Diana's Plot Devices

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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Diana
Approved Character
Posts: 199
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mortal Born
Profession: Thing of Rumour
Renown: 95
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Milestones

Miscellaneous

Diana's Plot Devices

NPC Ideas



Magic Mentor
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Name: Godeleine Chevotaine
Race: Naerrik
Date of Birth: 657 Cylus 23rd
Languages Spoken: Gernevoir, Common (Fluent), Grovokian, Euthic Sign (Basic)


Skill Table
Skill XP Level
Empathy 51 Expert
Attunement 51 Expert
Glamour 51 Expert
Intelligence 51 Expert
Linguistics 26 Competent
Teaching 26 Competent


Appearance/Biometrics:

Height: 5'7"
Weight: Light
Build: Frail
Hair: Light Blonde
Eyes: Green
Complexion: Fair
Tattoos/Scars/Features: Tattoos that are often covered by illusion or clothing. Eye-motifs.
Typical Attire: She often wears conservative clothing that conceals the Naer tattoos. She has a pair of silver-rimmed spectacles which are for show/fashion.

Personality: A studious and quiet woman, while she's assigned to magical research at the Spire, even as a fairly advanced mage herself she does not throw her weight around, but prefers those who study magic more than practice it to lead the way. A definite follower by all appearances, she's actually very observant, watching and internally recording everything she sees. She's a highly intelligent woman, but patient with those who wish to learn from her.

Quirks: Avoids eye contact.

Backstory: Nobody in the spire knows she's actually a Naer. She has evaded detection, as a one-time mole for Augiery, sending magical research back to the Motherland from Rharne. She evaded detection largely over the last few decades by virtue of her magical talents, and ability to slide by the radar with a combination of attunement, empathy, and glamour, as well as good old fashoined spycraft and intelligence manipulation. When Augiery fell, she suddenly found herself drifting in purpose without an anchor. In the absence of Augiery, she's turned her attention full time to the work she does for Rharne, which is to contribute small finds to the magical research at the Spire, while teaching those who are assigned to her.

She also serves as a library guide for those looking for infromation, as a mundane service to the Spire.

In-Game History Thus Far:

Relationship to PC: Diana, knowing about Naerrik from her past experiences, will be able to sus out her origin, and perhaps either hold it against her, or try to save her from exposure. I haven't decided which way I'll go. But either way Godeleine will be obliged to Diana and Diana will pursue magical training from her when she learns about what she can do.

Eventually a bond may form, about their mutual history in Augiery, with Godeleine's being more recent, and Diana's being far in the past.

Approval: Not yet.
Alailesin
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Name: Alailesin (Letters)
Race: Tunawa Male
Date of Birth: 24th of Saun 767
Languages Spoken: Common (fluent), Treetalk (Fluent), Xanthean (Basic)


Skill Table
Skill XP Level
Bookbinding 76 Master
Woodworking 76 Master
Art 51 Expert
Writing 51 Expert
Business Management 51 Expert
Logistics 51 Expert
Linguistics 51 Expert
Socialization 51 Expert


Appearance/Biometrics:

Height: 18 inches tall.
Weight: Negligible as a tunawa.
Build: Thin, spinidly, thorny.
Hair: Whitish Sea Foam colored floral hair. With wooden twiggy horns.
Eyes: Orange/amber.
Complexion: Peach
Typical Attire: Often wears clothing as a concession to big-folk expectations. Simple trappings of a scribe usually, with humble clothing, usually wears a green waistcoat.

Personality: A nose-to-the-grindstone sort of person, he enjoys working and keeping to his current task without distractions. Friendly enough to those who share in his passion for print-work, art, and chronicles.

He enjoys studying the history of various big-folk, as well as the other newly emerging races in the world. Has a favorable disposition toward Pier and Pre, as Immortals, that borders on worship.

Backstory: He's lived in Rharne for quite a while, having arrived from a tribe that lives deep within Ywyngyll forest. There's little that he will speak on in terms of his past in the tribe, as he's a forward facing individual, but suffice to say his upbringing was typical of a tunawa. He left his tribe at an early age to satisfy his curiosity about the wider world.

He's worked at various clerical roles for this business or that, usually settling the books and recording their transactions, keeping ledgers, that sort of thing. He scrounged until he was able to finally afford going to a educational institute, which he did upon its opening in Rharne under the auspices of Faith and Padraig Augustin's Institute of Innovation. There he studies history, and plies his trade of printi-making, with dreams of someday setting into print the great works of future journalists, historians, and even novelists.

In-Game History Thus Far: N/A

Relationship to PC: They meet in the Institute, as Diana will be taking classes in common with him. My plan is to eventually have them go into business with each other. The goal being to open up a global newspaper/chronicle.


Approval: not yet.
Template
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Name:
Race:
Date of Birth:
Languages Spoken:


Skill Table
Skill XP Level
Skill 30 Competent
Skill 30 Competent
Skill 20 Novice
Skill 20 Novice


Appearance/Biometrics:

Height:
Weight:
Build:
Hair:
Eyes:
Complexion:
Tattoos/Scars/Features:
Typical Attire:

Personality:

Backstory:

In-Game History Thus Far:

Relationship to PC:


Approval:
Dyffre
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Name: Dyffre
Race: Ellune male
Date of Birth: 81st of ZI'da 510
Date of Death: 24th of Cylus 559
Languages Spoken: Fluent Common, Broken Common Sign


Skill Table
Skill XP Level
Fieldcraft 30 Competent
Navigation 30 Competent
Combat: Ranged 20 Novice
Leatherworking 20 Novice


Appearance/Biometrics:

Height: 7'8"
Weight: Slightly heavy for his height.
Build: Muscular.
Hair: Frosty
Eyes: Light gray
Complexion: Frosty white.
Tattoos/Scars/Features: Bladed scars around his mouth and parts of his neck.
Typical Attire: The furs and hides of his trapped quarry.

Personality: Gruff, silent, and protective. On the other side, grumpy, incommunicative, and paranoid.

Backstory: Dyffre had ranged on the southern continent for much of his life. He was born to a couple of ellune merchants/travelers. When he came of age, he set out into the world to find his fortune, but ended up settling for the life of a quiet woodsman in the south. He lived for many years in this way until he ran afoul of a group of Naer. He met a pair of the women on his travels, finding them in peril and helped them out of it. When the rest of the Naer came looking for their stragglers, they didn't take kindly to Dyffre, and it ended poorly for him.

In-Game History Thus Far: TBD

Relationship to PC: TBD


Approval: TBD
Despona
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Name: Despona
Race: Naerrik
Date of Birth: Cylus 23rd 395
Date of Death: Unknown
Languages Spoken: Fluent: Euthic Sign, Grovokian. Basic: Common, Common Sign.


Skill Table
Skill XP Level
Combat: Blades 30 Competent
Tactics 30 Competent
Intimidation 20 Competent
Endurance 20 Competent


Appearance/Biometrics:

Height: 6'
Weight: Average for her height.
Build: Average, toned.
Hair: Brown
Eyes: Blood red
Complexion: Light-skinned.
Tattoos: A wisp of shadow running up her left arm.
Typical Attire: She oft wears the battle-gowns of the Naer, with armored portions on top of the layers of sumptuous fabrics.

Personality: Despona is renown for her cruelty toward the charges that are left to her. She's a drill-sergeant of sorts for the Naerrik, often relegated to reeducation for those who are deemed to need it. She enjoys inflicting pain on her charges, with little regard for their 'comfort level'. Pain is a lesson to be learned, in her world.

Backstory: Despona is a trainer of Naerrik warriros, who lived in Augiery in ages past. She ran a small finishing school in some of the less affluent portions of the city, instilling attributes in the Naer under her 'care' that will ensure their survival on the surface world. Having lived a long time, and taken part in many raids, she is uniquely positioned as a tutor for young Naer in Augiery who wish to leave the city and infiltrate the wider world.

In-Game History Thus Far: TBD

Relationship to PC: Occasional disciplinarian and teacher.


Approval: tbd
Rufion Perfeita
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Name: Rufion Perfeita
Race: Human
Date of Birth: 17th Ashan 698
Languages Spoken: Fluent Vahanic, Fluent Common, Basic Euthic Sign, Basic Rakahi.


Skill Table
Skill XP Level
Combat: Blades 51 Expert
Smithing 51 Expert
Linguistics 26 Competent
Teaching 26 Competent
Intimidation 6 Novice


Appearance/Biometrics:

Height: 5'11"
Weight: 170 lbs.
Build: Lithe
Hair: Black
Eyes: Brown
Complexion: Tanned
Tattoos/Scars/Features: Scars on his face, criss crossing his cheeks and brow.
Typical Attire: He often wears ostentatious clothing, appropriate for the weather of the moment. From colorful longcoats to simple breeches boots and blouse. He favors the color red and darker shades.

Descriptoin: : Known as a daring duelist, who has championed several nobles in hundreds of successful duels, he is among the first to test any sword that is bequeathed to whatever client enters the forge of his father. While the swords are ordinarily designed with the capabilities of the person using them in mind, Rufion is one of the better judges of a blade's balance. Any sword that is found inadequate by Rufion, is cast into the foundry for smelting, to be poured out into another piece of metal, and forged anew.



In-Game History Thus Far:

A Tale Before Leaving Diana and Rufion meet at the Lap of Luxury, and have a conversation.
Down, Down to Scaletown Diana and Rufion have a stroll back to his place, in Little Ivorian.

Relationship to PC: Friend.


Approval: Pending



Miscellaneous Ideas
Storytelling Capstones

Whistleblower: The Storyteller is good at raising the profile of individuals generally through promotion and praise. On the flipside, they can also denigrate a person they mean to defame, causing them all manner of mischief and increased scrutiny from proper authorities or concerned individuals. As such, the Storyteller may have a thread where they spread an exposition story about the misdeeds of any chosen person. Depending on their renown, this may follow them according to the magnitude of their renown. Otherwise, it's limited to the city in which the exposition is spread. During this period, the chosen individual will have a harder time committing crimes or other misdeeds without inviting the attention of those who are ill-disposed toward them by the supposed misdeeds. They can mitigate this effect with expert and above deception,, stealth, larceny or other skills. The period off suspicion lasts for roughly 14 trials, and then will cool off.

PCs so affected are encouraged to incorporate this into their rp, but are not obliged to do so.

Perfect Alibi: The Storyteller has so much experience coming up with excuses for where they were during a troublesome event, that they can breathe the alibi into reality. Their story will check out unless examined by an equally skilled investigator. In the event that the storyteller meets their match, it will still take some time to unravel the alibi, commensurate with the simplicity of the alibi. A simpler alibi will be harder to disprove, while a more complex alibi will take more time to unravel.

Greater Herald: The Storyteller can raise the fame and profile of their tale's protagonist. As such, any story told about a person may turn into a rumor that is available to all within a city, region, or globally, depending on the existing fame of the subject. This also has the effect of raising that person's renown by 5 for every thread where a tale is told about them by the Storyteller. This tale cannot affect alts of the storyteller, or the Storyteller themselves.

Lulling Tale: The Storyteller has already proven they can tell tales that entertain and thrill, yet they remember all too well when their stories were drab, boring, dull, and strained credulity. The Storyteller has grasped what makes a story dull, to the point that so long as they have a momentarily captive audience, they can tell a tale that puts that person into a brief stupor, or else lulls them into sleep. This can be countered by a character with greater discipline and endurance.
Quacian Thorn
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Rapier: A good quality blood steel rapier with a shaped blood metal rose fastened to its pommel.
Enchantment: Favored Level Item: Diana may key in on her Emptiness domain, using the lifeforce gained from feeding upon creatures and mortals to alter the flow of time for the wielder or an individual within a fifteen foot radius. This can last for up to a bit (a minute),. You can speed up the flow of time to allow for the individual to move and process things more quickly by two times, or you may slow a foe to reduce their reflexes, reactive ability and their speed by half. The effects are notable, and many would say significant, but a foe who outclasses you significantly will not be brought to par with you merely by slowing them down. This can only affect one individual at a time, and can only be cast many times per trial. The sword's wavelength must stabilize for two bits before this can be re-utilized on anyone again. Two motes of life force (emptiness points as per the mechanic) must be spent to so enhance the sword, and the enchantment when used lasts one bits with two bits between potential uses.
Quacian Rose
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Dagger: Good Quality Blood Steel Dagger with a shaped red rose on its pommel, appearing almost like a flower in her hands when held.

Enchantment: Favored Level Item: When Diana delivers a killing blow to a living being with the dagger, it feeds her with its lifeforce, the source of which keys into her Emptiness domain. Killing them with the dagger will result in her absorbing 3 units (As per her Emptinesss Exsanguination power). Draining energy in this way does not deal improved damage in any way. Unlike her Exsanguination ability from her Emptiness Domain, this only works on flesh and blood mortal beings. This ability may be used only once a trial, at night.

Based on: Bite of the Spider - One of Lethroda's few directly offensive abilities, the Bite of the Spider allows the user to drain the blood, via a bite, from another mortal and receive both their memory and the energy, the latter of which is used to heal the user.
Item Ideas
Quacian Thorn
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Sword: Good Quality Blood Steel sword

Enchantment: Favored Level Item: The Quacian Thorn, for whatever reason, keys in on Diana's Emptiness Domain. It's ability is triggered upon a successful strike with the sword. Should she land a wound on an opponent, she may use to spend her energy collected from her Emptiness Domain, to void any counter attacks of equal severity to the attack she just made. This costs 2 Emptiness motes. This ability may be used only once a trial, at night.

Based on: Bite of the Spider - One of Lethroda's few directly offensive abilities, the Bite of the Spider allows the user to drain the blood, via a bite, from another mortal and receive both their memory and the energy, the latter of which is used to heal the user.


Last edited by Diana on Mon Jul 15, 2024 4:33 pm, edited 25 times in total. word count: 2528
User avatar
Diana
Approved Character
Posts: 199
Joined: Tue Feb 16, 2021 3:58 pm
Race: Mortal Born
Profession: Thing of Rumour
Renown: 95
Character Sheet
Character Wiki
Plot Notes
Templates
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Milestones

Miscellaneous

Re: Diana's Plot Devices

UCP handled stuff
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Skills
Skill Total Points Proficiency
Appraisal (0/250) Novice
Combat (One-Handed Blades) (30/250) Competent
Combat: Unarmed (6/250) Novice
Deception (10/250) Novice
Detection (6/250) Novice
Discipline (30/250) Competent
Endurance (30/250) Competent
Logistics (10/250) Novice
Seduction (20/250) Novice
Socialization (30/250) Competent
Stealth (26/250) Competent
Storytelling- FT (51/100) Expert

Knowledges
Acting (Transfered to Deception
  1. Acting: One can produce impromptu tears by biting one’s lip really hard.
Business Management
  1. Business Management: Offering free samples of your employer's products to advertise them.
  2. Business management: Representing your employer in an official function.
Caregiving
  1. Caregiving: Giving a friend the appreciation they deserve in their rest.
Combat (Blades)
  1. Combat (Blades): The fastest way to a man’s heart is through his armpit.
  2. Combat (Blades): Don’t let them turn your own weapon on you.
  3. Combat (Blades): A swift draw of a blade can save you from getting disarmed.
  4. Combat (Blades): Daggers are best for swift killing, not as much for fighting.
  5. Combat (Blades): One should always carry a back-up blade.
  6. Combat (Blades): Rolling with a blade and an opponent can lead to accidental stabbing fatalities.
  7. Combat: Blades: Severing the soft tissues of the joints is an effective way of 'disarming' someone.
  8. Combat: Blades: Proper edge alignment can make for deeper cuts.
  9. Combat: Blades: A blade that is dull isn't much use as a weapon.
  10. Combat: Blades: Proper care of bladed weaponry involves maintaining the edge with a stone and leather stropping.
  11. Combat: Blades: How best to cut into flesh.
  12. Combat (Blades): Knowing where your weapon is hidden on your body, to maintain swift access.
Combat (Unarmed)
  1. Combat (Unarmed): a sweeping kick to the ankle can bring you down swiftly.
Deception
  1. Deception: A story can serve as an excuse given to evade consequences for being late to work.
  2. Deception: Embellish a story, to make it spicier.
  3. *Deception: Acting: One can produce impromptu tears by biting one’s lip really hard.
  4. Deception: Pretending to be sisters.
  5. Deception: Pretending to be a refugee from the village you yourself had a hand in burning.
  6. Deception: Infiltrating a village, using the host's hospitality against them.
  7. Deception: Telling someone to trust you definitely is a good way to get them to.
  8. x8
Detection
  1. Detection: Noticing silhouettes outside one’s tent.
  2. Detection: Noticing two people you don't want to see together.
  3. Detection: Noticing an intruder in your home.
  4. Detection: Noticing a voice in the windy air.
  5. Detection: Watching for a specific person in a crowd of people.
Discipline
  1. Discipline: Not giving in to panic
  2. Discipline: Focusing on tone of voice.
  3. Discipline: Controlling your sad emotions upon being fired.
  4. Discipline: Fighting tears as you brave the freezing winds.
  5. Discipline: x 2 /viewtopic.php?p=175509#p175509
  6. Discipline: Committing to acts of evil that are against one's nature, by considering the victim less than human.
  7. Discipline: Enduring the horror that is a Naerrik Raid, even if on the side of the raiders.
  8. Discipline: Not letting our upset show on the surface.
  9. Discipline: Losing your calm only to regain it.
  10. Discipline: Seeing a dead body as less than sentient/human in order to make cutting it up easier on one's conscience.
Endurance
  1. Endurance: The freezing cold
  2. Endurance: The experience of waking after a long (looong)sleep.
  3. Endurance: The rush of combat can drain your energy, afterward.
  4. Endurance: x 6 /viewtopic.php?p=175509#p175509
  5. Endurance: Climbing stairs can take a lot of energy out of you.
  6. Endurance: Enduring the pain of a tattoo needle.
Larceny
  1. Larceny: Grabbing a man's purse when he's passed out.
  2. x10
Logistics
  1. Logistics: Cleaning up a crime scene for the murderer.
Psychology
  1. Psychology: Keep the temperament and personality of the other person in mind as you make up a story to convince and concern them.
  2. Psychology: Discerning true emotions is difficult.
  3. Psychology: When actions and motivations don't match, one can infer some manner of coercion.
  4. Psychology: Noticing another person's interest.
Resistance
  1. Resistance: Strong Beer: A blue brew, that tastes vaguely of berries. A weaker drink.
  2. Resistance: No Regrets: A drug-laced beer that lowers inhibitions severely, and is highly addictive.
  3. Resistance: Alcohol can lower one's inhibitions.
  4. Resistance: A drug-addled haze can lead to strange escapades.
Seduction
  1. Seduction: Leaning toward a person to convey personal interest.
  2. Seduction: Not everyone is desperate enough to respond to flirtation.
  3. Seduction: Convincing a drunkard to come home with you.
  4. x2
Socialization
  1. Socialisation: Spend a season and make connections
  2. Socialisation: A common language helps to build connections
  3. Socialization: Exchanging a simple greeting with a prospective employer.
  4. Socialization: Giving your name, and getting one in return is a simple exchange.
  5. Socialization: Standing stubborn when a friend tries to lead you astray.
  6. Socialization: Don't leave without saying goodbye.
  7. Socialization: Don't leave friends without notice of where you're going.
  8. Socialization: Attending a ball with strangers.
  9. Socialization: Selling interest in your employers product.
  10. Socialization: Piquing interest by showing off jewelry.
  11. Socialization: Finding someone to engage with in a crowded function.
  12. x2
Stealth
  1. Stealth: To evade detection, stay out of the cone of another’s vision.
  2. Stealth: Hide your weapons in the folds of clothing.
  3. Stealth: It’s not hard to creep up on one who’s sleeping.
  4. Stealth: How to find the right time to kiss a slumbering individual
  5. Stealth: Sleeping targets make for easier killing, but don't make too much noise.
  6. Stealth: Having a more experienced sneak with you can shore up your own deficiencies, or else correct 'mistakes'.
  7. x10
Storytelling
  1. Starting Knowledge: Storytelling: Taking notes to record information can help you remember complex story and story structures
  2. Starting Knowledge: Storytelling: Taking notes repetitively can burn story details into your memory.
  3. Starting Knowledge: Storytelling: Using narrative shorthand for certain complex ideas can simplify the telling of a story.
  4. Starting Knowledge: Storytelling: Knowing where to find stories is half of knowing them.l
  5. Starting Knowledge: Storytelling: A Library is a treasure trove full of knowledge and stories.
  6. Starting Knowledge: Storytelling: Some written lore or 'facts' are more or less dubious, but often entertaining
  7. Starting Knowledge: Storytelling: Focus on entertaining before informing.
  8. Starting Knowledge: Storytelling: Keep an audience's attention with a good hook to begin the story.
  9. Starting Knowledge: Storytelling: Personalize the tale to those being read/narrated to, in order to bridge a divide.
  10. Starting Knowledge: Storytelling: Experience is as good a teacher of storytelling as listening to and reading about them.
  11. Storytelling: Story (Excuses Excuses): Or three reasons why I was late to work today.
  12. Storytelling: Tales of Horror come easily to those who are frightened.
  13. Storytelling: Tales of Horror serve as propaganda to glorify the Naer.
  14. Storytelling: Telling a story that’s boring may tend to put those who are already weary to sleep.
  15. Storytelling: Story (The Shipwreck Salvage Cigars): And how Georn got his bits frozen off.
  16. Storytelling: Relating experiences in a way that portrays you in a positive light can change another's perspective.
  17. Storytelling: Stories of the past and future can be told to impress the listener, if they happen to be correct.
  18. Storytelling: Confidence men and soothsayers alike make obtuse references that may seem relevant to one's story, but they aren't.
  19. Storytelling: Message in a Bottle: About a bottle of rum that imparts its wisdom of sleep to the imbiber.
  20. Storytelling: Let the audience tell parts of the story with you.
  21. Storytelling: Sailors enjoy bawdy tales.
  22. Storytelling: Story preferences vary from one walk of life to another.
  23. x2
Tactics
  1. Tactics: A hidden weapon can grant advantage, if your opponent isn’t aware of it.
Non-Skill
  • PC: Diana: Am I a witch?!
  • PC: Diana: Has a supernatural ability to drain lifeforce from prone victims.
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Thread or Skill Name Points Adjustment Running Total Points Accrued
Starter XP +50 50 0
Socialization -10 40 0
Logistics -10 30 0
Storytelling -20 10 0
Deception -10 0 0
Socialization (Pegasus) 3 0 3
Endurance (Pegasus) 3 0 6
Discipline (Pegasus) 3 0 9
What Needs Must Be +10 10 19
Storytelling -10 0 19
A Knifeless Hand is a Lifeless Hand +10 10 29
Combat (Blades) -10 0 29
Garaian Lunacy: The Return +10 10 39
The Witching Hour +10 20 49
Petals of Red Nightshade in the Snow +10 30 59
Combat (Blades) -10 20 59
Endurance -10 10 59
Seduction -10 0 59
Devil's Reject +10 10 69
Seduction -10 0 69
True North +15 15 84
Socialization -3 12 84
Discipline -3 9 84
Endurance -3 6 84
Combat: Unarmed -6 0 84
Carnifex +10 10 94
Combat: Blades -10 0 94
No Regrets +10 10 104
Stealth -10 0 104
Vitiation +10 10 114
Stealth -10 0 114
Fun With Tenses +10 10 124
Discipline -10 0 124
A Bedtime Story +10 10 134
Discipline -10 0 134
The Wages of Sin +10 10 144
Endurance -10 0 144
Subject Cognito +10 10 154
Anagénnis (Viden's Grand Ball) +15 25 169
Endurance -4 21 169
Discipline -4 17 169
Socialization -14 3 169
Announcement +32 35 169
Storytelling -21 14 169
Stealth -6 8 169
Detection -6 2 169
Combat: Unarmed -1 1 169
The Emptiness of Was, Is, and Will Be +10 11 179
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Current Wealth Tier:
Item Adjustment Total WP
City Dweller's Pack Tier 5 66
Purchase of Good Clothing: 3 outfits -1 65
Purchase of Average Jewelry: 4 sets -5 60
Wage: Cylus 721 +1 61
Wage: Ashan 721 +2 63
Purchase: 1 Tier 10 Clean-up Kit (Crime) -10 53
Purchase: 1 Season of Average Drugs (Ymiden 721), 1 bespoke tattoo -5 48
Wealth Claim: Ymiden 721 +3 51
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Item/ Thread Renown Total
Starting Renown (Pegasus) 15
A Knifeless Hand is a LIfeless Hand +5 20
Devil's Reject 5 25
No Regrets 5 30
Anagénnis (Viden's Grand Ball) 5 35
Last edited by Diana on Thu Jan 26, 2023 6:38 pm, edited 1 time in total. word count: 1651
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