Woe

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Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
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Wealth Tier: Tier 10

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Woe

Image

Woe



Race: Mortalborn Human
Sex: Male
Height: 6'2"
Build: Average

Birthdate: 687 Cylus 5th
Birthplace: Unknown, raised in Andaris.

Children: Iago, Toutouye.

Blessings: Sombran Champion (Dormant)
Curses: None

Fluent: Common (SP), Vahanic (Competent Linguistics), Scalveen (Loyalty: Cycle, 2 Arcs).
Conversational: Common Sign (Novice Linguistics; Purchased Conversational).
Basic: Euthic Sign (SP), Yari(Novice Linguistics).

Merits: Cerebral, Calm, Methodical, Principled.
Flaws: Brooding, Gullible, Dull, Frigid.

Family and Friends: The Sad Army (link to NPCs)





Appearance:

Woe has a pale complexion, framed in well-groomed, dark brown, almost black, shoulder-length locks of hair, often tied into a tail or a knot. His eyes are a pale blue, set to each side of a well-formed nose. His looks are marred by the sword brand of a freed-slave on his upper right cheekbone. He often wears the best clothes he can afford, which often include a long coat of grey color, with brown trousers and white shirt beneath. He's tall, standing at six feet and two inches, but is rather thin despite his frame.

Woe has Becoming Totems:
Vera/Bianca
Image
Acquired: [Enchanted Burho] Loveless, I[Enchanted Burho] Loveless, You
Alias: Bianca
Race: Biqaj
Age: 20's
Build: Lithe
Hair: Platinum Blonde
Complexion: Silvery pale.
Eyes: Shifting colors
Height: 5'10"
Anima (blended with Woe)
Image
Acquired: Here
Alias: Winfreda
Race: Human
Age: 20's
Build: Lithe
Hair: Black
Complexion: Pale
Eyes: Green
Height: 5'9"
Mirror Wolf
Image
Acquired: Here

Alias: Mestre Cinza (Master Gray in Vahanic)
Race: Mirror Wolf
Abilities: Exceptional hiding and stealth ability, especially in arctic or cold climates.
Fur: Prismatic White.
Age: Mature adult.
Additional Features:
Poison Blood: Woe has a sickly, pale look to him. As if he's constantly suffering from an illness.
Strong Shadow: Due to the effigy of Kuvarakh, Woe's shadow stands out even in darkness, almost appearing solid where it falls.
Horned Shadow: Woe's shadow has a pair of long dragon horns sprouting from his temples.
Merged Shadow: When not employing shadow illusions, Woe appears as a shadowy figure, merged with darkness and green glowing eyes.
Winged Shadow: Woe's shadow has a pair of long dragon wings extending from his shoulders/back.
Shadow Cloak: Another physical change from his effigy, Woe always appears covered by some form of shade, even when in direct light. This seems to interdict anyone's attention toward him, to where he's unnoticeable and unremarkable.
Shadowscar: The left part of Woe's face is ensconced in a shadowy smoke-like emmission, which obscures that part of his face and is persistent.
Ignorance Domain: At will, Woe can become completely unrecognizable, even to those who know him well. This does not change any aspect of his appearance by itself. Any identifying features he currently possesses can of course be noted and remembered, but his identity will be obscured and unknowable while utilizing this ability. The main exception to this ability is that Immortals, Dragons, Induks, and beings that are bonded to his soul will recognize him. Otherwise, he's effectively a nobody while using this ability. He can turn this ability on and off twice a trial. There's no limit to the duration, otherwise.

For characters bearing Bellinos' power Eidetic memory, they'll know him if they have memories of who he was. In Gwelliph's case, they'll be able to tell the truth of things easier, but won't be able to associate what Woe does until such time as he switches the power off.
Last edited by Woe on Fri Feb 21, 2025 10:57 pm, edited 164 times in total. word count: 582
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
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Wealth Tier: Tier 10

Featured

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History & Personality Profile


Pre-Play History

Pre-Play History

Woe was born to slavery, sold into it by parents who were driven into destitution by a weaver by the name of Erastus. Erastus took on the child as his own personal slave, and named him Woe, for whatever reasons are unclear. Perhaps he thought of it as a gradual method of breaking the young child's will. He grew up in the weaver's household as a general serving slave, basically doing menial tasks in order to acquire his master's approval. He was later initiated as a hatchling by Erastus, as a reward for assisting in the ritual murder of another child Erastus had acquired in a similar manner as he had Woe.

The young Woe eventually grew into adolescence, and was granted more responsibilities under Erastus. He became one of the leading slaves in his stables, as one who was responsible for punishing those who went against the will of the master, and breaking the will of those who were defiant. He had few relationships during these times, but eventually adopted a softer manner of manipulating his fellow slaves, learning what drove their behavior of human beings, or whatever kind they belonged to.

In time, Erastus came to see Woe as a sort of protoge. He relied on him to carry out mortal punishments against his slaves when he was unwilling to do it himself. Woe took advantage of these opportunities to play with his prey, learning more of psychology and interpersonal manipulation before dispatching them. Eventually he saw fit to free Woe on the condition that he stay on as an employeee for a while, as a manager of the man's stable.

Erastus gave Woe a house of his own in Low-town as a final payment for his services as a slave, not too far from where the Master himself lived. He grew adept at the art of cajoling parents of young children and adolescents to give up their offspring as slaves in exchange for monetary rewards, which Erastus gratefully accepted them into his service. Other times Woe would negotiate with guardsmen for prisoners who were shut into cells indefinitely, to potentially become combat slaves. Eventually Woe branched out in his clientele, serving other masters around the city, and convincing families and individuals who would become slaves, convinced by Woe of the benevolence of their potential masters.

Throughout his life, Woe learned much about what drives human behavior. Humans who became chattel had certain low expectations, that made it easier to navigate their psychology, at least in the early term, which provided Woe a better education in that arena than he could've hoped for. He found he was adept at manipulating those with lesser wills, and if they didn't have a lesser will, breaking their will through a combination of mental and physical torture, and averse psychology.
Personality Profile: ISTJ



Last edited by Woe on Fri Aug 02, 2024 9:59 pm, edited 33 times in total. word count: 484
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Woe


The Stellar Rain

Image


A large schooner-sized construct that Woe made to traverse the endless expanse of Emea, with his capstone, Astral Diffusion.

Last edited by Woe on Fri Aug 02, 2024 10:00 pm, edited 710 times in total. word count: 23
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Woe


Properties and Businesses

Current Businesses
Former Businesses
Egilrun Confidential
Onyx Hall
The Bones
Founding Thread 15th Saun 722
Location Link

Transactions/Business Threads:
Visiting the Bones - Eternity Zi'da 722
Picking at a Bone - Pyrre Zi'da 722
Current Residences
Scalvoristown Townhouse
Acquired: /viewtopic.php?f=292&t=7909&p=182607#p182607
Quality: Tier 8 + 3 cave rooms (1 huge, 1 large, 1 average) and 3 large bedrooms.
Room Layout:

Huge Cave Room: Dragons Lair for Soz.
Large Cave Room: Woe's isolation retreat.
Average Cave Room: Toutouye's Grotto.
Large Bedroom # 1: Augusta's Rooms.
Large Bedroom #2: Sage's Rooms.
Large Bedroom # 3: Woe's Rooms.
Average Room #1: Iago's Master Bedroom.
Average Room #2: Master Bathroom
Average Room #3: Gloom's Kitchen.
Small Room: Gloom's bunkroom (adjacent to the Kitchen)
Large Room #1: Dining Room (also adjacent to the Kitchen)
Large Room #2: Large Workshop
Large Room #3: Large Living area.
Huge Room: Gymnasium for exercise and weapons training.
Egilrun Garden House
Tier 10 house with grounds and huge wine cellar, and modest grape garden.
Residence adjoining the Bones business
Tier 5 Apartment in the catacombs
Former Residences
Tier 4 Cabin, Southwest of Egilrun
Tier 4 Cabin, Southwest of Egilrun
Image
Tier 6 House in Egilrun's Residential District: It was a sturdy house, about two stories high. It was constructed largely from a stone foundation, with stucco walls above that, framed in polished oak wood. There were a few glass windows, a marked luxury compared to less well-appointed homes. A brick chimney stuck out of the gabled roof, but no smoke issued from it. It consisted of several rooms, one large foyer on the ground level, with three small rooms and one large kitchen branching off from that main foyer. Upstairs, a large study filled with books and places of study. One master bedroom, and a master bath.
Egilrun Residence given to Soraia in Rebirth 721
Tier 8 House in Egilrun
Image
House in Etzos (GIVEN UP Vhalar 719)
3 small bedrooms
Master Kitchen, Master Bathroom
Hidden dungeon/basement :twisted:


+1 Prisoner
-1 Prisoner
_______________
0 Prisoners currently
Treth Almshouse and Farmhouse sold Early Ashan 720

Tier 8 Farm Manor in Ne'haer territory (Treth): 4+ acres

Rooms: 2 distinct buildings, the Treth Almshouse, and Plantation facilities.

Almshouse facilities:

1 huge 1 Dormitories for Almshouse.
1 Large 1 Dining Area
1 Average 1 Big Kitchen
1 Small 1 Broom Closet

Treth House:

1 large 1 Large Study.
2 average 1 Master Bedroom, 1 Big Kitchen.
2 small 1 Reception to an office, 1 examination room for a doctor.

1st floor: Large Study, Reception to an office, examination room for a doctor, Big Kitchen.
2nd floor: master bedroom
House in Etzos Citadel Given away to Fleaface at the end of Zi'Da 720, refunded and returned in Vhalar 721

Tier 7 house, write-up in development.
House in Viden Carnelian Prism Given away at the end of Zi'Da 720

Tier 3 house, write-up in development.
House in Quacia sold at the end of Zi'Da 720

Tier 10 house



Last edited by Woe on Thu Jun 13, 2024 12:36 pm, edited 606 times in total. word count: 521
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Woe

Metaphysics

Mortalborn Information


Mortalborn Application: /viewtopic.php?f=367&t=15303

Character Background information: Woe was a former slave of a man named Erastus, a leatherworker/tanner in Rynmere. He grew to adulthood and was eventually released because he earned his freedom, and had a good relationship with Erastus. For a time, he stayed on and aided in Erastus' illicity slave trade, becoming a clerk and occasionally a taskmaster of the slaves. After ten years of this kind of employment, he was released entirely from service, and went his own way.

From there, he had some adventures, which led him to meeting and becoming infatuated with the fugitive, Emma Heen. She later betrayed him, selling him to the Naer of Augiery. There, he was for a few seasons a slave, before he was finally traded to a slave galley. While on the galley, after some long manipulation and planning and patience, he managed to organize a revolt against the taskmasters. This revolt was successful, and with the help of some Biqaj thralls, they took command of the galley, sailing it around the seas.

They dropped anchor some distance away from Andaris, where Woe decided he would meet with Erastus, to unravel the mystery of his past for good and all. He wanted to know where he could find his parents, so he'd have a chance to either confirm himself as a servant of Sintra, or spare them.

He later found Erastus in his workshop, shacking up with Emma Heen. When Erastus revealed that he'd driven Woe's parents (Or who he supposed were Woe's parents) to destitution, ruining them until they died of sickness, he flew into a rage.

In the process, he managed to kill both Erastus and Emma Heen. At the last moment, deprived of a reason for being, he almost turned the knife on himself, but he was stopped by a hand on his wrist. Labrae stopped him from killing himself. He later met with Sintra. Though few words were spoken between them, she marked him as her own Webspinner. Thus he was given a new purpose under her, though he had no idea what this entailed yet.

He later returned to the Galley, after he'd recovered from his wounds and the trauma. THere they sailed the seas, and nearly ran aground on the shores of Yaralon. The galley then went its own way, leaving Woe with just one fellow who soon died in the swamps of Maiden's Refuge. Woe now lives in Yaralon, completely ignorant and cut off from any understanding of who he was, or what his purpose was.
Character concept: I originally saw Woe as a former slave who sympathized with his slavers, and became a slaver himself. Later I saw him as someone that was dedicated to the idea of order, law. He's always been a mopey guy, kinda miserable and dull of personality.

But I have to admit feeling intrigued by the subtle sadness of this character. In the end, he's just another PC, looking to survive and find a purpose.
Appearance: Pale skin, pale blue eyes (From his father), dark brown and almost black hair. He's fairly tall, standing at Six feet and two inches.

Mortal Parent:

Name: Erastus
Created by: Woe
Race: Human
DOB: arc 657 19th of Cylus
Title: Weaver of the Webspinners
Blessings/Curses: Lethroda
Skills: 30 Persuasion/ 20 Leatherworking/ 20 Whip/ 15 Bartering/15 Psychology
Other Information: Former slavemaster of Woe. He runs a household out of Mid-Town, but conducts a barely legal slave trade out of Low-Town, where it's bound to draw less notice. He has several contacts within the Justice system, who he pays and cajoles to overlook his trafficking of slaves. His front operation in Low-Town, where his unluckiest chattel are housed, is a simple company that trades material commodities, providing leatherwork to various enterprises and for those who need leather products. The side-effect of running a leather-working facility and tannery, is that nobody important wants to visit in person unless they're happy with the scent of tanning animal skins.

^^^ That was his original write-up, as found in the Rynmere Development thread. He's dead now.

He makes an appearance in Woe's Lethroda Blessing thread as well as the Mortalborn Story.

Mortalborn story:

Eight wax candles were lit around Erastus, dyed with the blood of innocents. The ritual was perfect, the scene set. The young Leatherworker was ready to earn his way into the Webspinners.

Most webspinners were born into it, or rather abducted by the Lady of Crows, Labrae and indoctrinated as they grew. Erastus would be different, he was determined. A fair hand at bartering, persuasion, and psychology, perhaps he was exhibiting some hubris, in thinking his feeble skills would be enough to sway the Immortal of Manipulation. At the last, he had to adopt a sense of fatalism, what would happen, would happen.

I will not be turned away by my doubt. So saying this to himself, he proceeded with the ritual.

The squaling of a newborn babe issued from the dais that was encircled by those eight candles. It was a child that Erastus had abducted for just this purpose. He drove the young maggot's parents to ruin, in effect killing them. When the magistrate heard the child's case, and looked to those assembled if any would claim responsibility for the child, Erastus rose his voice. He'd already made a deal with the judge in case any others spoke for the child. There was something to be said for bribing low-level officials.

So he brought the babe here, never even bothering to give him to a wet nurse. He'd timed the ritual perfectly to the day that the parents died, and the child became his property.

In the depths of that Low-town basement, he was ready to kill a babe for Sintra's favor.

He lifted the athame in the air, chanting in a strange coded tongue only known to the Webspinners. That bit of knowledge had been difficult to extract. He didn't want to think of what he'd done to achieve it.

Taking a deep breath after the last incantation, he drove the athame down.

The tip barely nicked the child's skin before a swath of blackened webbing took hold of his arms, wrenching him backward. Erastus shouted in alarm, the child's squaling growing louder. Something was putting pressure on his chest. It was simply too dark to make out what was happening behind him, but he could see clearly the child on the dais, lit by candles. And the tall figure standing over it, gingerly picking it up and then smiling toward Erastus. In a moment, the child and Labrae were gone.

Leaving Erastus with whoever, or whatever was dragging him against the wall, toward the ceiling. His arms adhered to the ceiling, then his legs were bound. Finally, his neck was drawn backward. At the last moment, he noticed a pair of blood red eyes in the darkness.

Somehow he knew before she told him. Afterall, that was what this entire ritual had been dedicated to. But he never dared to expect...

"Sintra..." He rasped, barely breathing as the webbing dug into the skin of his neck.

She said nothing, but seemed to purr as she drew him into a kiss. He felt Lethroda on the bottom of his tongue as hers explored his mouth. He also felt a sudden sting in his lower abdomen. The rest was a haze, and he knew little apart from the fact that she was having her way with him. When he realized what that might mean, he nearly screamed into the kiss they were sharing.

She drew away from that kiss as she realized his thoughts, "Oh, don't worry Erastus. It won't be me that kills you, though we share our flesh now. But be warned, it will be your own flesh that will kill you one dark night, not unlike this. Take this as a warning and the only other boon I will ever give you, apart from my mark."

She smiled at him, and after the act was consumated, slowly drew away.

He rested then, bound to the ceiling by her darkened webbing.

When he awoke, he found himself in his own bed. A profound disappointment befell him then. Had that been a dream? He rushed to the nearest bronze mirror, and checked his tongue, the bottom of it. A sense of relief washed over him, when he spotted her mark. While the details of what had happened may have been a dream, he was most certainly alive, with Lethroda, and the ritual had been a resounding success.

Many Seasons later, he heard a knock at his shop, followed by the cawing din of a murder of crows. He opened the door to be greeted. Not by who he presumed would be there. Labrae, if she'd been there, was gone. And at the doorstep, was a young babe. Resembling the one that he'd nearly sacrificed seasons prior, only older. With a shock of dark brown, almost black hair on his head, and a sullen look. He knew then, that Labrae wanted him to raise this child as a Webspinner, perhaps as part of his initiation into their family.

So he did his best to guide the young Woe to adulthood, and at the right moment granted him a longer leash. It never occurred to him that he might have been the product of the union between himself and Sintra.

To the day he released Woe from his servitude, he never had a natural born child of his own, fearful that they would be his doom.

Mortalborn domains: Ignorance, Redemption, Scorpions.

Mortalborn abilities:

Scorpions: Sting and Claw: "As the son of Sintra, Woe is the child of the queen of arachnids. This fact is made no clearer than when he is in combat and feels as though his life is threatened. The skin up to his upper arms shifts, turning a deep black and hardens, becoming like armor. It appears as though his arms have become coated in the glassy onyx chitin of a black scorpion. He becomes more resistant to damage and can tolerate heavy impact upon his freshly armored arms. Along with this transformation, his arms and hands become capable of moving much faster and his grip strength is enhanced substantially. Additionally his nails now produce a subtle venom that causes numbness to areas that are scratched. This venom lasts for three breaks before dissipating. String and Claw will last for a maximum of ten bits before the transformation begins to fade. It can be used once per trial."

Redemption: Divine Exorcism

Through the Forging Woe gave of himself. He gave up a large portion of his wealth and his power. He not only gave, however but also let go of aspects that were troublesome. Namely his magics and his mark of Lethroda. As such, this has turned his mortal-born domain of Hierarchy on its head. Instead of reinforcing the connection to greater powers, he can redeem an individual from any and all connections to external entities. He can remove one spark, one Immortal mark, or one Immortal curse from a person in their lifetime, without incurring fracturing. Should he stretch this beyond just one of those from the same individual, to multiples, he will fracture each time, to a maximum of 12 extraneous fractures before he is destroyed.

He cannot perform this action without the individual's explicit consent, both in character and out of character. Also, Champions and Revealed mages are beyond the scope of this power, as the mage has fused their soul to spark entirely. Champions are similarly beyond his reach, as they possess such a strong link as to be inextricable from the bond. Any level of curse, however (barring one given by Tio or a custom curse not part of the Immortal's mark), can be removed.

Approval

"Ignorance: Agent Unknown

"As a result of his distinct lack of personal magnetism and general dullness, he can make a person to forget meeting him, if he chooses. He must lock eyes with them, and concentrate. They will forget having associated with him. In his place, they will simply remember a person whose name they failed to catch for each instance of his involvement with them. As an added bonus, once per trial Woe can force them to forget a specific piece of information, detail, object, or person that he chooses. Depending on the strength of that person's association with the said object, detail, or subject, the memory will return within a few seasons or cycles or arcs. As a negative side to this domain, every time he chooses to remove the memory of himself from another person, he also loses his memory and knowledge of them in the same way. If for any reason the other regains their memory of the other person, the recovery of that knowledge is mutual."


/viewtopic.php?f=367&t=20131 (Rework Approved here)

Agent Unknown 2:

At will, Woe can become completely unrecognizable, even to those who know him well. This does not change any aspect of his appearance by itself. Any identifying features he currently possesses can of course be noted and remembered, but his identity will be obscured and unknowable while utilizing this ability. The main exception to this ability is that Immortals, Dragons, Induks, and beings that are bonded to his soul will recognize him. Otherwise, he's effectively a nobody while using this ability. He can turn this ability on and off twice a trial. There's no limit to the duration, otherwise.

For characters bearing Bellinos' power Eidetic memory, they'll know him if they have memories of who he was. In Gwelliph's case, they'll be able to tell the truth of things easier, but won't be able to associate what Woe does until such time as he switches the power off.

Fracture Scar: A fracture scar forms down the middle of Woe's tongue, on the underside of it. Usually not visible when he's talking, unless he elevates his voice.

Abilities Miscellany

Spirit Form
You gain the ability to assume the illusionary spirit form granted to them in the thread for 2 hours, twice a season. While it does not actually make them spirits or give them spiritual abilities, it is likely that those they meet while in these forms will assume that they are a spirit until given a reason to think otherwise.

Form of the Spirit of Sorrow - The form of a creature of tangible darkness, stretched tall and thin like a shadow cast in the light of a sunset. He was humanoid, though it was hard to tell beneath the flowing black robes he wore that fluttered as it caught in some chill breeze. A hood was pulled across his head, and upon it rested a black crown of wrought iron laced with spikes and barbs.

Acquired Here: /viewtopic.php?f=249&t=22251&start=70
Falsehood's Favour
The Sprit of Falsehood smiles upon you. Once per season when your character says a single sentence that is not the full, honest truth, this ability can be activated. Magical abilities (of expert /Adored or lower) that are usually capable of detecting if the sentence was true or not are either negated or are tricked into informing their owner that the sentence was truthful, at the favoured's discretion.

Acquired Here: /viewtopic.php?f=249&t=22251&start=70
Floral Fragrance
Woe took a risk accepting flowers from spirits and it paid off. At will, Woe is able to change the scent of his body to the smell of fragrant flowers. This smell is enticing to all who smell it.

Acquired Here: /viewtopic.php?f=249&t=22251&start=70

Last edited by Woe on Fri Jul 26, 2024 3:18 pm, edited 75 times in total. word count: 2703
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Woe

Inventory

Outfits
  • Duplicity suit: 5-Piece leather outfit (Jacket, shirt, pants, boots, gloves.)
  • 1st Masterwork Outfit: A navy velvet surcoat covers Woe well below his knees, trimmed around the collar and neckline with ermine, with silver buttons fastening the surcoat's front seam. Gloves of velvet, starched around the longish cuffs, are threaded with silver cloth. Breeches of black leather, boots of black leather are worn beneath the surcoat. A belt and baldric with silver buckles cinched the surcoat at the waist.
  • 2nd Masterwork Outfit: Woe wore a silken, dark sapphire blouse beneath a black tweed doublet, fastened by silver buttons. Cloth of silver cravat around his neck was tucked into the neckline of his vest. Tweed trousers of black color with diamond-quilted stitching. Shoes of black, polished leather. Wrist-length gloves of black tweed. Over it all, he had a black velvet cloak, lined with royal blue and cloth of silver brocade.
  • 3rd Masterwork Outfit: Woe was wearing a jacket of dark crimson velvet over a black silk, button-up shirt with onyx buttons. Trousers of sturdy, brown leather with diamond pattern quilted stitching. A cloth of onyx cravat wrapped around his neck and tucked into the neckline of his coat. On his feet were a pair of polished dancing shoes.
  • 4th Masterwork Outfit: Woe wore a long-sleeved, blue-gray silk jacket covered him to well above his knees and was loosely tied with onyx string at the bottom right side. The sleeves of his jacket are quite wide and reach down to his wrists, they're decorated with a single cloth of onyx thread lining at the sleeve ends. The jacket had a deep v-neck which revealed part of the simple, pale green silk shirt worn below it and was worn with a black cloth neck tie, held in place by a flint broach. The necktie was made of satin. His black pants were simple and quite wide and reach down to his hard leather boots. The boots were made from a tough leather, but are otherwise a common design.
  • 5th Masterwork Outfit: Covering Woe's shoulders is a black, quilted wool jacket, stitched with cloth of silver in a diamond pattern. Beneath it he wears a wool shirt of pale dark blue, which hangs freely over a pair of black breeches made of quilted leather, in the same diamond pattern as the jacket, with similar silver stitching. He wears a pair of black knee boots on his feet.
  • 6th Masterwork Outfit: Woe wore a padded silk surcoat, colored charcoal gray with trims of darker colors. Beneath the surcoat, a simple, black wool shirt, brown leather trousers tucked into shin boots. Around his shoulders, a mantle of gray magpie feathers which was worn over a cloak of light, black velvet.
  • 7th Masterwork Outfit: Desert Outfit Around his torso he wore a rich, brown, velvet tunic. On his legs, a pair of loose-fitting velvet trousers of the same fabric. Around his shoulder and waist, a tied sash of deep blue, to which was attached a shoulder cape of black velvet, trimmed with dark wolf's fur. On his feet, a pair of black riding boots. His hands were covered by a pair of deep blue gloves, the same color of his sash. Around his head, he wore a turban, part of which wrapped around his face to keep the dust, sand, and debris out. On his eyes, a pair of simple, soot-shaded goggles.
  • 8th Masterwork Outfit: His upper body was wrapped in a forest green great cloak, mantled at the shoulders by gray, black, and white magpie feathers. Beneath it, he wore a vested doublet of dark brown, quilited velvet. Around his legs a pair of quilted trousers of charcoal gray. His feet were covered by a pair of simple, dark brown travel boots. Around his wrists and hands, a pair of thick, dark brown leather gloves.
  • 9th Masterwork Outfit: Woe wore an off-white loose fitting blouse beneath a sash and kilt that hung a few inches past his knees. The kilt was decorated with white and black ermine, and presented a dark gray and navy blue tartan. A matching sash wrapped from his right shoulder to his left hip, and then around his waist, cinched in place by a lapel. A pair of black leather dancing shoes, along with white stockings covered most of his calves. There was little else to his outfit besides the black beret on his head, and an orange zinnia flower pinned to his tartan sash, near his right shoulder.
  • 1st Good Outfit: He wore a wrist-length and knee-length flaxen brown tunic. His breeches were of wool fabric with flaxen inner lining. They were loose-fitting and colored green, tucked into black leather shin-wraps. His feet were bare, save for some brown fur coverings that draped over the top of his feet, to purvey the illusion of soles. Around his shoulders, a mantled sash of green wrapped over his torso, cinched in place by a pewter broach in the shape of a hound.
  • Bespoke Outfit: He wore a loose-fitting white blouse of lunar silk, the collar undone to his upper clavicle. Over this, a vest of black velvet, buttoned by gilded onyx pieces. His breeches were made of black-dyed, form-fitting buckskin, tucked into knee-high military boots. Around his waist, a sash of blue color was cinched into place by a gilded onyx buckle, carved in the shape of a scorpion. A coat was worn over this ensemble, made of black velvet and buttoned with the same giled onyx buttons.
  • Pair of black glass shades: The lenses of the shades were an inch and a half in diameter, round with bronze wireframes. These resembled goggles, however, more than shaded bifocals, with a shallow tube-like siding on the outside of each lenses frames. The material was a lighter color of bronze, with lacquered goat horn reinforcing the temples and temple tips. The lenses were black, entirely opaque to the naked eye, but when worn allowed a comfortable level of visibility in sunlight and bright light. It reduced ambient sources of glare but rendered a dim-lit room to near full darkness.
  • A wide-brimmed blooded leather hat: It was a wide-brimmed, black hat, fashioned from blooded leather. Scuffed and beaten up, and showing signs of distress on the surface of its material through the reddened leather beneath the dye job. A thin leather chinstrap hung underneath the cap, preventing it from blowing off the head and allowing it to hang on the neck if the wearer wished. Sacrificed to Sintra
Wells and Ensorcelling:

Regalia
Items

Basic Quality Hone Grimoire
Acquired here

Basic Quality: Core Runes, Novice.

Contains information regarding runes of touch, strength, endurance, weakness, trap technique, dismissal technique and diffuse technique.
Average Quality Hone Grimoire
Acquired here

Average Quality: Core Runes, Umbral Runes, Competent.

Yet to be read.
Average+ book of Webspinner Nursery Rhymes (Encrypted)

"Labrae, a child suffers,
Wishes to go away,
From home and shelter,
To weave and play."

Point Bank Items and Miscellaneous items
  • Echo Scroll: Egilrun: Egg's Office (Egilrun Confidential/Onyx Hall), Balthazar Black, Elisabeth Black, Navnea Utojesk, Lacrima, Perdita.
  • Domain Bag.
  • Cloak of Hiding.
  • Coin Bag.
  • Destiar: This elusive horse has been seen throughout the Unibor. It is said that the horse appears to recent heroes and cowards alike after a great test of their will. Those who have crumpled under adversity and mount this horse will sink into it and the cloak will wrap about and suffocate the rider to death. But those that are indeed worthy, who have fought hard, are served loyally by this horse 'til death. The destiar is known for its glowing white, wispy mane and tail; and its ethereal 'cloak', shrouding its bodies and covering its eyes. The blindfold does not seem to inhibit the horse's vision but is said to aid the horse's impartiality when judging. The shroud acts like wings that flutters about when it runs and also reduce its weight, allowing it to gallop at great speeds.
  • Master's Ring
  • 2 Cavani Cloaks (One given to Gloom)
  • Portal Footwear: Boot Buckles.
  • Sinith Slug Ash (4 doses)
  • 1 basic+ quality Bullwhip /viewtopic.php?f=317&t=23673
  • 1 basic quality bronze eating knife. /viewtopic.php?f=317&t=23673
  • Ring of Paradigm.
  • Chamadarst's Coin - The Coin which Woe finds in his pocket is icy cold and made from glass. It has a single use of a favoured ability on it from the mark of any Immortal NOT listed as sibling, ally, or enemy of the Coinking. Alternatively, it may remove 1 curse from 1 individual. Please choose one use and PSF it.
  • Vri's Gratitude Woe is given a small glass bottle by Vri. Vri explains that it is a Memento bottle and it allows Woe to breathe a memory into it. If he does that, then it functions as a Memento but with a slight difference. Woe can place one of his own memories in there and, while it is in there, the memory will be gone from him. Opening the bottle and breathing in the contents will fully restore the memory to him. Should another breathe in the contents, they will see the memory clearly, although they will know it was not theirs, and it will be lost to Woe forever. Acquired here.
  • Earthsoul!: An ornamental doorstop-like figure. Made from what seems to be ice, this is the spider-monkey thing that Woe saw. It can be placed at a perimeter or point where it will act as an alarm. When there is movement within a 40ft radius of it, Woe will hear an alarm. The alarm can only be heard by Woe and up to four other people he designates. He can remove access to hearing the alarm at any time, but can only give access twice a cycle.Acquired here.
  • A story book, entitled "The Princess of Fection" - it is the tale of a princess who traveled the world but ends up back home (in Fection.....). It tells of all the many different languages she has learned on her travels and the glorious food she ate and the many adventures she had. When you read this it imparts one language (your choice) to your pc. This language is at Conversational level and does not count towards your Linguistics maximum number of languages. You may assume that you have the base requirements for this language and may progress it as usual if you choose to.Acquired here. (Given to Soraia by Woe)
  • A beautiful and very delicate-looking decanter which, once a trial, will create pure, clear water. The decanter is actually very tough and will hold up to four servings. Those who drink this water will have any negative effects from tiredness, tension etc, washed away with the drink. It leaves you feeling refreshed and clear-headed. It does not, however, heal wounds etc and will not combat magical effects.Acquired here.
  • A piece of parchment. Four times a season, you may activate this and it folds itself into a small origami bird. You speak to the bird and give it a message - it "records" that message and then flies off to find the person the message is for. The message may be no longer than 50 words (contractions count for the correct number of words) and the bird will take the required amount of time to fly to the recipient. Upon arriving, the bird speaks your message (in your voice) and then flies back. If the recipient is dead or hidden by magical / immortal means - the bird will circle overhead when you summon it and not fly in any direction.Acquired here.
  • The Very Pineapple of Usefulness. A small cut-glass pineapple which would fit in the palm of your hand. When placed on the ground it functions as a campfire in terms of warmth and providing a place to cook.Acquired here.
  • A small bunch of 10 grapes. Each one is wonderfully sweet - eating 1 grape will heal you of minor injuries. This is cuts and bruises, scrapes and grazes etc. If you have moderate injuries (deeper cuts etc) then it will take 3 grapes. Major injuries take 6 grapes and someone can be brought back from a critical condition with 9 grapes. Please note, though - if you gave (for example) 1 grape to someone with moderate injuries, it would do nothing. You have an all-or-nothing grape situation.Acquired here.
  • 1 Crystal Sculpture from your little boxes. While not magical, there is something very lovely about these and they just have a bit of a 'feel good' about them.
  • Coin: This glass coin is icy cold on one side, warm to the touch on the other. It has on it an enchantment which does one of two things.
    • If the ice side of the coin is activated, it allows Woe to "freeze" up to 4 seconds of time. During this, only he can move or act. While it is active he can commit no violence, but of course he can set up for some, should he wish it. This may be activated once per cycle.
    • The warm side of the coin acts as a Ring of Reversal and will activate should Woe die. It will bring him back from death to life, just once - it automatically activates as long as he has it on his person
  • Forged of Scalvoris! – For your bravery, ingenuity, and determination you are awarded a crystal turtle: ~ Each crystal turtle allows you to have a home. Twice a cycle it will transform into a turtle-shell shelter (shellter). Up to four adults can comfortable shelter in the Shellter. No matter what the weather is, the Shellter is warm and comfortable and dry.
  • Culinary Master! – For describing two or more courses of dinner! – Health Pack! Two times a season, this small box will produce enough emergency rations for up to four people for one trial. This will appear in the form of nutrition bars and clean water. The rations can be split further but this will lower the effectiveness of the rations.
  • Group Synergy! – For asking two or more group questions! – Saoire’s Sweets - A small box of your favorite chocolates / candies (10 total). You find yourself unable to eat more than 1 on any trial. But each one provides the following to whoever eats it for the next 6 hours: "Saoire's domain of Gifts is not merely one of physical goods, but of the happiness and joy that comes with both giving and receiving a well-meant gift. This ability allows the Blessed to give both themselves and anyone they're with a feeling of joy and good cheer, banishing negative feelings like sorrow, anger, and fear."
  • 2 x memory vials. Since Woe did not drink his vial, he may take it with him and is given a spare.
  • NPC trinkets – Please accept these humble offerings from Saoire for your NPCs, with our thanks for being part of this wonderfully uplifting thread! All gifts as described by you in this thread are now the property of the NPCs.
  • Joy Scroll – For those that accepted a scroll from the Immortals, allowing them to connect with Vega/Arlo.
  • Empty Vessel A plain black ceramic jug with no decoration. It sits in a bowl and looks like a jug / bowl used to help with washing in a bedroom. Once a trial, it pours a full carafe of fine wine or large serving bowl of soup. Awarded here
  • Mirror Image A pair of mirrors which can be hung in totally different places - no matter what the distance, once a trial they can be activated and will allow communication between the two. If Woe stands in front of one of them, he will see the reflection of the other mirror, and hear what is being said. The same is true in reverse so, while they could be used for spying, there is a chance they will be seen. Excellent for two way communication, however. Awarded here
  • The Mother of Dragons : A book with this title tells the tales and adventures of a long-dead knight who flew on Dragonlings. When reading it, Woe gains +5 knowledge to Mount (Winged) OR Animal Husbandry. Awarded here
  • 1 limb of whistling wood, uncut/raw
  • Use the words "murder", "fowl" and "bestest" in your next post ~ you find a small origami bird during the party. It can be unfolded, ripped, whatever and, the next day, it's a small origami bird again. Acquired Here
  • Have your PC draw a comparison between your host / guide (the nine ladies) and yourself ~ Bonus +1 Etiquette Knowledge Acquired Here
  • Have your PC draw a comparison between your host / guide (the nine ladies) and a member of your family / friends. ~ Bonus +1 Etiquette Knowledge Acquired Here
  • Bonus from Raine: Your kindness to her daughter did not go unnoticed. She awards you an intricate clasp for a cloak. When worn, once a trial, it will act as a "duplicity suit" but for your cloak and shoes and jewelry etc. So - a duplicity clasp for accessorising! Acquired Here
  • Scales of Just This: You chose the scales. They are small and delicate. Once a trial you may place an item on one side and a weight on the other, and the scales will break the item down to dust. The weight, however, will transform into a pure weight of one of the "source materials" the item was. Only one material, the weight is small because the scales are small, but it will allow you to take a small piece of something and turn it into a slightly larger piece. Acquired Here
  • Start every sentence of your post with a vowel - for meeting this goal you are awarded a feather quill. It will never need to be dipped in ink, and will change colour of ink on command, once a trial. (you didn't start each sentence with a unique word. You used "In" twice). Acquired Here
  • Lose an item of clothing - you are given a replacement pair of gloves. These are akin to your duplicity clasp and will simply blend in with whatever else Woe is wearing. Acquired Here
  • Use the words "cornucopia", "copasetic" and "scurryfunge" - You did! For this, you are awarded a small children's puzzle made of wood and brightly coloured. It draws attention, should you be trying to solve it. People will stop what they're doing and watch you, they'll be intrigued. It isn't massively powerful (Discipline, etc, will be able to resist it) but it's very useful for de-escalating situations. Acquired Here
  • Use the words "boring", "card" and "indigestion" in your next post - You did! For this you are awarded a small statue of a woodpecker. Once a cycle it can be animated with a command word (you must include this word in your inventory / link to it and your PC chooses it now) and will then fly to the nearest piece of wood and attempt to bore a hole through it. It will stay active for 1 hour and can bore through a piece of wood approximately 4 inches (10 cm) deep and roughly the same diameter in that time. However. It is activated on use of that word the first time it is spoken in it's "earshot" each cycle. So, if someone else happens to say it, it'll fly and find the nearest piece of wood and start pecking. Acquired Here
  • Whistle - You find a small bird-whistle. It makes sounds like birds. Acquired Here
  • Have your PC use a quote from The Princess Bride You did! You are awarded a gold coin which is most odd-looking and not a nel (it looks like a florin, OOC) - when you flip it for heads or tails -it always lands on the opposite of what was called. Always. Acquired Here
  • Masterwork Whistle Wood Recorder: A fine recorder of whistling wood. The recorder came attached to a long string of beads that were woven through with strong twine. Each one was intricately carved, just as the recorder was. This was obviously meant to be hung from his shoulder, and allowed some slack so he could pick up the recorder and play it whenever he wished.
Mother's Embrace (Blanket)
Mother's Embrace
Approved Here: /viewtopic.php?f=368&t=24849

A masterwork blanket made of vanta black silk. While resting beneath this blanket, it acts as a healing chamber for only Woe. Around his injuries, a chrysalis of Lethroda silk forms, creating fibers that can then be recycled as usable of good quality. While healing in the blanket, he does so at four times the rate they would outside of it, capable of regenerating limbs and body parts as well. When Woe is completely healed and emerges from his rest, the strands of the lethroda silk itself are enough to make a single measure of silk cloth, enough for one garment or cloth item. Two measures would be enough to make a set of padded armor. Those attempting to destroy the blanket while Woe rests within it will find it tough and thick, difficult to pierce or breach in any way. If the blanket or its occupant is threatened, Woe can awake safely and early.
Magic Shades
Base Item (Shaded Spectacles): The lenses of the shades were an inch and a half in diameter, round with bronze wireframes. These resembled goggles, however, more than shaded bifocals, with a shallow tube-like siding on the outside of each lenses frames. The material was a lighter color of bronze, with lacquered goat horn reinforcing the temples and temple tips. The lenses were black, entirely opaque to the naked eye, but when worn allowed a comfortable level of visibility in sunlight and bright light. It reduced ambient sources of glare but rendered a dim-lit room to near full darkness.

Enchantment: With a lingering glance in the eyes of another, the user and the individual he locks eyes with can link their past experiences and share a detailed array of events with one another, from childhood experiences to great findings in the world. In this link time flows statically on the outside world, and so while others may perceive this as two individuals merely meeting with a short glance, a great deal of information could be shared, the user and the one they lock eyes with are able to look through the lens of time passed to share knowledge of previous events. This can be overwhelming to those of weak will, and should be undertaken with caution, and not engage in oversharing.

The recipient and sender can refuse the information transfer if they wish. Both recipient and sender are totally in control of what information comes from their end. They cannot control exactly what information comes from the other party. This cannot be used to pry or impart information from/to someone who is unwilling to share it.

Approved: /viewtopic.php?p=171548#p171548
Quacian Bloodhound
Very Loyal Quacian Blood Hound: /viewtopic.php?f=503&t=23696&start=10
Legendary Mount
Image
Legendary Mount:
Opal the Moonstride


Opal (Destiar): This elusive horse has been seen throughout the Unibor. It is said that the horse appears to recent heroes and cowards alike after a great test of their will. Those who have crumpled under adversity and mount this horse will sink into it and the cloak will wrap about and suffocate the rider to death. But those that are indeed worthy, who have fought hard, are served loyally by this horse 'til death. The destiar is known for its glowing white, wispy mane and tail; and its ethereal 'cloak', shrouding its bodies and covering its eyes. The blindfold does not seem to inhibit the horse's vision but is said to aid the horse's impartiality when judging. The shroud acts like wings that flutter about when it runs and also reduce its weight, allowing it to gallop at great speeds.

Opal has a special bond with Woe, and high levels of animal intelligence, as well as excellent training and conditioning. Her coat and cloak shimmers with gray and white, and more subtle colors that reflect her inner tangle.

Moonstride-Gait: Should Woe wish to meet with someone he longs to see, the sorrow in his tangle will open a gateway before Opal, spreading through the threads of her veil. This results in a temporary gateway to the person he wishes to see, so long as that person is open to receiving him. This gateway, however, is temporary. After thirty bits, Woe will be pulled back to their starting location along with Opal. Should the person he wished to meet want to travel with him back to wherever he came from, Opal will allow them to take hold of her veil, and guide them to the starting position. He may only invoke this ability while under the light of a moon and only once per trial.

NOTE:

The refusal of a connection is a mechanic to allow a PC or NPC to refuse his arrival. He can't use Opal to hunt down NPC enemies, for example, as Opal will sense his hostile intentions through their bond and refuse to open the way. It's letting them know that he wants to see them and for a moment, if they remember Woe, their thoughts of him will bridge the connection. But only if they're willing to meet again.

Approved: /viewtopic.php?f=529&t=26921
Deceased/Lost: /viewtopic.php?p=191437#p191437

Image
Template by Natalia Gregorios
Armor and Weapons

Onyx-Gilt Sovereign
Image
Base Item: An ornate masterwork+ blackened malorite hilt missing a blade or any other form of weapon.

Enchantment/Abllity: The Onyx-Gilt Sovereign when activated will produce an incredibly sharp and durable glass-made weapon of any configuration for the cost of 1 wp per activation (flexible weapons such as whips, to solid weapons like swords, to axes). The weapon once produced will radiate a light the color of which can be chosen by the weilder or no light at all. Once belonging to a Mercenary that was Chamadarst's Champion, it cannot harm anyone that is neutral toward the user. Meaning anyone who doesn't mean them harm or isn't taking up arms against them. In exchange for this short-coming, the Onyx-Gilt Sovereign when wielded against someone violating neutrality by attacking the bearer, will be able to be debuffed in any of their prime attributes such as strength, endurance, athletics, resistance, and discipline. This debuff must be paid for with WP 1 : 1 for every xp nullified. It can be used in tandem with Wealth Parasite, so that those taking up arms against the user will find their own wealth drained to deplete their skills and attributes.
Embersteel Flamberge
Condition: 100%
Status: In possession
Quality: Masterwork+
Material: Embersteel
Wounds: 0
Kills: 0

Description: Tbd
Steel Longsword
Condition: 100%
Status: In possession
Quality: Good
Material: Steel.
Wounds: 0
Kills: 0

Description: Tbd
Iron Bolas
Condition: 100%
Status: On Tier (weapon 1 and weapon 2)
Quality: Masterwork
Material: Iron and Blooded Leather
Count: 6 of them.

Description: A set of six bolas. They are barbed and bladed along the axis of their ball ends. Three cords attach to a joint, from which one makes a throw. They hang discretely from the back of Woe's belt.
Hand and a Half Sword (Given to Natalia Gregorios)
Condition: 100%
Status: In possession.
Quality: Masterwork+
Material: Faldrunium with fire-warded hilt and scabbard.

Description: Its scabbard was one wrapped in salamander leather, fire-warded against the intense heat of the faldrunium blade. The hilt was similarly warded against its fire, disallowing the fire to heat the crossguard and handle. It had a simple tsuba guard, with a hand and a half grip that was most comfortable to be weilded in one hand, but could be in two. The blade itself, bore the enscriptions of Perfeita's shop in Quacia. Asit was unsealed, the blade from its sheath, its light roared to life.
Blooded leather bullwhip
Condition: 100%
Status: In possession
Quality:Masterwork+
Material: Embersteel and blooded leather.

Description: The whip's embersteel handle is fashioned in the shape of a scorpion's tail, with a small cross-section at the top of the hilt that resembled a pair of claws, and the tail curled around in a sort of knuckle-bow, guarding the hand. The metal-covered a handle of woven blooded leather strips, red as crimson that formed a coil around four feet in length, ending in a thinner fall that extends another two feet. The fall was laced with little jagged caltrops of embersteel, tied to the core of the fall. There were about eight caltrops in total along the end of the weapon.

Enhancements: Elemental Illusion: Shadow Coverage:This is a design element that may be applied to any armor/outfit/weapon to give it one of the following appearances: Frost Coverage, Molten Rock Coverage, Heat Wave Coverage, Water Ripples Coverage, Lightning Ripple Coverage, Flower-Vine-Moss Coverage, Light Glow Coverage, Shadow Coverage. Coverage means that the element is covering the surface of the armor/weapon. These effects are permanent, and may not stack, meaning you may only use one element per of armor.
Blooded Leather Tier 4 Leather Armor
Condition: 100%
Status:
Quality: Masterwork
Material: Blooded Leather and Embersteel
Saves:

Description: The armor itself consists of both leather and padded textile pieces. The leather specially molded with fanciful motifs and web-like designs that are tactile but not too visible from a distance. The hardened parts of leather, the pauldrons, vambraces, fauld, and shin guards are molded and fitted to look as if they were of a scorpion's carapace, layered one hardened and reticulated shell over another. The cuirass isn't made of hardened leather, but soft strips of leather, padded underneath with textile armor. The soles of the feet and portions of the hand are left uncovered by this suit of armor.

Enhancements: Elemental Illusion: Shadow Coverage: This is a design element that may be applied to any armor/outfit/weapon to give it one of the following appearances: Frost Coverage, Molten Rock Coverage, Heat Wave Coverage, Water Ripples Coverage, Lightning Ripple Coverage, Flower-Vine-Moss Coverage, Light Glow Coverage, Shadow Coverage. Coverage means that the element is covering the surface of the armor/weapon. These effects are permanent, and may not stack, meaning you may only use one element per of armor.
Rawhide Bullwhip
Condition: 95%
Status: In possession
Quality: Basic+
Wounds: 0
Kills: 0

Description: A braided rawhide whip, of dark brown and light tan rawhide.
Trash left in Withersfield
  • Brown leather pants, undergarments, and a pair of brown leather boots. All clothing is standard quality.
  • A flimsy Scourge
  • a cattle-driver hat
  • a large, black leather coat
  • leather padding
  • Plate armor
  • Plate pauldron
  • Plate pauldron
  • leather gauntlets
  • leather fauld
  • leather greaves
  • leather lamellar tunic
  • good plate helmet
  • crossbow
  • 20 good bolts
  • Tower Shield
  • crossbow spanner
  • Leather armor plate covering.
  • A Scorpion (Iron Scourge)
  • A one-handed sword
  • A flail (Good Quality) - The handle is made from a hardwood, capped at either end with iron. THe chain is about four inches long, with the spiked metal, oblong head being one inch thick where it meets the link, up to three inches thick at the end.
Sold and Lost Arms
Adamantite Gladius
Condition: 100%
Status: In possession Sold
Quality: Masterwork+
Material: Adamantite
Wounds: 0
Kills: 0

Description: TBD
Tier 6 Grave Gold full metal buckler (Acquired late Zi'da 720)
Condition: 100%
Status: Sold
Quality: Masterwork

Description: The buckler shield is around 1.5' in diameter, almost as small as a buckler, with a boss set in the middle, several blades protruding from the edges of the shield. A light mesh valance, about two feet wide and three feet long hangs from the bottom of the buckler, as protection against low projectiles.
chain Mesh bull Whip
Condition: New
Quality: Good
Material: Steel and Leather.

Description: A good bullwhip made of steel mesh. The bullwhip’s handle is roughly six inches in length, its grip wrapped in leather and shaped in imperial gladius style. The coil of the mesh whip is four feet in length, consisting of sharpened and barbed chain links and rivets chains of steel extending into an ever-narrowing taper up until the final foot of length, which is a very thin length of chain weighted for cracking.
Faldrunium Mesh Whip (Acquired Mid-Ymiden 720)
Condition: 100%
Status: In posssession
Quality: Masterwork+

Description: The whip's metal handle was fashioned in the shape of a scorpion's tail, with a small cross-section at the top of the hilt that resembled a pair of claws. The rest of the whip is made of fire-warded, golden salamander hide wrapped around a core of faldrunium chain, in the style of a short bullwhip, its cord about a meter and half in length. At the very end of the whip, the popper consists of a light, spiked and sharpened faldrunium chain links.
Adamantite Long Seax (Sold Ymiden 59th 720)
Condition: 100%
Status: In Possession
Quality: Masterwork+

Description: A hilt with a round pommel, handle wrapped in sharkskin, and a bronzed, round cross-section. The blade 24" long, wide enough for chopping, but tapering narrowly about six inches from the tip.
Grave Gold Spiked Flail (Traded for another weapon)
Condition: 100%
Status: Traded in Ymiden 720
Quality: Masterwork+

Description: A one-handed flail with a 24 inch rod of grave gold, with roughly six holes drilled out of the top of the rod, for chains to weld onto. The handle was full-metal grave gold construction, crafted into the shape of an Imperial Gladius grip. The flail portion consists of four separate spiked chains a foot in length, with two large spiked heads, and two smaller bladed heads. All metal in the flail is of grave gold.
Grave Gold, Spidersilk, Blacksnake Whip (Sold to a local smith)
Condition: 100%
Status: Traded in on 45th Zi'Da 719
Quality: Masterwork+

Description: The whip, braided with spider silks of black and reds interwoven, was braided with expert skill. Inside the strap, small metal balls of pure grave gold and pure copper were oiled to resist corrosion. At the soft handle knot of the blacksnake whip, was contained a large grave gold ballbearing. The grave gold shell was filled with some lead in its core to increase the weight and balance. The hard ballbearing served well as an option to bludgeon into the bargain.

Acquired: /viewtopic.php?f=169&t=20532
Steel Rapier (sold)
Status: Sold in mid Vhalar
Condition: 100%
Quality: Good+
Wounds: 0
Kills: 0
Grave Gold Cane-Sword (Sold Zi'da 719)
Condition: 100%
Status: Sold Zi'Da 719
Quality: Masterwork+

Description: The blade had sharpened, triangular point and cross section running up from handle to tip, and was incredibly light, with excellent flex and control. The pistol-grip is weighted, to lend even more point control and balance to the blade. It shone with a strange patina, in fact, Grave Gold. A metal cane, with a scorpion's sting shaped into the grip, with the claws twining around the cross section. The case is made from a grave-gold inner sheath, with an ironwood frame around it.

Acquired: /viewtopic.php?f=88&t=20457
TIER 6 ARMOR
Condition: Slightly used and battleworn.
Status: Sold
Quality: Masterwork
Material: Grave Gold

Description: The metal of the armor itself was of a golden color, only having begun to earn its blood marks. The cloth that accompanied the brigandine pieces of armor were black.

As for its construction, the suit began with a maile coif and half-mask that covered Woe's upper face. The chain portios of the coif had thick, silken underpadding. The mask molded in the likeness of a demon's eyes, with a few other motifs besides. From the coif, a mantle of maile and silken padded cloth covered his neck and shoulders. Polished scale lamellar covers his chest, in a cuirass. From the cuirass, a pair of maile and padded silk sleeves ended in protective vambraces.

A half-skirt of lamellar scale protected his legs, their scales swept around in Imperial style. A girdle of gravegold protected his midsection. Around the legs, a pair of chain leggings with black silk underpadding. Finally, a pair of sabatons that protected his feet.
Old Ledger
Ledger
ItemSpentReceived
Starting Package 100 gn 100 gn
Bullwhip 20 gn 80 gn
Scourge 40 gn 40 gn
Loan of 200 gn 230 gn to be paid by Ymiden 717 0 240 gn
Wardrobe Purchases 215 gn 8 sn 4 cn 24 gn 1 sn 6 cn
A large, canvas rucksack with shoulder straps. Not waterproofed. 8 sn 23 gn 3 sn 6 cn
Sold into Slavery Assets Liquidated Everything Nothing left
Ymiden 718 job 0 473 gn 1 sn
Rent (Good 2 room Cabin around Yaralon paid until 27th of Vhalar) 90 gn 0
Woe finds five gold nels on some corpses 0 5 gn
Woe gets his house confiscated in Rynmere with the loan and account dissolved 1 starter house 0
Bought a grain flail 6 gn 0
Leather armor plate covering 78 gn (est.) 0
Armor/crossbow stuff bought 185 gn (est.) 0
A Scorpion (Metal Scourge) 50 gn (est.) 0
A one-handed arming sword 20 gn (est.) 0
Tower Shield 20 gn (est.) 0
Renting in Yaralon 108 gn (est.) 0
Small renown reward for reaching 50 0 300 gn
Purchased a good flail in Withersfield 1st of Vhalar 718 90 gn 0
Wardrobe Update Vhalar 718 99 gn 1 sn 5 cn 0
Leather Lamellar Tunic 10 gn 0
Total Currency/Debt: 0 ON, 21 GN, 9 SN, 5 CN
Legacy Wealth Ledger
Wealth Tier: 8
Wealth Skill: Whip
Purchases/Wages Adj. Total Wealth Points
Approval 0 66 WPs
T5 Starting Equipment marked by (T5SP) 0 66 WPs
Ymiden Wage 719 +11 77 WPs
1st ofVhalar 719 Traded T4 steel buckler for T4 Plate Mitton (T5SP) 0 77 WPs
1st ofVhalar 719 Traded 2 Average Embersteel Scourges for 2 Average Embersteel Gauntlets (T5SP) 0 77 WPs
for 2 masterwork outfits for Werthom -1 76 WPs
for 4 Average outfits for Werthom -1 75 WPs
for 4 Average outfits for Werthom sold back +1 76 WPs
Bought a Steel Rapier (Good+) -10 66 WPs
Sold a Steel Rapier (Good+) +10 76 WPs
Bought an average snake whip. (within tier) 0 76WPs
Bought a masterwork+ grave gold cane-sword -14 62WPs
Saun Wage +12 74WPs
Vhalar Wage +13 87WPs
Traded T4 Plate Mitton for a Good T4 Silk Padded Cloak (Shield) (T5SP) 0 87WPs
1 Masterwork+ spidersilk and grave gold blacksnake whip -14 73WPs
Severance Package season of Vhalar 719 -2 71WP
T8 Plantation Manor in Treth + 4 acres of additional land -28 43WPs
Bribe -1 42WPs
Lessons in sword -2 40WPs
Playing it safe, paying someone's debt -1 39WPs
73rd of Zi'Da 719 sold his masterwork canesword +14 53WP
Zi'Da wages +14 67WP
Medicines for Emelia Enners -5 62WP
Bought eight masterwork outfits -4 58WP
Traded Masterwork+ Grave-gold and Spidersilk Blacksnake for a Masterwork+ Grave Gold Spiked Flail Zi'Da 45th 719 0 58WP
720 Cylus Wage +25 83 WP
Bought a Masterwork+ Adamantite Long Seax Cylus 6th 720 -15 68WP
Sold his land in Treth, plus the farmhouse and almshouse +28 wp 96 WP
Bought a tier 6 set of grave gold armor (masterwork) -12 wp 84 WP
Paid Fleaface for services rendered. -1 83 WP
Paid Fleaface for services rendered. -3 80 WP
Ashan 720 Wage +26 106 WP
Purchased Courier Service (Ymiden 720) -1 105 WP
Purchased samples of Faldruunium (Ymiden 720) -2 103 WP
Alms for the Affluent (Ymiden Wage 720) +27 130 WP
Purchase of a full shipment of Faldruunium enough for 7 weapons, 1 of which Woe will be keeping for himself from Curious constellations. (Ymiden 720) Within Tier 130 WP
Purchased a Masterwork+ Faldrunium Chainmail Bullwhip with fire-warded golden salamander leather grips and sheath/sleeve -16 114 WP
Purchased a tier 10 house with renown discount 1/2 off -43 71 WP
Purchasing a series of trap-doors and Household Items for the Undercroft of his Townhouse -2 69 WP
Purchasing a Faldrunium masterwork+ sword for Balthazar's payment -16 53 WP
Sold back a Grave-Gold Masterwork+ Flail +14 67 WP
Bought a tienite masterwork+ bastard sword -14 54 WP
Earned an Onyx Nel+1 55WP
Catch-22-1 54WP
Purchased 3 sets of good jewelry-9 45WP
Saun 720 Wage+34 79WP
Purchased tier 3 masterwork padded leather (fire-warded)-7 72WP
Sold Adamantite Long Seaxe+15 87WP
Tier 7 House purchase in Etzos Citadel-38 49WP
Sold Masterwork+ Tienite Bastard Sword and Faldrunium Bullwhip+23 72WP
Purchased course in Letter for Brewing in NTA-1 71WP
Purchased course in Letter for Glassworking in NTA-1 70WP
Vhalar 720 Wage+34 104WP
Round of drinks for the house-5 99WP
Gift from Duchess Callisto+10 109WP
1 Letter course and 1 Diploma Tuition from Viden Academy-4 105WP
Tier 3 House in Carnelian Prism in Viden-10 95WP
Sold: tier 3 masterwork padded leather armor (fire-warded)+7 102WP
Zi'Da 720 Wage+30 132WP
Sold: House in the Gleam (Tier 10 50% Price)+43 175WP
Secret Saoire: Will fill in with link once gifting occurs Zi'da 720-42 133WP
Purchased: A tier 8 home in Egilrun-27 106WP
Purchased: A good Steel Mesh Whip-7 99WP
Purchased (In advance): a bespoke pair of flash-resistant goggles (sunglasses).-2 97WP
Donated: To Order of Adunih for setting up an outpost in Egilrun-9 88WP
Purchased: Masterwork+ blooded leather whip. 2 pairs of black glass shades. 1 blooded leather hat-26 62WP
Cylus Wages 72132 95WP
Ashan Wages 72137 132WP
Purchased: 4 drawings from Perdita-10 122WP
Purchased: 1 Tier 10 Research kit for Perdita-10 112WP
Purchased: 4 Bespoke glass frames for Perdita's Drawings-8 104WP
Purchased: Tier 4 Masterwork Blooded Leather Armor-9 95 WP
Sent 10 trials of luxury food to Wren-1 94 WP
Purchased: 1 Masterwork+ Adamantite Gladius and fed Diri of Commerce-15 79 WP
[Purchased: 3 Good Quality Outfits-1 78 WP
Purchased: Luxury drinks and food for a celebration-10 68 WP
Wealth Claim: Ymiden wage+38 106 WP
Purchase: a set of 2 hairpin daggers for Natalia-9 95 WP
Sacrificed: Remaining Wealth to Diri of Commerce-47 48 WP
Purchased: 2 Letter Courses in University of Scalvoris-2 46 WP
Purchased: 10 trials of Luxury foods.-2 44 WP
Scalv-Hunt: Reward+5 49 WP
Sold: A good Steel Mesh Whip+7 56WP
Sold: a tier 6 set of grave gold armor (masterwork) +12 wp 68 WP
Wages (Saun 721) +41 wp 109 WP
Treasure +5 wp 114 WP
Sold: a masterwork+ adamantite gladius +14 wp 128 WP
Sacrificed: 1 onyx nel to his spirit Radburn -1 wp wp 127 WP
Purchased: Tier 6 house and 4 average outfits for an NPC -31 wp wp 96 WP
Paid: Shl'drei for training Botany -2 wp wp 94 WP
Saoire's heroes: Gifts +5 wp wp 99 WP
Sold: Tier 6 House +30 wp wp 129 WP
Purchased: Tier 8 house -54 wp wp 75 WP
Paid: Augusta's Rent for three seasons -3 wp wp 72 WP
Wages (Vhalar 721) +45 wp 117 WP
Liquidated: House in Etzos Tier 7 +38 wp wp 155 WP
Merchant Guild Dues: Paid for Ymiden, Saun, Vhalar, and Zi'da -4 wp 151WP
Purchased: 1 Masterwork+ Embersteel Flamberge -12 wp 139 WP
Loan Repayment -39 wp 100 WP
Hired: 8 Flavor mercenaries to accost Natalia Gregorios -4 wp 96 WP
Wages Zi'da 721 +48 wp 144 WP
Donated: 30 onyx to Spirit's Rest Oasis -15 wp 129 WP
Purchased: A masterwork+ whistle wood recorder -10 wp 119 WP
Wages: Cylus 722 +49 wp 168 WP
Business Thread +10 wp 178 WP
Purchased: Bespoke Outfit -2 wp 176 WP
Wages Ashan 722 +50 wp 226 WP
Won a hand of cards +1 wp 227 WP
Gifted 2 Cycles of Purple Whiskey (luxury drugs) +20 wp 207 WP
Purchased: Masterwork+ Faldrunium Sword +10 wp 197 WP

Last edited by Woe on Thu Dec 12, 2024 2:38 am, edited 435 times in total. word count: 7528
Words Like Violence, Break the Silence
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Merged Shadow
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User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
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Wealth Tier: Tier 10

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Re: Woe



Power Tier Power Number Power Name Power Cost
Breath Power 1
Toxic Breath
The basic breath power of Kuvarakh's Effigy, Toxic Breath lets the Bearer breathe out a stream of shadowy toxic particles that sickens anyone it touches that doesn't have some sort of illness. This sickness manifests as fatigue and muscle spasms at first, but prolonged exposure (upwards of a few minutes) can lead to more severe conditions such as fever, delirium, migraines, and eventually, organ failure. These particles dissipate after a minute.
Free
Tier 1 2
Solid Shadow
Solid Shadow allows the Bearer to have their shadow reach into the physical world as a solid being. While the shadow initially has a strictly mortal form, this still allows the Bearer to use their shadow to their benefit, even more so as their Effigy progresses and their shadow gains more Draconic traits. This power only allows the Bearer to manifest a single body part, and once manifested, that part will match their own body perfectly, and the manifestation must come from the shadow and will still be a shadow in terms of appearance.
25
Tier 1 3
Shade Blade
One of the few directly offensive powers of Kuvarakh's Effigy, Shadow Blade allows the Bearer to create a weapon from the shadows, taking the shape of their weapon of choice. These weapons are not especially sturdy, but they are as dangerous as a real weapon of Good+ Quality.
25
Tier 1 4
Poison Blood
One of the two powers that amplifies how the Effigy manifests on the Bearer, rather than the on the Bearer's shadow, Poison Blood does exactly what it sounds like, it makes the blood of the Bearer poisonous, with the same toxin as the Toxic Breath power. There's a mild visual effect, as it makes the Bearer look slightly ill, as if they have a mild cold or fever all the time. This also has the effect of making the Bearer immune to their own toxins.
25
Tier 1 5
Curative
An ability that allows the Bearer to counteract the effects of another poison, this power allows the Bearer to cure the effects of a single toxin within another living creature with a touch. They can only cure one toxin in one creature at a time, and they can only use this power once every five minutes.
25
Tier 1 6
Imbue
A very basic power, but no less effective for it, Imbue allows the Bearer to imbue their weapons with toxin. By default, this power uses the toxin from the Toxic Breath power. The imbuement lasts for up to an hour, and projectile weapons such as bows can have the main weapon imbued and it will pass the effects to any projectile fired through it.
25
Tier 1 8
Fear Breath
An alternative to the standard Breath Power, Fear Breath allows the Bearer to breath out what appears to be an ordinary mist. However, anyone who walks into the mist is will have their worst fears brought to the absolute forefront of their mind and will have a great deal of difficulty not feeling those fears as if they had suddenly come to life around them. This mist last for 24 hours and only affects people who are currently in it.
25
Tier 1 10
Horns of Courage
A power that adds a Draconic trait to the Bearer's shadow, Horns of Courage the same horns as those of a Kutzeldaur. These horns have no special trait, but make for a handy emergency weapon.
25
Tier 1 11
Fearlessness
While the Bearer themselves is immune to the effects of fear-based powers, the same is not true of others. This power allows the Bearer to dispel a person's fears with a touch. They can only use this power on one person at a time, and only once every five minutes.
25
Tier 1 12
Send Shadow
An ability that can greatly increase the Bearer's reach, Send Shadow allows the Bearer to detach their shadow from themselves and send it anywhere they can see. If their shadow leaves their vision for more than ten minutes, it will automatically return to them. The Bearer does not have a shadow by their feet when they use this.
50
Tier 2 13
Shadow Cloak
An ability that creates one of the only two manifestations of Kuvarakh's Effigy that applies to the Bearer, Shadow Cloak creates a sort of interdiction around the Bearer that makes them easy to overlook. It doesn't hide them, but it makes their presence unremarkable. People will still see them, but unless they are drawing attention to themselves, they won't notice them as being out of place. This has the side effect of making the Bearer look like they're standing in the shade, even if they are standing directly in bright light. Those skilled enough at detection, or who know the Bearer personally, might take notice of them, though it will be on them to determine if they're out of place.
50
Tier 2 14
Shadow Breath
An alternative breath power for the Bearer, Shadow Breath allows the Bearer to breathe out a wave of darkness that they can utilize with their other shadow powers.
50
Tier 2 15
Shadow Barrier
Shadow Barrier can solidfy any shadow within sight, creating a solid replica of the shadow in physical space. These shadows will shatter after a few hits or if hit by a weapon made out of light. These barriers last indefinitely if not destroyed and as a shadow, they have no weight.
50
Tier 2 16
Toxin Absorption
A power that allows the Bearer to make use of Toxins other than their default Toxic Breath one, this power works by letting the Bearer absorb any single toxin used on them, however it is applied, and letting them store it for re-use. This power can overwrite the base Toxic Breath toxin for any toxin based power in the Effigy. The toxin can then be released in whatever form they desire.
50
Tier 3 20
Shadow Merge
A power that allows the Bearer to take on the manifestations of their Effigy personally, Shadow Merge has the Bearer merge with their shadow to take on all of the Draconic traits that their shadow has acquired. In its default state, all this does is cover the Bearer in shadow, making them look like a living shadow with bright green eyes.
75
Tier 3 21
Wings of Shadow
A power that adds a Draconic trait to the Bearer's shadow, Wings of Shadow does pretty much exactly what it sounds like and gives the Bearer's shadows a set of wings identical to those of a Kutzeldaur. These wings do allow for flight when merged with the shadow, when the right powers are used and gets the same upgrades as a Kutzeldaur's wings.
75
Tier 4 32
Shadow Illusion
A power that allows the Bearer to trick others who aren't looking too closely, Shadow Illusion allows the Bearer to manipulate existing shadows into a specific shape, with these shapes then taking on the colors that the Bearer wishes them to have. As they are shadows, these shapes will still be two-dimensional, but otherwise, they will look like the real thing until someone touches them or the Bearer creates another illusion. If the Bearer is patient and skilled enough, they can create three-dimensional shapes by putting two-dimensional shapes together.
100
Tier 5 37
Shadow Travel
A power that allows the Bearer to travel through shadow, this power works by letting the Bearer melt into any shadow that doesn't belong to another mortal and move through it and any directly connecting shadows. They cannot traverse light while in this form, and if something erases a shadow they are hiding in, they will be instantly forced back into the physical world. Natural shadows will not be affected any differently than usual in regards to how they're affected by the light, and the Bearer can remain in the shadow so long as the shadow itself exists, however close to vanishing that shadow might be. Supernatural effects that track people could still track the Bearer, and those who are observant enough, and perhaps know what to look for, might notice that the Bearer leaves a ripple behind them when they move.
125
Capstones
Capstones

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[get-post=189635 excerpt=Tyrants Reign]Tyrant's Reign[/get-post]
Tyrant's Reign
The Tyrant's Reign: Woe is used to fighting multiple opponents in combat with a whip. When a group of combatants is ganging up on him, the sound of his whip, the screams of his victim, as well as the pain and mortification it causes, will tend to result in pain transferring from the mere sight of seeing another person scourged or whipped. The pain will debilitate in degrees determined by Woe's torture skill, matched against the other opponents' discipline and/or endurance skill. At expert and above, the opponent may have some growing resistance to this effect.

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[get-post=189635 excerpt=Fallen Star]Fallen Star[/get-post]
Capstone: Fallen Star: Hits delivered with a a flexible weapon such as a whip, flail, or scourge can radiate through the protection of an armored opponent. It will produce debilitating pain radiating out from the apex of the whip's strike, whether it hits air, armor, or a weapon. The pain is enough to momentarily stun and slow any but the most disciplined and tough of opponents. If hitting the weapon, the radiation of damage may be bad enough to disarm the opponent. Experts and masters at Discipline and/or endurance can mitigate this effect, with certain pain-reducing capstones (for grandmasters) negating it entirely.

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[get-post=189635 excerpt=True Lash]True Lash[/get-post]
Capstone: True Lash: Upon learning to use flexible weapons, mishaps are bound to happen. Formed from his earlier failures with the weapon, Woe has devised techniques that will absolutely prevent self-injury with a whip he is wielding. This method of prevention can also be extended toward those he uses the whip against, given his exquisite sense of control over a flexible weapon such as a whip or flail. When using flexible weapons such as whips, flails, and scourges, Woe can simply choose not to injure a person, whether it be himself or another. With finely tuned control of an attack's impact, he can increase the pain he causes while mitigating unintended damage by a factor determined by the quality of the whip and his skill with it.

The pain of these bloodless lashes are so intense, that they can stun the one struck if their discipline and endurance stats are lower than expert, with increasing resistance above those levels.

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[get-post=189635 excerpt=Whip It Good]Whip It Good[/get-post]
Capstone: Whip It Good: When Woe cracks a whip, the point at which it cracks can emulate the cutting power of a blade, the penetration of a spear thrust, or the bludgeoning force of a mace. This turns the whip from a weapon of intimidation and pain into one of mortal injury and destructive power.

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[get-post=189635 excerpt=Shattering Coils]Shattering Coils[/get-post]
Capstone: Shattering Coils: Cracking the coil of a chain or whip requires that the loop and bend in the coil of the whip follow through to the last couple of feet of its cord, where it can break the speed of sound. Woe has such a command of the flow of the mechanic of chains and whips, that at any point along the length of the chain or whip, he can cause that segment to produce a supersonic crack at a moment's notice, breaking the sound barrier at that chosen point. This allows a whip wielded to be more effective at closer range and indeed all along the length of the chain or whip's coils.

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[get-post=189635 excerpt=Everything is a Whip]Everything is a Whip[/get-post]
Capstone: Everything is a Whip: Well, not everything. But any object that is even remotely flexible and durable, such as a leather strap, a towel, a piece of fabric, a piece of rope, or even a long, springy tree branch, can be used by Woe as a whip, to the point where it's capable of performing all of his capstones without exception. This capstone doesn't alter the parameters (Length, hardness, etc.), make, and/or material of an improvised whip. This capstone simply allows Woe to use improvised whip weapons without a skill-level malus.

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[get-post=189635 excerpt=Whispering Strike]Whispering Strike[/get-post]
Capstone: Whispering Strike: When Woe bears flexible weapons, at all times he is capable of suppressing the noise it makes. Whether the clinking of the movement of a chain whip or flail, or the sonic crack of a bullwhip's strike. He can use it in such a way that the noise it makes doesn't carry. At the same time, while using whispering strikes, abilities and capstones that key in on the sonic crack of flexible weapons he wields will still be effective even when they are silent.

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[get-post=189635 excerpt=Fact and Fiction]Fact and Fiction[/get-post]
Capstone: Fact and Fiction

Woe is able to lie so persuasively that he casts doubt even if the person he is speaking to knows what he's saying is untrue. This is true even of those with immortal marks and magic to a point. Only another grandmaster in lie detection skills (investigation, psychology, etc.) or an exalted level ability or a master level Empath could begin to unravel the doubts his lies create. He is so convincing that, when he turns his mind to it, he can make people doubt their own knowledge, not simply their own beliefs.

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[get-post=189635 excerpt=Concealed Motives]Concealed Motives[/get-post]
Capstone: Concealed Motives

As Woe hatches plans, speaks, acts, or otherwise makes motions to do something, he is able to effectively disguise the sequence of actions he will take to enact such motives. To further confound his opponents, he is able to hint at acting contrary to his actual intent to the point of being convinced that he will act in a certain way, thus reacting to something he doesn't intend to say or do. This applies to combat, debate, and most other forms of events where Woe finds himself in conflict with another.

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[get-post=189635 excerpt=Pain Inflection]Pain Inflection[/get-post]
Capstone: Pain Inflection

When Woe hears the expression or sound of someone's discomfort or pain, he can generally pinpoint the origin of that pain. The subject need not be lucid or conscious for him to determine where the pain is.

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[get-post=189635 excerpt=Voices Carry]Voices Carry[/get-post]
Capstone: Voices Carry

In an enclosed space, with few solid barriers to the carriage of sound, Woe has found it much easier to isolate specific sounds, conversations, and other audible phenomenon. As such, he can focus on a point in the enclosed space, and generally hear everything that occurs there as if he was right there.

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[get-post=189635 excerpt=Pain Mapping]Pain Mapping[/get-post]
Capstone: Pain Mapping

As a result of Woe's extensive experience as a torturer in the past, he's discovered through his various senses that he can intuit a person's operable pain centers and weaknesses just by time spent observing them or engaging with them with either sight or touch. Each trill spent observing a subject provides Woe insight into their pain centers and otherwise weak points in their physiology. Small tells such as how they carry themselves, which leg or arm they tend to favor, all of these clue Woe into what would hurt them most. It would take either a trial of watching them to develop a full pain map of the individual in question, less time if he's able to touch them physically or striking them in combat. This learning process can be stalled by a subject's skill in deception, or through glamours, illusions, or other means of hiding ones true nature.

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[get-post=189635 excerpt=Ace of Hearts]Ace of Hearts[/get-post]
Capstone: Ace of Hearts

Woe has always been excessively led by his emotions. He's done the dance so long, that he's mastered the tug of various emotional highs and lows. He'll find that emotional extremes, whatever form they come in, give him a rush of focus and adrenaline, increasing one skill he's engaged in using in his current activity by one level (up to but not exceeding Master) for several bits, or until the source of the disturbance to his mood has passed. This can be done once a trial before he begins to suffer a moderate psychological strain.

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[get-post=189635 excerpt=Beyond Personal]Beyond Personal[/get-post]
Capstone: Beyond Personal

Even a master of discipline is tempted by things that are deeply ingrained in their personality, or personal lives. Woe is beyond the personal and can see past it to the big picture. He can overlook his own personal interests without ill effect, and do what he needs to do in order to come to a proper conclusion. He will not be bothered or traumatized by any choice he makes , without regard to how terrible or horrific, so long as it was done under his own power and will.

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[get-post=189635 excerpt=Domain Defiance]Domain Defiance[/get-post]
Capstone: Domain Defiance

As a former Empath, Woe was accustomed to dealing with the ebb and flow of arcane influences. As such, while masters are capable of resisting or maintaining their focus in the face of domain magics, Woe has gone slightly beyond that and is almost always able to maintain perfect clarity and focus while being assaulted by various domains that affect perception or the mind. Only Champions of Immortals, Effigy-bearers, Revealed mages or people with greater skill to distract him can accomplish such feats, and even then their efforts are markedly less effective than they'd be on any other master of discipline.

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[get-post=189635 excerpt=Divine Focus]Divine Focus[/get-post]
Capstone: Divine Focus

As a former Empath and mage, Woe has honed his focus when employing supernatural abilities. He can thus learn to employ multiple abilities within a short time-frame, without straining his ability to focus. Mechanically this means he can learn to use several Divine-based abilities in close succession, or simultaneously with the appropriate knowledge and practice. Generally, his use of such abilities will tend to go easier on him than on one who lacks his level of focus. Abilities that have x-amount of uses per period of time will still have their uses respected. This capstone only governs the skill to use them in succession or in tandem with other abilities. It does not increase the number of uses he can get from an ability.

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[get-post=189635 excerpt=Unflinching]Unflinching[/get-post]
Capstone: Unflinching

Extreme provocations and displays of violence or terror having been a commonplace occurrence in Woe's lifetime, he has developed an ability to carry on and about his business despite whatever horrors rage around him. As such, if confronted directly by a horrifying situation, creature, or person, he is capable of maintaining his composure enough to give a measured reaction which in most cases cannot be disrupted. At least a grandmaster of Intimidation or similar skills and higher are needed to have a chance of getting through this resistance.

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[get-post=189635 excerpt=Slow and Steady]Slow and Steady[/get-post]
Capstone: Slow and Steady

Given his patience and discipline in all factors of functioning, Woe is capable of extending the amount of time that is needed to complete a personal task. Some may call it procrastination, yet where there's no rush to finish what he's doing or rush to a conclusion, Woe can accomplish even greater feats. Mechanically, this means that any skill used for crafting, or business management skill that he employs can be accomplished with the best result possible for his level almost without the possibility of failure. If he would hit a setback that would cause upset, failure, or damage, it won't, but will instead only take more time to finish.

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[get-post=189635 excerpt=Tales of Anguish]Tales of Anguish[/get-post]
Capstone: Tales of Anguish: Having experienced a wide range of personalities under his power as a torturer, Woe has a keen sense of what motivates a person, as well as what demotivates them. Through any triggers, he's become aware of through psychological or social observation he can use them to break down their mental resistance, to render their mind more malleable to mental or emotional manipulation through other means.

This can be applied in several ways, although the effectiveness of these methods is dependant on ancillary skills used for such a delivery. Through higher levels of intelligence, teaching, or leadership, he can deliver the effects of this capstone by proxy through the process of instruction.

The effects can be accelerated through higher levels (expert and above) of torture or intimidation.

But as a basic function, as it is, without enhanced skills in other areas, Woe can simply engage a person directly and use tales of anguish to their full effect, as the one administering them.

e.g. Woe has a person in talk therapy and has learned without it being spelled out, by teasing it out through subtle hints and tells, that the person is deathly afraid of mice. Having established this knowledge, he can then use it against them without introducing real mice into the equation, but by steering their thoughts toward the subject of their fear. This gradually might wear down on a person of weak will, to where they may either be rebuilt or torn down to a more malleable mental state.

Discipline and meditation can mitigate the effects, or flat out negate them in the case of certain capstones.

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[get-post=189635 excerpt=Dissociative Regulation]Dissociative Regulation[/get-post]
Dissociative Regulation: When a person has been put in a dissociative trance, whether through drugs, poison, or hypnosis, Woe can begin to build a compartmentalized sub-strata in their mind that is separate from their conscious self. This means he can make little sub-sections where certain undesirable traits, memories, or habits are stored away so they won't trouble the person's conscious day to day life. If at any point they want to revisit those traits they locked away, they will be able to regain them at will. This takes him above and beyond mere behavioral modification, and in this way he can begin to rebuild a person from the ground up. However, he cannot do so without the full and unconditional cooperation of the person in question. In mechanical terms, for the purposes of other pcs, this means player consent is required.

While Woe might use drugs, empathy, other coercion skills to weaken someone to the point where they'd be more likely to comply, the effects of this capstone wouldn't last much longer than the very act and effects of said manipulation. The subject needs to be willing. If they aren't fully behind and motivated to make it work, it'd swiftly unravel as they are removed from the cause and source of whatever pushed them into it.

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[get-post=189635 excerpt=Tales of Memoria]Tales of Memoria[/get-post]
Capstone: Tales of Memoria: Using his mortal-born ability of ignorance to make people forget specific memories has given him great insight into how such things are forgotten, or remembered. With this capstone, Woe is able to help amnesiacs and similarly afflicted individuals recover memories. Sometimes this involves planting a memory that Woe knows to be true of that person, and can allow that memory to return to the individual in question, but only if the memory was mostly accurate. He cannot place false memories in this way. Should he, as part of this capstone, attempt to plant mostly false or inaccurate memories, only the parts of it that are true will maintain prominence. The parts that are false or inaccurate will eventually cause the entire 'memory' to slip the mind of the subject, but not before Woe is able to identify which parts may be true. Conversely, in the case of mostly true memories, only the parts that are false or inaccurate will fade, while the truth of the memory remains mostly intact. At that point, the rest of the gaps in their memory may be corrected until it is complete.

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[get-post=189635 excerpt=Mesmerize]Mesmerize[/get-post]
Capstone: Mesmerize: While Woe has limited practical experience in putting others into altered states of consciousness, he's experienced enough of those states himself to know what it takes to enact them. Whether through making himself forget memories, being in the Dreamworld, or being manipulated and assaulted by ghosts and other supernatural apparitions, Woe has seen himself through his share of dizzying displays of perceptual chicanery.

As such, he's able, after spending from half a break to a break with a person in conversation, to determine what it would take to put them into an altered state, whether that state be hypnotic, ultra-suggestible, or otherwise. He is able to do this with a minimal amount of distraction or show. With not much more than a single gesture and a glance of his eyes, he's able to put someone that he's established familiarity with under an altered state of consciousness.

This effect can be mitigated and countered to some extent, starting at master discipline, meditation, and/or endurance depending on the nature and intention of the altered state. He cannot use this capstone during highly tense encounters, such as from arguments to full-on battles. His subject needs to be reasonably relaxed for it to work.

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[get-post=189635 excerpt=Its an Argument not a Fight]It's an Argument, not a Fight[/get-post]
Capstone: It's an Argument, not a Fight

In Woe's time, he's talked his way through many thorny and difficult conversations, often enough while brandishing a weapon. So long as he holds a weapon he's proficient in, he can usually maintain a dialogue with any mortal. This persists so long as he trades words rather than blows. Once either party launches into an attack, the effect is null. This is not coercive and is mainly meant to target NPCs. Even though a PC usually has to give him that chance, if the player believes there's a strong argument for their pc not doing so, a third-party mod gets involved in that decision? Of course a PC or NPC's skills will factor into their resistance to this capstone in any case.

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[get-post=189635 excerpt=Golden Tongue]Golden Tongue[/get-post]
Capstone: Golden Tongue

Woe's words are as good as gold. When completing a seasonal wage thread he's able to command a greater wage, whether by negotiating a higher salary or convincing people to pay more for his services, or just doing a better job to command better rates, he can gain more wealth from his career than he otherwise might. This results in a +3 modifier to Wealth Points earned per seasonal wealth thread ONLY. He cannot use it to increase the value of bounties or extra wealth from threads that aren't his seasonal wealth thread. This Capstone isn't cumulative with other capstones that increase seasonal wage but may be used regardless of the wealth skill employed.

The seasonal wage may be increased by a full 5 wp if the skill he's using for the seasonal wealth thread is Socialization, but only 3 wp for other skills.

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[get-post=189635 excerpt=For Just Five Nels More]For Just Five Nels More[/get-post]
Capstone: For Just Five Nels More

Woe is so accustomed to making use of wealth as a resource, a distraction, a means to acquire what he wants, that he's able to apply that principle to nearly anything. If he's willing to sacrifice a small amount of nels, he can open up the opportunity to make an exceptional acquisition. An exceptional acquisition being an item, resource, or material either very rare or unheard of within a region, from anywhere in the world. By paying five nels more (Flavor only, at no WP loss), he can guarantee the acquisition of a non-magical item or rare material from almost anywhere in the world, which he can then convince a craftsman to turn into whatever he desires without an associated price adjustment for the material. Rare materials still require moderator input, in order to acquire.

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[get-post=189635 excerpt=Absence Makes the Heart Grow Fonder]Absence Makes the Heart Grow Fonder[/get-post]
Capstone: Absence Makes the Heart Grow Fonder

As a solitary, private person, Woe is often given to bouts of cutting himself off from those he associates with, and those who care about him in turn. Thus, he's adapted to this circumstance by becoming greatly skilled at smoothing over his disappearances and absences. He can rebuild his trust with a given party for his absence with just a meeting. This capstone serves as a potential refresher for their relationship, allowing them to pick up where they left off, as if no time away had passed at all. PCs may or may not be subject to this capstone, depending on their choice and disposition. Collaboration is encouraged to determine how angry a PC might be at Woe for abandoning them, but this capstone is intended to smooth over that transition under any circumstance.

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[get-post=189635 excerpt=Onyx Compact]Onyx Compact[/get-post]
Capstone: Onyx Compact

Woe has a sublime command of the art of negotiation, especially when it comes to the exchange of wealth. This gives him an edge in most negotiation scenarios, but also makes his offers that much more appealing. By offering a measure of WP in payment to another PC or NPC, he may hold them to any deal that is mutually agreed to. Going against the deal means that Woe is able to take twice as many Wealth Points from that person, as a return should they fail to hold up their end of the bargain. This return of Wealth Points does not apply in matters of failure, where the other party sincerely attempted to meet their end of the deal. It's meant as enforcement against deal-breakers.

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[get-post=189635 excerpt=Strangely Familiar]Strangely Familiar[/get-post]
Capstone: Strangely Familiar

Woe can insinuate himself into almost any non-hostile social situation and usually is able to establish an immediate rapport with that person or group. In the case of a hostile environment, he's able to smooth the situation over to the point where he can then start building a rapport. Even without claiming to, Woe can implicitly convince people to regard him as somebody they know.

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[get-post=189635 excerpt=Stealth Entendre]Stealth Entendre[/get-post]
Capstone: Stealth Entendre

Woe is well accustomed to making his point subtly, almost without speaking in plain language what he means. Using subtle implications and tricks of rhetoric, Woe can float a message that is intended to find its way to the appropriate target. To anyone else, his comments/dialogue will appear entirely harmless and innocuous, yet his meaning will be clear to the target, whether for good or ill intentions. He either has to be speaking, signing, or using some form or method of communication in order for this capstone to work. He can be in individual conversation or in groups or giving a speech. As long as he speaks, and the other person hears or otherwise perceives what he says, the message will get through.

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[get-post=189635 excerpt=It's a Gift]It's a Gift[/get-post]
Capstone: It's a Gift

While Woe is not given to generosity for its own sake, he has been known to grant gifts to people with whom he intends to maintain positive working relationships. When he engages in quid pro quo exchanges with anyone, whatever he's giving them is understood and maintained to be a gift and is never considered a criminal act or act of corruption. However, the gift will often prompt the person to either treat favorably toward Woe, or return the favor in some way. This is mostly intended to be used on NPCs, however I'd hope that PCs also acknowledge it in a way that makes sense for their PC. Although giving a 'gift' to a person in a quid pro quo situation isn't liable to be seen as corruption or illegal in any way, the 'gifting' of illegal materials or goods in a given locale are more likely to trigger suspicion, and are not necessarily within the remit of this capstone.

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[get-post=189635 excerpt=Social Zealotry]Social Zealotry[/get-post]
Capstone: Social Zealotry

Woe has much experience insinuating himself into all manner of occult and obscure religious sects. Ranging from his earlier life as part of the Webspinners, to his flirtations with the Theocratum of Quacia. Woe finds it simple to fit in with such obscure religious sects, to the point where they are willing to open up about their beliefs and operational principles with him. As long as it's not clear that he's diametrically opposed to them, and maintains a neutral stance toward them, he can get them to divulge quite a lot of information about their religious activities. However, it will take a little extra effort in order to get them to divulge personally damaging information, such as things that compromise their security or instances where they have broken local laws.

This is mostly geared toward NPCs, although I would hope PCs take it into account, it's not coercive in nature.

Last edited by Woe on Tue Mar 28, 2023 1:38 pm, edited 108 times in total. word count: 5773
Words Like Violence, Break the Silence
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Mutations/Scars/Markings

Merged Shadow
Poison Blood
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Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
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