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Approved Character
Posts: 641
Joined: Sun Apr 24, 2016 3:34 am
Race: Human
Profession: Scratcher
Renown: +365
Character Sheet
Prophets' Notes
Plot Notes
Medal count: 4


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Sun Apr 24, 2016 4:34 am

Kasoria of Etzos

Show No Pity in A City Full of Sin
Name: Kasoria

Age: 45

Race: Human

Date of Birth: 9th Day of Ymiden, 673

Marks: None

Factions Joined: None

Languages Spoken: Common Tongue (Fluent), Ith'ession (Broken)

Partners: None


To say that Kasoria is not what one would expect from an assassin would be a fine exercise in understatement. If one were to see him go about his usual rounds, clothes years old and ill-kept, hairy as a monkey and about as graceful, the impression given would be that he's just another derelict. Too lazy or luckless or unskilled to make it in a city built on hard labor and strong work ethic.

So long has Kasoria worn that mask, he rarely sheds it. One time it falls away is when he dons what seems to be the one clean set of clothes he owns, trims his beard and past-the-shoulder length hair, and goes... well, no-one is really sure. The other time is when his true profession and lifelong gift comes to the surface. Then "derelict" and "vagrant" flee from your mind, and words may fail to describe what follows.

Kasoria is a man who knows exactly what he is, and doesn't much like it. But he only knows how to be what he is and, coupled with a puritanical streak, he seems to be driven towards equal parts indulgence and self-loathing. His whole life he has known only violence and the labyrinthine society of Etzos. The latter he has little patience for, its complexity and lack of sincerity being one thing that can rouse his rare but terrible temper. The former is quite simply the one true talent he has always had. From gutter fights as a little boy to bar brawls as a youth to murder as an adult, Kasoria is good at what he does. Very good.

And he wishes he wasn't almost as much as he prides himself in it.

Kasoria seems determined to live a simple life, split into easily-manageable sections he can control without stress, but seems stymied by reality and his own past mistakes. As such, his personality can vary wildly dependent on circumstances. Most of the time, he is humble and soft-spoken, the model of the good boy his mother would have wanted him to be. He feels he needs to be this, a gentle soul well-known in his neighborhood... but that is not the whole story. What he becomes when his master points him in the right direction is merciless, brutal, and without a shred of remorse. Kasoria may deceive himself that it is the thrill of contest and the adrenaline rush of violence that drives him, but in his dark moments, when it's naught but himself to justify anything to... he admits he enjoys his work.

If Kasoria has any hope in being something more than the fractured, almost schizophrenic man he is, that hope lies in subject of the trip he makes every few months to a town outside of Etzos. When he returns, even the blind and mad can see the change come over him. But his "work" takes it toll, the positive, hopeful glow fades, and he becomes the ghost again. A weapon in rags.

His story started in the poor part of town, in the heat and the dark of a Ymiden night. There were no omens ill or favorable, for he was but another child among thousands born that year. His parents worked and strove and loved and fought and cried and even quietly prayed, two more doting parents among many. He was a small and quiet child, but stronger than the two they had lost before. Yasmina thought he would be their only child, though she prayed hard for a daughter. Six years later she would get her wish, but in that heated night in the middle of the 673rd Arc, Yasmina gave birth to Kasoria, and Rama rejoiced in having an heir to the modest store he had built up from a threadbare stand in the Citizen's Market outside the city walls.

The boy grew up, joined by a sister, Lilith, both short and swarthy and dark-eyed. His slight size meant he was sometimes picked on, but speed was on his side, as well, and when he could not run, his tormentors found that a feral violence stirred in him, too. He played in the streets and the caverns below the city. He wandered them like all children did, acting like an uncrowned prince exploring his future kingdom, unanswerable and free to go where he liked, as long as adventure awaited. By the time he'd reached his tenth birthday, the meandering focus of childhood had hardened into a few definite traits.

First of all, he held no truck with the whispered faith of his mother, with her little clay idols of Immortals she tucked away when she wasn't worshiping. Second of all, he was quietly aghast that a life of bagging dried goods and household menials waited for him, working in his father's store. Thirdly, he loved them both, and his sister, and the distant family that they visited every late-Saun, venturing north of Etzos to holiday with cousins and aunts and uncles.

Last of all, he knew how to fight. He was small and slight, but not weak nor afraid, and when he fought, he held nothing back. As childhood grew into the strength and aimless fire of youth, Rama watched his son grow with concern. He was proud that his son, sadly like himself in his height and build, was able to defend himself, even if his "technique" was more brawling than boxing or wrestling. But self-defense was fast turning to compulsion, delight in the chaos of fighting. He shirked his chores and beatings obviously held no fear for him. Only his sister's gentle, determined persuasiveness seemed to cool the fire in the boy's hear, if only for a while.

Rama and Yasmina turned to their wits and their faith for answers. But in the end, it was Etzos that provided one.

Every barroom brawler knows that there are some men you don't hit. Sometimes they find that out the hard way, like Kasoria did. He woke up in the Hall of Rule and Reprimand, a boy seventeen arcs old and already with the knuckles of a grown man, and the scowl of a bitter one. He woke up to bruises and a hangover, and an armored figure staring inquisitively down at him.

The man smiled, and asked him what he wanted to be in life. Kasoria answered with the truth: a free man, out of the damn cell. The armored man nodded, and said all he had to do was get past him.

Kasoria tried, and laid exactly one punch on the man. It cost him three broken fingers and a breezy speech about the stupidity of trying to rip the ears away from off-duty members of the Black Guard in a lonely Outer Perimeter watering hole. As the boy lay panting and spitting blood, the man said something else to him.

Offered, in fact.

Sergeant Tantos was not a recruiter, but had an eye for talent. A Black Guardsman was a match for most thugs in Etzos, and this brat had nearly bested two of them before he'd clobbered him around the ear from behind. Such a waste, if he was allowed to continue in the gutter, maybe even go so far as to be locked down here and just be... forgotten. Tantos decided to do something about that, and being a former gutter rat himself, knew just how to sell it.

Kasoria came home to a worry-stricken family bruised, limping, wearing a cadet's uniform and bearing his first season's pay in advance. He was going to be a Black Guardsman. Yasmina thanked the gods in a silent whisper, and the more worldly Rama stared with pained eyes, but eventually congratulated his son. It was not the answer he was expecting, but it was a better future nonetheless.

Cadet training passed by in a whirl, and Kasoria was surprised to find that he quite liked it. Not just the nice bed and good food and combat training, but the sense of something solid and real and breathing that he was part of. Something greater than himself. He walked straighter and prouder. He steered clear of the thugs and gangers he'd called brother before. He had a higher calling now, and the future was bright.

So has said many a man, before night falls.

Lilith loved her mother, and shared her faith. When Yasmina prayed to her little clay idols - to Chamadarst for her husband, Chrien for her son, Ethelynda for her daughter - her daughter was there with her. Like her brother, she had no fear of others, nor their opinions. Though it gained her scorn and jeers, she was unafraid to confess her faith, and said she would pray also for those that sneered at her. The Immortals were flawed, but they could be good, she said. Her big brother was the perfect proof for that, and one day everyone would see.

She was wrong.

As so often happened in Etzos, disease spread through the Outer Perimeter. Families were shattered, loves torn apart, and Yasmina succumbed along with the rest. Lilith tended to her every break, insisting that her brother would visit her, hold her hand and be there for... whatever followed. But it was not Kasoria that came to the door. It was a gang of wild-eyed men, grieving and vengeful and ignorant and scared in all parts. They sought scapegoats, and the confessed Immortal-worshiper was an obvious target. Lilith rounded on them without fear, noting that her own mother was one of the sick, but it did her no good.

They wanted blood. They took it. From both of them.

Tantos tried to stop Kasoria from finding out, then tried to stop him going back to the old neighborhood. He failed both times. He sent out cadet patrols, ordered them to the bars and groghouses and pubs and even the underground shebeens everyone pretended to know nothing about. Spread the word that the killers of the two women were to seek protection, or invite death. They were too late. A commotion was reported. Fighting. Fire. Death. Horror. Tantos and a detachment found a house in flames and a wounded man outside.

A gladius in each hand. Red from tip to hilt. Face shattered as a broken vase, staring at the flames... and the corpses he'd left inside.

Kasoria never found out why he wasn't exiled, or just locked away and left to die. He knew only that Tantos was never seen again, and he was forbidden for even looking at the Hall he'd called home for arcs. At twenty years old he was on the streets, with his broken father and working in a pokey little store where every day was the same. Rama knew what would happen. How he would backslide. Only now it was with honed skilled and trained fists, studied in a graceful but savage fighting art, first learned on the streets and now hones as a cadet. The angry young man had become a weapon, without a hand to grasp or direct it.

But there were always those willing to pay for a grip, as it were.

Years passed. Father and son grew apart as son grew darker in deed and thought. Rama knew how his son was able to afford to move out of his family's house. He knew how he was able to afford food and drink and clothes and rent and everything else. On some rare nights, his friends would mention seeing him, hands stained and feet swift. Or they would share some gossip and quickly censor his son's name when they came to some scandalous and mortal deed done in the darkness.

His son was a killer, and Rama knew it. He died with that knowledge, heart giving out as he stacked shelves one morning, no wife or daughter to hear his last breath. No son left who would care to. Or so he thought.

Those who assumed Kasoria despised his weak father would have been proved mistaken. As far as can be told, he became bolder, reckless, even seeking death in the years that followed. His "assignments" for racketeers and smugglers and petty gangland warlords took him across the breadth of the city and beyond. But under all the bodies and blood was an aching, trembling desire for peace. The only peace a man like him could hope for.

Then the strangest thing happened.

He was handed a bundle of rags from an exhausted midwife. He looked down into sleepy eyes and in that single moment, his rudderless life ran aground and would never be moved. A breathless whore chuckled from the soaking bed and asked him what he thought of the name she had picked out for his son.

Kasoria doesn't remember answering. Just nodding. Unable to look away.

The man that walked into Vorund Storage and Leasing was so different in character that the owner had to blink and squint to make sure it was the same man from before. Everything seemed the same, from the gait to the hair to the beard to the clothes, but there was a light shining out from the mercenary's face that was different. Not renewed so much as transplanted. As if some fresh spark for life had been added to embers growing cold, and now Kasoria spoke to him not as a freelance killer seeking a job, but a man asking a favor.

He wanted his son to be safe. He had made enemies, and would make more. They would punish his son if not him, and Vorund knew plenty of people. Guardsmen, lookouts, smugglers, forgers, dozens of contacts from all walks of life that could spirit a woman and her babe from the city without anyone noticing. True enough, Vorund agreed, but what was in it for him?

Kasoria drew his gladius, and laid it on the table. That was what he gave, and the promise that he would never take it back. Not while Vorund still lived.

That was eleven arcs ago, when the century was still young. Since then, Vorund's fortunes as a boss in Etzos' turbulent underworld had waxed and waned, sometimes merely a season apart, but Kasoria has always been his most dependable executioner. Paid well, of course, for every man had to eat, but always remembering the debt he owed the racketeer. Traitors, spies, competition, intractable clients and other such threats to Vorund's profits... all have met the slight, ragged man in some way. All never met anyone again.

And as a reward beyond coin, every other season Kasoria leaves Etzos, ventures into the strange world of grass and trees and brooks beyond the mortar and brick and stone of his living. He walks or takes a wagon, paying a few coppers for his seat, until he comes to a town north of the city. There he stays with some cousins who know little of what he does for a living, and are smart enough not to ask. They know he is polite and respectful, but spends much of his time wandering the town. Even spending it with a woman they know well, who came out there years before, with a bastard boy whose high-born father had abandoned, the poor dear.

Kasoria seems to like the boy very much. When he bids his cousins farewell, sometimes mother and child are there to say goodbye, too.

Kasoria's home outside the city walls to the south-east is as sparse and impersonal as one would expect from a man who walks around resembling a beggar most of the time. One would even argue that given his lack of possessions, it's probably twice as much as he requires. A bedroom with a termite-eaten bed, a washbasin for hygiene, a table with two chairs, and a handful of worn books. Even his cutlery and cooking supplies only take up one small cupboard, easily fitting on top of the stove.
Special Item (Local Renown)


Item: K'Vosh Tera ("Traitor's Claw", in Ith'ession)
Description: A steel karambit with a polished oak handle; the blade is inlaid with intricate and strange patterns
Enchantment: Once gripped, Kasoria feels an odd warmth emanating from the karambit, though not enough to be harmful. The blade can block the pain inflicted by blows received by him, and direct it back through the next strike of the blade. For example, a slash on his arm will not be felt, and whenhe next cuts his attacker, they will suffer both the pain of the blow itself, and the pain of the blow that was inflicted upon Kasoria. Note that while the pain of these blows to Kasoria won't be felt, the damage is still very real, whatever that may be.

However, the effects of the Claw only last for as long as it is being used. Once disarmed or sheathed, Kasoria will feel the full nervous pain of those wounds that the blade absorbed, which will be quite a shock to the system. The blade also cannot "store" the pain from multiple wounds and re-inflict them all at once when his retaliation connects. However, more than half-a-dozen wounds and the enchantment on the blade will be overwhelmed, and Kasoria will feel all of them at once. Once that's happened, however, the blade "resets" and begins absorbing the pain from fresh blows anew.
Last edited by Kasoria on Thu Jan 17, 2019 3:05 am, edited 39 times in total. word count: 3104
"This is the life we choose, the life we lead. And there is only one guarantee: none of us will see Heaven."
User avatar
Approved Character
Posts: 641
Joined: Sun Apr 24, 2016 3:34 am
Race: Human
Profession: Scratcher
Renown: +365
Character Sheet
Prophets' Notes
Plot Notes
Medal count: 4


RP Medals


Sat Mar 03, 2018 5:03 pm


ImageName: Bangun Vorund
Age, Race & Gender: 61-arc-old human male
Skills: Business Management - 62 / Intimidation - 60 / Blades (Spring-Loaded Dagger) - 48 / Politics - 35 / Leadership - 47
Immortal Marks: Unknown

If one drew a line from the Western Gate to the Eastern, Etzos would be effectively cut in half. To the south of that line is the territory of Bangun Vorund, and you'd never know it. Mainly because Vorund's fiefdom is one of hustlers, dealers, thieves, pimps, smugglers, mercenaries, and other such denizens of the underworld that thrives beneath the feet of the law-abiding (sometimes quite literally). Despite entering his seventh decade, Vorund is as ruthless as he was twenty arcs ago, when he crushed the last of his gangland rivals and became the de facto boss of the South Side. Although some whisper that while his mind is still sharp, his will is lacking.

His operations are based in the Citizens Market and are mainly spread across the Outer Perimeter, but only a fool would think someone could survive for two decades as top dog in South Etzos without friends in high places. Vorund's influence and interests have seeped into the Commercial District and, if the rumors are genuine, even into the ruling powers of The Citadel itself. On a day-to-day basis, though, his authority and enterprises are enforced by his reputation, his knack for making deals, and the merciless bloodshed unleashed by his loyal enforcer, Kasoria.

ImageName: Martyn
Age, Race & Gender: 10-arc-old human male (DOB 15th trial, Saun, Arc 707)
Skills: Basket Weaving - 20 / Cooking - 17 / Unarmed Combat (Brawling) - 8 / Storytelling - 5
Immortal Marks: Unknown

In some ways, Martyn is one of the best kept secrets in Etzos, for only three living souls know his true parentage. Two would rather die than reveal it, knowing the danger it would place him in. Another knows that he would die if he did. The boy himself is oblivious to this secrecy, though. As far as he knows, his father abandoned his mother years before she moved to Westguard, a small town ten days from the city. Young as he is, he doesn't much care for history, having more interest in the boundless potential of the present and future. All he knows is that his mother loves him, and that's enough.

Now he's into double-digits, however, he's starting to understand that things are expected from him. So he does chores for his mother, helps her at the store she works at, and does all those things that drive a young man insane with boredom. His real enjoyment is to be found exploring, concocting tales and legends from his imagination, which his mother always says he should write down. But there is darkness in him, too. A fondness for violence. An unwillingness to bow down to authority, any authority, whether legal or maternal. His mother scolds and hides her tears when he comes home, scuffed up and sullen. Because she sees his father in those moments, and that frightens her.
Last edited by Kasoria on Wed Aug 08, 2018 7:55 pm, edited 5 times in total. word count: 518
"This is the life we choose, the life we lead. And there is only one guarantee: none of us will see Heaven."
User avatar
Approved Character
Posts: 641
Joined: Sun Apr 24, 2016 3:34 am
Race: Human
Profession: Scratcher
Renown: +365
Character Sheet
Prophets' Notes
Plot Notes
Medal count: 4


RP Medals


Wed Mar 07, 2018 5:03 am

Renown Ledger
Starting Package 100gn ...
Good Gladius ... 26gn
Hat (Men's) ... 10sn
Books (two non-fiction, one fiction) ... 28gn
First Aid Kit ... 22gn
Ghost Mushroom (one dose) ... 10gn
Contract Fee 250gn ...
Groceries ... 3gn
Information [PC Payment] ... 50gn
Chainmail Vest and Throwing Knives ... 52gn
Poisons ... 300gn
Cover Charge and Dinner ... 3gn
Contract Fee 500gn ...
Wages Minus Living Expenses (Cylus 718) 399gn ...
Shopping ... 35gm
Scarf Rot Dose x1 ... 10gn
Contract Fee 1000gn ...
Caravan Passage ... 3gn
Wages Minus Living Expenses (Ashan 718) 2436gn ...
Child Support ... 3000gn
Lodgings ... 33gn
Contract Fee 125gn ...
Wages Minus Living Expenses (Ymiden 718) 1942gn ...
Bribe ... 100gn
Bribe ... 100gn
Forearm Sheaths x2 ... 4gn
Wages Minus Living Expenses (Saun 718) 1080gn ...
Child Support, Caravan Passage ... 2503gn
Wooden Practice Weapons ... 25gn
Concealable Lock-Picking Kit ... 50gn
Healing and Lodging ... 65gn
Wages Minus Living Expenses (Vhalar 718) 3763gn ...
Child Support, Caravan Passage ... 3010gn
Purse Stolen While Injured/Unconscious ... 153gn
Total Currency: 0 ON, 2000 GN, 0 SN, 0 CN
Last edited by Kasoria on Thu Jan 17, 2019 3:04 am, edited 61 times in total. word count: 428
"This is the life we choose, the life we lead. And there is only one guarantee: none of us will see Heaven."
User avatar
Approved Character
Posts: 641
Joined: Sun Apr 24, 2016 3:34 am
Race: Human
Profession: Scratcher
Renown: +365
Character Sheet
Prophets' Notes
Plot Notes
Medal count: 4


RP Medals


Thu Mar 08, 2018 7:03 pm

Thread List

Arc 718
I. Slippin' Into Darkness - 5th - Time to out the book down, and go to work
II. The Messenger - 5th - It only takes one man
I. No Skips, No Excuses - 9th - Older you get, harder it is to maintain
II. I've Got A Little List - 9th - More than just bread and milk. Kasoria goes hunting for some new ideas, and old killing tools
III. A Call to The Void (Navyri) - 10th - Kasoria delves into the underground to hunt down a potential supplier of the poisons so useful in his profession
The Pledge (Finnegan, Ivanthe) - 19th - A trip to Foster's Landing on business is both derailed and augmented by running into a familiar street rat, and his barmy friend
I. The Ferryman - 22nd - Properly informed by his adolescent contact, Kasoria closes on the final, floating hideout of his target
II. The Covenant - 22nd Trial - This is the cost, one always known, and yet never accepted
III. "And Like That... He's Gone" - 23rd - His business concluded, an anonymous assassin slithers upriver back to the safety of Etzos
Midnight Menu (Kovic) - 28th Trial - Nothing like dinner with an old friend, who isn't really a friend and who you might have to murder some day
Veni, Vidi, Vici - 20th - Kasoria knocks up a new training dummy and begins training with his shiny new knives
Off To See The Wizard (Zipper) - 30th - Kasoria is assigned to guard Vorund's lieutenant as he attends a meeting in Foster's Landing with a very important, quite unforgiving young woman
Noose for the Loose - 35th - With investigators sniffing around after the Charon Massacre, Kasoria insulates himself and his master by tying off a loose end
I. The Departed - 50th - The murder of an underworld courier put Kasoria on the hunt, and meeting with... well, you read the title
II. Old Faces - 50th - On the hunt for whoever fatally ripped off his master, Kasoria visits an old friend, and a slimy... acquaintance
III. Fool's Gold - 50th - Kasoria sets a trap
IV. Tidying Up - 50th - Nothing left to do but clean house... so to speak
V. Thanam O’n Dhoul - 51st - One last loose end, one more bridge to burn, one more body tossed on the pile
To Trouble Their Fathers [Part I] [Part II] [Part III] [Part IV] - 60th to 77th - A worrying letter takes Kasoria from the brick and towers of Etzos to the pastures of Westguard, on a familial task he is powerless to ignore, and bent on resolving
Fancy Seeing You Here... Who Are You? (Yndira) - 81st - A mundane shakedown (broken arms, shattered kneecaps, bloodthirsty threats, the usual) turns into a chance meeting, when a wild young thing meets an older assassin
Dyin' Ain't Much of a Livin' (Unless You're into Necromancy (Lucretia) - 88th - Fates know why, but Kasoria's master sends him to a enigmatic necromancer-cum-musician, seeking her aid in making a body disappear
I. Go For The Flow - 4th - Kasoria hits the books to learn how to better use his karambit
II. Repetition and Acceleration - 4th - Karambit training continues, both in speed and complexity
III. Liberty and Death - 8th - Training is always for a purpose, and his purpose was fell, indeed
IV. The Logical Conclusion - 8th - The Raggedy Man cometh for your sins, Mister Stacks
[Modded Thread] Where few want to be found (Vidao, Oberan) - 14th - A mundane debtor hunt turns into something far more interesting, running Kasoria into foreign sellswords, Mortalborn, shadow assassins, and ill-kept office space
Ordinary People - 21st - Eggs, bacon, some light reading and heavier exercise: no better way to start the day
Mix 'N Match - 21st - Kasoria melds together exercise and training, of flesh and of steel
Raise - 21st - He does his "job" and listens carefully, for his "work" is being laid out for him
What Were You Expecting? - 24th - In which the salient difference between a Warrior and an Assassin is proven
The New Order(s) - 24th - Kasoria wraps up the problem of Denis Styes, and lays the foundation for a pliant and profitable replacement (or two)
Take Me To Church (Noth) - 29th - After seasons of posturing, rumors, false starts and veiled threats, North and South finally meet
Up Your Sleeve, Sneaky, Like, Blending Genres - 42nd - Kasoria utilizes some new gauntlets and older blades to become an even sneakier bastard
[Modded Thread] A Curious Mind - 3rd - Seeking answers about the strange, life-saving talisman he claimed last season, Kasoria searches out a grouchy mage who should have answers, and presents possibilities instead
End Of Land - 15th - You brought this on yourself, but only you need to die
Full House (Oberan) - 20th - Together again, and it feels so... no, actually, it doesn't
I. To Teach Terror - 25th - Sometimes blood and bodies are not required, but the specter of them
II. Soft and Swift as Shadows - 21st - No trace he left, no hide nor hare... but take he did, with utmost care
III. The Shadow Man - 21st - Just a little; she won't even miss it...
IV. Reality Check - 25th - Kasoria reminds a powerful man what true power really is
V. Where We Stand - 25th - And lo, a beautiful business relationship is born.
Enlightened Self-Interest (Quio) - 28th - Kasoria is sent to retrieve a mysterious trinket recently stolen from an Etzosi museum, and runs across a host of interested parties... including a troublesome and determined young "partner"
[Westguard] The Knight Of The Hills, Digging Deeper, Sweet Sorrow - 34th-37th - That time of the season again, and Kasoria has more to take to Westguard than a bag of coin
A Godling Walks Into a Bar (Oberan) - 1st - Two ertstwhile comrades, thrown back together, with camaraderie and music for all... pfft, yeah, right
Vacancy - Demigods Required (Oberan) - 6th - Boss Vorund wants the Actor and the Enforcer working together to ensnare a useful official, and damned if the man doesn't get what he wants
Auditing Season, Prowler, Gentleman Callers, Silk and Parchment, Scuttler, Blood and Lies, Promotion and Politics - 19th to 26th - Kasoria is dispatched yet again to weasel out a thief, a liar, and worse, a lawyer...
The Bargain Struck - 33rd - Kasoria takes his first excruciating steps into the craft of Abrogation
This Way Comes, The Crossing, Dual/Duel, Bleed It Out, Unto A Savage Race, So Run, You Cur - 45th to 47th - Barely arrived back in Etzos Prime, Kasoria is given a new, simpler, and purer assignment, involving a treacherous Vorund vassal, and a mountain of reptilian flesh (for hire)
Knock-Knock-Knockin' (Oberan) - 47th - Badly mauled after his fight with the Ithecal, Kasoria seeks shelter from the nearest available source... much to his chagrin
Recovery Time and To Each His Own - 70th - Maddened by the boredom of healing, Kasoria seeks peace and progress in some blade practice
"Somebody's Coming Up. Somebody Serious.", "I like these calm little moments before the storm.", "He Just Wants... a Little Conversation." - 100th - He moves without sound. Kills without emotion. Disappears without trace.
Pilgrimage - 110th - Like a penitent along worn paths, he goes to make obeisance, yet shows bears his back at ending all the same
Colder Weather - 110th - He tries to stretch out breaks into trials, fill them with lessons for the future; but there is never enough of it, and he knows this goodbye will echo for longer than before
The Hound and The Shadow (Yndira) - 120th - On the trail of a mystery fence who might have answers to questions from Bangun Vorund, Kasoria runs into an alluring, acrobatic, and lethal acquaintance

From The Clear Blue Sky, All Fall Down, Styx - 7th - All roads have led to this
The Ninth Circle - 9th - He should be dead, and soon he'll wish he was, until his freedom is won, with a single tiny hiccup...
Comin' In Hot (Finn) - 50th - Flung across an ocean and into Andaris City, Kasoria inexplicably bumps into an old "friend"
[Quest] A Pound of Flesh (Finn and Qit'ria) - 60th - All he seeks is passage back home, but the price for steerage is apparently the head of a king

I. Before (21st Trial, Ashan, Arc 688) - It wasn't his first fight, but it was the last time he bothered with that chivalry shite
Hate It Til You Love It (Vhalar, Arc 690 to Zi'da, Arc 692) - You kill yourself and you dig deep over and over and over, until you embrace the pain, and look back at how far you've come
The Beginning of a Beautiful Friendship (66th Trial, Z'da, Arc 690) - He'd barely held one before that season, but soon came to wonder how he'd lasted so long without one
II. During (42nd Trial, Ymiden, Arc 691) - Kasoria continues to learn that the Black Guard aren't about dropping bodies... but they do know how to make them compliant
II. Merchant of Death (10th Trial, Ashan, Arc 691) - Cadet Kasoria learns that Etzosi brawling is a lot more complex than he first thought
III. After (20th Trial, Cylus, Arc 694) - No longer a boy, no longer a Cadet, he is just "Kasoria", and his sword goes to the heaviest purre
I. Dogs (15th Trial, Saun, Arc 696) - A bounteous flock must reach Rhakros, and Kasoria is one of the many dogs charged with getting the sheep there safely
II. Jackals (15th Trial, Saun, Arc 696) - Kasoria gets his first taste of true battle, not just a ganger scrap
I. Things Not Planned For (3rd Trial, Vhalar, Arc 705) - Kasoria does his best impression of a spanner in the works
II. Bugger of a Night (3rd Trial, Vhalar, Arc 705) - Unarmed does not mean defenseless, as Kasoria proves
III. Wolves (99th Trial, Vhalar, Arc 706) - Now he does not protect the flock; he preys on it
No Good Deed, Futile Gestures, The Dying Of The Light, Kill The Boy (15th Trial, Cylus, Arc 706) - His grief could have burned worlds, and they were his instrument
Whatever It Takes (22nd Trial, Saun, Arc 707) - As any father would give
Don't Be Naive (26th Trial, Saun, Arc 708) - Not all those marked for death are gangsters and renegades, but they still meet the same face at their end
The Long Arm (Ryder) (33rd Trial, Ymiden, Arc 709) - Even whores have guardian angels in Etzos, no matter what armor you wear
Bone and Metal, Blood and Fire (37th Trial, Ymiden, Arc 709) - Some people are just better off... vanishing
Mundane to Monstrous (27th Trial, Cylus, Arc 710) - Cheese, clay, flesh, muscle, arteries, bone... it rally is quite a versatile little tool
I. All Those Who Enter Here (73rd Trial, Vhalar, Arc 711) - Of all the houses you shouldn't break into...
III. Picked The Wrong House, Lads (73rd Trial, Vhalar, Arc 711) - Kasoria finishes cleansing his home of invaders, perhaps a little too thoroughly
Strays and Orphans (Maxine) (40th Trial, Zi'Da, Arc 711) - Kasoria makes an unwanted and unexpected friend
Just As You've Seen Me (Maxine) (45th Trial, Zi'Da, Arc 711) - Like a bad bloody copper...
Of Clay and Bricks (Maxine) (50th Trial, Zi'Da, Arc 711) - You wanna train? Wanna be a hard man? Fine. Let's start.
Hard Knock Life (Maxine) (60th Trial, Zi/da, Arc 711) - Back for more and eager to learn (and eat)
I. Enemies Foreign and Domestic (17th Trial, Cylus, Arc 713) - Kasoria travels to the coast for the first time, on business
II. Execution Break (18th Trial, Cylus, Arc 713) - Traps are laid, plans concocted, and now they bear bloody fruit
III. Legacy (19th Break, Cylus, Arc 713) - Kasoria ensures that the message of his master is well-remembered
City Scratchers (Anne Wicks) (25th Trial, Saun, Arc 713) - Kasoria takes an unwanted partner on as he rides with a bandit pack, chasing down a nice fat caravan
IV. Snakes (13th break, Zi'da, Arc 713) - All paths that cross, come to an end
The World Beneath The World (14th Trial, Ymiden, Arc 714) - There's more lurking in the shadows than killers and thieves, as Kasoria finds out one sweltering night
Bigger Fish (Finnegan O'Connor) (13th Trial, Z'da, Arc 716) - A young boy seeking thrills at the edge of the underworld learns firsthand what such a world truly costs
According to Plan (Finnegan O'Connor) (13th Trial, Z'da, Arc 716) - The Adventures of Urchin and Vagrant continue!
I. D.I.Y. (30th Trial, Z'da, Arc 716) - Kasoria practices with his shiny new trophy, after knocking up a little practice prop
II. Second Wind (30th Trial, Z'da, Arc 716) - No longer leaking like a sieve, Kasoria continues testing out his new blade
Last edited by Kasoria on Tue Jan 15, 2019 5:18 am, edited 128 times in total. word count: 2108
"This is the life we choose, the life we lead. And there is only one guarantee: none of us will see Heaven."
User avatar
Approved Character
Posts: 641
Joined: Sun Apr 24, 2016 3:34 am
Race: Human
Profession: Scratcher
Renown: +365
Character Sheet
Prophets' Notes
Plot Notes
Medal count: 4


RP Medals


Fri Mar 16, 2018 4:31 pm

Skill Total Points SpendProficiencyKnowledge
Unarmed Combat (Ki'Enaq) 100/100 (FT) Master 75
Blades (Gladius, Karambit) (151/251) Master, Master 34, 33
Tactics (151/251) Master 81
Endurance (151/251) Master 37
Stealth (151/251) Master 35
Discipline (151/251) Master 73
Intimidation (76/251) Expert 46
Intelligence (76/251) Expert 42
Throwing Knives (76/251) Expert 35
Deception (35/251) Competent 32
Teaching (26/251) Competent 15
Medicine (30/251) Competent 15
Cooking (30/251) Competent 11
Detection (27/251) Competent 29
Acrobatics (27/251) Competent 18
Poisons (25/251) Novice 8
Caregiving (5/251) Novice 0

Fast Track Skill: Unarmed Combat (Ki'Enaq)

1-25 N
26-75 C
76-151 E
151-251 M

Capstone Abilities:

No Thought (Unarmed Combat - Ki'Enaq): Combat is so rote for Kasoria he does not need to think before he enters into it. There is no lag between his brain, his cognition, and his body. Sometimes Kasoria will find himself reacting to danger he only fully realizes after he has dodged or countered it. So trained is this fist fighter that he may no longer be caught by surprise. He will always be treated as though he was aware of an attack coming at him, even if launched from ambush. Instantaneous attacks may surpass this, but he will react in the instant they connect, already mitigating damage, counterattacking, or leaping out of reach.

Points Ledger - 0
Thread or Skill NamePoints AwardedPoints SpentRunning Total
Unarmed Combat (Brawling) 25[RB] 25 00
Starting Package 50 00 50
Blades (Gladius) .. 20 30
Cooking .. 10 20
Acobatics .. 15 5
Poisons .. 5 0
Intelligence 4[DJ] 4 0
Endurance 4[DJ] 4 0
Caregiving 2[DJ] 2 0
Don't Be Naive 10 .. 10
Enemies Both Foreign and Domestic 10 .. 20
Execution Break 10 .. 30
Legacy 10 .. 40
D.I.Y. 10 .. 50
Slippin' Into Darkness I 10 .. 60
Second Wind 10 .. 70
All Hope Abandon Ye Who Enter Here 10 .. 80
Merchant Of Death 10 .. 90
Unarmed Combat .. 25 65
Whatever It Takes 10 .. 75
The Messenger 10 .. 85
Picked The Wrong House, Lads 10 .. 95
Stealth .. 25 70
No Skips, No Excuses 10 .. 80
Deception .. 25 55
Blades (Karambit) .. 25 30
I've Got A Little List 10 .. 40
The Beginning of a Beautiful Friendship 10 .. 50
Things Not Planned For 10 .. 60
Bugger of a Night 10 .. 70
The Pledge 15 .. 85
Tactics .. 35 50
And Like That... He's Gone 10 .. 60
Discipline .. 35 25
The Departed 10 .. 35
The Ferryman 10 .. 45
The Covenant 10 .. 55
Endurance .. 1 54
Intelligence .. 1 53
Caregiving .. 3 50
Old Faces 10 .. 60
Unarmed Combat .. 20 40
Fools Gold 10 .. 50
Tidying Up 10 .. 60
Blades (Karamabit) .. 50 10
Thanam O’n Dhoul 10 .. 20
Veni 10 .. 30
Bigger Fish 15 .. 45
Endurance .. 20 25
Vici 10 .. 35
The World Beneath The World 15 .. 50
Midnight Menu 15 .. 65
Vidi 10 .. 75
Gladius .. 50 25
Before 10 .. 35
During 10 .. 45
Unarmed Combat (Ki'Enaq) .. 30 15
After 10 .. 25
The Long Arm 15 .. 40
Bone and Metal, Blood and Fire 10 .. 50
Endurance .. 50 0
The Call of The Void 15 .. 15
To Trouble Their Fathers I 10 .. 25
To Trouble Their Fathers II 10 .. 35
To Trouble Their Fathers III 10 .. 45
Intimidation .. 35 10
To Trouble Their Fathers IV 10 .. 20
Go For The Flow 10 .. 30
Repetition and Acceleration 10 .. 40
Liberty and Death 10 .. 50
Blades (Karambit) .. 30 20
Tactics .. 20 0
The Logical Conclusion 10 .. 10
Dogs 10 .. 20
Jackals 10 .. 30
Dyin' Ain't Much of a Livin' (Unless You're Into Necromancy) 15 .. 45
Wolves 10 .. 55
Snakes 10 .. 65
Gladius .. 15 50
Throwing Knives .. 25 25
Deception .. 15 10
Noose For the Loose 10 .. 20
The Risen 10 .. 30
Reimbursement of misapplied Karambit Points (Mistake pointed out by Aegis, 07/23/2018) 105 .. 135
Mix 'N Match 10 .. 145
Tactics .. 35 110
Throwing Knives .. 50 60
Raise 10 .. 70
Off To See The Wizard 15 .. 80
Intimidation .. 43 42
Intelligence .. 22 20
What Were You Expecting? 10 .. 30
The New Order(s) 10 .. 40
Stealth .. 2 38
Cooking .. 17 21
Medicine .. 15 6
Hate It Til You Love It 10 .. 16
End Of Land 10 .. 23
Strays and Orphans 15 .. 38
To Teach Terror 10 .. 48
Discipline .. 43 5
Soft and Swift as Shadows 10 .. 15
The Shadow Man 10 .. 25
Reality Check 10 .. 35
Where We Stand 10 .. 45
Acrobatics .. 10 35
Medicine .. 10 25
Poisons .. 20 5
Sneaky, Like 10 .. 25
Blending Genres 10 .. 35
Throwing (Knives) .. 3 32
Where few want to be found 20 .. 52
Just As You've Seen Me 15 .. 67
The Knight Of The Hills 10 .. 77
Digging Deeper 10 .. 87
Sweet Sorrow 10 .. 97
Intelligence .. 51 46
No Good Deed 10 .. 56
Futile Gestures 10 .. 66
The Dying of The Light 10 .. 76
Kill The Boy 10 .. 86
Stealth .. 51 35
Detection .. 27 8
Auditing Season 10 .. 18
Full House 15 .. 33
Prowler 10 .. 43
Gentlemen Callers 10 .. 53
Silk and Parchment 10 .. 63
Scuttler 10 .. 73
Blood and Lies 10 .. 83
Acrobatics .. 2 81
Blades .. 60 21
Promotion and Politics 10 .. 31
This Way Comes 10 .. 41
Mundane to Monstrous 10 .. 51
The Crossing 10 .. 61
Fancy Seeing You Here... Who Are You? 15 .. 76
Tactics 63 .. 13
A Godling Walks Into A Bar (Ouch) 15 .. 28
Duel/Dual 10 .. 38
Bled It Out 10 .. 48
Unto A Savage Race 10 .. 58
So Run, You Cur 10 .. 68
Blades .. 3 65
A Curious Mind 20 .. 85
"Somebody's Coming. Somebody Serious." 10 .. 95
Medicine .. 5 90
"I like these quiet little moments before the storm." 10 .. 100
"He Just Wants... A Little Conversation." 10 .. 110
Take Me To Church 15 .. 125
Of Clay and Bricks 15 .. 140
Teaching .. 26 114
Knock-Knock-Knockin' 15 .. 129
Endurance .. 75 39
Pilgrimage 10 .. 49
Colder Weather 10 .. 59
Enlightened Self Interest 15 .. 74
Vacancy - Demigods Required 15 .. 89
From the Clear Blue Sky 10 .. 99
All Fall Down 10 .. 109
Styx 10 .. 119
City Scratchers 15 .. 134
Recovery Time 10 .. 144
Cooking .. 4 140
Stealth .. 75 65
To Each His Own 10 .. 75
Discipline .. 75 0
Skill Knowledge
  • Abrogation: Magical Discipline that Can Shield Against Physical Attacks
  • Abrogation: Magical Discipline that can Negate Magical Attacks
  • Abrogation: Requires a (Potentially Lethal) Initiation
  • Acrobatics: Form and Movement Amidst Combat
  • Acrobatics: Tucking and Rolling After a Fall
  • Acrobatics: Avoiding a Large, Unwieldy Weapon
  • Acrobatics: Climbing a Drainpipe
  • Acrobatics: Coming Up Fast From a Fall
  • Acrobatics: Turning Fast On The Balls of Your Feet
  • Acrobatics: Dancing Away From a Skilled Opponent
  • Acrobatics: Sliding Forwards on Knees
  • Acrobatics: Backwards Roll
  • Acrobatics: Twisting in Mid-Air
  • Acrobatics: Swinging Legs Up and Onto a Wall
  • Acrobatics: Leaping Over a Bar
  • Acrobatics: Dodging a Punch to the Head
  • Acrobatics: Leaping Over a Low-Swinging Attack
  • Acrobatics: Boosting Off a Wall to Allow a Higher Attack
  • Acrobatics: Pivoting and Twisting Away from a Thrust Blade
  • Acrobatics: Transitioning from Vault to Kick in Mid-Air
  • Acrobatics: Kip-Up
  • Acting: Playing the Beggar
  • Acting: Changing your Gait to Seem Harmless
  • Acting: Making a Humble Mask
  • Acting: Playing the Outraged Dad
  • Acting: Playing the Fearful Underworld Bottom-Feeder
  • Acting: Playing the Doddery Street Addict
  • Acting: Pretending to Abandon a "Friend"
  • Acting: Playing The Drunken Lunatic
  • Acting: A Facade of Reassurance and Appreciation
  • Acting: Feigning Fear and Beggarly Desperation
  • Acting: Playing the Humble, Flustered Charity Worker
  • Acting: Sliding Back Into a Role at a Trill's Notice
  • Acting: More Than Just the Clothes
  • Acting: Playing the Part of a Drunken Derelict
  • Acting: Feigning Concern for a Man You Just Assaulted
  • Acting: Adopting a "Middle-Class" Accent
  • Acting: Feigning Exhaustion
  • Axes & Bludgeons (Waraxe): Can Be Wielded One-Handed
  • Axes & Bludgeons (Waraxe): Simple to Use, Difficult to Master
  • Axes & Bludgeons (Waraxe): Curved Head Can Hook The Edge of a Shield
  • Axes & Bludgeons (Waraxe): Effective Against Reinforced Leather Armor
  • Axes & Bludgeons (Waraxe): Can Lop Off Limbs Far Easier than Most Swords
  • Blades (Gladius): Compact, Economical, Lethal
  • Blades (Gladius): Slashing at the right angle[DJ]
  • Blades (Gladius): Disemboweling
  • Blades (Gladius): For Hacking AND Thrusting
  • Blades (Gladius): Killing Strike Through the Heart
  • Blades (Gladius): Block
  • Blades (Gladius): Parry and Counter
  • Blades (Gladius): Importance of Solid Footwork
  • Blades (Gladius): Using the Hilt as a Club
  • Blades (Gladius): Needs a TIGHT Grip
  • Blades (Gladius): "The Iugulatio" (Execution Strike)
  • Blades (Gladius): Drawing and Striking in the Same Movement
  • Blades (Gladius): Disarming a Swordsman (By Taking His Hand Off)
  • Blades (Gladius): Best Used Alongside a Shield
  • Blades (Gladius): Designed PRIMARILY to Thrust and Stab
  • Blades (Gladius): Hacking Through the Shoulder into The Ribcage
  • Blades (Gladius): Lunging While Thrusting, For a More Powerful Blow
  • Blades (Gladius): Crippling Slash to the Shin
  • Blades (Gladius): Stabbing between the 5th and 6th Ribs
  • Blades (Gladius): Thrust-Slash Combo
  • Blades (Gladius): Moves Faster Than a Larger, Heavier Blade
  • Blades (Gladius): Reverse Grip - Unorthodox But Useful in Close Quarters
  • Blades (Gladius): Stabbing Through the Spine
  • Blades (Gladius): Circular Parry
  • Blades (Gladius): Dual-Wielding Tricks from Others that Fight Like You
  • Blades (Gladius): Your Own Momentum Can be Used Against You
  • Blades (Gladius): Don't Waste Time Grinding Swords Together
  • Blades (Gladius): Using the Flat of The Blade
  • Blades (Gladius): Thrust Horizontally into Torso to Avoid Ribs
  • Blades (Gladius): Feint
  • Blades (Gladius): Primary Weapon in Dual Wield
  • Blades (Gladius): Bulbous Pommel Aids in Keeping Grip When Pulling Sword Backwards
  • Blades (Gladius): Long Enough to Impale a Man Through a Wooden Door (when he's close enough)
  • Blades (Gladius): Killing Thrust Through The Neck
  • Blades (Karambit): Dual-Wielding Tricks from Others that Fight Like You
  • Blades (Karambit): Giving up a Wound to Try to Deliver a Worse One
  • Blades (Karambit): Curved, Concealable, Assassin's Dagger
  • Blades (Karambit): Designed to Slice and Tear
  • Blades (Karambit): Crippling Blows to Joints
  • Blades (Karambit): Saber Grip
  • Blades (Karambit): Can Be Used to Stab, Not Just Slash
  • Blades (Karambit): Ripping Causes More Damage
  • Blades (Karambit): Perfect for Surprise Attacks
  • Blades (Karambit): Throat Slash
  • Blades (Karambit): Lethally Enhances Punching
  • Blades (Karambit): Puncturing a Lung
  • Blades (Karambit): Disemboweling
  • Blades (Karambit): Not Ideal for Parrying or Blocking Another Blade
  • Blades (Karambit): Targeting Arteries
  • Blades (Karambit): Chaining Strikes Together
  • Blades (Karambit): Use BOTH Sides of the Blade
  • Blades (Karambit): Thumb Ring Keeps the Blade Secure in Hand
  • Blades (Karambit): Stabbing Under the Chin
  • Blades (Karambit): Slashing the Face
  • Blades (Karambit): Be Careful Not to Catch Curved Blade on Bone
  • Blades (Karambit): Carotid-Jugular One-Two Combination
  • Blades (Karambit): Ideal Close-Quarters Weapon
  • Blades (Karambit): Long Enough to Impale the Brain (Through the Eye)
  • Blades (Karambit): Slicing Forearms to Break an Opponent's Hold on Their Weapon
  • Blades (Karambit): Thumb-ring Critically Enhances Punches (at a price)
  • Blades (Karambit): Slicing Lengthwise Down Limbs and Through Arteries
  • Blades (Karambit): Curved Blade Can be Used to Hook and Pull
  • Blades (Karambit): Complements an Unarmed Combat Style
  • Blades (Karambit): Secondary Weapon in Dual Wield
  • Blades (Karambit): Mangling a Kneecap
  • Blades (Karambit - Traitor Claw): Only Works When HELD
  • Blades (Karambit - Traitor Claw): Nullifies Pain of a Blow Received, Visiting It Back Upon the Enemy
  • Climbing: Using all Four Limbs to Brace and Heave
  • Climbing: Finding Solid Handholds
  • Cooking: How to Cook for Yourself
  • Cooking: Vegetable Stew
  • Cooking: Leek and Onion Soup
  • Cooking: Pottage Stew
  • Cooking: Dicing Up Vegetables for a Stew
  • Cooking: Preserving Food in a Sealed Vase
  • Cooking: Skinning a Rabbit for the Pot
  • Cooking: Rabbit Stew with Vegetables
  • Cooking: Eating Bread Before it Turns Stale (and Rocky)
  • Cooking: Crispy Bacon and Fried Eggs
  • Cooking: Saving Bacon Grease for Future Meals
  • Deception: Appearing Sick to Fool a Target
  • Deception: Masking Surveillance by Pretending to Read
  • Deception: Luring a Target Closer with a Cry for Help
  • Deception: Getting a Target to Lower Their Guard
  • Deception: Slurring and Mumbling to Seem Harmless
  • Deception: Briefly Imitating a Voice
  • Deception: Luring Targets Out with a False Message
  • Deception: Bluffing Your Way Inside With a Convincing Story
  • Deception: Bluffing Your Way Through The Door By Rambling On and On
  • Deception: Conceal Your Weapons As Much As You Can
  • Deception: Playing Dumb and Deaf to Lure an Enemy Close
  • Deception: Staying Unnoticed with Modest Clothes
  • Deception: Make a Lie As Close to Truth as You Can
  • Deception: Playing the Novice Traveler
  • Deception: Lying to a Child
  • Deception: Lie to Protect Them
  • Deception: Adopting an Air of Indifference to Bad News
  • Deception: Using a Begging Bowl to Hide a Weapon
  • Deception: Making a Murder Look Like a Suicide-By-Hanging
  • Deception: Hiding Behind the Guise of a Harmless Bartender
  • Deception: Producing a Convincing "Beating"
  • Deception: Masking the Draw of a Blade By Scratching Your Chest
  • Deception: Making Up a Story to Explain the Unease of a Victim
  • Deception: Hiding Embezzlement in a Blizzard of Paperwork
  • Deception: Looking a Man in the Eyes When You Lie to Him
  • Deception: Making Up a Lie on The Fly
  • Deception: Don't Pause or Hesitate Before Lying
  • Deception: Staging a Bathtub Suicide
  • Deception: Forging a Suicide Note
  • Deception: Removing Evidence from a Fake Suicide, That Would Suggest Otherwise
  • Deception: Traveling Under a False Name
  • Deception: Drawing an Enemy's Attention to One Weapon... Then Attacking With Another
  • Deception: Feigning the Weakness of Old Age
  • Deduction: Recognizing Knowledge One Would Most Likely Learn in the Army
  • Design: Constructing a Homemade Training Dummy
  • Design: Gathering Construction Materials
  • Detection: Deducing When Something was Prepared By the Freshness of Its Remains in a Container
  • Detection: Noting Careful Use of Language
  • Detection: Deducing a Tan from the Eastern Deserts
  • Detection: Knowing a Fellow Killer When You See One
  • Detection: The Pulse of "The Gift" Being Unleashed and Maintained
  • Detection: The "Gift" Backlashes on Naer if They Get Too Close
  • Detection: Seeing the Effects of "The Gift" on Oberan
  • Detection: Take Note of Nearby items so You are not Surprised
  • Detection: Tones of Voice Often Imply What is being Said
  • Detection: Noticing When Someone Has a Personal Connection to Someone They're Speaking Of
  • Detection: Finding a Blood Trail
  • Detection: Guessing an Object By Feel of Its Shape
  • Detection: Recognizing a Familiar Street Name
  • Detection: Tell-Tale Signs of a Pickpocket's Hands at Work
  • Detection: Noticing When Details Don't Add Up
  • Detection: Guessing the Pins in a Lock from the Ridges on a Key
  • Detection: The Sounds and Smells of a Bath Being Run
  • Detection: Smelling Booze on a Person
  • Detection: Sensing Something Amiss From an Absence of Security
  • Detection: Observing When Someone is Wary of You
  • Detection: Deducing That Someone Knows You, By Referencing a Weapon You Carry
  • Detection: Listening for an Unseen Enemy's Breathing
  • Detection: Knowing the Sound of a Person Moving Carefully in the Shadows
  • Detection: Recognizing a Couple of No-Goods (probably from personal experience)
  • Detection: Recognizing Your Contact
  • Detection: Noticing When Someone's Sweating Far More than they Should Be
  • Detection: Following a Significant Glance
  • Detection: Knowing the Country from the City By the Smell of the Air
  • Detection: Recognizing a Face Long-Buried in the Past
  • Discipline: Maintaining a Ruse in Public
  • Discipline: Constructing a Makeshift Training Dummy
  • Discipline: Knowing When to Pause your Training
  • Discipline: Being On Time
  • Discipline: Experimenting with New Techiques
  • Discipline: Shake off Sleep and Into The Fray
  • Discipline: Control Born from Cadet Training
  • Discipline: Patience to Endure a Stake-Out
  • Discipline: Don't Get Distracted by Gloating
  • Discipline: Not Skipping Exercise
  • Discipline: Altering a Workout, But Never Shirking It
  • Discipline: Keeping Chatter to a Minimum
  • Discipline: Taking Time to Practice
  • Discipline: Minding Your Own Business
  • Discipline: Recalling a Voice From Long Ago
  • Discipline: The Patience to Start with the Basics
  • Discipline: Staying Patient Even in Tense Circumstances
  • Discipline: Leave Proper Healing to Healers
  • Discipline: Learn By Observing
  • Discipline: Not Reacting to Violence
  • Discipline: Realizing Your Mistakes
  • Discipline: Waiting Until Dismissed
  • Discipline: Dividing Your Efforts, Without Neglecting Them
  • Discipline: Quieting Yourself to Take Stock of Your Surroundings
  • Discipline: Training for Muscle Memory
  • Discipline: Sharpening Your Weapons After Use
  • Discipline: Don't Drag Out a Murder (Unless Ordered To)
  • Discipline: Keeping Witnesses to a Minimum
  • Discipline: Alert for Traps At All Times
  • Discipline: Giving Away the Bare Minimum in an Answer
  • Discipline: Remembering Your World, and How Empty of Trust It Is
  • Discipline: Keeping Not Just Your Word, But Your Oath
  • Discipline: Starting With the Basics
  • Discipline: Water is a Reward, for Completing Training
  • Discipline: Not Drinking When On The Job
  • Discipline: Remembering Your Oath
  • Discipline: Careful Asking Question (Because Answers Can Kill)
  • Discipline: The Strength to Tell the Truth
  • Discipline: Putting Your Son First. Always
  • Discipline: Teaching a Hard, Cruel Lesson
  • Discipline: No Blade Left Behind (They Aren't Cheap)
  • Discipline: Not Being a Hero and Staying In Cover
  • Discipline: Taking The Time to Make a Useful Observation
  • Discipline: Going Through With a Reluctant Murder
  • Discipline: Not Going Back To Prison
  • Discipline: Sticking With Exercise For Seasons At A Time
  • Discipline: Sticking to Your Cover
  • Discipline: Marshal Your Thoughts Before Speaking
  • Discipline: Hiding Your Dislike of Someone
  • Discipline: Trust No-One, No Matter How Much You Want To
  • Discipline: Holding Up Your End of The Deal
  • Discipline: Do Not Stop Until the Job is Done
  • Discipline: Never Reveal Details Of What You Do
  • Discipline: Watch Your Target, Stinking and Uncomfortable, For as Long as You Have To
  • Discipline: Not Rising to Even the Crudest of Insults
  • Discipline: Don't be Distracted by Other Folks' Loud Business
  • Discipline: Don't Waste Time Questioning Good Fortune
  • Discipline: Remaining Pitiless to Push a Student to Succeed
  • Discipline: Regulating Your Strikes to Avoid Injuring Your Opponent
  • Discipline: Denying Yourself Peace, So Others May Have It
  • Discipline: Trying To Avoid An Argument
  • Discipline: No Speeches, No Theatrics, Just Do The Job
  • Discipline: Kill Often Enough, For Long Enough, And Fear Becomes a Thing Harder to Evoke
  • Discipline: Don't Waste Time or Words on The Dead
  • Discipline: Learning From the Mistakes of Others
  • Discipline: Holding Back From Killing One Who Truly Deserves it
  • Discipline: Not Rising to a Fool's Smugness
  • Discipline: Bury Your Fear, and Do The Job
  • Discipline: Holding Back from Killing (when practical)
  • Discipline: Focusing on Logging New Words, as Well as the Conversation.
  • Discipline: Forget Your Wounded Ego, Think Clearly
  • Discipline: Being Mindful of Your Thoughts Around an Attuner
  • Discipline: Recovering from a Lapse in Stoicism
  • Discipline: NEVER Speak Martyn's Name Aloud
  • Discipline: Striving to Not Make the Same Mistake Twice
  • Discipline: Sacrificing Conversation for Attentiveness
  • Discipline: Knowing Not to Push Yourself Too Far
  • Disguise: Pretending To Be a Beggar
  • Disguise: Hiding In Plain Sight
  • Disguise: Smelly Clothes Maketh a Beggar
  • Disguise: Looking Like Anything But an Assassin
  • Disguise: Dirt and Shit Smears to Look Like a Beggar
  • Disguise: Just Another Traveler, Enjoying a Meal
  • Disguise: Leaving Separately, Avoiding Suspicion
  • Disguise: Playing the Quiet Bookworm
  • Disguise: Actually Begging Completes the Facade of Dressing Like One
  • Dual Wield: Gladius x Karambit
  • Dual Wield (Gladius x Karambit): Gladius Is Best Suited to Block/Parry
  • Dual Wield (Gladius x Karambit) : Karambit Can Quickly Counter/Disarm
  • Dual Wield (Gladius x Karambit): Gladius is Effective for Keeping an Enemy At Range
  • Dual Wield (Gladius x Karambit): Karambit is Better for Short-Range, Fast, Slashing Strikes
  • Dual Wield: Karambit x Karambit
  • Dual Wield (Karambit x Karambit): Focus On Bladed Punches to the Body and Slashes to the Limbs
  • Endurance: Taking a beat[DJ]
  • Endurance: Nursing broken fingers[DJ]
  • Endurance: Bracing for Injury
  • Endurance: Falling, and Rising Again
  • Endurance: The Will to Survive
  • Endurance: Accept The Pain
  • Endurance: Overcoming Pain with Rage
  • Endurance: Absorb the Blow and Retaliate
  • Endurance: Rage That Gives Killers Strength
  • Endurance: Pushing On Through Exhaustion
  • Endurance: Swallowing the Pain of a Twisted Ankle
  • Endurance: Developing Calluses Over Knuckles and Joints
  • Endurance: Keeping Your Grip, Even When Hurt
  • Endurance: Fighting Through a Helmet Head Butt
  • Endurance: Letting Battle-Rage Numb Your Wounds
  • Endurance: Completing a Grueling Exercise
  • Endurance: Fighting Through Exhaustion to Throw Your Blades
  • Endurance: Ignoring Sweat in Your Eyes
  • Endurance: Fighting In Hot, Humid, Energy-Sapping Weather
  • Endurance: Don't Think, Don't Question, Just MOVE
  • Endurance: Developing Callused Knuckles
  • Endurance: Completing Clap Pushups in Zi'Da
  • Endurance: Hanging On When a Stout Man's Bucking Against Your Grip
  • Endurance: Resetting a Dislocated Digit
  • Endurance: Breathing Through (Likely) Cracked Ribs
  • Endurance: Pain is Proof You're Still Alive
  • Endurance: Knowing Pain Will Get Easier to Bear
  • Endurance: Controlling Pain to Talk Normally (or at least Understandably)
  • Endurance: Focusing on Moving, Not Feeling
  • Endurance: Bursts of Energy, Even When Wounded
  • Endurance: Expecting and Preparing for The Cost of Exertion
  • Endurance: Refusing to Fall into the Dark (or the Light)
  • Endurance: Remaining Cogent Even When in Pain
  • Endurance: Training While Wounded and Winded, To Prepare for the Same in Battle
  • Endurance: Fighting After Being Shot (several times)
  • Endurance: Blocking Out Pain With Activity
  • Endurance: Crawling Forward (if that's all you're capable of)
  • Field Craft: Tying a Secure Noose
  • Intelligence: Surveillance of a Target
  • Intelligence: Observing a Target for Weaknesses
  • Intelligence: Identifying a Target from a Description
  • Intelligence: Getting a Lay of the Land
  • Intelligence: Observing and Assessing Before Revealing Oneself
  • Intelligence: Recognizing a Potential Asset
  • Intelligence: Briefing Without Giving Away Too Much
  • Intelligence: Coded Exchange of Words
  • Intelligence: Fences as Information Sources
  • Intelligence: Putting Together Clues
  • Intelligence: Discerning Meaning in Metaphor
  • Intelligence: Putting Word Out to Informers
  • Intelligence: Being Mindful of Blackguard Reaction, When Targeting One of Their Own
  • Intelligence: Communicating Via. Coded Whistles
  • Intelligence: Asking Discreet Questions (Backed up by a Little Coin)
  • Intelligence: Using Code to Identify Yourself
  • Intelligence: Remembering an Event from The Past, Applying it to The Present
  • Intelligence: Reading and Guessing Tone and Character in Unseen Voices
  • Intelligence: Speculating On Another's Intentions, Based on Evidence Observed and Overheard
  • Intelligence: Using a Less Noticeable Mode of Transport
  • Intelligence: Identifying a Party Most Likely to Inform to the Authorities
  • Intelligence: Identifying an Unspoken, Hinted Order
  • Intelligence: Making Use of a Traitor
  • Intelligence: Tailing an Underling to Find the True Target
  • Intelligence: Questioning Hired Muscle About Their Employers
  • Intelligence: Noticing When You're Being Followed
  • Intelligence: Using a Turn At a Corner to Have a Brief Look at Your Tail
  • Intelligence: Reconnaissance Can Last Trials, Not Just Bells
  • Intelligence: The Fence Puts Their Thugs Out of Their Misery
  • Intelligence: Some Try to Hide from Vengeance in the Underground
  • Intelligence: The Naer Needs a Back-up After Using "The Gift"
  • Intelligence: Shadow Form Saves a Naerikk from Physical Damage
  • Intelligence: Recognizing and Recruiting Potential Talent
  • Intelligence: Identifying a Likely Escape Route
  • Intelligence: Finding the Watering Hole for Local Muscle
  • Intelligence: The Old "This Is Important" Wink
  • Intelligence: Just Shut Up and LISTEN
  • Intelligence: Using a Dead Drop
  • Intelligence: The Language of Speaking, and Reading, Between the Lines
  • Intelligence: Knowing the Backgrounds of People Close to Those You Care About
  • Intelligence: Knowing a Man's Habits to Find His Weaknesses
  • Interrogation: Offering False Hope (Better Than None at All)
  • Interrogation: Appearing Too Informed To Lie To
  • Interrogation: Seek Names and Places, Not Rumor and Hearsay
  • Intimidation: Don't Be Subtle When Savagery Suffices
  • Intimidation: Words of Warning
  • Intimidation: Leave a Survivor to Carry the Message
  • Intimidation: Threatening Family to Break a Subject
  • Intimidation: Frothing and Raging to Terrify
  • Intimidation: Cultivate the Reputation of a Savage
  • Intimidation: Playing On Reputation (Yours and Your Master's)
  • Intimidation: Frosty Tone of Voice
  • Intimidation: No Threats, Just Stating The Inevitable
  • Intimidation: Projecting an Air of Indifference to Suffering
  • Intimidation: Reminding a Small Fry Just How Small He Really Is
  • Intimidation: Using a Sword as a Pointer
  • Intimidation: Just a Hint of Steel, Promising Pain
  • Intimidation: Threaten That Which They Love
  • Intimidation: Pissed Pants? Consider the Point Made
  • Intimidation: All about the Specter of Terrible Acts
  • Intimidation: Crippling as Just the START of the Intimidation
  • Intimidation: Letting Someone Know Family Ties Can Be Broken
  • Intimidation: Raising Your Voice For Quiet
  • Intimidation: Holding On to Send a Message
  • Intimidation: Using an Almost-Strike to Break a Victim
  • Intimidation: Using a Dying Man as Punctuation
  • Intimidation: Simple words, spoken casually, can instill fear
  • Intimidation: Words don’t need to be spoken to gain respect
  • Intimidation: Flexing Your Muscles
  • Intimidation: Threats of Disfigurement
  • Intimidation: Reminding a Man What He Has To Lose
  • Intimidation: Using Size and Speed to Surprise and Silence a Victim
  • Intimidation: Your Home Is Not A Castle
  • Intimidation: Projecting an Image of Vast, Brutal Resources Arrayed Against a Victim
  • Intimidation: Backhanded Slap of Contempt
  • Intimidation: The Reminder that Connections or Coin Can't Stop Some Men
  • Intimidation: The Bosses' Name is a Weapon of Sorts
  • Intimidation: Weaponizing a Look of Annoyance
  • Intimidation: The Dad Voice
  • Intimidation: Running a Blade Over a Victim's Face
  • Intimidation: Replacing Fear of Others With Fear of YOU
  • Intimidation: Snitches Don't Get Stitches; They Get Fucking Slaughtered
  • Intimidation: Marrying a Future Threat With Evidence of Contemporary Carnage
  • Intimidation: Forcing Someone Up Against a Wall
  • Intimidation: Decapitation Presentation
  • Intimidation: Butcher the Leaders To Demoralize the Soldiers
  • Intimidation: Mutilation as a Warning (and Free Advertising)
  • Intimidation: The Power of Forcing Sadistic Choices
  • Intimidation: I Know Who, What, and Where You Are
  • Intimidation: Pain Focuses a Victim's Attention (in the correct dose)
  • Intimidation: Formless and Shapeless... Save for a Voice
  • Investigation: Asking Relevant Questions
  • Investigation: Getting Intel for a Contract
  • Investigation: Deducing a Familial Resemblance
  • Investigation: Using Personal Contacts
  • Investigation: Trying to Subtly Question a Man's Intentions
  • Investigation: A Room Not Only Searched, but Looted
  • Investigation: Assume There's a Back Way Out of Everywhere
  • Investigation: Sent to do a Job in the Underground is Unusual
  • Investigation: Inquiring About Potential Hiding Spots
  • Investigation: Following a Chain of Sources
  • Investigation: Racking Your Memory for Crucial Details
  • Investigation: The Need to Know
  • Investigation: Putting Together Memories and Facts, Then Extrapolating a Likely Conclusion
  • Investigation: Seeing When the Suggested Motive For a Crime Makes No Sense
  • Investigation: Recognizing Further Leads to be Investigated
  • Lock Picking: A Discipline of Finesse and Patience
  • Lock Picking: Basic Tools (Pick and Tension Wedge)
  • Lock Picking: Needs JUST the Right Amount of Pressure
  • Lock Picking: Scrubbing Pins to Align Them
  • Lock Picking: Layout of a Pin Tumbler Lock
  • Lock Picking: Start with the Furthest Pin in a Lock, then Move Backwards
  • Medicine: Healing Oneself from Minor Wounds
  • Medicine: Treating a Wound with Alcohol
  • Medicine: Checking Life Signs at the Neck, Wrist, and Mouth
  • Medicine: Basic Layout of Human Organs
  • Medicine: Basic Outlay of Major Human Arteries
  • Medicine: Chemical Powder Used to Keep Lice Off Children
  • Medicine: Cauterizing a Wound to Stop Bleeding and Infection
  • Medicine: Knowing Where the Ribs Are (and the gaps between them)
  • Medicine: The Danger of Blood Loss
  • Medicine: The Dangers of a Concussion
  • Medicine: Regularly Changing Bandages Over Healing Wounds
  • Medicine: Limbs are Weakest at the Joints
  • Medicine: Keeping a Foreign Body in a Wound Can Actually PREVENT Additional Blood Loss
  • Medicine: Staunching a Bloody Wound with Dressings Shoved Inside it
  • Medicine: Allowing For Rest to Aid in Recuperation
  • Meditation: Your Mind in One Place, Your Body in Another
  • Meditation: Finding Focus Through Cold
  • Meditation: Focus the Mind By Occupying the Body
  • Negotiation: Setting a Price for Services To-Be-Rendered
  • Negotiation: Having your Counter-Offer Prepared in Advance
  • Negotiation: Paying Above the Rate
  • Negotiation: Not Going For the First Offer
  • Negotiation: Striking a Deal
  • Negotiation: Offering Knowledge for Obedience
  • Negotiation: Painting Your Side as the Most Reliable Bet In a Coming War
  • Negotiation: Lower Rate To Mollify the New Boss
  • Negotiation: Basic Haggling
  • Negotiation: Offering Money for a Life
  • Negotiation: Agreeing to Terms
  • Negotiation: Making Clear that some Terms are NOT Negotiable
  • Negotiation: Not Showing the Weakness of Fear
  • Negotiation: Striking a Compromise
  • Negotiation: Working Around Objections
  • Negotiation: Securing Shelter
  • Negotiation: Setting Boundaries for When Someone's Business Becomes YOURS Business
  • Research: Learning about Useful Topic (For an Assassin)
  • Rhetoric: Promising Vengeance for Vorund
  • Persuasion: Offering a Painless Option
  • Persuasion: Offering Compensation to Avoid the Authorities Getting Involved
  • Persuasion: Citing Recent Examples to Make Your Point
  • Persuasion: Using Shared History to Soothe an Angered Party
  • Persuasion: Always Provide an Easy Alternative
  • Persuasion: Reassuring a Child
  • Persuasion: The Threat of Scandal
  • Philosophy: Sometimes, Death Really Is Preferable
  • Philosophy: Not Stopping An Evil When You Can, Is The Same As Helping It
  • Philosophy: No-one's A Traitor, Until They Are
  • Philosophy: Always Honor a Life Debt
  • Philosophy: "A Thing Unfinished Has No Worth"
  • Philosophy: Empty Apologizes are Useless and Insulting
  • Philosophy: The Dead Don't Hear Us
  • Philosophy: Collateral Damage is Part of an Assassin's Life
  • Philosophy: The Simple, Honest Purity of Outright Violence
  • Philosophy: Peace Through Acceptance of Your Nature
  • Philosophy: It's not The Game, it's The Life
  • Philosophy: Benevolent or Not, a Boon Granted is Worthy of Gratitude
  • Philosophy: Fuck The Immortals
  • Philosophy: Killing Is Too Easy
  • Philosophy: The Fates are NOT The Immortals
  • Philosophy: No Sympathy for the Stupidly, Self-Destructively Proud
  • Philosophy: Some Men are Brawn, Some are Brains
  • Philosophy: Once the Man is Dead, So is Your Oath
  • Philosophy: To Live is To Suffer, To Suffer is To Live
  • Philosophy: You Don't Have to Like It, Just Accept It
  • Poisons: Scarf Rot
  • Poisons: Ghost Mushroom, Weapon Smear
  • Poisons: Scarf Rot, Soaked into a Euphoria Stick
  • Poisons: How Long It Takes Ghost Mushroom (Weapon Smear) To Kill
  • Poisons: Dosing a Snack with Scarf Rot to Neutralize a Guard Dog
  • Poisons: Estimating Dosage Based on Weight
  • Poisons: Takes Time for Poisons to Spread Through the Body
  • Poison (Scarf Rot): Renders Sluggish and Uncoordinated Those It Can't Render Unconscious
  • Politics: Sometimes It's Better for All Parties if a Troublesome Subject Just... Vanishes
  • Politics: Using an Indebted Mutual Associate to Vouch for You
  • Politics: Some Wankers Hope the Boss Will Lose Track of Debts
  • Politics: There are "Property Lines"in the Underground
  • Politics: Resolving a "Problem" Without Causing a Scandal
  • Politics: Cut a Potential Rival Down to Size Before He Becomes a Future Problem
  • Politics: Vuda Keeps a Close Eye on Mages in The City
  • Politics: The Council Will Tolerate Gangsters and Racketeers... But Not Traitors and Revolutionaries
  • Politics: Without Your Word, You're Nothing
  • Politics: Real Power is in Favors, Not Gold
  • Psychology: Dealing with the death of your family[DJ]
  • Psychology: Recognizing Someone Lost in Memory
  • Psychology: Choked Up with Grief
  • Psychology: Men Trapped by Debt and Vices are Easy to Manipulate (Especially with Money)
  • Psychology: Knowing The Tells of a Lying Child
  • Psychology: Even Brave Men Won't Risk Their Loved Ones
  • Psychology: Give no Satisfaction to a Cheap-shot Winner
  • Psychology: No Mercy for a Cheap-shot Killer
  • Psychology: The Thrill of Seeing Fear on Charone's Face
  • Psychology: People Use "We" to Hide Weakness Behind an Impression of Unity
  • Psychology: Knowing the Etzos Criminal Mindset
  • Psychology: Orphans are Prickly about Their Parents
  • Psychology: Without Reminders, Mortal Men Forget Important Lessons (and threats)
  • Psychology: Knowing When a Will is Broken
  • Running: Proper Breathing
  • Shield (Heater): Shield Bash
  • Shield (Heater): Use in a Shield Wall
  • Shield (Heater): Only Useful If It's In Front of You
  • Socialization: Leaving a Man to Grieve
  • Socialization: Having a Drink with Family
  • Socialization: Bringing Gifts for Children
  • Socialization: Kasoria Isn't Good At It
  • Socialization: Some People Can't Be Reasoned With (So Don't Try)
  • Socialization: Keep the Conversation Simple (at first)
  • Stealth: Watching From the Shadows
  • Stealth: Hiding in Smelly Places
  • Stealth: Softening Ones Footsteps
  • Stealth: Watching from High Up
  • Stealth: Using Muted Colors to Match the Gloom
  • Stealth: Don't Attract Attention
  • Stealth: Following At a Distance
  • Stealth: Still, Silent, Unnoticed
  • Stealth: Staying Low, Below Line of Sight
  • Stealth: Covering or Darkening Anything That Can Catch The Light
  • Stealth: Using Piles of Goods to Hide
  • Stealth: Staying Behind a Target
  • Stealth: Removing Boots for Quieter Steps
  • Stealth: Pressing Yourself to a Wall to Minimize Your Profile
  • Stealth: Keeping Your Distance While Following Someone
  • Stealth: Using Tunnels to Approach Unseen
  • Stealth: No Bodies, No Blood, No Evidence of Your Passing
  • Stealth: Hiding Behind an Open Door
  • Stealth: Opening a Door Slow and Silently
  • Stealth: Hiding Where Men Aren't Mean to Be (But Can Still Fit)
  • Stealth: Creaking Floorboards Give You Away
  • Stealth: Fleeing Into Pitch Darkness
  • Stealth: Taking Advantage of Gaps in Patrol Patterns
  • Stealth: Leaving Everything As You Found It
  • Stealth: Cast No Shadows
  • Stealth: Breathing Slow, Shallow, and Silent
  • Stealth: Stopping a Victim from Crying Out
  • Stealth: Using Noise to Cover an Approach
  • Stealth: Minimizing Sound When Scaling a Ladder
  • Stealth: Identifying Lookouts, and Avoiding them
  • Stealth: Muffling Steps by Sticking to Moist Ground
  • Stealth: Using a Reflective Surface to Peek Around a Corner (or through a window)
  • Stealth: Show Yourself When YOU Choose To
  • Stealth: No Sudden Moves
  • Stealth: Making Use of Foliage as Cover
  • Strength: Push Ups
  • Strength: Sit ups
  • Strength: Hoisting Yourself Up a Ledge
  • Strength: Carrying a Corpse
  • Strength: Hoisting Up a Corpse With a Rope
  • Strength: The "Toad-Bird" Exercise
  • Strength: Pull Ups
  • Strength: Keeping Grip and Stance Solid to Climb at a Difficult Angle
  • Strength: Dead Hang By Your Fingertips
  • Strength: Yanking Hard Enough to Pull Wire Through Flesh
  • Strength: Wielding a Heavier, Unfamiliar Weapon With Control
  • Tactics: Fight Like an Assassin, Not a Warrior
  • Tactics: Show Up Early (REALLY Early)
  • Tactics: Using a Human Distraction
  • Tactics: Best Way to Kill a Mage? Don't Let Them Use Their Magic
  • Tactics: Securing Your Home
  • Tactics: Attack High, and Low (Whatever Works)
  • Tactics: Buying Time with Thrown Debris
  • Tactics: Using a Human Shield (or Pincushion)
  • Tactics: Separating Enemies to Kill Them Piecemeal
  • Tactics: The Benefits of a Hidden Bodyguard
  • Tactics: Get in Close, Under Their Guard
  • Tactics: Planning Your Escape in Advance
  • Tactics: Focusing a Target's Attention Elsewhere
  • Tactics: Keeping an Open Door Narrow to Minimize Exposure
  • Tactics: Fighting in Narrow Confines
  • Tactics: Planning For Likely Questions
  • Tactics: The Ol' "What's That Behind You?" Trick
  • Tactics: Have Your Weapon CLOSE, Not Just NEAR
  • Tactics: Distracting a Target With an Unexpected Event
  • Tactics: Spotting Weaknesses In Your Enemy's Grip
  • Tactics: Letting Yourself Be Seen to Flush Out a Hidden Watcher
  • Tactics: Don't Rely Too Much on One Weapon
  • Tactics: Knowing When to RUN
  • Tactics: Nullifying a Numerical Advantage With a Narrow Battlefield
  • Tactics: Can't Play Defense Forever; Fights are Won by Offense
  • Tactics: Best Way to Defeat a Swordsman? Don't Let Him Draw His Sword
  • Tactics: Provoking an Enemy By Needling their Pride
  • Tactics: Luring Targets to an Isolated Location
  • Tactics: Rely on Yourself and Your Weapons, Not the Poison
  • Tactics: Traveling with Foreigners, To Avoid Being Recognized
  • Tactics: Know When to Fight, and When to Talk
  • Tactics: Don't Just Strike Once, But As Often As You Can
  • Tactics: Fights Aren't By The Numbers, So Don't Rely On Routines
  • Tactics: Use The Wounded to Lure Out Fresh Victims
  • Tactics: Countering Ranged Weapons With Your Own
  • Tactics: Don't Give an Enemy Warning, Just KILL the Bastard!
  • Tactics: Drawing Out Bandits With Bait, Then Ambushing THEM
  • Tactics: Negating Armor By Targeting Uncovered Areas
  • Tactics: Bribing Your Opponent's Protection
  • Tactics: Anticipating an Opponent's Last Gasp Assault
  • Tactics: One Stratagem Doesn't Work? Try Another
  • Tactics: Positioning Yourself to Watch All Avenues of Approach
  • Tactics: Dealing with Targets One By One, Rather Than a Head-One Charge
  • Tactics: Choosing a Narrow, Isolated Alley to Confront Your Tail
  • Tactics: Waiting for the Door to Open Before Kicking It Down
  • Tactics: Identifying a Guard Dog as a Threat to be Neutralized First
  • Tactics: Knowing When to Deliver a Killing Blow (Physical or Otherwise)
  • Tactics: Don't Let a Naer Enemy Turn a Room Totally Dark
  • Tactics: Maneuver the Naer Toward her "Gift" Victim
  • Tactics: Raising A Curtain of Distracting Debris
  • Tactics: Testing Reach Before Fully Engaging an Enemy
  • Tactics: Hiding a Weapon Behind a Hat
  • Tactics: Taking Out The Biggest Threat First
  • Tactics: Assessing a Potential Asset, By Giving Them a Chance to Escape
  • Tactics: Shield Wall
  • Tactics: Avoiding Where Your Enemy is Strongest
  • Tactics: Pay Attention to Your Peripheral Vision
  • Tactics: Positioning a Target So Someone Else Can Get Behind Him
  • Tactics: Cutting Off Likely Escape Routes
  • Tactics: Position Unstable Assets Far Away From Targets You Need Alive
  • Tactics: Masking a Coming Attack Behind a Proffered Drink
  • Tactics: Attacking From Behind
  • Tactics: Distracting an Enemy With a Thrown Item
  • Tactics: Seeing an Incoming Attack and Intercepting It
  • Tactics: Sheer Numbers Can Overwhelm Skill
  • Tactics: Know When NOT to Pick a Fight with a Mage
  • Tactics: Wearing Down a Larger Opponent
  • Tactics: Letting Your Targets Come to You, Not Vice Versa
  • Tactics: "Disarm" an Enemy By Embedding Their Weapon in Some Inconvenient Object (like a wall)
  • Tactics: Multiple Layers of Security Around a VIP
  • Tactics: Shifting Attention (and thus future blame) Onto Another In Your Organization
  • Tactics: Avoid Predictability in Combat
  • Tactics: Attack With the Light Behind You To Blind Your Opponents
  • Tactics: Striking When Your Opponent is Blinded By Rain
  • Tactics: Expect Your Enemy to Strike When You Aren't Ready
  • Tactics: You Should Go For The Head
  • Tactics: Snaring a Man with Blackmail and Debt
  • Tactics: Protective Formation for a Small Group of Bodyguards
  • Tactics: If You Have a Ranged Weapon, STAY at Range
  • Tactics: Posting Sentries At Night
  • Tactics: The High Ground is Fine, But It Comes with a Fall
  • Tactics: Sacrificing Men To Focus an Enemy's Attention Elsewhere
  • Teaching: How to PROPERLY Follow Someone
  • Teaching: Don't Pull it, Unless You're Gonna Use It
  • Teaching: Starting Small and Simple
  • Teaching: Building a New Pupil’s Confidence
  • Teaching: Plotting a Basic Curriculum
  • Teaching: Breaking Things Down into Easier to Understand Segments
  • Teaching: Keeping a Student's Attention
  • Teaching: Book Learnin' Balancing Physical Training
  • Teaching: Testing How Much a Student REALLY Wants to Learn
  • Teaching: Don't Rely on Your Teacher; Find Out For Yourself
  • Teaching: Accepting Your Responsibilities as a Mentor
  • Teaching: Testing Observation and Memory
  • Teaching: Strength is Nothing Without Brains
  • Teaching: Show, Don't (just) Tell
  • Teaching: Identifying Flaws in a Student's Form
  • Thrown (Throwing Knives): Turning and Throwing
  • Thrown (Throwing Knives): Release When Hand, Blade, and Target Line Up
  • Thrown (Throwing Knives): Backhanded Throw
  • Thrown (Throwing Knives): Throwing Two Knives at Once
  • Thrown (Throwing Knife): Shifting Weight as You Throw
  • Thrown (Throwing Knife): Hammer Grip
  • Thrown (Throwing Knife): Release Sharply at the Apex of the Throw
  • Thrown (Throwing Knives): Bigger Target, Smaller Chance of Missing
  • Thrown (Throwing Knives): Smeared With Scarf Rot
  • Thrown (Throwing Knives): The Back is a Nice, Broad Target
  • Thrown (Throwing Knives): Fifteen Feet is a Safe Range for a Novice
  • Throwing (Knives): Hidden in Forearm Sheaths
  • Throwing (Knives): Drawing Quickly From Forearms
  • Throwing (Knives): Draw-And-Throw (No Aiming)
  • Throwing (Knives): Be VERY Careful Poisoned Blades are Properly Sheathed
  • Throwing (Knives): The Faster The Arm, The Greater The Power... And The Lesser The Accuracy
  • Throwing (Knives): Aim For Soft Spots
  • Throwing (Knives): Can Easily Disable a Limb
  • Throwing (Knives): Arms and Legs are Difficult Targets
  • Throwing (Knives): Underhand Throw
  • Throwing (Knives): Aiming For Unarmored Body Parts
  • Throwing (Knives): Also Useful for Stabbing (Well, DUH)
  • Throwing (Knives): Pulling a Knife From a Body and Immediately Throwing It Again
  • Throwing (Knives): Spinning Throw
  • Throwing (Knives): Easily Hidden Weapons
  • Throwing (Knives): Judging Distance Before a Throw
  • Throwing (Knives): Ambidexterity
  • Throwing (Knives): Accuracy Above Speed
  • Throwing (Knives): Targeting Arteries
  • Throwing (Knives): Accuracy Through Repetition
  • Throwing (Knives): Marking Targets with Peripheral Vision
  • Throwing (Knives): Lining Up Targets with Shoulder
  • Throwing (Knives): Sideways Throw
  • Throwing (Knives): Spinning Double Throw
  • Throwing (Knives): Two Blades, Two Targets, One Throw
  • Unarmed Combat: Attack unarmored opponents[DJ]
  • Unarmed Combat (Brawling): Winning By Any Means Necessary
  • Unarmed Combat (Brawling): Brandy Bottle as a Weapon
  • Unarmed Combat (Brawling/Silat): Using Forearm to Block a Sword Swing
  • Unarmed Combat (Brawling): Enhancing Punches with Blades
  • Unarmed Combat (Brawling): Elbow Strike
  • Unarmed Combat (Garrote): Get It Around Their Throat QUICK
  • Unarmed Combat: Throat Stomp
  • Unarmed Combat: Walls as Weapons
  • Unarmed Combat: Style - Ki'Enaq (Merchant of Death)
  • Unarmed Combat (Ki'Enaq - Combo): Catch a Foot, Break a Knee (with an elbow)
  • Unarmed Combat (Ki'Enaq): Built around Offence and Domination
  • Unarmed Combat (Ki'Enaq): Using Armor as a Weapon
  • Unarmed Combat (Ki'Enaq): Targeting Joints
  • Unarmed Combat (Ki'Enaq): Striking with Knees and Elbows
  • Unarmed Combat (Ki'Enaq): Everything is a Weapon
  • Unarmed Combat (Ki'Enaq): Swift Flurries of Punches
  • Unarmed Combat (Ki'Enaq): Leopard Punch
  • Unarmed Combat (Ki'Enaq): Kidney Strike
  • Unarmed Combat (Ki'Enaq): Gouging Eyes with Thumbs
  • Unarmed Combat (Ki'Enaq): Twisting Away from a Thrusting Blade
  • Unarmed Combat (Ki'Enaq): Knee to the Crotch
  • Unarmed Combat (Ki'Enaq): Wrist Lock and Takedown
  • Unarmed Combat (Ki'Enaq): Crab Claw Punch
  • Unarmed Combat (Ki'Enaq): Kick to the Knee
  • Unarmed Combat (Ki'Enaq): Slamming Heads Into Hard Objects
  • Unarmed Combat (Ki'Enaq): Finger Lock
  • Unarmed Combat (Ki'Enaq): Reverse Elbow Strike
  • Unarmed Combat (Ki'Enaq): Reversing a Dagger Back Into The Person Holding It
  • Unarmed Combat (Ki'Enaq): Perfect Your Form, Then Work on Speed
  • Unarmed Combat (Ki'Enaq): Targeting Feet to Immobilize Your Enemy
  • Unarmed Combat (Ki'Enaq): Hurling Hard Objects at Soft Targets
  • Unarmed Combat (Ki'Enaq): Uppercut Elbow Strike
  • Unarmed Combat (Ki'Enaq): Rear Naked Choke Hold ("The Choker")
  • Unarmed Combat (Ki'Enaq): Breaking The Choker by Hurling Yourself (and Your Enemy) Backwards onto the Ground
  • Unarmed Combat (Ki'Enaq): Flying Knee
  • Unarmed Combat (Ki'Enaq): Push Kick
  • Unarmed Combat (Ki'Enaq): Roundhouse Kick
  • Unarmed Combat (Ki'Enaq): Stomp Kick
  • Unarmed Combat (Ki'Enaq): Leg Sweep
  • Unarmed Combat (Ki'Enaq): Neutralize Sword Arm by Striking Elbow
  • Unarmed Combat (Ki'Enaq): Spinning Low Knee Kick
  • Unarmed Combat (Ki'Enaq): Spinning Rear Elbow
  • Unarmed Combat (Ki'Enaq): Roundhouse Knee Strike
  • Unarmed Combat (Ki'Enaq): Proper Use of a Staircase, and Gravity
  • Unarmed Combat (Ki'Enaq): X Block
  • Unarmed Combat (Ki'Enaq): Knockout Punch to the Temple
  • Unarmed Combat (Ki'Enaq): Solar Plexus Strike
  • Unarmed Combat (Ki'Enaq): Blinding Your Opponent with a Mouthful of Liquor
  • Unarmed Combat (Ki'Enaq): Palm Heel Strike
  • Unarmed Combat (Ki'Enaq): Knife Hand Strike ("Karate Chop")
  • Unarmed Combat (Ki'Enaq): The Crushing Fist to the Throat
  • Unarmed Combat (Ki'Enaq): Hesitation is Death
  • Unarmed Combat (Ki'Enaq): Pain Can Make an Enemy Forget they Have a Weapon
  • Unarmed Combat (Ki'Enaq): Block a Dagger Swipe By Grabbing The Wrist
  • Unarmed Combat (Ki'Enaq): Taking Down a Target With a Chair to the Legs
  • Unarmed Combat (Ki'Enaq): Knockout Punch to the Jaw
  • Unarmed Combat (Ki'Enaq): Hip Throw with Head Stomp
  • Unarmed Combat (Ki'Enaq): Twisting Hips to Maximize Punching Power
  • Unarmed Combat (Ki'Enaq): Nerve Strike to Forearm Can Kill An Enemy's Grip
  • Unarmed Combat (Ki'Enaq): Targeting an Enemy's Wounds for Maximum Pain
  • Unarmed Combat (Ki'Enaq): Rear Arm Lock
  • Unarmed Combat (Ki'Enaq): Brass Knuckles Make a Painful Punch a Crippling Blow
  • Unarmed Combat (Ki'Enaq): Knee in the Small of the Back
  • Unarmed Combat (Ki'Enaq): Carotid Stun
  • Unarmed Combat (Ki'Enaq): Disarming a Man By Breaking his Arm Over Your Shoulder
  • Unarmed Combat (Ki'Enaq): Using a Bar to Bludgeon an Opponent
  • Unarmed Combat (Ki'Enaq): Using an Attacker's Momentum for a Throw
  • Unarmed Combat (Ki'Enaq): Hard Enough Punch from Brass Knuckles Can Drive the Sternum Through the Heart
  • Unarmed Combat (Ki'Enaq): Spinning Double Kick
  • Unarmed Combat (Ki'Enaq): Block a Blade Swing with a Kick to the Inside of the Arm
  • Unarmed Combat (Ki'Enaq): Brass Knuckles Can Block a Blade (if you're good enough)
  • Unarmed Combat (Ki'Enaq): Liver Shot
  • Unarmed Combat (Ki'Enaq): Wrist Lock and Disarm
  • Unarmed Combat (Ki'Enaq): Flying Kick
Non-Skill Knowledge
  • Avriel: Half-Man, Half-Bird Race
  • Blackguard Academy: Takes Recruits from All Social Strata
  • Book: War Of The Immortals, by Sev'ran Coal
  • Book: History Of Etzos, by Warden Mayfield
  • Book: Human Workings, by Algernon Hirsch
  • Book: Mortal Men, Undying Glory: A Military History of Etzos, by Rundon Buxlay
  • Drug: Euphoria, Herb
  • Drugs: Euphoria, A Soft, Smelly Drug
  • Customs & Festivals: Etzos
  • Laws: Etzos
  • History: Etzos
  • Etzos: City Layout
  • Etzos: The City Bells
  • Etzos: No Walls Beyond the Perimeter, Just the Wilderness
  • Etzos: Prices Soar as the Cylus Goes on
  • Etzos: Doomsday Loonies Emerge During Cylus
  • Etzos: Riddled with Narrow Passageways Between the Rings
  • Etzos: Some Schooling Made Available (Quality Dependent on Payment and Location)
  • Eztos: Southern Land Trade Route to Rhakros
  • Etzos, Outer Perimeter: Not a Safe Place to Flaunt Your Wealth
  • Etzos: Western Land Trade Route to Hiladrith
  • Etzos: The Forgotten Cells, Hall of Rule and Reprimand
  • Etzos: Sewage Flows to the Southwood River
  • Etzos: Outer Perimeter is a Harsh Place to Grow Up
  • Etzos: Commercial Circle
  • Etzos: Built and Maintained on Defying the Immortals
  • Etzos: Network of Sewer Tunnels Under the Whole City
  • Etzosi Army: Roving Cavalry Patrols Along Trade Routes
  • Etzos, Ashan, 718: City Overrun By Blackguard and Army
  • Etzos Culture: A Toast To Endeavors!
  • Etzos Culture: "Until That Day"
  • Etzos Culture: Cylus is a Tense Time for the Underworld
  • Etzos Culture: "Oh'Pee" and "Com'See", Slang for Outer Perimeter and Commercial Circle, Respectively
  • Etzos Culture: Colored Crayons are a Mark of Wealth
  • Etzos Culture: Everyone Expects Graft During a Business Venture
  • Etzos History: The Agricultural Revolution of the 4th Century
  • Etzos, Organizations: The Outer Perimeter Refurbishment Society
  • Etzos Underground: World of Sewers, Tunnels, Caverns, and Passages
  • Etzos Underground: Haven for Homeless
  • Etzos Underground: Often Used By Fugitives Seeking Secret Escape Routes
  • Etzos Underground: Soldiers Guard Passages to the Citadel
  • Etzos Underworld: Reaver-Cleavers Don't Allow Anyone to Carry a Cleaver, That Hasn't Earned the Right To
  • Etzos Underworld: Arms and Armor Sold by Corrupt Soldiers
  • Etzos Underworld: Thriving Drug Trade
  • Etzos Underworld: Gangsters Often Use Children
  • Etzos Underworld: Fences Usually Offer 10-20% For Stolen Goods
  • Etzos Underworld: Reaver-Cleavers, Gang of Hooligans from the South-West, Working for Fozzie Tatum
  • Etzos Underworld: A Whole Patchwork of Gangland Territories
  • Ithecals: Gigantic Lizard People
  • Ithecals: Faster Than Their Size Suggests
  • Ithecals: Clawed Hands are as Effective as Daggers
  • Ithecals: Unbelievable Pain Threshold
  • Location: Bolstrum, Booming Town South of Etzos
  • Location: Crosstown, Formerly a Bustling Town, Now Sacked By Invaders and Steadily Being Rebuilt
  • Location: Foster's Landing
  • Location: Westguard
  • Location: Lowgarden
  • Location: The Happy Trout Inn
  • Location: The Citizen's Market, Etzos
  • Location: Speckled Jim Pub, Etzos
  • Location: Hall of Rule and Reprimand, Etzos
  • Location: The Gored Bull, Etzos
  • Location: Bernie's Comb, Etzos Underground
  • Location: Hiladrith
  • Location: Ne'haer
  • Location: Yaralon, City of Mercenaries
  • Location: Southwood River Mill
  • Location: Feral's Fastness
  • Location: Bertrand and Son's Grocery
  • Location: The Floating Fancy, Vorund's Roaming Casino
  • Location: J. Reinhold Grocers, Commercial Circle
  • Location: The Buried Bat, Underground Watering Hole
  • Location: The Brazen Bull, Lowgarden Lodging House
  • Location: The Tower, High-End Etzos Tavern Hall
  • Lowgarden: A Town That Exists Because It's On The Way To Others.
  • Lowgarden: Often Waterlogged, Riddled with Canals
  • Magic: Real, But Rare
  • Naerikk: Can Only Shift into Shadow Forms in Darkness
  • NPC Alsome: Kasoria's Cousin
  • NPC Alsome: Knows the Truth, But Fears Ever Speaking It
  • NPCs Andre and Elbert: Caravan Guards, Sellswords
  • NPC Bartrok: Pudgy, Pugnacious Merchant and Investor
  • NPC Carrow: Over-Confident and Mono-Handed Thanks to That
  • NPC Cecil Rodson: City Revenue Officer, Gambler, New "Asset" of Bangun Vorund
  • NPC Cobbles: Unwisely Brought a Crossbow to a Swordfight
  • NPC Corporal Drix: Ki'Enaq Instructor
  • NPC Denis: Small-Time Crook, Freshly-Scarred
  • NPC Deshak: Ne'haer Eatery Owner and Occasional Underworld Facilitator
  • NPC Dillan: Former Enforcer, Current Cripple
  • NPC Donal: Dimwitted Muscle-For-Hire
  • NPC Drix: Former Academy Instructor, Half-Cripple, Still Feared By All
  • NPC Edri: South Side Whore, Aspiring Madam, Traitor in Stye's Firm
  • NPCs Efram and Edmond: Tatum's Lieutenants, Leaders of the Reaver-Cleavers
  • NPC Elbert: A Friendly Enemy, Right Up To The End
  • NPC Erik: Fat, Sweaty, Greedy Proprietor of The Buried Bat
  • NPC Fozzie Tatum: Pimp and Racketeer on the South-West
  • NPC Fozzie Tatum: Plans to be More than just a Local Villain
  • NPC Francis: Bookkeeper for Vorund Trading and Transport (Bolstrum Office)
  • NPC Francis: Doing the Right Thing, and Signing His Boss' Death Warrant
  • NPC Freyda: Pickpocket
  • NPC: Glennon Marbry: Surface Financier with "connections"
  • NPC Harry The Horse: One of Vorund's Many Contacts
  • NPC Ilos: Needs to Remember His Place
  • NPC Ilos: Doesn't Respect Kasoria
  • NPC Ilos: Wants Blood On The Streets
  • NPC Ilos: Getting (a little too) Used To Commanding
  • NPC Ilos: Hail to The (Most Likely Doomed) King!
  • NPC Jessye: Mother of Kasoria's Son
  • NPC Jessye: Not Afraid to Stand Up to Kasoria
  • NPC Jessye: One of Few Who can Backtalk Kasoria
  • NPC Jessye: Tired Of Raising Martyn Alone
  • NPC Jessye: Courting a New Gentleman
  • NPC Jonas: Short-Lived Traitor, Useful Meatshield
  • NPC: Klutch: Raellen Charone's Assistant; Deceased
  • NPC Kristof: Guardsman, Junior to Watkins
  • NPCs "The Lads": Gorch and Larry, Bibliophile and Stoic Respectively, Vorund Muscle Comprehensively
  • NPC: Lionel "Coffin" Velvet, an Underground Gang Boss
  • NPC Lydia: Etzos Madam and "Client" of Vorund
  • NPC Magnus: Oversees the Books and Guestlist of The Floating Fancy
  • NPC Martyn: Kasoria's Son
  • NPC Martyn: Watchful and Not Stupid (Like his Father)
  • NPC Martyn: Budding Thief
  • NPC Martyn: A Born Storyteller
  • NPC Martyn: Learning Quick to Hide The Truth
  • NPC Martyn: Soldier-In-Training
  • NPC Martyn: Determined and Eager to Learn...
  • NPC Martyn: ... But Still Needs to Learn Patience
  • NPC Martyn: Not Above Manipulating His Parents (or trying to)
  • NPC Martyn: Voracious Reader
  • NPC Martyn: Sneaky Little Shit
  • NPC Mathilda: North Side Whore and Healer (kind of)
  • NPC Merry: Sick and Evil Even by The Standards of Psychopaths
  • NPC Merry: Smarter and More Dangerous Than He Looks
  • NPC Mikos: Married Man and Street Sellsword
  • NPC "Miss Givings": Purveyor of Poisons, Weapons, Whatever
  • NPC "Mister Sit": Vorund's Connection to the Citadel Authorities
  • NPC Miyam: Honorable Blackjack, Family Man, Fine Swordsman... Poor Tactician
  • NPC Miyam: The Strength of a Man Fighting For Love
  • NPC Mortimer: Runs a Shop in the Commercial Circle
  • NPCs Nina and Alvian: Twin Daughters of Alsome and Regeta
  • NPC Pelham: Former Etzos Scratcher, Now Bodyguard-Cum-Security for Yancy
  • NPCs Rand and Co.: Schoolyard Bullies and Future Thugs
  • NPC: Raellen Charone: Enforcer for The Fence
  • NPC: Raellen Charone: Imposed her "Gift" on You Once Before
  • NPC: Raellen Charone: Promises a Final, Fair Fight in the Future
  • NPC Randolf: Disgraced Doctor, Back-Alley Healer, Chronic Gambler
  • NPC Randolf: Healer by Trade, Also Versed in Poisons
  • NPC Regeta: Alsome's Wife
  • NPC Regeta: Strong Woman, But Still Afraid of Kasoria
  • NPCs Ressler and Clyde: Thumbderland's Bodyguards
  • NPC Rhames: Small Fry, But Smart Enough to Know Not To Cross Vorund
  • NPC Roger Thumberland: Leading Etzos Merchant, Trading and Transport Magnate, Favorite of The Council
  • NPC Rory: Timid Attuner, Former Associate of Turner
  • NPC Roy, Owner of the Happy Trout Inn
  • NPC Rufus: Seller of Semi-Legal Wares in the Citizen's Market
  • NPC Sally: Midwife, Grandmother, Collateral Damage
  • NPD: Sammy: Good Dog, Ferocious Guardian
  • NPC Sandra: Brave Woman, Loving Mother, Died For Nothing
  • NPC: Sergeant Tantos
  • NPC Sergeant Tantos: Raised Up from The Gutters
  • NPC Sergeant Tantos: Kasoria's Patron
  • NPC Sergeant Tantos: Unforgiving Tutor
  • NPC Screever: West Side Fence
  • NPC Sigmon: Minor Merchant in Vorund's Debt
  • NPC Sima Gupta: Grouchy Old Woman, Mage, Council Scratcher
  • NPC Sima: Mind like a Corkscrew
  • NPC Sima: Willing to Initiate Kasoria into Abrogation (for a price)
  • NPCs Shaun and Efram: Feuding South Side Racketeers, Now at Peace At Vorund's Order
  • NPC Stacks: Freelance Dealer, Nutjob, Former "Client" of Vorund
  • NPC Styes: Gambler, Gangster, Defying Bangun Vorund
  • NPCs Tantos and Drix: Feared, Respected, Haters of Foul Language (From Others)
  • NPC Slattery: Bargeman, Smuggler, Grouch
  • NPC Slattery: Wasn't a Traitor for Long
  • NPC "The Boy": Escaped The Massacre
  • NPC Tony: Westguard Blacksmith
  • NPC Tony: Enlightened, Crippled, Silenced
  • NPC Tony: Still Adequately Terrified of Kasoria
  • NPC Trell: Commercial Circle Racketeer
  • NPC Turner: The Prodigal Bastard, Returning to Etzos
  • NPC Turner: Upstart Gangster Returning to Etzos, Deceased
  • NPC Vorund: Crime Boss of South Eztos
  • NPC Vorund: Thinking of Retiring(?)
  • NPC Vorund: Uses Children as Messengers
  • NPC Vorund: Extorts Businesses across South Etzos
  • NPC Vorund: Not to be Crossed, Ever
  • NPC Vorund: Relationship with Foster's Landing Bandits
  • NPC Vorund: Relocated Kasoria's Son and His Mother
  • NPC Vorund: Doesn't Cheat His Underlings
  • NPC Vorund: Not Afraid to Discipline His Underlings
  • NPC Vorund: Values Coin and Actions, Not Words
  • NPC Vorund: Euphoria Trafficker with Connections to Growers
  • NPC Vorund: Influential, But More Powerful on the South Side
  • NPC Vorund: Punishment is Certain, For Someone
  • NPC Vorund: Taxes Every Criminal Business in South Etzos
  • NPC Vorund: Doesn't Carelessly Throw His Assets Away
  • NPC Vorund: Has Numerous Legitimate Investments
  • NPC Vorund: "Protection" Is Not Just a Euphemism
  • NPC Vorund: Knows How to Both Intimidate, and Encourage
  • NPC Vorund: Shows Mercy, But Only With Reason
  • NPC Vorund: Puts Pressure on Rivals By Targeting Caravans
  • NPC Vorund: Getting Tired of Ilos' Defiance
  • NPC Vorund: Old and Tired, But Far From Stupid
  • NPC Vorund: Wants to Expand his Legitimate Business, With Thumberland's Connections
  • NPC Vorund: Wants Yancy Dead, Quietly, And His Money Reclaimed
  • NPC Vorund: Mediates Disputes on the South Side
  • NPC Vorund: Unofficially Endorsed By "The Powers That Be"
  • NPC Vorund: Murders and Dismembers Cheats at his Games (No Exceptions)
  • NPC Vorund: Always Beset By Pretenders
  • NPC Vorund: Renaming his Oldest Legitimate Business
  • NPC Vorund: Never Tolerates Informers
  • NPC Vorund: Doesn't Let "Clients" Avoid Paying Him For Long
  • NPC Vorund: Wants Clients Alive To Pay Him
  • NPC Vorund: Doesn't Scare Easily
  • NPC Vorund: Knows His Place in the Etzos Power Structure
  • NPC Vorund: Not Interested in Playing Revolution
  • NPC Vorund: Plays the Fool Very Well
  • NPC Vorund: Deceased, Brutally, But Took His Killer With Him
  • NPC Walter: New Boss of Styes' Firm
  • NPC Watkins: Senior Guardsman, Blackjack, Former Cadet with Kasoria
  • NPC Waxhaw Brothers, Crassus and Fessus: North Etzos Gangsters
  • NPC Wersham: Mysterious Fence, Deals in Antiquities
  • NPC "Wide" Nick: Fence, Middleman, Fat Bastard
  • NPC Watkins and Yusef: Black Guard Cadets, Circa 691
  • NPC Wulff: Agent of Bangun Vorund, Circa 706
  • NPC Wulff: Bandit Leader
  • NPC Wulff: Infamous for Mutilating Underlings who Fail Him
  • NPC Wulff: Not Afraid to Sacrifice His Men for a Tactical Advantage
  • NPC Yancy: Manager and Legal Counsel for Bolstrum Office of Vorund Trading and Transport
  • NPC Yancy: Thieving Bastard
  • NPC: Zak: Target of a Job, But Came up Missing, Deceased
  • Etzos Faction: Black Guard of Etzos
  • Etzos Blackguard: Enforcers of Law, Not Purveyors of Death
  • Etzos Blackguard: No Mercy for Members Who Break City Laws
  • Etzos Blackguard: Known For Cleaning Up Their Own Messes
  • Etzos Blackguard: Notoriously Corrupt, But Has Standards
  • Etzos Blackguard: Responsible for Checking the Shores of the Southwood River for Bodies
  • Blackguard Cadet Academy: Ruthless and Lengthy, But Creates The Best City Guardsmen
  • Blackguard Exercise Instructors: Crude, Brutal, and Proud Of Their Students
  • PC Anne Wicks ("The Girl"): Unknown Quantity, Unwelcome Charge, But Survived Her First Caravan Raid Well Enough
  • PC Finn O'Connor: Shifty, But Reliable (When Paid)
  • PC Finn O'Connor: Plucky Street Rat, Far from Home
  • PC Finn O'Connor: Has a Sweetheart In Betty?
  • PC Ivanthe: Weird Kid, Possible Liability
  • PC Kovic: Old "Associate" of Kasoria, Fellow Mercenary
  • PC Kovic: Known to Kasoria as "Paps"
  • PC Kovic: Charming, Affable, Murderer
  • PC Kovic: Apparently Working with the Al’Angyryl
  • PC Lucretia Meadows: Young, Unstable, Musician and Mage
  • PC Oberan: Smooth Mage, Gambler, Cheat, Actor... and General Wanker
  • PC Oberan: Gifted Liar and Surprisingly Brave
  • PC Oberan: Not Just a Reckless Gambler In Etzos on a Lark...
  • PC Oberan: Reluctant Savior, Even More Reluctant "Friend"
  • PC Max/"The Girl": Feisty, Sly, and Still a Fucking Idiot
  • PC Max/"The Girl": Willing to Stay, Even When Given an Out
  • PC Max/"The Girl": Has Potential in the Underworld
  • PC Maxine: Smarter Than She Looks, Not As Tough As She Acts
  • PC Maxine: Little Girl Who Wants to be a Big-League Killer
  • PC Maxine: Improving with a Dagger
  • PC Maxine: Needs to Controler Herself in Combat
  • PC Noth: The Nameless, Nosy, Terrifying Bird-Daemon
  • PC Noth: Warlord of North Etzos
  • PC Noth: Seeking to Expand
  • PC Noth: Knows the Value of a Terrifying Reputation
  • PC Noth: Not as Scary as He Thinks He Is
  • PC Noth: Skilled Negotiator
  • PC Yndira: Cocky, Fearsome, Potentially Useful Naerikk
  • The Rues: Upstart Gang in South Etzos
  • Shadow Ward: Blocks the Naerikk "Gift of Shadow"
  • Shadow Ward: Like a Disc of Solidified Shadow
  • "Wards": Magical Objects Designed to Negate a Given Type of Power
  • Westguard: Caravans Leaving or Passing Through Every Few Trials
  • Westguard: A Town on The Grow
word count: 9447
"This is the life we choose, the life we lead. And there is only one guarantee: none of us will see Heaven."
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