always attuned to themselves, it doesn’t take much to shift their Frequency. Static, likewise, offers a small resistance to other abilities that might seek to identify or learn information about the Attuner or the things they have also affected with static. Certain divine mark powers that rely on gathering information from an Attuner will find that information harder to extract or somewhat garbled. For a Novice Attuner, Static is only enough to minorly offset some divine sensing. For competent, many favored marks will have trouble or fail completely. At expertise the same could be said of Adored abilities and a Master can contend with an Exalted. A Revealed Attuner pitting their might against a Champion of an Immortal might still have difficulty concealing what the power seeks from them, but they certainly won’t make it easy. Likewise the sensing ability must be pitted against a similar expertise level to successfully allow Static to maintain a disguise. Particularly powerful well based tools may still suss out the truth of an Attuner’s static, depending on its type. At expertise, Static evolves into Mimic, a sub ability that allows the mage to obscure their Frequency by mimicking an active Frequency they currently hold. At Revealed, Static becomes Absence, explained in the Revealed entry.

Compass Learned Here : Once an Attuner has memorized the Frequency of an object, person, or power they have encountered, this ability allows the Attuner to always sense the direction and general distance between them and what they sense. While this ability can only be used on ‘held’ Attunements, it ensures the mage will never be absent the important things they’ve chosen to resonate with in their Spark. Compass also allows an Attuner a perfect sense of direction and general spatial awareness. An Attuner will never become lost wandering alleys or the forest, always able to retrace their steps and determine when they might be moving in circles. By Attuning to ‘a city’ the Attuner can use compass to lead them to all sorts of interesting avenues. By identifying certain notes within a city, an Attuner could use Compass to track them to areas that resonate high with crime, justice, pain, or many other general concepts that steep a city.

Dousing Learned Here :Unlike Compass, that allows one directional awareness to the things they attune to, Dousing allows a mage to seek out things they have yet to Attune to. Primarily used to discover Fractures and the wells that reside within, Dousing can also be used on certain note-like concepts. If an Attuner was Dousing for a murderer, they might be led to someone who is actively thinking about or who has recently gotten blood on their hands. As murder is a step beyond the taking of life (but taking of sentient or valued life) this could lead a Dowser to a soldier, an assassin, a thief, or a child who had the misfortune of having to put down a favored pet. Dousing is never specific, but works only on the general notes an Attuner can conceptualize. The more ‘notes’ an Attuner memorizes and experiments with, the more accurate their Dousing can be. Dousing, likewise, will substitute for Compass when an Attuner has dropped an active Attunement. If they stopped Attuning to a particular person, place, or thing but still remember what that Attunement was, Dousing can give them a general direction to travel. While not as specific as Compass (as it could simply lead the Douser to people drastically affected by the object, person, or place) it is a step better than wandering blind.

Omnivision Learned Here : Attunement is often understood as ‘hearing’ but many have suggested it is instead a sixth sense that encompasses multiple modes of interpreting information. At Competency, an Attuner’s own knowledge of self expands to allow them a certain awareness around their entire body. An Attuner can actively focus their ‘sight’ in any direction from their body, pushing their awareness out without the need of their eyes. Often, the blind will seek initiation into Attunement for this very reason, regaining a certain vestige of their sight. While this expanded sight is not the true sight of the eyes, it is an awareness. An Attuner can walk through a pitch black room without ever tripping over furniture or obstacles. It is remarkably difficult to sneak up on an Attuner, and an Attuner can ‘sense’ the contents of a room simply by pressing their body against a wall or door. While this sense is not perfect (It does not impart colors, or details, simply generalities) it is often more than enough for Attuners to seem remarkably cognizant in their surroundings and unnaturally graceful.


Skill Point Ledger


Thread or Source of Points Skill Name Points Awarded Points SpentRunning Total
Starting Package
Rupturing 202030
Attunement 101020
Acrobatics 15155
Persuasion5500
Racial Bonus Bladed Combat (Saber) 25 250
Starting Reward
Rupturing(NH) 5 5 0
Attunement(NH) 3 3 0
Acrobatics(NH) 2 2 0
Endurance(NH) 3 3 0
Earth, Wind, and Fire 10 010
Strength 0 5 5
Discipline 0 5 0
A Window of Opprunity 10 010
Attunement 0 10 0
First Steps 10 0 10
Rupturing 0 10 0
Into the Air 10 0 10
Endurance 0 7 3
Acrobatics 0 3 0
Earth , Wind, Fire,and SpaceTime 10 0 10
Rupturing 0 10 0
A Flame in the Dark 10 0 10
Rupturing0 10 0
Waterlogged 10 0 10
Acrobatics 0 5 5
Discipline 0 5 0
An Uninvited Guest 10 0 10
Strength 0 5 5
Discipline 0 5 0
Into the Storm 15 0 15
Discipline 0 5 10
Endurance0 5 5
Strength050
Come Away With Me 10 0 10
Dicipline 0 5 5
Strength 0 5 0
Into the Flames 15 0 15
Etiquette 0 5 10
Blades(Saber) 0 10 0
Keep it Simple Stupid 10 0 10
Rupturing 0 10 0
The Darkest Shadow Can Be Found 20 0 20
Rupturing 0 14 6
Discipline 0 6 0
The Case of the Curious Invitation 15 0 15
Tactics 0 15 0
A Snake in the Grass 15 0 15
Tactics 0 14 1
Blades(Saber) 0 1 0
The Resolute Never Give in to Darkness 15 0 15
Endurance 0 12 3
Blades(Saber) 0 3 0
Taithir-Mark of Ethelynda -Protective Skills 3 0 3
Blades(Saber) 0 3 0
The Price of Lies 10 0 10
Discipline 0 10 0
A Tiger Comes In 15 0 15
Discipline 0 14 1
On the Edge 15 0 16
Blades (Saber) 0 5 11
Discipline 0 10 1
Forever Reaching For 15 0 16
Discipline 0 14 2
Blades(Saber) 0 2 0
The Kiss of Death 15 0 15
Attunement 0 14 1
Strength 0 1 0
Snowfall and Stardust 15 0 15
Rupturing 0 15 0
Finding Balance 10 0 10
Detection 0 5 5
Meditation 0 5 0
Air to Trial 15 0 15
Tides of Change 20 0 35
Investigation 0 8 27
Leadership 0 5 22
Detection 0 22 0
Let's get down to bussiness 15 0 15
Blades (Saber) 15 0
Air to Trial - Extra Reward XP 5 0 5
Acrobatics 4 1
Blades (Saber) 1 0
The Price We Pay 10 0 10
Attunement 10 0
Looking for Mercy 15 0 15
Swimming 5 10
Investigation 10 0
Masks in the Night 15 0 15
Investigation 9 6
Rupturing 6 0
Scalv Ashan Seasonal 20 0 20
Rupturing 9 11
Leadership 11 0
A Journey to the Past 15 0 15
Investigation 12 3
Discipline 3 0


Renown Ledger
ReasonFame GrantedTotal
Starting Race - Mixed - Human\Biqaj in Scalvoris 10 10
Starting Job - Sorcerer 10 20
Starting City - Scalvoris 10 30
Joined the Scalvoris Military 10 40
Aided the Land Troops5 45
Gave the gift of food 247
Bringing in the criminal like a pro 3 50
Brave Acts 10 60
Friend of the Baron? 10 70
Associating with the Baron 10 80
Stopping a Conman 10 90
Encountered a Harvester and Abberant in public 10 100
Investigating an Aberrant Publicly and helping attacked civilians 15 115
Air to Trial - Assisting with a problem in Sweetwine Woods 10 125
Brought in a dangerous criminal during a riot 20 145
Training a councilor 5 150
Aiding in the relief effort 15 165
Solving a murder 5 170
Ashan Scalv Seasona; 15 185
Asking questions 5 190




Points Ledger
Points AquiredPoints SpentItem PurchasedTotal
February: 26 026
February: 91 0 117
20 100 GN to Ledger 97
March: 75 0 172
160 Night Glow Gem 12
March: 71 0 83
April: 62 0 145
May: 85 0 230



Marks Section
Marks : Taithir-Mark of Ethelynda
Abilities : Serpents Hood-Named for the technique many snakes use to appear more threatening, Serpents Hood generates an aura around the user that makes them appear like significantly bigger threat than the people around them, drawing the attention of enemy combatants towards the Shield-Bearer and away from more vulnerable targets. This ability lasts until the Shield-Bearer deactivates it or is rendered unconscious or dead.

Enduring Scales-The Shield-Bearer's skin takes on a scale pattern, allowing them to absorb more physical damage than they could before. Poisons and toxins also take longer to effect the Shield-Bearer. The effect only lasts for a single Bit, and takes a Break to recharge before it can be used again.

Protective Skills I-Add an extra three skill points to one of the following skills: Any Weapons Skill, Shield Use, or Endurance. Any skill points granted by this Mark can break the 100 point cap on skills.
Image

"Inside each of us, there is the seed of both good and evil. It's a constant struggle as to which one will win.
And one cannot exist without the other."

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User avatar
Sephira
Dimensional Duelist
 
Posts: 326
Joined: Fri Dec 22, 2017 2:40 pm
Location: Scalvoris
Race: Mixed Race
Profession: Flame Element Sorcerer
Renown: +190
Character Sheet
Prophets' Notes
Plot Notes
Templates
Medals: 6
Helper (1) Peer Reviewer (1) Artíst (1) Supporter (1)
Murderer (1) Lol Worthy (1)

Sephira Blackwood

Postby Sephira » Mon Jan 08, 2018 12:28 pm

Image

ItemsAcquired FromQuantity
Clothing
Coat (Red, with tails) SP 1
Black Fitted Blouse SP 1
Black Pants SP 1
Black Knee High Boots (Color Changing to Match Outfit SP 1
Undergarments SP 1
Black Gloves Starting Purchase 1
Black Wool Cloak (Good) Purchase 1
Red Embroidered Wool Coat Purchase 1
White Cotton Shirt Purchase 1
Black Leather Chest Piece (Extravagant) Purchase 1
Black Leather Belt Purchase 1
Elements: Fire Troop Pin Awarded 1
Weapons
Wyvern (One Handed Sword /Saber)(Good Quality*40 GN) *Prized Possession SP 1
Spring Loaded Dagger Starting Purchase 1
Items
Letter from Baron Smooglenuff Awarded 1
Black Leather Armor(Chest, Greaves, Gauntlet) Purchase 1
Black Leather Pants Purchase 1
Medical Kit Purchase 1
Bandages for casts 3
Tourniquet 1
Wooden Splint Braces 6
Cloth Bandages 15
Bandage Hooks 12
Folding Burner 1
Boiling Pot 1
Burner Fuel 1
Cauterizing Iron 1
Needle Set 3
50' Spool of Thread 1
Tweezers 1
Scissors
Vial of Antiseptic Alcohol 1
Sponge 1
Sling 1
Backpack Purchase 1
Onyx Element's Pin (Militant's Special Assistant) Aquired 1
Black Fox (Nyx - 6 month old fox) }Acquired 1
Gold Star Ruby Pendant Acquired 1
Small everlasting candle Acquired 1
Weatherproof Map of Sweetwine Woods Acquired 1
Small Glowing Pebble (Silver) Acquired 1
Small crystal pufferfish Acquired 1



Financial Ledger

Items Credit DebitTotalsDetails
Starting Package 100 100
Spring Loaded Dagger 0 20GN 80 GN
Black Gloves 0 2 GN 78 GN
Memory PC (Elias) 0 10 GN 68 GN
Zi'da 717 Wages 530GN 0 598GN Seasonal Wages
Black Wood Cloak 0 16GN 582GN
Point Shop Transfer 100 GN 0 682GN 20pts from PT Shop
New Clothes 0 190GN 492GNPurchase
Money for Drink 0 1GN 491GN Paid guard to go get a drink and leave the scene
Cylus 718 Wages 256GN 0 747GN Seasonal Wages
Leather Armor (Good) 0 40GN 707GN
Leather Pants 0 20GN 687GN
Medical Kit 0 22GN 665GN
Leather Backpack 0 5GN 660GN
2 Glasses of Sparkling White 0GN 2GN 558GN
Ashan 718 Wages 1217.7GN 0 1775.7 GN Seasonal Wages




Housing

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Sephira lives in a 400 sq ft stone cottage in Scalvoris. The house includes the following:
1 Bed
2 Chairs
1 Table
2 Knives
6 Plates (assorted)
1 Chest
1 Fireplace
1 Armchair (Optional House Decoration 15 GN)




NPCS

Memory NPC


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"Inside each of us, there is the seed of both good and evil. It's a constant struggle as to which one will win.
And one cannot exist without the other."

Dancing Write-Up | Jewelry Crafting Write-Up | Da'Riya (Unarmed Combat) Write-Up
User avatar
Sephira
Dimensional Duelist
 
Posts: 326
Joined: Fri Dec 22, 2017 2:40 pm
Location: Scalvoris
Race: Mixed Race
Profession: Flame Element Sorcerer
Renown: +190
Character Sheet
Prophets' Notes
Plot Notes
Templates
Medals: 6
Helper (1) Peer Reviewer (1) Artíst (1) Supporter (1)
Murderer (1) Lol Worthy (1)

Sephira Blackwood

Postby Sephira » Tue Jan 09, 2018 9:46 pm

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Thread NameTime StampDescription
[Elements Hall] Earth, Wind, and Fire 12th of Zi'da Arc 717 Sephira joins the military
A Window of Opportunity 61st of Zi'da Arc 717 Sephira works with the Land Troops
Up in the Air 70th of Zi'da Arc 717 Sephira works with the Air Troops
Earth, Wind, Fire, and SpaceTime 77th of Zi'da Arc 717 Sephira trains with a Defiance mage from the flame troops.
A Flame in the Dark 1st of Cylus Arc 718 The mage pushes the boundaries of her magic during her time with the Flame Troops
An Unexpected Guest 2nd of Cylus, Arc 718 Sephira gets in some saber training
Lets Get Down to Business 4th of Cylus Sephira meets Amaris
A Tiger Comes In 5th of Cylus, Arc 718 Sephira encounters a man pulling an exhausted horse through town.
Into the Storm (Lavana) 8th of Cylus, Arc 718 Lavana and Sephira rescue people from the Scalv Storm.
The Cost of Freedom 14th of Cylus, Arc 718 Sephira and Qit explore a cavern
A Snake in the Grass (Roland) 16th of Cylus, Arc 718 Roland and Sephira take on a conman
Looking for Mercy 17th of Cylis, Arc 718 A copycat killer is on the loose!
Waterlogged 18th of Cylus, Arc 718 Sephira trains with the Water Troops
On the Edge 19th of Cylus, Arc 718 An Element and a Mortalborn go to the Witchwood Graveyard
Into the Flames 20th of Cylus, Arc 718 Sephira graduates and joins the Flame Troops as a full member
The Case of the Curious Invitation (Pegasus) 22nd of Cylus, Arc 718 After receiving an invitation from Baron Smooglenuff, Sephira visits him on Faldrass.
The Price of Lies 25th of Cylus, Arc 718 Sephira visits her mother and tells her that she is a mage.
Snowfall and Stardust 26th of Cylus, Arc 718 Sephira meets Merces in Sweetwine Woods
The Darkest Shadow Can Be Found 28th of Cylus, Arc 718 Scalv Seasonal Event
Yet the Resolute Never Give in to Darkness 29th of Cylus (Early Morning) , Arc 718 The Conclusion to the Seasonal Event
Healing Hurts 29th of Cylus, Arc 718 Following the events of the Seasonal Event, the ladies go to get healed at the Order[/color]
The Price We Pay 2nd of Ashan, Arc 718 Sephira assists with the Relief Effort
A Journey to the Past 10th of Ashan, Arc 718 Sephira investigates her late master's past
Masks in the Night 12th of Ashan, 718 The Elements are under attack!
Secrets and Lies 13th of Ashan, 718 Faith and Sephira question one of the attackers.
Finding Balance 14th of Ashan, 718 Sephira goes to the Spirit's Rest Oasis for treatment.
The Forgotten Chamber 20th of Ashan, 718 Investigations begin into the cult chamber in Almund
Friends don't come in mugs of ale 60th of Ashan 718 Sephira meets Rowan
The Kiss of Death 58th of Ashan, Arc 718 Sephira begins the hunt for Volker
The Forgotten Husband 61st of Ashan Leshli inquires as to why her husband is being investigated.
The Tides of Change 65th of Ashan, 718 An anti-Elements speech starts a riot
Hungry for Justice 75th of Ashan, Arc 718 Volker's trial begins
Air To-trial, Gone Tomorrow 85th of Ashan, 718 Scalv Seasonal
Something in the (Sweet) Wine Water 85th of Ashan, 718 Scalv Seasonal
How may I ruin your life to-trial?87th of Ashan, 718 Sephira and Rowan meet again, this time with sniffles.
First Steps in a Thousand Arcs 95th of Ashan, 718 Sephira, Rowan and Amaris venture into a deadly dungeon.
Wings of Starlight 108th of Ashan, 718 Sephira initiates Kura into Rupturing.
Council Meeting 123 of Ashan, 718 Sephira speaks about changes for the Elements
Easy Breezy 7th of Ymiden, 718 A new Element enlists
Sign me up 10th of Ymiden, 718 Rey enlists in the Elements
Dark Tides 82nd of Ymiden, 718 Scalv Ymiden Seasonal
----------------------
Memory Threads
First Steps(Memory) 17th of Ymiden Arc 713 Sephira begins learning Rupturing
Keep it Simple Stupid 77th of Ymiden Arc 715 Sephira over complicates her training
Forever Reaching For 61st of Vahlar, Arc 710 12 Arc Old Sephira meets Nalin
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Dream Threads
Come Away With Me 22nd of Cylus, Arc 718 Sephira encounters her spark in a dream
Best of Three 21st of Cylus, Arc 718 Sephira enters the Roulette
The Music of the Night 22nd of Ashan, Arc 718 Sephira encounters Noth during the hunt for a killer.
Swimming in the Stars 75th of Ashan, ARc 718 The mage relives Volker's death, and meets another.

Glowing Threads are ACTIVE
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"Inside each of us, there is the seed of both good and evil. It's a constant struggle as to which one will win.
And one cannot exist without the other."

Dancing Write-Up | Jewelry Crafting Write-Up | Da'Riya (Unarmed Combat) Write-Up
User avatar
Sephira
Dimensional Duelist
 
Posts: 326
Joined: Fri Dec 22, 2017 2:40 pm
Location: Scalvoris
Race: Mixed Race
Profession: Flame Element Sorcerer
Renown: +190
Character Sheet
Prophets' Notes
Plot Notes
Templates
Medals: 6
Helper (1) Peer Reviewer (1) Artíst (1) Supporter (1)
Murderer (1) Lol Worthy (1)

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