A Humble Knight's Plots (Kisaik)

Stuff in the works, on the way, or already here.

The plot development forum is designed for players and groups to keep track of their plot lines, goals they wish their characters to complete in each season, and anything else that may tie into your character's past, present, and future. Please remember that this is not the Personal Journals forum and should not be treated as such. All information posted within this forum should be information that ties back to your character within the Standing Trials Roleplay.

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Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
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Wealth Tier: Tier 7
Medal count: 1

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A Humble Knight's Plots (Kisaik)

Sat Mar 16, 2019 3:07 am

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Capstone Ideas:

Alchemy:

Living Alchemy: Kisaik can take any alchemical trait taken from a reagent, and imbue it into a singular plant specimen by formulating a special plant food. This allows that plant to act as a reagent to produce that one alchemical trait. Only one reagent trait can be imbued into an individual plant in this way. While these reagents can be used to replenish items imbued with blood magic, it cannot be the originator for blood magic as a reagent.

Ephemeral Alchemy: Being one to traffic in spirits, Kisaik has learned a sort of mystical process when it comes to Alchemy. He can use ambient ephemera, such as that given off by a nearby spirit, or by himself if bonded to a spirit, to act as a reagent for whatever alchemical product he's creating. This unfortunately has the same effect as blood magic in that it can result in backlash, but the threat of backlash can be mitigated by appropriate levels of defensive skills, such as chemistry, attunement, or medicine.

Gardening:

Genesis Splicing: Whereas most gardeners aren't able to produce a spliced plant that can pass on its spliced traits to children through reproduction, Kisaik has reached such a skill in gardening that he can create a new viable species of spliced plants that are able to propagate, passing on spliced traits as well as native ones.

Acrobatics:

Equal Momentum: When encountering a forceful impact, such as that from a weapon, Kisaik can avoid getting damaged by it by making his movements match the arc of its movement. With concentration and a deliberate counter-maneuver he finds he can harness the momentum of the impact, to the point where it will not harm him as he is travelling in exact time with it. He can then spring off of it and thus avoid being hurt.

Combat (Blades):

Humming Dervish: Being incredibly small and light has its advantages, and this never becomes more clear in Kisaik's case as when he's spinning like a dervish with a long blade. When wielding a blade that's at least half his own height, he can use its spin to propel himself into the air, around opponents, creating a rotating blade with increasingly impressive cutting power and decent flight control depending on his acrobatics and flying skill. He can maintain this state of flight for at least a few bits before tiring out or getting dizzy.

Mount:

Rider on the Storm: Any mount that Kisaik rides is rendered totally fearless and in tune with his every movement. He can direct it into any situation, such is it's trust in Kisaik.

Teaching:

Leading by Example: Kisaik can share a skill he's at least an expert in, and grant a person skill equivalent to one level lower than himself for about a break.

Etiquette:

Part of the Scenery: Nobody will ever question Kisaik's belonging in a place. They just accept that he's there, and probably belongs there. This doesn't excuse his behavior if it proves to be aberrant. But his presence alone doesn't give offense to any group or gathering he insinuates himself into.



Domain Ideas:

Growth:

Regenerative Growth: Kisaik can regrow and regenerate lost limbs the same way and speed with which he can grow plants/seeds from his hair (tunawa racial ability). This means that depending on his meditation or gardening skill, he can regrow a limb or limbs within three days (novice Gardening or Meditation), two days (Competent Gardening or Meditation), one day (expert Gardening or Meditation), or near instantly (Master+ Gardening or Meditation). He cannot regrow his heart or brain, however.



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Last edited by Kisaik on Sat May 29, 2021 9:54 pm, edited 16 times in total. word count: 617
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Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
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Wealth Tier: Tier 7
Medal count: 1

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NPC ideas

Sat Mar 16, 2019 3:19 am

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Taggard Hopkinson
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Name: Taggard Hopkinson
Race: Cadouri
Date of birth: Ymiden 23rd 669
Title: Quartermaster of the Shellknights.
Skills:
Skill Name XP Level
Mount (Flying) 55 Expert
Polearms: (1-handed) 55 Expert
Logistics 55 Expert
Shield 55 Expert
Discipline 30 Competent
Leadership 30 Competent
Appraisal 30 Competent
Detection 30 Competent
Athletics 30 Competent

Brief Sketch: Taggard Hopkinson is a very adventuresome Cadouri, a knight errant that fell into the life through a mutual interest with Kisaik, and subsequently brought into the fold of Kisaik's personal circle of knights. Devoted to Saoire, he will not hesitate to bring doom to any monsters that threaten his comrades or protectees, however he prefers to defend when possible, rather than destroy. Even so, he is not a pacifist, and will engage in battle if called to it. He rides a turtle-dove mount and wields a lance and shield.
Shu'ma


Name: Shu'ma
Race: Sev'ryn
Date of birth: Saun 39th 689
Title: Huntmaster of the Shellknights
Skills:
Skill Name XP Level
Athletics 30 Competent
Combat: Ranged (Blowgun) 30 Competent
Hunting 30 Competent
Animal Husbandry 10 Novice

Brief Sketch: Shu'ma is the leader of a small band of knights, law-makers who intended to join the Elements before meeting with Vega Creede, who healed his son when he fell sick. Since then, Vega referred Shu'ma to Kisaik's growing circle of knights, in order to lend his weapon and expertise in hunting to their cause. He doesn't ride, yet, but prefers to hunt on foot, with a blowgun. He's fleetfooted and agile, and able to find purchase in trees while on the hunt.
Villota
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Name: Villota Hedgethorn
Race: Tunawa
DoB: 63rd of Ymiden 700
Skill Name XP Level
Woodworking 30 Competent
Singing 30 Competent
Meditation 20 Competent
Endurance 20 Competent

Appearance/Biometrics: 9" tall, slender with Light, olive green bark and dark green eyes. She has two 'horns' that stick out from either temple, and a mane of small autumn leaves that fall from her head in tresses and vines. She prefers fancy clothing, but is just as comfortable without it. Her favorite flowers to wear in her hair are usually violets or lillies.

Personality: Hapless and somewhat naive, she stumbles into trouble fairly often. Nevertheless, she keeps cheerful, and optimistic that someone will help her out of whatever jam she finds herself in. She's kind and caring, and loves animals.

Backstory: She was born in the forests of Rharnean territory, and raised among the tunawa there. She was pampered from a young age by her parents, and learned good manners among big folk as they had to deal with them fairly often. Unfortunately, she was taken as a slave sometime in 712, and was trained to do all manner of tasks for her master, who took her to Scalvoris. There, she lived for a time until the slaves were freed, and she managed to stumble out of danger by chance.

In-Game History Thus Far: TBD

Relationship to PC: Love interest, princess in need of saving.
Wither
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Skills: 770pbp for a 350 xp npc + 74 xp

Name: Wither
Race: Male Tunawa
Date of Birth: 672, Ymiden 21st
Languages Spoken: Fluent Xanthean, Fluent Treetalk, Basic Common Sign.


Skill Table
Skill XP Level
Combat: Unarmed (Toṣeọruni Az'vi) 76 Master
Meditation 76 Master
Stealth 55 Expert
Acrobatics 55 Expert
Deception 55 Expert
Tactics 47 Competent
Detection 30 Novice
Endurance 30 Competent


Appearance/Biometrics:

Personality:

Backstory:

In-Game History Thus Far: TBD

Relationship to PC:
Lady Lilac
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Name: Lilac
Race: Emeyan (Fairy)
Description: A purple fairy with flowing, lavender dragonfly wings.

Personality: TBD




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Last edited by Kisaik on Thu Aug 26, 2021 7:21 am, edited 36 times in total. word count: 694
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Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
Character Sheet
Character Wiki
Plot Notes
Partner
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Letters
Storybook
Wealth Tier: Tier 7
Medal count: 1

Miscellaneous

A Humble Knight's MB app (WIP)

Sun May 26, 2019 12:13 am

Mortalborn Approval Request


List your current and past accounts: Kisiak, Rorom, Woe, Genuvah, Nzi'fuma, Kalortah Satravial, Vincent Krome(Terriere), Rakvald, Alora, Jame Linger, Pig Boy

Character Background information: Kisaik was raised by who he took for his Great Grandpa, when he decided he wanted to learn who his parents were. After pestering his great grandpa, and getting no answers, he decided he'd had enough of the elder's obstructions and failed lessons, and struck out on his own, embarking to the sea.

Since embarking on his journey, he's had many adventures, getting kidnapped by birds, children, set to fight other tunawa in a mock battle by said children, and even getting betrothed to Rabu.


Character concept: Kisaik is a quixotic type of character, who up and decided one day he wanted to be a knight, despite his miniscule size and lack of strength. He enjoys taking on tasks, especially if those happen to help those around him. He never turns down a challenge or quest, no matter how hopeless it seems. Every set back is a chance to make things right again.

Appearance: Kisaik is 10" tall, lithe of build, long in the limbs. His bark is deep black, marbled by iridescent green and gold veins that run up and down his torso and limbs. His eyes shine green in the light of the sun and moon. He rarely wears much clothing, save a mantle and cloak of black silk. The lichen on his scalp is the color of charcoal, mixed with silky fibers of the same color. He has a long beard of flowery lichen.

Mortal Parent: In NPC form
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Name: Peona Ciuruọrun sọ Kufuata Karo
Race: Tunawa
Date of Birth: 67th Ymiden 689
Appearance: 10" Tall, with bright green bark, leafy hair, and dark black eyes.
Personality: Sunny of disposition, bright, yet curious to the point of being nosey, Peona sometimes sticks her nose where it doesn't belong. She's the leader of the relationship with her mate Tsani, and tends to explore the world, heedless of his complaints. She rides a parrot.

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Name: Tsani Beruja sọ Kufuata Njama
Race: Tunawa
Date of Birth: 34th Ymiden 690
Appearance: 8" tall, with brown bark, bramble hair, and yellow eyes.
Personality: He's a quiet sort of tunawa, preferring to keep to himself. Tsani likes to keep secrets, however, which often puts him at odds with the sunny disposition and nosey nature of Peona. He mostly follows his mate Peona around the world, wherever she travels. He rides a Crow.



Mortalborn story: It was a very dark, overcast season, when Peona and Tsani planted their sprout in the soil of the Ojogbon tree. There was plenty of rain, and moisture in the air, but very little in the way of sunlight hit their poor sprout, making them worry that it might not grow at all.

Getting desperate for help, they decided to depart for the swamps to look for a great wisp that had been spotted there. After a long journey, they found the great, bright wisp, and begged for his help in giving light to the sprout before it failed. Moved by some inscrutable motive, the entity followed them to the spot where Kisaik was growing, and shone a nimbus of false light upon him.

Unknown to any, this entity was not a Wisp, but in fact the Immortal of Mimicry and Chaos, Aelig himself. It had decided long ago that it wished to have a spawn of the Tunawa race, being as their kind were so well disposed toward his domains of mimicry and illusion.

To their surprise, and delight, he began to grow swiftly before their eyes, until they had a full grown sprite, with dark bark and glowing veins. But before they could celebrate by plucking him out of the ground, the mother's grandfather emerged from a nearby hut. He stood before Aelig, and threatened the great Immortal, telling him that he must leave at once, and never return.

Amused, but in no way threatened, Aelig laughed a terrible laugh. The laughter persisted for many hours, frightening the mother and father enough to chase them out of the village, and send them fleeing to the docks and over the ocean. They were effectively banished, and left their sprout to the mercy of the entity and their grand father. Once the parents had been disposed of, Aelig took it upon himself to consume the grandfather, in effect making him one of his forms. From then, his avatar in the form of that grandfather, raised Kisaik in the ways he saw fit.

Meanwhile, Kisaik grew, knowing only his extended family and his 'Great Grandpa', learning all of the typical tunawa arts, stories, education and such, which were corrupted and tainted by the concepts of chaos and mimicry. Eventually he rebelled against these ideas, skewing to the concepts of justice, law, and order as a remedy to the atrophic chaos that threatened to stifle anything that grew. He went out into the world to seek his parents.


Mortalborn domains: Beginnings, Echo, Growth.

Mortalborn abilities:

Growth: Fantastic Reach: Kisaik can grow and extend his limbs near instantly and much farther than the typical tunawa. He can extend either one limb to five feet long, two limbs two and a half feet, or all four limbs and neck one foot. This helps him dodge and stay mobile in combat, as well as increase his reach on the fly. The ability can be active for roughly ten bits three times a trial. He will find himself hungry for sugary treats after using this power.

Echo: Clarion Call: an extention of a tunawa's ability to throw their voice and imitate animal noises, Kisaik can make himself understood by animals near and far, to the point where depending on his Etiquette and other social skills, he may be able to convince them to come to his aid. Otherwise, he can reason with creatures that are negatively disposed toward him. This functions as a one-way communication, as he cannot understand the animal's language.

Mirrors:
Mnemonic Transportation: When Kisaik looks into a mirror, and thinks of somebody he has met, he can transport himself into one of their memories as himself. This will not change the past, but may have an affect on that person's recollection of the memory later on. This power can only affect memories taking place before the affected character's creation, as per a normal Memory thread. When it comes to NPCs, there's no such limit to when the memory can take place.
word count: 1102
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Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
Character Sheet
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Letters
Storybook
Wealth Tier: Tier 7
Medal count: 1

Miscellaneous

A Humble Knight's Signature Item Shoppe

Wed Jul 03, 2019 6:08 pm

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The Alchemical Grail
Tier 7 Bespoke Ojogbon Chalice
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Base Item: A small, carved, tunawa-sized Ojogbon grail, carved from Kisaik's grandfather.

Enchantment: When someone imbibes any measure of alchemical elixir from the grail, it's effects will last for several trials, or double the length of the elixir's normal duration and/or with twice as great an effect. However, once the full measure of elixir has been imbibed, the Grail leaves Kisaik's possession. A bird of some description absconds with it, leaving it in the lair of some dastardly villain or else great beast. Kisaik is immediately and persistently aware of the location of the grail for as long as it is out of his possession, but must seek it out, which becomes an adventure in itself.

Orange Fairy Banner/Sash
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Base item: A small, tunawa--sized banner cloth that can be held in the hand at the end of a small stick, or wrapped around his shoulder like a sash. It's made of a mix of thick and sturdy fabrics, including wool, taffeta, and linen. It's colored orange, with a raptor and sun depicted on it.

Enchantment: Not so much an enchantment as something that can be used to utilize enchanted jewelry and other trinkets. The Banner can be used to pin various jewels and trinkets that Kisaik owns, and while wearing or holding the sash, so long as that trinket is pinned to it, so he doesn't have to personally wear every piece of magical jewelry he owns in order to use them.
Seedmail
Tier 3 Armor
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Burn-Be-Gone Polish
This vial of polish can be used to imbue Kisaik's armor with a permanent, moderate fire-ward.

Enchantment: The item develops resistance to heat and lightning. This resistance allows the user of the item to handle tools fresh from the forge and exposure to comparable heat sources for up to 3 bits at a time, and survive being struck by lightning/electricity, albeit with a lot of pain, headaches, and a long recovery period, depending on severity.

This enchantment will be applied cumulatively to the following item that Kisaik already has:
Tip-Top Tunawa Armor
A tunawa-sized suit of cobalt half-plate armor, made to masterwork quality of tier 8 composition. It allows for stretchiness of limbs, which at the same time compromises his protection, until his limbs contract once more. The following enchantment was placed on it during the call:

The weird events of the Call seem to have sort of ..oozed into your armour. Kisaik will find that, from this point onwards, his armour is always in tip-top condition, not denting, rusting etc, and furthermore - it's always really comfortable. It's light, makes no difference to his movement etc. It's not more effective as armour.

An elemental Illusion from the point bank has been applied, making this suit of armor appear as if it's made of vines/moss/wood.

Acquired here: viewtopic.php?f=414&t=16999&start=20
[/sptitle]

Last edited by Kisaik on Sun Jul 25, 2021 3:12 pm, edited 3 times in total. word count: 511
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Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
Character Sheet
Character Wiki
Plot Notes
Partner
Templates
Letters
Storybook
Wealth Tier: Tier 7
Medal count: 1

Miscellaneous

A Humble Knight's Toṣeọrun

Fri Jul 05, 2019 1:00 am

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Name: Toṣeọruni Az'vi (Little Sword Art)


While the Tunawa people are, by and large, a peaceful and good natured bunch, even the most peaceful creature when pushed into a coner will have little choice but to defend itself. With the penchant for slavers to capture tunawa and make raids on their communities and tribes, a need arose to figure out a way to deter these encroachments.

Many rely on their skill at deception and ability to blend into their environment, as well as their outstanding accord with the creatures of the forest. But even these measures have proven not enough to save all tunawa.

This gave rise to a need, a need that was filled with a special fighting art, unique to the Tunawa.

Whether wielding ojobgon weapons or weapons cultivated from Toṣeọrun Trees, the tunawa who practice these deadly arts are combatants to be feared and respected. Through these arts, they have found ways to play to their unique strengths as a race in combat, while bypassing their weaknesses.



Complimentary Skills and Variants:


Hìno Dopin (Acrobatics, Mount, Tactics, Deception): Known in the Common Tongue as Leaf on the Wind, this is the more acrobatic style, preferred by those who charge into the attack head on, albeit with a healthy amount of deceptive movements and distracting tactics. The tunawa who prefer to use this style are often medium sized, around a foot to a bit taller.

This variant is the most mobile style, putting an emphasis on the use of a mount and acrobatic leaps in order to faciiltate fast movements, and closing ground with potential opponents attacking, and evading.

Chieit Dubä (Stealth, Deception, Poison, Climbing): Known in common as Shadow under Branch, this variant of Toṣeọruni places great emphasis on the tunawa's ability to go unseen, and often enables them to incapacitate or poison their foe before they even know they've encroached on a tunawa's settlement.

Whether it's shifting their eyes to where they shouldn't go, by throwing their voice in a bird call, or hiding in plain sight, disguised as a house plant, the masters of this style are able to end a fight befoe it begins through the use of poison, deception, and stealth.

There are whispers that some among the masters of this variant wield Toṣeọrun blades that can hold a poison indefinitely on its edge.

Shäurï'ìlä (Tactics, Discipline, Intimidation, Meditation): Known in Common as Stump and Stand, this style is ideal for the more stalwart and large of stature among the Tunawa. Rarely practiced by a tunawa that stands under 18", these frontline warriors will serve as a distraction to any potential invaders, standing in the open, challenging, and even taunting them to get their attention focused on them.

Shäurï'ìlä masters are able to command the flow of battle to such a degree, that few will be able to resist their challenge. Often they will take measures to make themselves as innocuous-looking as possible, sometimes shoving their Toṣeọrun in the earth to hide them, until it's too late for their challenger.

This style is only for the bravest tunawa, who is willing to put their own life on the line to distract raiders of their settlements.


Specialized Equipment:


Toṣeọrun blades. A blade built and cultivated from the nut of a Toṣeọrun Tree. These nuts can be shaped, lengthened and sharpened by one who has at least a passing knowledge of gardening, and an ample supply of fresh water.

The water is usually treated with tunawa sap, to fast-track the shaping of the blade, and make it much easier to mold. Once it is taken out of this solution, and left to harden, it becomes as tough as iron, as sharp as steel and every bit as flexible.


Novice: 0-25

This represents the point where the character has truly entered the field of this interest. He has discovered, to his dismay, that it was only because those he has seen do this before are so good at it that they made it look easy. Still, he has an innate disdain for quitters, and pushes through his many early failures to enjoy a few successes. These give him the confidence to keep trying. He has also learned to be ready, in the more likely event of failure, to safeguard himself against the backlashes and pitfalls that result from his failures. He may have even been lucky to get this far.


Competent: 26-75

Now it is decision time. Does the character continue to branch off into learning low levels of whole new aspects of the skill, or develop more fully those he has already begun to grow familiar with? He can either secure the knowledge he has gained thus far, and enjoy frequent success therein, or he can gather new concepts, and continue failing more often than not. The former is more commercially viable, but the latter, while more risky, has the greater payoff in the long run.



Expert: 76-150

There is no longer any established branches of this skill that are difficult for this character to succeed at, provided he is still meticulous and acquires all the right materials. As long as he keeps within the accepted parameters of the skill, he pretty much enjoys consistent success. But groundbreaking ideas occasionally distract him. And these pursuits, while innovative and sure to eventually generate great interest, are going to set him back while he develops them. There will be frequent returns to the drawing board with these efforts.



Master: 151-250

It's almost as if the skill was originally developed just for this character to flaunt. He succeeds at everything he does in relation to this skill. Characters come from far and wide to get his endorsements and advice. It is only when he is supremely cocky and overconfident that he might make a mistake. But even then, it has almost the sense of being something he did on purpose, as a gag. It has probably been some time since he had a new idea to develop that was even in the realm of mortal possibility. But such ideas may still be out there. Perhaps an Immortal may even approach him with an idea.


Credit: Kisaik
word count: 1060
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Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
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Storybook
Wealth Tier: Tier 7
Medal count: 1

Miscellaneous

Chipabu's Wagon

Tue Aug 20, 2019 11:48 am



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Cassion's Mobile Castle Wagon

This will be a gift given to Rabu and Kisaik during their wedding, from an important marked of Cassion.

This wagon is bigger on the inside than it is on the outside. This is due to an enchantment that temporarily equalizes the size of anyone entering the wagon's interior. Outside it's the same size and just as heavy as any other small wagon. Inside, it's a tier 8 home. It has all the amenities and space of a tier 8 home with mastercraft furniture with room for any household items Kisaik desires to bring into it. Also, any land animal that is hitched to the lead can drag it over any surface, and it never gets stuck. If travelling over seas, it will form a bridge of rainbows to carry the carriage over the water.

The room Layout is as follows:

A Master bedroom with two twin beds for Kisaik and Rabu and plenty of space for their animal friends. (average room)
A Master Kitchen with state of the art cooking equipment. (average room)
A Master bathroom (average room)
A Driver's compartment and hitch for GoGo (small room)
A large study(large room)
A large living room with room and furnishings for socializing. (large room)
A large laboratory for alchemical and medical research(large room)
A great greenhouse with enough room in it for a small tree and many plants besides.(huge room)
Last edited by Kisaik on Wed Jun 17, 2020 11:26 am, edited 1 time in total. word count: 249
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Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
Character Sheet
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Partner
Templates
Letters
Storybook
Wealth Tier: Tier 7
Medal count: 1

Miscellaneous

Re: A Humble Knight's Plots (Kisaik)

Thu Oct 31, 2019 10:26 am

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Kisaik's BUILD
Knight of Many Hats
Overview

"Something something First Tree, something something goodness and light..."

Welcome to the Knight of Many Hats build! This will follow the current system for a general path to create a warrior in Idalos.

Obviously, there should and would be a great many variations to this depending on specific choices and the storytelling aspect of your unique character. This is a general path to keep track of leveling skills and learning about possibilities to do with this kind of general archetype.

This is a casual player-made build.
System
Summary of System

This Build will follow the ST System in the following way:
  • Minimum word counts:
    • 250 words per post.
    • 1500 words per PC in thread.
  • XP (experience points):
    • Solo Threads are 10 XP.
    • Collab Threads are 15 XP.
    • To go from Novice to Grandmaster in a non-FT Skill is 250 XP, thus 25 Solo Threads or 17 Collab Threads.
    • You can place XP in any skill, except for Domain Magic.
  • Knowledge (lores):
    • Solo Threads grant a minimum of 6 knowledge and a maximum of 15 knowledge based on a post count of 20 posts (min. word count 5000 broken up into 250 word posts).
    • Collab Threads grant a minimum of 8 knowledge and an unlimited maximum based on post count after 3 initial posts.
    • To go from Novice to Grandmaster, is 60 knowledge.
      • You cannot request all knowledge for a single skill, at least one other knowledge must be in a different skill.
      • For minimum word/post-count Solos, you can request 5 knowledge in a single skill.
      • For minimum word/post-count Collabs, you can request 7 knowledge in a single skill.
    • Thus, it requires 12 Solos or 9 Collabs at minimum word/post-count to acquire enough knowledge to take a skill from Novice to Grandmaster.
  • Magic:
    • Domain Magic XP is granted as permission for XP to be put towards it.
    • It is up to the Reviewer whether you have successfully used the Domain Magic Skill.
    • Domain Magic XP rewards are dependent on your current level in the Domain Magic skill and use of the abilities.
    • Thus, the number of Solos and Collabs can vary but if you successfully request and use the abilities, then theoretically you can acquire Novice to Grandmater in a Domain Magic within 25 Solo Threads or 17 Collab Threads.
  • Blessings (Immortal Marks):
    • Blessings require PSF approval and Mod awards to level up, thus it is specific and unique to the player.
    • When awarded a mark, the Immortal that gives it must be present.
    • The Immortal doesn't have to be present for leveling the abilities, but they do need to be PSFed for ranking up in the tiers.
  • Renown:
    • Renown is the reputation of the PC, and different numerical points grant rewards that can be requested in the PSF.
    • One requests rewards in threads, but it is up to the reviewer whether it is earned.
    • The more public and the more impactful a PC acts, the more renown they can request up to +20 Renown.
    • Every 50 Renown points is the grant of a Small, Medium, or Large reward.
    • Every 100 renown points is a Medium Reward.
    • Every 250 renown points is a Large Reward.
    • Renown is unlimited, but based on alias and as a PC gets more renown, it gets harder to earn.
  • Wealth Tier:
    • Wealth Tier is important for access to certain Items in The Shoppe. The higher the Tier, the more things that are accessible without direct purchase.
    • A seasonal wage is given for a per season Wealth Thread.
    • Anything additional WP must be requested and is up to reviewer discretion.
  • Items:
    • Items will be important in progression and there are lots of ways to get items.
    • Weapon choices...
    • mounts...
    • armors...
  • Point Bank:
    • pb info here...

Skill Set
Skills
SkillTotal PointsProficiency
Alchemy - FT(51/100)Expert
Dreamwalking(6/100)Lucid
Etiquette(81/250)Expert
Gardening(51/250) Comptetent
Mount: Housecat(50/250)Competent
Rupturing(35/250)Competent
Stealth - RB(28/250)Competent
Acrobatics(26/250)Competent
Combat: Unarmed (Toṣeọruni Az'vi)(26/250)Competent
Chemistry(25/250) Novice
Poisons (20/250)Novice
Animal Training(10/250)Novice
Socialization(10/250)Novice
Climbing(10/250)Novice
Endurance(5/250)Novice
Blades(5/250)Novice
Blades (Will o Wit)0 KnowledgeSpecialization
Blades (Shadow Gladius)2 KnowledgeSecondary
Animal Husbandry(3/250)Novice
Swimming(3/250)Novice
Combat: Thrown(0/250)Novice
Thrown (Tunawa)0 KnowledgeSpecialization
Thrown (Shadow Gladius)0 KnowledgeSecondary
Thrown (Nuts)0 KnowledgeSecondary
Fieldcraft(0/250)Novice
Hunting(0/250)Novice
Key Items

items here

Progression

Level Okay: 100 XP - 250 XP

Balanced generalist or uneven specialist?


Level What-the-what: 250 XP - 500 XP

Here we go, getting going...


Level Alright Alright: 500 XP - 750 XP

Keep on believing!


Level Time to Do it all Over again: 750 XP - 1000 XP

On and on and around and around.
Keen specialists should have 4 Grandmaster Skills now.
Generalists probably do not, but maaaybe 1 GM.

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word count: 865
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Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
Character Sheet
Character Wiki
Plot Notes
Partner
Templates
Letters
Storybook
Wealth Tier: Tier 7
Medal count: 1

Miscellaneous

Alchemic Backlash Table

Sat Nov 02, 2019 9:45 am

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Alchemical Backlash Roll System:


Light Backlash Menu

Telescopic Sight: An aggravating overstepping penalty and most common in novice to competent mages (although can be exhibited by all), Telescopic sight is a sudden disconnect between distance. Things far away will appear incredibly close and things that are close will loom impossibly large and detailed before the afflicted. This occular condition is debilitating for the duration of its presence and is clearly visible by the active cascade of Rupturing sparks constantly sparking in the mage’s eyes.

Booming Cough: Also known as Sunder Sneeze, this basic Rupturing overstepping penalty is relatively harmless but nearly impossible to hide. For a few trials or more after, a Rupturer will suffer from a persistent cough or sneeze that shreds the air around it, making each exclamation a deafening sound. Trying to hold it in is sometimes effective, but when forced out the Rupturer’s nose it is not only loud, but hilarious.

Runner’s Low: Different from Fatigue, a Runner’s low occurs in basic overstepping. The mage is retroactively subjected to the rigors of if their body had physically traveled the distance they actually teleported. Not simply limited to muscle fatigue, this also takes into consideration height of portals. Pulled muscles, aching bones are fairly common in a Rupturer that has stepped past their limit as their body compensates for the stress of their own magic.

Needles and pins ~ The mage experiences the sensation of 'pins and needles' all over their body.

Numbness ~ Extremities (fingers, toes etc) grow numb.

Intemperate ~ The mage's inner temperature fluctuates between very hot and very cold.

Sensory Overload ~ One of the senses becomes blurred / unclear.
Moderate Backlash Menu
Wanderlust: A moderate overstepping penalty, Wanderlust is a longer lasting (albeit fairly benign) condition. The Rupturer feels compelled to travel and will be unable to stay in one place for more than a handful of trials at a time. Usually this condition can last anywhere from one cycle to three, but the key difference between this condition and the normal flighty nature of the Rupturer is that they are compelled to travel and become emotionally dependent on the act. Forcing themselves to stay in one place saps their energy, their emotions, and their willpower. Some have even experienced an almost amorous draw toward those traveling or people preparing to travel.

Fatal Urging: Fatal Urging is a moderate overstepping trouble that unfortunately leads to many Rupturer deaths. Fatal Urging is the Spark forgetting about mortal limitations, and the mage does as well. Effective anywhere from a trial to a few trials, a Rupturer is drawn to greater and greater risk. The more daring they can be, the more dangerous, the better. The Spark works best in these circumstances but the trouble with this penalty is that the mage forgets their own mortal limitation. To the mage they are spark and fire, they leap from place to place and barely are conscious of their body. A Fatally Urged Rupturer feels no pain, no hunger, no thirst, no fatigue, no stress, just wild, reckless freedom. It is not that they are immune to these things, they simply lose the ability to perceive them.

Scratches ~ Small scratches appear over one limb / area of the mage.

Scars ~ The mage develops a series of silvery scars over their body, temporary in duration, but painful.

Fusion ~ The skin of the mage develops a sticky texture to it; in some cases digits and / or limbs fuse, one to the other. This is temporary at medium overstepping, permanent as a heavy overstepping.

Displaced Sensation ~ The mage temporarily experiences one of their senses through a different part of their body.
Heavy Backlash Menu

Transcorpus: A gruesome fate, Transcorpus is the incomplete translocation of a body. It’s a much more severe evolution of Colocation. Although where Colocation simply ejects the consciousness, Transcorpus only teleports certain limbs, organs, or bones through the portal the Rupturer attempts to use. This has not been able to be replicated despite war mages clamoring for the ability and only seems to work at the extreme detriment of the mage and anyone unfortunate enough to use that particular portal. The body part seems to be random, but it is often part of the mage or the victim symbolic to the situation in some way. (For purposes of Alchemy, this means the alchemist gets part of their body phased and stuck in a solid surface of some kind, usually the first one he touches.)

Fusion ~ The skin of the mage develops a sticky texture to it; in some cases digits and / or limbs fuse, one to the other. This is temporary at medium overstepping, permanent as a heavy overstepping.
word count: 789
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Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
Character Sheet
Character Wiki
Plot Notes
Partner
Templates
Letters
Storybook
Wealth Tier: Tier 7
Medal count: 1

Miscellaneous

Business Proposal (WIP)

Thu Apr 09, 2020 5:39 pm

Business Proposal
Shellknight Lodge
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  • ABOUT THE PC
    • Character Name: Kisaik
    • Current Wealth Tier: 8 (169 WP)
    • Leadership Skill: 0
    • Company's Main Skill (your level in it): Mount (Flying): Expert (76)
  • ABOUT THE BUSINESS STARTUP Refer to the Business Guide
    What is your target tier? Tier 8
    • Step 1: What is your startup wealth differential? 0
    • Step 2: What is the base cost of set up for your business? 45 WP
    • Step 3: What is the startup cost? (Step 2 - Step 1)? 45 WP
    • Step 4: Is this business a small or large business? If so, please show working out. Normal business.
    • How will this be funded? Will you lose the WPs or are you taking a loan? Please link to ledger or bank. WP Ledger (personal wealth) viewtopic.php?f=37&t=15813#p105634
  • ABOUT THE BUSINESS
  • Business Name: Shellknight Lodge
  • Business Location: Faldrass
  • Business Description:
  • Number of Employees: 1 Quartermaster, 13 Flavor NPC 'Squires'
  • What manner of Resource Gathering does your Mercenary Troupe engage in? Gardening and Animal husbandry.
  • Which services do you provide? Fetching cats out of trees, helping little old ladies cross the street, small good deeds. Only good deeds. Defeating villainy by any means necessary.
  • Are there any exceptions No Pillaging nor Plundering. Treasure recovered from villains will be distributed back to the community from which they stole.
  • Which Wealth Tier does your business target at? 2
  • What is your Leadership Skill? 15
Goods & Services Available

Taggard Hopkinson


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Name: Taggard Hopkinson
Race: Cadouri
Date of birth: Ymiden 23rd 669
Title: Quartermaster of the Shellknights.
Skills:

Mount (Flying): 30
Polearms: (1-handed) 30
Logistics: 30
Shield: 30
Appraisal: 30



Brief Sketch: Taggard Hopkinson is a very adventuresome Cadouri, a knight errant that fell into the life through a mutual interest with Kisaik, and subsequently brought into the fold of Kisaik's personal circle of knights. Devoted to Saoire, he will not hesitate to bring doom to any monsters that threaten his comrades or protectees, however he prefers to defend when possible, rather than destroy. Even so, he is not a pacifist, and will engage in battle if called to it. He rides a turtle-dove mount and wields a lance and shield.

Job information

Jobs are available here. To apply for a job, contact the player.

Player notes

Put notes from the city's mod(s) to the city's players here. Also put a "transaction template" for PCs?

Change log

Record any changes here that have been made to the location.
Last edited by Kisaik on Thu Aug 26, 2021 7:05 am, edited 8 times in total. word count: 420
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User avatar
Kisaik
Approved Character
Posts: 438
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: +340
Character Sheet
Character Wiki
Plot Notes
Partner
Templates
Letters
Storybook
Wealth Tier: Tier 7
Medal count: 1

Miscellaneous

Re: A Humble Knight's Plots (Kisaik)

Tue May 05, 2020 10:03 pm

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Original Proposal for magic tunawa: viewtopic.php?f=364&t=20229

Hey, I wanted to see if I could rework my plot to unlock magic for the tunawa race as a more solo endeavor. Rabu is unfortunately not very active right now through no fault of his own, but I'm pretty eager to get this story underway, having waited a while to start it.

I don't want to get too structured with how the threads are going to go, but basically they would involve three major points for my solo threads:

1. Learning about the Hochojobon tree, finding the Hochojobon tree: This would consist of 2-3 threads, which involve finding out about the tree one way or another. Whether finding a native tunawa of Melrath, meeting Evelyn (one of the magic mentors), or researching someplace. More likely the middle option though, as Kisaik's research skills are nonexistent.

2. Meeting the mentors, Evelyn introduces Kisaik to Rotari: Consisting of 3-4 threads where Kisaik learns more about the nature of magic, simply by dint of listening to Rotari and Evelyn. He learns the basics, such as about ether, and why magic has limits and why he gets tired after casting so much and so often. Eventually it all probably ends in Rotari's attempt to fuse himself to the tree, while Kisaik tries to remove him from it. Their ether mixes and some weirdness happens, which may end up corrupting the tree and all tunawa born of it, or else unlocks magical potential for Kisaik. I wanna be kind of open ended for how this goes, because I will swiftly lose interest if I plan and plot every step along the way of how this story goes. I do want some surprises.

3. If Kisaik succeeds in removing Rotari from the tree, and for good and all, he'll be celebrated by the tunawa of the Hochojobon for sparing them from corruption as well as future generations.

3.a: So one idea that keeps coming up for me, is the use of the acorn of movement (a tree seed he acquired from the Call, which is also the event where he unlocked magic) to remove Rotari from the Hochojobon. Once Rotari is removed, Kisaik will be pulled along with him, to where the acorn wants to go. It'll allow him to use it one last time, but this last time, wherever he emerges, he will plant a tree. And so, wherever he plants it will become a grove, where the central, tallest tree becomes the Tree of Magic, birthing a dreamlike glade of magical fauna, flora, and tunawa. In combination with the actual acorn, the birth of the growth could consume the spirit of his Diri of Growth, Ataja to be the animating spirit of the grove-to-be thus fulfilling its purpose and merging with the Tree of Magic. Through this sacrifice of both his Diri of Growth and the Magic Acorn, I think it's a fair trade to unlock magic for the entire Tunawa race (should individual pcs wish to become magic tunawa)

I just haven't decided where to end up planting it... I was thinking either Scalvoris or Rharne would be good candidates. Yaralon has the First Tree, Melrath has the Hochojobon, and Desnind has, well, you know.


2nd Draft of Tree of Magic plot:

Original Proposal for magic tunawa: viewtopic.php?f=364&t=20229

Hey, Tempy, I wanted to see if I could rework my plot to unlock magic for the tunawa race as a more solo try. Rabu is unfortunately not very active right now through no fault of his own. Yet, I'm pretty eager to get this story underway, having waited a while to start it.


I don't want to get too structured with how the threads are going to go, but they would involve three major points for solo threads with a potential for mod bomb at the end:

1. Kisaik, while using the magic acorn, is drawn to the badlands west of Desnind. Here, he finds himself stranded, with no mount and no way out. It ends up in a marooned sort of storyline, where he begins to develop eccentricities, such as taking to talking to the magic acorn. He'd also learn to live in the inhospitable lands, taming rats to act as his mount.

2. Kisaik begins to go a little loopy, and thinks that the magic acorn is talking to him. It begins to convince him (or Kisaik is going crazy) to plant it in the badlands. It tells Kisaik that it was brought into this world to cure the diseased forest, and not to act as a taxi for Kisaik.

3. Kisaik in a fevered episode, plants the magic acorn of movement in the heart of the badlands, utilizing all kinds of strange alchemical rituals. During the ritual, he invokes his diri of growth, and it in turn draws from his mb domain of growth to animate the magic acorn and cause it to grow. It grows, but ends up consuming the diri, and giving birth to the Tree of Magic. An Ojogbon tree that has corrupted sap, which any Tunawa can visit and imbibe the sap of to learn magic.

Once this quest is complete, I'd like to apply for an extra power for Kisaik's mortalborn Growth Domain.






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Original Proposal for magic tunawa: viewtopic.php?f=364&t=20229

Tempest has approved the following plot via PM, so I'm taking the liberty of setting up a tracker for it.

1. Kisaik, while using the magic acorn, is drawn to the badlands west of Desnind. Here, he finds himself stranded, with no mount and no way out. It ends up in a marooned sort of storyline, where he begins to develop eccentricities, such as taking to talking to the magic acorn. He'd also learn to live in the inhospitable lands, taming rats to act as his mount.

2. Kisaik begins to go a little loopy, and thinks that the magic acorn is talking to him. It begins to convince him (or Kisaik is going crazy) to plant it in the badlands. It tells Kisaik that it was brought into this world to cure the diseased forest, and not to act as a taxi for Kisaik.

3. Kisaik in a fevered episode, plants the magic acorn of movement in the heart of the badlands, utilizing all kinds of strange alchemical rituals. During the ritual, he invokes his diri of growth, and it in turn draws from his mb domain of growth to animate the magic acorn and cause it to grow. It grows, but ends up consuming the diri, and giving birth to the Tree of Magic. An Ojogbon tree that has corrupted sap, which any Tunawa can visit and imbibe the sap of to learn magic.

Once this quest is complete, I'd like to apply for an extra power for Kisaik's mortalborn Growth Domain.





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