Fridgar

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Fridgar
Posts: 763
Joined: Mon Jan 02, 2017 10:44 pm
Profession: Jeger/Doctor
Renown: +45
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Fridgar

Mon Jan 02, 2017 10:58 pm

Fridgar Calder
Name: Fridgar Calder

Age: 23

Race: Lotharro

Date of Birth: 05th Saun 693

Marks: Palenon

Factions Joined: Path of the Jeger

Languages Spoken: Fluent Common - Fluent Haltunga

Partner: Alistair Calder, Kindal (Husband)
Last edited by Fridgar on Mon Sep 04, 2017 11:01 pm, edited 17 times in total.
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Fridgar
Posts: 763
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Fridgar

Mon Jan 02, 2017 11:05 pm

Appearance

Fridgar stands no shorter than seven feet tall when he has his back straight, his frame is broad and thick, adorned with rippling muscle. Fridgar's strength has been spoken of in legends, put on display for all to see, all he wears is a leather loincloth. His hair is thick and brown, shaggy like the coat of a bear, he has made an effort to tie it back and has done the same with his beard, only it fashions two ropes of brown. His left eye is a completely black canvas with small white dots all over it's surface. No pupil is visible, nor iris. His right eye is all brown, save for the black pupil, when he looks to the left or right, the white of his eye appears black or dark brown. Various small scars from tears in his skin, likely inflicted by blunt force trauma line the skin of his face.

His arms are lined with various scars inflicted by tusk, fang, talon, acid, blade and poor stitching skills. His torso is no better, but sports various puncture wounds, inflicted by arrows, spears, swords, knives, talons. Fridgar's legs appear similar to his arms, save for the acid burns - decorated with various animal marks. He bares claws and fangs as his Lotharen animalistic traits. Fridgar also smells of raw meat.
Injuries Ledger
Zi'da 716
Injury Cause Received Recovery
Sore Muscles "Ran as a Horse several days in a row, Unleashed, and continued to walk around as a Wolf" 23rd 3-5 Trials
Bruised Knuckles "Hit a hard head" 33rd 2-5 Trials
Broken Nose "Punched by Warren" 33rd 5-9 Trials
Several Body Bruises "Punched by Warren" 33rd 2-8 Trials
Bruised Jaw "Punched by Warren" 33rd 2-5 Trials
Two Broken Ribs "Kicked by Warren" 33rd 20 Trials
Acid-Washed Arm "Accidentally hit with Acid 33rd 20-25 Trials
Bruised Jaw "Got hit by a powerful uppercut" 63rd 1 Trial
Bloodied Nose "Foot to the face" 63rd 2 Trials
Bruised Cheek "Punched face first into the ground" 63rd 1 Trial
Bruise on Back "Stomped on" 63rd 1 Trial
Cylus 717
Injury Cause Received Recovery
Coughing Up Blood "Unknown Cause" 1st Unknown
Cut Wrists "The eagle didn't go down without a fight" 2nd 3 Trials
Clawed on the chest "Ryon" 5th 10 Trials
Clawed on the Shoulders "Ryon" 5th 10 Trials
Clawed on the Thighs "Ryon" 5th 10 Trials
Bit in the Head "Ryon" 5th 10 Trials
Bit on the Arms "Ryon" 5th 10 Trials
Arm puncture wounds "Tusked by a boar" 11th 7-10 Trials
Stab in the left side "Run through with a sword" 12th 10 Trials
Impaled Shoulder "Jabbed by a spear" 12th 10 Trials
Body Bruises "Hammer" 12th 10 Trials
[/color]
Personality

Fridgar might strike most as aggressive, vile, wrathful and often times; evil. While this is often the case to those that anger him, it is rare that he shows malice or aggression to anyone that shows him kindness. He operates primitive and often ferally. Growls and snarls serve as warnings of inbound rampages and assaults, though this rule doesn't necessarily apply at the tavern. Fridgar has been known to attack people who maintain eye contact for too long, often resorting to his claws and fangs to put them in their place. He's also known to show little regard for the general public, property of others and the law.

Despite his somewhat scary attitude, he does have a kindness within him. While not known to many others, Fridgar is fiercely protective of those who holds close. He also has a habit of cuddling frequently, hugging plentifully and sharing his warmth with everyone he appreciates. Just as he appears ursine-like, he behaves ursine-like. Giant, huggable and loving on one hand, but vicious, brutal and dangerous on the other. In recent trials, he's tried very hard to not attack random members of the public, but his mutated mind makes it beyond difficult for him.
Last edited by Fridgar on Mon Sep 04, 2017 11:14 pm, edited 21 times in total.
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Fridgar
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Fridgar

Mon Jan 02, 2017 11:07 pm

History

Pre Initiation

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

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

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

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

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

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

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

Initiation

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

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

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

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

Post Initiation

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

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

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

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

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

Fridgar stays in the house of buggery with Alistair, a medium sized house in Uthaldria that the two have settled in.
Last edited by Fridgar on Mon Sep 04, 2017 11:07 pm, edited 12 times in total.
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Fridgar
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Fridgar

Mon Jan 02, 2017 11:10 pm

Skills

Combat

SkillPoints AcquiredTotal Points SpentProficiency
Axes & Bludgeons (17)100/100 (250/250)Master
Shielded Combat25/100 (25/250)Novice
Unarmed Combat (50)(100+3) 103/100 (250/250)Grandmaster+
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Fortitude

SkillPoints AcquiredTotal Points SpentProficiency
Acrobatics (11)26/100 (27/250)Competent
Detection (15)0/100 (0/250)Novice
Discipline (19)10/100 (10/250)Novice
Endurance (45)100/100 (250/250)Grandmaster
Field Craft (13)45/100 (65/250)Competent
Running (8)4/100 (4/250)Novice
Strength (28) [FT]100/100 NA:FTGrandmaster
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Craft

SkillPoints AcquiredTotal Points SpentProficiency
Medicine (18)26/100 (27/251)Competent
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Food

SkillPoints AcquiredTotal Points SpentProficiency
Hunting (24)65/100 (120/251)Expert
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Mental

SkillPoints AcquiredTotal Points SpentProficiency
Leadership (7)40/100 (55/251)Competent
Tactics (12)50/100 (75/251)Novice
[/color]

Magic

SkillPoints AcquiredTotal Points SpentProficiency
Becoming (50)76/100 (154/250)Master
Rupturing (30)26/100 (27/250)Competent
[/color]

Languages

SkillPoints AcquiredDifficultyProficiency
Linguistic (7)26/100 (27/251)Competent
[SP]Common 90/90 Easy Fluent
[SP]Haltunga (10) 120/120 Medium Fluent
[/color]

Other

SkillPoints AcquiredTotal Points SpentProficiency
Mount0/100 (0/251)Novice
Seafaring0/100 (0/251)Novice
[/color]
Last edited by Fridgar on Tue Sep 05, 2017 3:26 pm, edited 95 times in total.
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Fridgar
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Fridgar

Mon Jan 02, 2017 11:12 pm

Knowledge


[anchor=marks][/anchor]

Skills A - M

A - D
Acrobatics: (15)
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Acting: (5)
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Animal Husbandry: (7)
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Appraisal; (1)
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Animal Training: (1)
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Axes & Bludgeons: (17)
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Becoming: (50)
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Blades: (1)
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Blunt: (1)
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Caregiving: (3)
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Climbing: (1)
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Cosmetology: (1)
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Dancing: (2)
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Deception: (6)
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Detection: (18)
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Discipline: (22)
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Disguise: (3)
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E - G
Endurance: (48)
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Ensorcelling: (1)
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Etiquette: (9)
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Fieldcraft: (23)
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Flying: (7)
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Gambling: (8)
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H-J
Hunting: (28)
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Interrogation: (4)
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Intimidation: (20)
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Investigation: (6)
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Jewellery Crafting: (4)
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K-M
Leadership: (7)
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Linguistics: (11)
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Logistics: (5)
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Medicine: (18)
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Meditation: (4)
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N - Z

N-P
Navigation: (3)
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Negotiation: (7)
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Persuasion: (13)
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Politics: (3)
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Psychology: (32)
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Q-S
Research: (1)
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Resistance: (2)
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Rhetoric: (3)
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Running: (9)
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Rupturing: (30)
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Seduction: (16)
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Sewing: (3)
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Sociology: (10)
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Socialization: (5)
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Sovereign: (2)
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Stealth: (10)
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Storytelling: (8)
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Strength: (29)
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Surgery: (4)
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Swimming: (5)
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T-V
Tactics: (18)
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Teaching: (4)
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Torture: (1)
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Throwing Weapons: (1)
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Unarmed Combat: (53)
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W-Z
None

Places

Rynmere: Volareon's are Protected Species
Location: Andaris
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Location: Rynmere Library
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Location: Endor
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Location: Venora
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The Ocean
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Etzos
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Fractures
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Gauthrel
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Races

Aukari
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Avriel
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Lotharro
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Yludih
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People

Aeon
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[NPC] Aedan
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[NPC] Ellasin
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[NPC] Willow
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Avrae Kyric
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[NPC] Black Guard Captain Berrit Segrille
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Danielle
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Edalene
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Finn
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Kiro Mercer
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Moon
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Gangui
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[NPC] Kaiserion
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[NPC] Kaleb
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Kayleigh
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[NPC] Koda
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Nauta F'mos Geey
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Nightshade
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Noth
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Noth: One-Winged Avriel Friend of Paplo's Vern: Noth's Demon Goose[/spoil] [NPC] Ganren
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[NPC] Halden
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[NPC] Ren
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Rey'na
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[NPC] Royand
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Sintih
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Tristan Venora
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Vluharqih
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Woe
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Family


Alistair Venora
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Azzas
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[NPC] Boomer
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Fridgar
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Immortals

Ilaren
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Lisirra
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Thetros
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Fauna

Drexion:
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Feron:
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Harvester:
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King Crocodile:
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Lurker of The Plains:
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Rabbit:
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Scalv Ziemia:
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Scython-Ur:
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Sohr Khal:
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Soraanar
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Stekir:
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Trachadon:
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Events

Arcana
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Other
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Languages

Linguistics: Novice.
Language Difficulty Broken ConversationalFluent Current proficiency
[SP] Common Easy Yes Yes Yes Fluent
[SP] Haltunga Medium Yes No No Broken
Haltunga: (16)
► Show Spoiler
Last edited by Fridgar on Tue Sep 05, 2017 8:37 am, edited 105 times in total.
User avatar
Fridgar
Posts: 763
Joined: Mon Jan 02, 2017 10:44 pm
Profession: Jeger/Doctor
Renown: +45
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Fridgar

Mon Jan 02, 2017 11:15 pm

Skill Point Ledger

Thread or Skill NamePoints AwardedPoints SpentRunning Total
Endurance [RB} 25[RB] 25 -
Starting Package 50 - 50
Becoming - 25 25
Strength - 25 -
Descent into Chaos Part 2: Choosing the Target 15 - 15
Descent into Chaos Part 3: Questionable Morality15-30
Strength-246
Pieces15-21
Becoming-156
[Job Thread] The Biting Cold10-16
Becoming-106
Chunks15-21
Becoming-156
Strength-6-
Descent into Chaos Part 4:The Turning Point15-15
Becoming-15-
[Mature] Acquiring the Totem: Eagle10-10
Becoming-10-
[Job Thread] "Guard Duty?"9-9
Strength-9-
The Boulder Thread Part1: A Theory of Strength10-10
Strength-10-
A Student Seeking a Teacher13-13
Strength-13-
Crimson communion15-15
Strength-132
Endurance-2-
[Mature] In Ilaren's name, Drinks are on me!15-15
Unarmed Combat-15-
The Bear and the Maiden Fair15-15
Becoming-15-
[Venora] Clear Skies Above15-15
Unarmed Combat-15-
[Mature] Acquiring the Totem: Ryon10-10
Becoming-10-
[Mature] Acquiring the Totem: Anaconda15-15
Becoming-15-
Masked Ball: Disbanding the Royal Guard.20-20
Unarmed Combat-20-
[Venora][Mature] The next trial15-15
Rupturing-15-
[Mature] Acquiring the Totem: Bronze Boar8-8
Becoming-8-
[Job Thread][Mature] What happens in the dark10-10
Becoming-10-
[Mature] Progress15-15
Becoming-69
The Third Law of Motion (Fridgar)15-24
Unarmed Combat-159
No holds barred15-24
Unarmed Combat-717
Endurance-89
Rescued by a sinking ship14-23
Endurance-149
Midwinter Masks20-29
Endurance-209
[Mature] Oops7-16
Endurance-79
Acquiring the Totem: Fridgar10-19
[Venora][Mature] The Rift15-34
[Beyond the Walls] [Mature] My forest.14-48
[Mature] Another Day (Fridgar)15-53
Hunting-1548
[Mature] 'Intensive Care'15-63
Hunting-1053
Discipline-548
[Woodlands] A walk in the woods15-63
[Krome] So, we meet again!13-76
[Mature] If you're gonna go to hell:15-91
Medicine-2764
Acquiring the totem: King Crocodile15-79
Together Again15-94
[Mature] Ilaren is the occasion15-109
[Mature] Something Fishy...15-124
[Mature] Books about space15-139
Clarity15-154
Unarmed Combat-7579
[Mature] "I'm gonna punch it"15-94
Rupturing-1282
Booty and the Beast15-97
Scraps and scabs (Fridgar)15-112
Acquiring the Totem: Kaiserion (Fridgar)15-127
[Mature] Acquiring the Totem: ...Goose??10-137
Jackalope15-152
[Plains] Intricacies of the Rose15-167
Tactics-25142
Fieldcraft-27115
[Eastern Gauthrel]Pups on their own, Part 1: Hydration15-130
Axes & Bludgeons-25105
[Eastern Gauthrel][G]Pups on their own, Part 2: Food15-130
No re?15-145
Hunting-30115
[Job Thread] A new leaf15-130
[Kaer Jeger] Smash<Hack10-140
[Eastern Gauthrel]Pups on their own, Part 3: Shelter15-155
Setting the pace15-170
That Dying Sky15-185
[Mature] Hunting Crocodiles15-200
[Eastern Gauthrel] Hal-tongue-a15-215
[Willow Woods][Mature] Acquiring the totem: Willow Redbear15-230
[Shirnrad] Festering Rage15-245
[Willow Woods] Heart of the Wild15-260
Masks of Fallen Men15-275
Hearts of Stone15-290
Vindarnas15-305
[Mature] Fellow Jeger15-320
Linguistics-27293
Acrobatics-27266
Under My Skin15-281
[Eastern Gauthrel]Pups on their own, Part 4: Sleep15-296
[Eastern Gauthrel]Pups on their own, Part 3.5: Shelter15-311
[Eastern Gauthrel] A helping hand15-326
[Northern Gauthrel] Gotta go fast15-341
[Aedirn] Deconstructed15-356
[Eastern Gauthrel]Pups Together, Part 1: Shelter15-371
[Eastern Gauthrel]Pups Together, Part 2: Shelter15-386
[Northern Gauthrel] Faster Yet15-401
[Eastern Gauthrel] A real challenge15-416
Kael and Aedirn15-431
Endurance-175256
Axes & Bludgeons-50206
Unarmed Combat-100106
[Eastern Gauthrel] The Pup's Nemesis15-121
Axes & Bludgeons-15106
[Temple of Thetros] Finally here15-121
Challenged15-136
[Western Gauthrel][Job Thread] A pup's first kill10-146
[Kaer Jeger] Pups no more15-161
Going Home15-176
Hunting-65111
We're Gonna Punch Each Other [L] Language20-131
Consequences15-146
'Hi, what's your name?'15-161
[Eastern Gauthrel] Fighting Feron15-176
[Eastern Gauthrel] Fighting Feron Part 215-181
[Eastern Gauthrel] The most real of challenges15-196
Discipline-1195
Koda Red15-210
Leadership-55155
[Willow Woods]Dress Up (Fridgar)15-170
Ren Norendel15-185
Dress Up15-200
[Job Thread][Northern Gauthrel] The hound's graces15-215
[Shaperate] Our Ancestor's Shaperate15-230
[Eastern Gauthrel] The Way of The Wild15-245
Dude, Where's My Goose?15-260
Let's Get Started15-275
Tactics-50225
Fieldcraft-38187
Endurance1-188
Unarmed Combat1-189
Dominance15-204
Axes & Bludgeons-16044
Shielded Combat-2519
Let us drink, Let us punch15-34
Awarded by Pegasus:
Unarmed Combat: 4
Running: 4
Discipline: 4

Awarded by Palenon
Unarmed Combat: 3
Last edited by Fridgar on Fri Sep 22, 2017 10:20 am, edited 124 times in total.
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Fridgar
Posts: 763
Joined: Mon Jan 02, 2017 10:44 pm
Profession: Jeger/Doctor
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Fridgar

Mon Jan 02, 2017 11:17 pm

Marks Section

Devotion

Ilaren
► Show Spoiler
Thetros
► Show Spoiler

Marks

Abilities

Ability Name Devotion Required
Ability Description
Elemental Manipulation - Lightning (Minor) 0 The character is able to control a small amount of lightning in relatively close proximity to themselves. Limited to a single bolt of lightning that can travel 20 feet before dissipating. Capable of throwing one lightning bolt every bit. If the bolt hits, it can cause shocking pains and numbness to any struck body part. Alcohol intoxication diminishes the power of this ability.
Sparked Interests I 0 Add an extra three skill points to one of the following skills: Unarmed Combat, Brewing, Singing, or Endurance. Any skill points granted by this Mark can break the 100 point cap on skills.
Life of the Party 0 The character is able to share their emotions with a crowd within a short range around them for a single break. Greater levels of alcoholic intoxication increases the power of this ability.
Rolling Thunder 20 The character is better able to understand the motions of combat and the rhythm of skirmish. Seeming to roll with their enemies blows, the character is able to mitigate some of the damage and redirect the force back at their opponent. A balanced level of alcoholic intoxication is needed to use this ability.
Three Sheets to the Wind (Minor) 40 The Favored is blessed with an increase to their physical capabilities depending on their stage of intoxication. When the Favored has had little to nothing to drink, their reaction speed is increased greatly, allowing them to react at speeds nearly impossible to keep up with, making it hard for them to be hit - though arrows and bolts still travel too quickly for them to stop. The more the Favored imbibes, the more they trade speed for strength until all reaction speed is lost and replaced with strength, allowing them to hit with greater force. Able to generate enough force to splinter wood and dent metal.
Bottomless Wineskin 60 Any container the Favored drinks from never empties. This ability only functions if the contents of the container are alcoholic.
Rising Lightning 80 The Favored is able to direct a bolt of lightning beneath their feet, giving them an added boost to a jump. The Favored is able to use this ability to increase the height of their jump equal to one half the distance of the Manipulation distance. Alcohol intoxication diminishes the power of this ability.

Knowledge

Palenon: Three Sheets: Allows Quick Dismissal of Distractions
Magic Section

Sparks

  • Becoming
  • Rupturing
  • Empty

Abilities

Becoming, Master
Ability Name Mastery/Fridgar's skill
Description
Blending Novice/mastered A technique one learns as a beginner that sets the stage for Borrowing. Blending is simply using two totems from the same animal family to 'blend' features and Become a shape that is neither one nor the other, but a composite of both. Many Becomers use this ability to steal the shapes of the dead and mix it with their own to create entirely new identities. In terms of totem count, so long as the species is the same, two totems count as one for the purpose of totemic requirements. Blending can be used between different species of animal and even those closely related. A dog’s features could be combined with a wolf. When this ability is gained, a Becomer also becomes subtly aware of the language animals use to communicate with each other. While not a perfect translation, a Becomer can usually get the general meaning behind any animal behaviour they have the totem of…without prior knowledge of behavioural conventions.
Echo Novice/mastered A Novice technique that is a shadow of what eventually becomes Evolve, Echo borrows senses and minor special abilities from a totem and overlays them with your natural form. The changes are always subtle and temporary, such as seeing in the dark, leaping with the grace of a gazelle, or tuning into the echolocation of a bat. One trait may be echoed at novice, with two at competence. At expertise, three traits and four at Mastery and Legendary. Although these traits are fairly easy to manifest, costing little ether
Assimilation Competent/mastered A Competent technique, the Becomer transforms and assimilates totems within his transformation. Depending on the shape, carrying totems and items can become difficult if not impossible for a Becomer. Beginning at competence, the Becomer may choose to incorporate totems in their transformation. At least one totem at competent, two at expertise, and three at mastery and legendary. Many Becomers choose to hide their personal totems this way, considering it the safest. At expertise, basic clothing may be assimilated between forms as well, provided they are made of an organic material. At mastery, one can even smuggle small weapons between transformations provided they are completely wrapped with an organic material like leather.Assimilated items lay an imprint on the form one had before. So long as the totem the items were assimilated into remains undamaged, these items can be recovered, returned to hand the moment the transformation occurs.Rather than a totem, a Becomer can choose to Assimilate a different item instead, as stipulated. They can choose clothes instead of a totem or a weapon instead of a totem. The amount of Assimilated items cannot exceed their limitation. Assimilation must be renewed each time a shape is chosen and the Assimilated items can only be recovered when one returns to the shape that had them in the first place.
Unleash Competent/mastered An ability gained in competence, Unleash is a sudden explosive transformation that takes place in the space of a few moments. This transformation is always painful and wild. Due to the speed of the change, no other Borrowing or form altering techniques can be used when one Unleashes. Combining Chrysalis with Unleashing almost always invites overstepping, depending on the severity of the injuries.Unleashing can be done once at Competence without inviting overstepping, and up to three times at mastery and legendary. Unleashing is often an ability used of urgency, or as a surprise in a sudden battle. Although it can be used up to three times at mastery without inviting overstepping, it is always risky and rarely the only techniques used in such a situation.
Chrysalis Expert/mastered An expert technique whereby by taking another shape also renews the body transforming. This can be incredibly taxing depending on the damage received, but a Becomer could transform into a shape free of injury, even it is refreshing the shape they currently hold. This is often an ability one uses sparingly if possible, as the repair may be taxing enough to throw the Becomer into Overstepping. It is recommended this ability not be used in combat, but instead when one can relax safely and heal their wounds without expending additional ether.This does not affect their stamina or need to eat and sleep. Although they can refresh any major damage done to a totemic form, basic necessities and the need to rest are universal to all forms.
Borrowing Expert/mastered Borrow is the technique that evolves from Blending. Using one totem as a 'base' an expert Becomer can 'borrow' traits from other totems in their possession in order to Become a gestalt of the forms. The Base determines the form taken and the supplements determine what traits are woven into the new shape. Ones ability to borrow is determined by their skill but through this technique, a Becomer could transform into a beast unlike which Idalos has ever seen before. A Mage can add two new 'borrowed' traits when this ability is acquired. They gain two additional at Mastery. It is possible to push past this limit, but at the risk of Overstepping. This process can be exhausting and always increases the time of transformation depending on the complexity of the borrowed traits.
Adapt Master/mastered Adaption can only be gained in mastery. Adapt breaks the rule of the 'all or nothing' aspect of Becoming. Adaption works like Borrowing but can be induced after a form has been taken. It's a far less strenuous technique as it does not require a full body transformation and was developed for combat and utility. These transformations are always just as fast as unleashing transformations and only affect the totem shape for as long as the Becomer is in it. These transformations disappear when the mage takes the shape again. Adapted traits are the same as borrowed traits, save for the fact they can be added after a transformation rather than requiring an entire new one. One can only have as many adapted traits as they have Borrowed traits.
Totem Guardian Master/mastered Totems are more than just shapes, they’re repositories for the soul of the Becomer to fill. In a way, each totem is alive. They take a shard of the Becomer’s own personality and become something different than they were. Totem Guardian is the next step of that ability, allowing the Becomer to invest ether into a totem and have it resume the shape of the creature it was made from. This Totem Guardian is an extension of the Becomer, but not a thrall like Necromancy. Instead, these totems given form are variants of the Becomer, although filtered through that creature’s perception. They are fiercely loyal and generally obey any command a Becomer imparts. They avoid self destruction and many Becomers begin to associate them as their own friends and family. At mastery, one Totem Guardian can be manifested and at Legendary up to two. More can be pushed, but it will always invite overstepping.If the totem guardian is killed, the totem will also be destroyed. If a totem guardian is badly injured, it may take some time before the Becomer is able to resume their shape as the ether repairs itself in the totem. A Totem guardian can be manifested for at least three breaks a trial without issue…but to push it or combine with other techniques would be dangerous. No other techniques can be used on a totem guardian.
Rupturing, Competent
Ability Name Mastery/Fridgar's skill
Description
Chasing Core The manipulation of pockets to transport an individual or multiple others short distances, can be cast relatively quickly at all stages, especially at higher mastery. Chasing has within it two different functions to start with: blinking and portal creation. Blinking allows a mage to quickly latch onto or tether themselves to a pocket of Ether within sight and proper range. They will thus almost immediately transport themselves there, disappearing from their previous location and often in a flash of energy.Portal Creation is of course what Rupturing is known for; it is the loud and disruptive tearing of matter via pockets of energy that allows for one to accomplish blinking but in a more complex fashion. While blinking is a quick, one-shot sort of endeavor, portals have within them many complexities. Portals can stay open longer, can transport specific individuals as well as objects and spells, and can even have magical effects associated with their location. Portals will develop as the user develops their magic, and gain a variety of new and unforeseen uses as one learns and grows in Rupturing. Chasing and the portals it creates also acts as a basis for much of what compression enables the Rupturer to achieve. Chasing portals, particularly, are considered the lighter combat portals. They are utilized far more commonly than Compression portals in a combat scenario, faster to open and cheaper to utilize, though usually with a reduced range. Appearance-wise, they appear more distorted than Compression portals, appearing almost like an ungainly gash in the world waiting desperately to be closed.As a note, there is no standard or basic appearance for portals. Their appearance depends on how the spark manifested in the mage when the magic first made contact with them, though their general size and dimensions tend to be about the same.
Compression Core Compression is a longer-distance form of transportation than Chasing. While it can follow similar premises, specifically when it comes to portals, the way in which it operates is completely different. Compression's portals often require significantly more preparation than those of Chasing, and do drain more Ether from the mage as well. This is due to the logic-defying way in which compression operates; compression allows for the mage to compress space and distance to a tiny, thin decimal. As they cannot see and directly grab onto pockets of ether if they're quite far away, they are expected instead to rely on memory and information about a location, which is required for the sundial compression as well. Sundial compression that is inter-city or inter-continental requires you having previously been to that location from the start of your character playing in Standing Trials, meaning you cannot simply have been there in a memory thread or have it in your backstory.Compression allows one to nearly infinitely compact space and distance for themselves alone from one location to the other. They must have been here before and must know its location at least somewhat vividly. This will always open a portal, and stepping through it will send the Rupturer through the compacted space and directly to their location. The process is almost instant, though many Rupturers and those who travel within their portals report feeling nauseous and lightheaded after traveling through a portal. For but an instant, you are moving at an extreme speed and ignoring all matter around you. It is a very intense process and is certainly not for the ill and faint-hearted, though it is made cleaner and easier by more experienced Rupturers.To travel extremely long distance locations, like from city to city, one must use a Sundial. That is non-negotiable, as only a Sundial and the conduit within it can properly direct and tune the compression of space across massive distances.
Phasing Novice/mastered Obtained at Novice rank. Allows for the user to create a portal that only allows vision and through extremely short distances (such as a few feet). This will not appear on the other side, which allows for one to spy on someone from another room. Requires little time, effort and ether to maintain. At Competent, you can hear through this portal as well. These portals make no volume, considering they cannot be entered, and thus do not truly tear space.
Skystepping Competent/unskilled Obtained at Competent, Skystepping allows the Rupturer to create miniature portals - acting as stepping stones - to increase their mobility. These portals momentarily sterilize the effect of space where they're created, acting as spatial anomalies of dense physical properties. They are cheap and can be utilized frequently throughout a situation, and typically can be utilized to gain aerial advantage. However, creating a longer-lasting Skystep (such as a full-blown platform) will slowly drain ether for as long as it is active.
Roaring Competent/unskilled Roaring is an ability unlocked at Competent that - momentarily - destabilizes matter and space in a specific area (that one can see). The result of this is an intensified reverberation of the air, far moreso than merely the typical crackling and ripping of a Rupturing portal. The air around it will appear imbalanced, distorted, and will emit a violent sound as it continues to reverberate, causing a clear distraction, especially for any creatures which rely on sound or benefit from an enhanced sense of hearing. This ability is typically used to cause a distraction for the sake of escape.

Corruptions

Becoming
Witchbrand
► Show Spoiler
Competent Mutation
► Show Spoiler
Expert Awakening
► Show Spoiler
Overstepping Mutation
► Show Spoiler
Master Awakening 1
► Show Spoiler
Master Awakening 2
► Show Spoiler
Overstepping Mutation
► Show Spoiler
  • Rupturing
    • Witchmark - Left eye is pitch black and filled with white dots that look like stars.
Last edited by Fridgar on Mon Sep 04, 2017 11:12 pm, edited 43 times in total.
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Fridgar
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Fridgar

Mon Jan 02, 2017 11:18 pm

Items

Weapons

Masterwork Dagger
Standard Broad Axe
Standard Terrendyte Broad Axe

Armour

none

Clothing

Extremely comfy Stekir Skin loincloth
Feldorei Pelt
Feron skull

Crafting Kits

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

Every-day items

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

Magic

  • Wells
    • 2 Lesser Harthyte Wells
  • Totems
    • Fridgar Totem
    • King Crocodile Totem
    • Great White Shark Totem (not dedicated)
    • Kaiserion Totem
    • Trachadon Totem
    • Willow Redbear Totem
    • Llewnos Totem
Last edited by Fridgar on Mon Sep 04, 2017 11:13 pm, edited 29 times in total.
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Fridgar
Posts: 763
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Renown: +45
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Fridgar

Mon Jan 02, 2017 11:20 pm

Ledger
ItemIncomeOutgoingTotal
City Dweller's Package 100gn ... 100gn
Forfeited House 250gn ... 350gn
Cord ... 1gn 2sn 347gn 8sn
Beads ... 8sn 347gn
Large, Heavy, Waterproof, Pleated-Bag with shoulder straps ... 3gn 2sn 344gn 8sn
First Aid Kit ... 22gn 322gn 8sn
Large Towels (2) ... 3sn 322gn 5sn
The Biting Cold Clothing ... 54gn 7sn 2cn 267gn 7sn 8cn
Descent into Chaos Part 4:The Turning Point Clothing ... 15gn 6sn 8cn 252gn 1sn
Zi'da Wages 1015gn 5sn 6cn ... 2on 267gn 6sn 6cn
Party! ... 200gn 2on 67gn 6sn 6cn
Warren's Payment 100gn ... 2on 167gn 6sn 6cn
Contractor's Payment 50gn ... 2on 217gn 6sn 6cn
Mask ... 14sn 4cn 2on 216gn 2sn 2cn
[Mature] Acquiring the Totem: Eagle Crafting kits ... 205gn 2on 11gn 2sn 2cn
Charity ... 1on 1on 11gn 2sn 2cn
Grocery Shopping ... 5gn 9sn 1on 1gn 3sn 2cn
I really wish Fridgar managed his money better. (More grocery shopping) ... 186gn 315gn 3sn 2cn
Contractor's Payment 20gn ... 335gn 3sn 2cn
Untrained Anaconda ... 50gn 285gn 3sn 2cn
Cylus Wages 567gn 6sn ... 852gn 9sn 2cn
Bronze Boar ... 100gn 752gn 9sn 2cn
Completion of contract 250gn ... 1002gn 9sn 2cn
Hunting Crocodiles ... 36gn 966gn 9sn 2cn
These Nuts ... 24gn 942gn 9sn 2cn
Large trained hunting dog (gift for Alistair) ... 100gn 842gn 9sn 2cn
Gift to Alistair Venora ... 750gn 92gn 9sn 2cn
Broad Axe ... 40gn 52gn 9sn 2cn
Ashan Wages 701gn 1sn ... 754gn 2cn
Ymiden Wages (Jeger) 709gn 6sn 5cn ... 1463gn 6sn 7cn
Ymiden Wages (Doctor) 630gn 8sn ... 2094gn 4sn 7cn
Looting 125gn ... 2219gn 4sn 7cn
Saun wages (Jeger) 396gn ... 2615gn 4sn 7cn
Saun wages (Doctor) 380gn ... 2995gn 4sn 7cn
Total Currency: 0 ON, 2219 GN, 4 SN, 7 CN
Last edited by Fridgar on Wed Sep 06, 2017 5:05 pm, edited 37 times in total.
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Fridgar
Posts: 763
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Renown: +45
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Fridgar

Mon Jan 02, 2017 11:21 pm

Fame Ledger
Item/ ThreadFameTotal
Lotharro 10 10
Lotharro in Rynmere 10 20
Breaking the Law -3 17
Break a city law (Assault/Kidnapping) -2 15
PC Act of Cruelty (Hurt Helpless Party) -2 13
Acts of Magic -2 11
General Good Deed +1 12
Completion of a Contract +2 14
Good Deeds +3 17
Acts of Magic -2 15
Break a city law x3 -6 9
Bad deeds -3 6
Giving Gifts +2 8
Timely delivery +3 11
Victory in Single Combat +4 15
Gifts to lots of people +10 25
Support of Ilaren in a bar... it's a popular thing +3 28
Breaking lots of laws -5 23
Breaking City Laws -3 20
General Good Deed +1 21
Wrestling a snake in public -2 19
Losing to the snake -1 18
Threw a door -40 -22
Cheating on Rey'na -5 -27
Breaking city laws -6 -33
Bad deeds -4 -37
Escaped Prison -10 -47
Broke Rey'na's heart-5-52
Event Participation +10 -42
Murder -10 -52
Acts of Magic -2 -54
Tavern Fighting (Again) -2 -56
Damaging Prison Property -3 -59
Savagely Murdering a Prison Guard in the prison itself -12 -71
Loads of acts of magic -10 -81
Carried a goose through Etzos -2 -83
Personally recruited by Ganren +5 -78
Carrying Alistair +1 -77
Monster kill: Scython-Ur +3 -74
Monster kill: Trachadon +6 -68
Monster kill: Stekir +2 -66
Monster kill: Llewnos +6 -60
Monster kill: Scython-Ur +3 -57
Monster kill: Scalv Ziemia +6 -51
General good deed +1 -50
Monster Kill: Drexion +3 -47
Monster Kill: Alpha Feron +10 -37
Monster Kill: Feldorei +3 -34
Monster Kill: Stekir +2 -32
Maimed someone in a public tavern -5 -37
Monster Kill: Grenwynn, King Crocodile + 10 -27
Rank up in Jegers +5 -22
Married another PC +10 -12
Beat an unbeatable foe +10 -2
Victory in single combat +4 +2
Good deeds +1 +3
Monster kill: 5x Stekir +10 +13
Monster kill: Feron +6 +19
Monster Kill: 2x Lurker +18 +37
Victory in single combat +4 +41
Victory in single combat +4 +45
Last edited by Fridgar on Mon Sep 04, 2017 10:40 pm, edited 24 times in total.
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