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Even at a young age, Zoro was sailing with his family and clan, visiting Scalvoris frequently and taking great pride with his time at the sea. His father taught him seafaring and showed him the ropes, leading him to become enthusiastic about sailing and willing to spend his life on a boat should he be given the choice. This time spent around and in Scalvoris also led him to love the strange Island. Once he was older his family would let him explore on his own, leading to long journeys around the island.
To prepare him for the world around, as his family openly admitted Scalvoris and the open seas could be dangerous at times, he was taught how to fire a bow and fight with a blade. This knowledge was given with the hope that he would one day own his own ship and be able to protect it should he need to. At the age of sixteen his Uncle passed away and left his home to Zoro, finally giving him an opportunity to move out and make his own way, his family encouraging this and telling him to make his own living with the hope of one day buying his own boat.
Now, he wanders around Scalvoris and visits frequently, still in touch with his family but truly free to see the world.
Last edited by Zoro Astrian on Tue Feb 16, 2021 4:10 pm, edited 2 times in total. word count: 226
Ready for Adventure
Sojourners are vibrant people flowing with life and tend to be thrill seekers and adventurers. Each is gifted with enormous appetites and the ability to subsist on substandard food. So long as it is edible, they can thrive upon it. Each one heals half again as fast as another member of their race and can often push the limits of the endurance that a member of their species might have. Hunger's Bane
This ability can only be used once a trial but allows the Sojourner to prepare a hearty and filling meal for themselves and up to three companions, no matter how little there was to prepare in the first place. In order to work, the Sojourner must do their best to make the meal as appetizing and filling as they have the material to provide, it must be prepared with edible ingredients only, and the Sojourner must tell a tale while preparing the meal itself. Skills of the Road
The character is granted an extra three skill points which may be spent only on the following skills:Discipline, Fieldcraft, Seafaring, Storytelling, Cooking, or Navigation. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses. Surrounding Area
The character is granted a map which always remains centered on them. It shows a basic, but accurate, map of the surrounding area (up to 3 miles) - even if the area in question is unseen or unknown to the Sojourner. The Sojourner can see the map on any flat (ish) surface. In order to be seen by others, the Sojourner may summon the map to any piece of paper which the character has with them Journeyman
Cassion’s chosen often have a much easier journey than those who do not bear his mark. Inclement weather, obstacles and other dangers tend to be much less disastrous to the marked and travel time is reduced by 25%of what would be the usual time for that journey by that means / mount. Note that this only works against natural obstacles etc. Safe Camp
By marking an entrance over the course of ten bits, the Sojourner can create a comfortable extra-dimensional space with a warm roaring fire in the hearth that will burn all eve if willed to. No object from this room can be taken from it . This space is comfortable and roomy enough for up to five people. A side effect of the ability is that it naturally draws non-aggressive travelers to the location, but repels any outsiders seeking to enter the extra-dimensional space for a hostile or aggressive purpose . Heroes Meal:
When they use this ability to feed a small group (up to 10 people), the Sojourner imparts a minor healing ability to those who eat the fare. For the remainder of the trial, those who have eaten this meal will heal at double their normal speed and will regain stamina at twice the rate, etc. This ability may be used once per trial and the cooking must be RP'd. Minor Plot Twist
Once a season in a small moderated thread or a calendar event, the Sojourner may contact the city mod for a "Plot Twist". This effectively allows a change in the narrative of the story. The plot twist is decided by the mod and will be either modnoted in a non-moderated thread, or will become part of a moderated thread. It allows a surprise turn of events in a story, centered on the Sojourner. This can not impact seasonal events or larger (3+ players) moderated threads. Please note that this will not 'solve' a situation - it will change one. Cassion is not prone to giving a 'deus ex machina' ending, but he loves a good story. This ability changes the narrative. Tales to Tell
Part of the role of a storyteller is to have a whole wealth of stories to tell. Upon receiving this ability, the Sojourner may choose one Event (Storyteller or GST) and, with the permission of the mod (can be gained via PM) will know the tale of the event. The mod must modnote the review request, or the thread. This ability may be used once per season.
Hidden Tale
The Sojourner now can travel to hidden places on Idalos. If there is a rockfall, they can find a way around it, if there is an underground cave, they can locate the entrance. All the Sojourner has to do is seek to find a way through or around and they will do so. This does not allow them to enter buildings which are locked, but would impart the ability to discover ancient ruins, etc. This ability works on Idalos only and does not extend to the Beneath, Emea, or beyond the Barriers at the edge of the world. The more cut off or inaccessible the location is, the more difficult it is for the Sojourner. If trying to gain access to a completely cut off area, they must get local mod approval. Shared Adventure I
Once per arc, a Sojourner may designate one person or animal as their companion. That person shares a connection with the sojourner which allows them to work together in harmony. While they are sharing an adventure (not necessarily combat, but non-mundane circumstances) the pair function together more effectively and communicate without speaking. Only the Sojourner can break this bond. Skills of the Road II
The character is granted an extra six skill points which may be spent only on the following skills:Discipline, Fieldcraft, Seafaring, Storytelling, Cooking, or Navigation. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses. Moderate Plot Twist
Once a season in a large moderated thread (3+ players) or a city-wide seasonal event, the Sojourner may contact the city mod for a "Plot Twist". This effectively allows a change in the narrative of the story. The plot twist is decided by the mod and will become part of the thread. It allows a surprise turn of events in a story, centered on the Sojourner. This can not impact global events. Brain Food
Hunger has many forms, including the hunger to learn. If a Sojourner eats in a place, then they learn about it. Should this be the wilderness, the Sojourner will have an indepth understanding of the flora and fauna of the area, although not specifics of where individual plants / animals are. In built up areas / civilisations, the Sojourner will understand the society, social groups, hierarchy and customs of the place. By eating, they learn.
Optimism The character is granted an extra three skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology or Teaching. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Flow of Morale The Blessed is able to bring a brief surge of hopeful resolve to those around him. Within 10 feet, this lasts for eight bits; to 20 feet, it lasts for five bits; to 30 feet it lasts for two bits. At "Adored", double either the range or duration. At "Exalted", double both.
Calming Overcast A tense situation suddenly undergoes a dusky graying light, and the attitudes of everyone within 50 feet are affected as if the current hostility instead happened the day before, and everyone has had the time to cool off.
Night Torch The Blessed can touch any item and cause it to glow with a bright, starry light. This light can be directed away from the holder, so as not to dazzle night vision. If no other Nalos abilities are used, this can be maintained as long as the item is held by the Blessed.
Fog Bank The Blessed can generate a concealing fog to aid an innocent or threatened person to escape harm. If the target is instead genuinely guilty of some wrong, for which he was being pursued, the fog will instead leave trail behind him; as well as a revealing nimbus around him for a number of breaks equal to the Blessed's Etiquette skill. The target will have to run through the fog bank to activate this trail. During this time, placing this fog a second time will immediately dispel the current one.
Shooting Star A Bow can be blessed to emit a ray of star light in a path that displays the trajectory of the arrow nocked upon it. This does not affect the shooter's ability to maintain this aim, and if the light moves from the target upon release of the arrow, the shot will still miss the mark. This effect can be called upon three times a trial.
Cooling/Warming Trend The Blessed can impart an actual rise or drop in local temperature, to bring relief and encourage good moods. This can be up to a 15-degree effect in a single building; a 10-degree effect over a city block, or a 5-degree effect over a small village. At "Adored", raise the effect by an additional 5 degrees, and make the new 5-degree area be the size of a large town. At "Exalted", add another 5-degrees, and have the new 5-degree area be the size of an entire city. This effect will remain for an entire trial, but can not be generated again for another three.
Eyes of Dusk The Blessed can impose the stark contrasts of lighting that are typical of dusk on one target. Shadows are much darker and lights much brighter by comparison than at any other time of trial. The effect this has is to render an adversary stricken by visual impairment, as if their eyes are never truly able to get used to the light. In game terms, appropriate skills are reduced by a tier equivalent when used. For instance, if a PC in a fist fight has 10 points into Master Level Unarmed Combat, this will reduce his skill to being Expert instead. This lasts for as many bits as the Blessed's Psychology skill.
Dry Ice Cloud The cold of the void between the stars infuses this ground-level cloud with a near paralyzing cold. Joints grow stiff, hands grow numb on weapons, movements and communications are hindered by shivering, weapons and armor may become brittle. This has essentially the same game impact as "Eyes of Dusk", but is an Area-of-Effect power that covers 100 sq.ft. At Adored, it covers 200 sq.ft. At Exalted, it covers 300 sq.ft. The Blessed is unaffected by this cloud.
Bolstered Optimism The character is granted an extra six skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology, or Teaching. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Starry Eyes The Blessed can always see perfectly well in all darkness. What's more, he can detect Shadow-form Naerikks, and can see through the shadow-based blessings of Audrae, if his blessing level is superior to theirs. This does not, however, cure blindness.
Cloud Nine The Blessed can put one adversary to sleep. The amount of divine force needed to complete this act depends on the level of Resistance or Discipline the target possesses, whichever is higher. The targets will be marked so their superiors will know that they were targeted by an Immortal power, to spare them serious repercussions.
Fulcrum of Fervor The Blessed can select a single word to empower with the ability to spread optimism. When he cries it, those nearby may take up the cry, compounding the power and range of it's uplifting effect. The fervor generated by this collective outcry will last until dawn of the next trial. This can only be cast once per cycle. At "Exalted", it can be cast three times per cycle.
Starlight Key Once a season, the Blessed can bring down starlight to form a key that will unlock any key-type lock. This hardened starlight will stay this way, for use on this same lock, for the remainder of the night in which it was formed. It is bright however, and could give away stealthy movements. In the alternative, this key can be left in the lock to ensure it remains unlocked, but is easily seen by any hostiles. Covering it will help greatly, but the presence of something covering the lock will be suspicious in and of itself. This key can not be used on combination locks, nor will it remove a simple bar from a door or unlatch mechanisms.
Bond (Minor) The Favored can Bond with 1 other person. In doing so the Bonded individual gains a single glowing band around their left forearm. The Bond remains as long as both the Favored and the Bonded allow it. The Bond only functions within 300 feet of the Favored, and dissipates shortly beyond that distance.
Illustrious Skills I The character is granted an extra three skill points which may be spent only on the following skills: Blades, Leadership, Discipline, or Endurance. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Bound in Battle The Favored and those Bonded with them are better able to fight together. Their tactics and movements flow almost seamlessly with little-to-no spoken communication. The Bond passes insights and slight thoughts between those Bonded while in combat together.
Brilliant Weapons (Minor) The Favored is able to create weapons out of solid light. The Favored can only generate one melee weapon at a time. To produce a weapon, the Favored must be in an area of substantial illumination (ie. Outside during the day, in a well-lit room, or at night during a full moon).
Bound Tongue (Minor) [/b] The Favored is able to understand one Fluent Language of those they have Bonded. The selected language can be changed once per trial.
"Hold the Line!" The Favored is able to bolster the morale of any who stand with them. The call rings out and dispels fear in the defenders, whether mundane or magical. Those affected by the shout gain a small boost in stamina and the use of a shield. The effects of this ability last for ten bits, and can only overcome magical fear effects from other Marks of the same tier or lower. Any fear effects caused by Domain Magic can be overcome as follows: Favored can overcome Magic at a Competent level or lower, Adored can overcome Expert level or lower, and Exalted can overcome Master level or lower.
Custom Abilities
Sacrifice and Glory: All five heroes absorb Belaera's fallen Sacrifice Domain. They have to PSF a power, and they have a shared space in Emea that they can open a door to with an outline of a door drawn in blood. here - the Domain is here
Glass Touch: Glass is a beautiful thing, capable of being formed into almost any shape. However, it is also a brittle, frail substance, and relatively easily broken. This ability allows the user to impart that frailness into any single substance they touch. This ability only works on non-organic substances, and the user has to touch it with their bare hands. As such, the ability is almost purely defensive, and has generally been found not work well on weapons that are actively being swung at them, as those who have attempted it have usually found that it's hard to concentrate on using your powers when your hands have just been severely damaged. Furthermore, while this ability imparts the relative frailness of glass to any single object the user touches, they are still required to break the item itself, and which can still be difficult with items of sufficient thickness. ( [urlhttps://www.standingtrials.com/viewtopic.php?f= ... 31#p183731] Night Market [/url] )
Pocket Change: The user will find that throughout the Cycle they work, they will find an extra 10 wealth points in value. For seasonal wages, they always have an additional 10 wealth points added in. This is often found through serendipity, whether through a tavern goer dropping their purse, to loose nels on the street, to unexpected windfalls in business transactions. They will often manage to get along better with coin than almost any other. ( [urlhttps://www.standingtrials.com/viewtopic.php?f= ... 31#p183731] Night Market [/url] )
U'frek's Gift Although he does not mark Zoro, U'frek gives the biqaj a gift. He does so with a grin as he says that Zoro should find some use for those BubblesWater Bubble (Minor) A thin hemispheric protective layer of water can be cast by the user around the size of a small ship at most, but can be smaller. The water spins at such high speeds, it deflects thrown or shot missiles, such as crossbow bolts or arrows. Anything larger than a bolt/arrow will still do the same damage, if launched with force. This lasts for thirty trills. This may be utilised 3 times a season Life Forged, Death Forged
Qylios' Thanks Qylios speaks to Zoro and tells him that she has is grateful to him for his strength of character and how he leapt bravely to the fray in defence of the fairy. She gives him a bracelet on which is an ability of hersThe Favored is able to create weapons out of solid light. The Favored can only generate one melee weapon at a time. To produce a weapon, the Favored must be in an area of substantial illumination (ie. Outside during the day, in a well-lit room, or at night during a full moon).. This may be utilised 3 times a season. Life Forged, Death Forged
Daia's Dance with thanks for all he has done, Daia gifts Zoro one of her abilities. She thanks him for the singing and dancing with the fairies and she touches his hand. As she does, she tells him always to dance to the Beat of Your Own DrumThe Favored will find themselves able to improve in all aspects of their life simply by dancing. No matter what it is the Favored is doing, if they do it while dancing, they will find themselves better at it. This reflects itself in the Skills they use. If the Favored's dancing skill is of higher tier than the target skill they are improving, that target skill may be utilized at one tier higher than it currently is. If the dancing skill is of equal or lower tier than the target skill, the Favored will find smaller improvements to the skill that makes what they are doing easier and more efficient. This may be utilised 3 times a season. Life Forged, Death Forged
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Compass: Your compass only works when you are on the sea. When there, having and using the compass on any sea voyage will cut your journey time in half.
Fairy Friend: Zoro has shown himself the friend of the fairy folk. Should he be on Scalvoris, he can call on them and they will help him.
Daia's favour: The Immortal of Prosperity is impressed with Zoro's part in this. You have 1 favour from her, should you call on her.
Fairy Sword: Zoro's cutlass glitters in the same colour-changing beauty that his skin did during this event. Once a trial, he may use it to emit a ray of bright golden light which can dazzle his opponents. It is now sharp and of masterwork quality
Colour-Change: Remnants of this remain. When Zoro is stressed or feeling an intense emotion, his skin takes on the same hue as his eyes. This is not as extreme as he experiences in the event, and it is only at times of big emotion.
Snowsong! An ornamental doorstop-like figure. Made from what seems to be ice, it is the silver golden eagle which Zoro saw. It can be placed at a perimeter or point where it acts as an alarm. When there is movement within a 40ft radius of it, Zoro will hear an alarm. The alarm can only be heard by Zoro and up to four other people he designates. He can remove access to hearing the alarm at any time, but can only give access twice a cycle.
Words! ~ A story book, entitled "The Princess of Fection" - it is the tale of a princess who traveled the world but ends up back home (in Fection.....). It tells of all the many different languages she has learned on her travels and the glorious food she ate and the many adventures she had. When you read this it imparts one language (your choice) to your pc. This language is at Conversational level and does not count towards your Linguistics maximum number of languages. You may assume that you have the base requirements for this language and may progress it as usual if you choose to.
Urges! ~ A beautiful and very delicate-looking decanter which, once a trial, will create pure, clear water. The decanter is actually very tough and will hold up to four servings. Those who drink this water will have any negative effects from tiredness, tension etc, washed away with the drink. It leaves you feeling refreshed and clear-headed. It does not, however, heal wounds etc and will not combat magical effects.
Surprises! ~ A small chest of jewels and coins. Please add 5 WP to your total.
Malapropism! ~ The Very Pineapple of Usefulness. A small cut-glass pineapple which would fit in the palm of your hand. When placed on the ground it functions as a campfire in terms of warmth and providing a place to cook.
Vowels! + No Repetition ~ A piece of parchment. Four times a season, you may activate this and it folds itself into a small origami bird. You speak to the bird and give it a message - it "records" that message and then flies off to find the person the message is for. The message may be no longer than 50 words (contractions count for the correct number of words) and the bird will take the required amount of time to fly to the recipient. Upon arriving, the bird speaks your message (in your voice) and then flies back. If the recipient is dead or hidden by magical / immortal means - the bird will circle overhead when you summon it and not fly in any direction.
Fears! ~ A small bunch of 10 grapes. Each one is wonderfully sweet - eating 1 grape will heal you of minor injuries. This is cuts and bruises, scrapes and grazes etc. If you have moderate injuries (deeper cuts etc) then it will take 3 grapes. Major injuries take 6 grapes and someone can be brought back from a critical condition with 9 grapes. Please note, though - if you gave (for example) 1 grape to someone with moderate injuries, it would do nothing. You have an all-or-nothing grape situation.
Star Trekking!! ~ A single crystal star, glowing with hope. It is a single use item from Xiur which has 1 ability from his mark - it can be Adored level or below. It's single use - but you don't have to decide which ability till the moment it's used. Once the ability is used, the crystal star always glows and makes a beautiful nightlight.
Zoro now has a boat! An average+ quality schooner with all the appropriate rigging and furnishings.
Oh Captain my Captain A 450 XP NPC captain / first mate with no less than 10 xp in any skill and up to 100 xp in any one skill.. Please dev and submit to the PSF.
Sohr Kahl A winged mount for you!
Family Tree When word of Zoro's involvement in these events reaches his family members, he gets a visit from his crazed aunt Zoffia. Zoffia brings him some very dubious baked goods (which leave him feeling quite mellow), some tobacco which was in its prime shortly before his grandfather was born and a set of diaries and journals. Dating back five or more generations, they give Zoro an insight into his family line and give him new avenues to pursue in finding out about them.
Mirror Image A pair of mirrors which can be hung in totally different places - no matter what the distance, once a trial they can be activated and will allow communication between the two. If Zoro stands in front of one of them, he will see the reflection of the other mirror, and hear what is being said. The same is true in reverse so, while they could be used for spying, there is a chance they will be seen. Excellent for two way communication, however.
Wild Cards Zoro receives a deck of Tarot cards. Once a season (twice a cycle) you may pull a card from the deck and something strange will happen. This will be randomly assigned and you must PM Peg or PSF if Peg is unavailable for what the consequence is. Some of these cards will have positive effects, some negative. All of them, though, will be interesting!
Jug of the Warrior Princess A black ceramic jug decorated with images of the statue Zoro found in his alcove. It sits in a bowl and looks like a jug / bowl used to help with washing in a bedroom. Once a trial, it pours a full carafe of fine wine or large serving bowl of soup.
Chamadarst’s Two-sided Nel: One-time charge that allows you to bring your character safely back to life after they’ve been killed or died unexpectedly. They will be brought back to moments before the fatal blow/action/event occurred, in perfect health. This doesn’t mean they won’t still be in danger though, and those who return are well advised to lay low until the danger has passed.
On the other side of the coin, another one-time use charge that allows you to perform the Sombran Mark power, equivalent to Ostracism: While the Blessed finds being isolated to be a helpful thing, other beings generally find it undesirable. With this ability, the Blessed can inflict an intense sense of isolation upon others. This feeling lasts for a whole trial before fading, and the Blessed can only use it once per trial. For those used to being around others, this feeling of isolation can be crippling. For those who already consider themselves to be held apart from their fellows, it is notably less useful. Once both charges have been used, the coin will return to Chamadarst.
Starblade Xiur has decided that you need a better weapon if you're going to take a swing at an Immortal already. Thus, you are given the Starblade, a sword that appears to be forged from starlight. The Starblade is a Tier 8 Masterwork sword, in the style of your choosing, that glows brightly in the dark. The light from the blade banishes and can even cut through shadows, meaning that not even beings of pure shadow are safe from Zoro's blade.
Wolf's Howl: Karem gives you a wolf shaped whistle that, when blown, lets out an ethereal wolf call. This whistle can be blown once per cycle, and only when the user truly needs help. However, when they blow it, the help they need will come.
Ascension's Fall: Raskalarn gives you a ring made out of a broken piece of the Ascension, given just enough juice by the Immortal of Conquest to have a limited effect. The ring drains Immortal Ether, making it more difficult for them to use their Domains, though it doesn't affect physical ability, knowledge, or skill.
Housing
Living in Scalvoris, Zoro spends his time sleeping and living in a small house that was given to him after his Uncle passed. With minimal furniture, he lives a comfortable but basic lifestyle.
Last edited by Zoro Astrian on Mon Mar 14, 2022 9:18 pm, edited 9 times in total. word count: 1574