Vivian Regina Warrick

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Vivian Shiryu
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Posts: 635
Joined: Wed Feb 24, 2016 8:14 pm
Race: Mortal Born
Renown: 648
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Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House
Name: Vivian Regina Warrick

Age: 21

Race: Mixed Blood, Human and Biqaj

Date of Birth: Vhalar 27, 696

Marks: None

Factions Joined: None

Languages Spoken: Fluent Common, Basic Rakahi

Partners: None

Point Bank: 306
- 60 for two Elemental Illusions - 240
- 30 for Chalice of Fortune = 210
Appearance

Vivian has dark curly hair that falls to her shoulders, a pale complexion, and icy blue eyes. Standing 5'10", Vivian is tall for a woman and carries herself with a confidence that speaks of her sense of superiority. In addition, her long practice with fencing and horseback riding has given her movements a natural grace akin to that of a dancer but more aggressive, as if one were watching a hunting wolf. Typically seen in a white shirt with tight fitting trousers and boots, so as not to interfere with her movement, along with her favorite red jacket.
Personality

Upon first meeting Vivian, one might easily dismiss her as just another arrogant noble, with good reason. Proud, vain, and somewhat haughty, Vivian treats those she considers beneath her with cold arrogance and disdain. Even her equals and superiors are frequently met with a cold attitude that, while respectful, gives no hint that there is any warmth to this child of the esteemed Warrick family. Underneath her wintery exterior there is warmth to be found, but it takes time and patience to for Vivian to open up enough for anyone to find it. Those that make it that far will find that Vivian, while still proud and vain, harbors some very deep seated insecurities about living up to the legacy of her ancestors and worries about whether or not she's as skilled as she hopes. In addition, those that crack through her cold exterior will find that she possesses a loyalty to her friends that is virtually unbreakable. The only time her cold exterior cracks in public is when she's confronted with the notion of having to be submerged for any length of time, as Vivian suffers from intense aquaphobia due to a childhood accident that sends her into panic attacks if someone tries to make her swim.
History

Born to Wren and Garret Warrick, Vivian was raised on the tales of her forefathers heroism and daring. To say this had an impact on her youth would be an understatement, as most of Vivian's childhood was spent on mock adventures and fighting imaginary monsters in her room, usually to the distress of the cleaning staff after they were expected to make up her bedding for the third time in a single day. However, this is not to say her childhood was all sunshine and imaginary monster battles. As the daughter of the noble Warrick Family, she was expected to learn the manners and stylings of the Rynmere court and had to attend many private lessons courtesy of her domineering mother.

Though if Wren Warrick was controlling it could perhaps be forgiven as Garret Warrick had only the loosest concept of control. He encouraged Vivian's childhood adventures and even helped her escape several of her more boring classes. However, that came to an end during her seventh year. Garret, a sailor as many Biqaj were, took his daughter on a short fishing cruise, hoping that it might awaken in her the same love of the sea he himself felt. However, when Garret was distracted by unexpected damage to his ship, Vivian fell over the side of the ship. Unable to swim, she would have drowned had Garret not realized what had happened and gone into the water to save his daughter. As it was, she was ill for several weeks and though she survived, the incident left her with a crippling phobia of water and nearly silenced her desire for adventure. For his part, Garret encouraged Vivian to be astute in her studies, feeling that it her near miss had been partly his fault.

For a time, Vivian was determined to live the quiet, safe life of a noble families daughter. This manifested in an interest in horses and animals that led her mother to believe her daughter might make a fine rancher as she grew. However, in Vivian's thirteenth year, her love of adventure was reawakened, this time by a demonstration the Xiur Skyriders had given in Andaris for a parade. Vivian's family had been attending and the sight of the Skyriders soaring the skies on their winged mounts set Vivian on the path she walks to this day. After returning home, Vivian began to express an interest in weapons work took to reading the legends and tales that had grown around the Skyriders, her passion to become only growing stronger and stronger.

While Garret supported Vivian's desire, Wren was alarmed and kept trying to talk Vivian back onto the path of a rancher or other safe occupation. While this was an understandable feeling, as she had nearly lost Vivian once already, Wren could not change her daughters mind and she grudgingly added rapier lessons to her daughters curriculum. As Vivian studied, practiced and grew older, Wren began to accept that her daughter would not settle for a safe life. That being said, when Vivian announced in her early twentieth year that she planned to move out and prove that she could survive on her own, Wren made one last attempt at setting on a safe path and gave her a home near her cousins Lazuli and Lei'lira that came with some animals and prime ranch land, along with a ring that had been in the family for quite some time.

Not dissuaded by this, Vivian took the ring, her weapons and her loyal pet dog, Pakse, and moved into the small home. Though she had to figure out what to do with the animals, she still plans to join the Skyriders and trains for the day she'll be skilled enough to be accepted into their ranks.
Housing

Despite being a member of a noble house, Vivian's house is deceptively modest, with hardwood floors and basic stone walls. This is largely due to her viewing her current home as a waystation more than a permanent place of dwelling, so she hasn't bothered to decorate it. As such, her furniture is similarly simple.
word count: 1066
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Vivian Shiryu
Approved Character
Posts: 635
Joined: Wed Feb 24, 2016 8:14 pm
Race: Mortal Born
Renown: 648
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Wealth Tier: Tier 8

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Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House

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Last edited by Vivian Shiryu on Tue May 24, 2022 6:30 pm, edited 1 time in total. word count: 111
Please send all PM's to Basilisk.
User avatar
Vivian Shiryu
Approved Character
Posts: 635
Joined: Wed Feb 24, 2016 8:14 pm
Race: Mortal Born
Renown: 648
Character Sheet
Character Wiki
Templates
Wealth Tier: Tier 8

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House
Knowledge

A

Acrobatics
Numbered: 2
Acrobatics: Tumble and Roll
Acrobatics: Using Ride The Lightning to reach higher places
Acrobatics: Dodging away from incoming flames
Acrobatics: Dropping low to avoid an incoming sword
Acrobatics x 2: Rise of Rhaum; Fall of Rharne
Acting
Acting: Making a grand statement out of taking a newborn infant out of a crowded area.
Animal Training
Fauna: Volareon
Everyone spoils Paske
Volareon: Wingspan
Volareon: A Skyriders Mount
Animal Training: Dogs are good for helping people relax
Poor Kitty: 2
Startup Change: 8
Animal Husbandry
Animal Husbandry: Preferred Dog Treats
Animal Husbandry: Feeding Raio
Agriculture
Agriculture: Certain things grow at certain times

B

Blades
Numbered knowledge: 12
Bladed Combat: Rapier: Repetition builds muscle memory
Bladed Combat: Rapier: The importance of wearing protection when sparring
Bladed Combat: Rapier: The importance of the first strike
Bladed Combat: Rapier: Timing the strike to maximise damage
Bladed Combat: Rapier: Judging distances used by different weapons is a key tactic
Armed Combat Fighting Style: Novice Rapier
Rapier: Thrust
Sword: Effective parry
Sword: Use all parts
Sword: Take the advantage!
Sword: Thin blade- perfect for visors
Sword: A high strike
Sword: Find a centred stance
Blades: Rapier, on-guard stance
Combat: Blade (Rapier): Fighting on horseback
Blades: Rapier: Deflection
Blades: Rapier: Piercing
Blades: Rapier: Thrusting
Blades: Sword: Non-lethal blows
Blades: Sword: Fighting multiple opponents.
Blades: Sword: Defending others
Blades: Using Ride The Lightning and Elemental Manipulation to set up a surprise sword swing
Blades (Rapier): Using Pommel of Rapier To Backhand An Opponent
Combat: Blade: Fighting Doomernickels
Combat: Blade: Cutting through spinning rings.
Here We Go Again: 8
Rummaging Around, Down Below: 2
Rise of Rhaum; Fall of Rharne: 2
Brewing
Brewing: The taste of Ilaren’s wine

C

Cooking
Cooking: How to make Oatmeal
Cooking: Stir the oatmeal to keep it from burning
Cooking: Using fruit to sweeten the food
Cooking: The sweet taste of Edasha’s fair
Caregiving
Caregiving: Reflexively attacking an abusive lout for hurting his child.

D

Dancing
Mummer's Ball: 11
Deception
Deception: White lies
Deception: Devising a Story to Explain Survival
Deception: Telling a tall tale
Detection
Detection: That unmistakeable smell
Detection: Keep focused to spot small details in your environment
Detection: Spotting tracks in the wild
Detection: Consider your surroundings
Detection: Peering around a corner
Detection: The unmistakable sound of sex
Detection: Determining Mood
Detection: Watching non verbal communication.
Detection: Knowing When Someone Is Truly Unconscious
Detection: Noticing which are female and which are male Zephyrus
Detection: Spotting a slight limp
Detection: Finding your weapons quickly in a strange room
Detection: People who wear hoods are suspicious
Detection: When an ithecal shoots up about a dozen feet, must mean he's got Immortal blood.
Detection: Noticing that you're cursed by Aeva.
Detection: There's something different about Varlum, is he... Taller?
Detection: The way sound changes in open plains
Detection: Powers influence perception
Discipline
Numbered Knowledge: 5
Discipline: Making immediate moral judgements.
Discipline: Do not give in to panic
Discipline: Face your fears, truthfully
Discipline: Maintaining control in a phobia-provoking situation
Discipline: Sheer, bloody minded, pure determination
Discipline: Speaking what you need, not what you want
Discipline: Getting yourself cleaned up.
Discipline: Keeping your words free of emotion
Discipline: Confronting the Troublemakers
Discipline: Holding in excitement when you need to focus
Discipline: Following orders when they are given
Discipline: Telling off an Immortal, and living to tell the tale.
Here We Go Again: 4
Well, that's not good: 1
Disguise
Disguise: Masking appearance

E

Endurance
Training makes one Tired
Endurance: Sparring is the best practice
Armour: An unfamiliar weight
Endurance: Traveling in the cold
Endurance: An unusual sensation of drunk
Endurance: Note the small details in your body
Endurance: “It will kill you” extremes of cold weather.
Endurance: Being pelted by balls of hailstone
Endurance: Long walks through Emea
Endurance: Phenomenal Cosmic Power!! Wheeeeee!
Endurance: Shocks from a Leviathan
Endurance: Stabbed through the heart
Endurance: Washed up and out of control
Endurance: Getting used to the weight of your armor
Endurance: Wearing plate armor
Endurance: Taking a hit from a blast
Endurance: Taking a hit to the back of the head
Rummaging Around, Down Below: 2
Etiquette
Etiquette: Judging the depth of your bow according to rank
Philosophy: Respect Your Superiors
Rynmere Skyriders: Ranks and titles
Etiquette: Only Tell The Grim Details She Demands
Etiquette: Tough Love
Etiquette: Responding to invitations promptly
Etiquette: Knowing when not to be formal
Etiquette: Being polite to the people you do business with
Etiquette: Paying your rent up front.
Etiquette: Be polite, even to your enemy, when under terms of a truce
Etiquette: Do not show your distaste of a fool.
Etiquette: Introduce yourself to Immortals
Etiquette: Speaking quietly around a sleeping newborn
Etiquette: Holding your friends baby so they can look at their snake
Etiquette: Represent your military status in your outfit
Etiquette: Offering help to a stranger who has nothing
Etiquette: Introducing Yourself Before A Fight
Etiquette: Thank The Coachmen
Etiquette: Wait to be Announced Before Entering
Etiquette: Making sure your guests are cared for
Etiquette: Offering guests a drink
Etiquette: Complimenting another Knight's Zephyrus
Etiquette: Keeping your hands to yourself around someone else's animal
Etiquette: Proper introductions
Etiquette: Don't turn your back on the Immortal of Pride, to have a side bar with your friends.
Etiquette: At least you excused yourself from speaking to Aeva.
Etiquette: Apologizing to an Immortal.
The Mummer's Ball: 10
Military Etiquette 101: 3

F

Fieldcraft
Field Craft: A Wet Cloak Will Eventually Dry

G

H

[sptite=Hone]Numbered Knowledge: 9
Hone: A Painful Initiation
Hone: You are now a Hone Mage
Hone: Initiation is Risky
Hone: An enhancement magic
Hone: Accepting the Ether
Hone: A new source of power
Hone: The Strength Rune
Hone: The Touch Rune
Hone: A Runewrights Grimoire
Hone: Inherent Resistance
Hone: Dismissing a Rune
Hone: Your own runes look like sword slashes
Hone: Using Palenon as an Ether Source
Hone: Upgrading Hurts
Hone: Your Spark Doesn't Like Flaying
Hone: Alternate Ether Sources
Hone: Using Palenon as an Ether Source Takes Longer.
Hone: Making Rune Wells
Hone: Umbral and Lucis Path
Hone: Lucis Empowerment
Hone: Rune of Regeneration
Hone: Rune of Resistance
Hone: Rune of Endurance
Hone: Rune of Endurance
Hone: Use of runes to maximise efficiency
Hone: Keep your runes fresh
Here We Go Again: 5
Healing Waters: 4[/sptitle]

I

Intelligence
Intelligence: Ellasin's childhood nickname was Elle.
Intimidation
Intimidation: Confidence is key
Intimidation: Use your status
Intimidation: Calling someone a coward
Intimidation: Tone of Voice To Convey Promise of Death
Intimidation: A Drawn Weapon Makes You Look Threatening
Intelligence
Intelligence: Someone can interfere without being present
Intelligence: Understanding the nature of teamwork is important.
Investigation
Investigation: Putting together clues to ascertain where you are
Investigation: Considering your options
Investigation: Unusual noises can be clues
Investigation: Consider the most important details
Investigation: Noticing clues to odd behaviour
Investigation: Noting the differences in triplets
Investigation: Pay attention to your surroundings
Investigation: Working out connections between people
Investigation: Noting physical differences
Investigation: People come in types
Investigation: Using weapon-based telemetrics to divine the purpose of a weapon and origin.
Investigation: Drawing conclusions based on the nature of a subject.
Investigation: Guessing the identity of a child.

J

K

L

Leadership
Numbered Knowledge: 22
Leadership: Give commands, people follow
Leadership: Taking command of Bandits
Leadership: Giving Your Friend Cause to Believe in Herself
Leadership: If You Can't Wake Her, Carry Her
Leadership: Sharing Your Gear With a Friend in Need
Leadership: Taking charge of civilians
Leadership: Being a glory hound is not being a leader
Leadership: Being a loner is not being a leader
Leadership: Being a team player is being a leader
Leadership: Sometimes, people won't like you because you are strong.
Leadership: State your point and do not deviate
Leadership: Understand what you give to others
Leadership: Understand what you have been given
Leadership: Telling your group to be cautious of your surroundings.
Leadership: Giving commands to fellow Lightning Knights
A Lantern In The Balance: 8
The Siege of Zuudaria: 10
Nickels and Rhymes...: 2
Well, that's not good: 2
Logistics
Numbered Knowledges: 2
Logistics: Prepare for all eventualities
Well, that's not good: 2

M

Medicine
Medicine: Basic wound care
Medicine: Applying bindings
Medicine: Using alcohol to help someone sleep
Medicine: Knowing that sometimes, all you can do to help is listen
Healing Waters: 2
Meditation
Here We Go Again: 4
Mining
What is Society: 4
Mount
Asher: Difficult Mount
Mount: Saddling A Horse
Mount: Novice Horsemanship
Mount: Jousting at a Gallop
Mount: Levelling a lance correctly
Mount: Horse: Fighting on horseback
Riding: Saddling up in a hurry
Riding: Getting a frightened horse on the right track
Mount (Horse): Getting A Horse To Trot, Canter, and Gallop
Mount: Zephyrus: Urging into a run
Poor Kitty: 4
What is Society: 4

N

Navigation
Sunset Isle: Home of the Jacadon
Location: Fort Warrick
Location: Fort Warrick Guards Training Area.
Andaris: Layout
Faction VII: Bandits From The Burning Mountains
Location: Fort Warrick
Location: Andaris Beach
Location: Andaris Caves
Location: Burning Mountains Foothills
Faction VII: At the Base of the Burning Mountains
Location: Rynmere: Warrick
Location: Burning Mountains
Location: Scaltoth Jungles
Negotiation
Negotiation: Set boundaries, state them
Negotiation: Working with emotional people can be tricky

O

P

Persuation
Persuasion: Convincing someone that the actions of another are not your own
physics
Physics: Understanding that water can make lightning more volatile
Politics
Rynmere: Political Courtesies
Rynmere: Noble Houses
Politics: Some people will stoop to the lowest levels
Politics: Only Zvez Can Make First Contact
Politics: Noble Prestige is a Rug to Sweep Things Under
Politics: A Uniform is Suitable Formal Dress
Politics: Working within your role.
Politics: Ensure that you maintain communication
Psychology
Psychology: Giving Some Details Prevents Worse Speculation
Psychology: Giving Your Friend Hope For an Immortal Cure
Psychology: Recognizing that someone is far kinder than you would be.

Q

R

Ranged Weapons
Archery: Shooting when mounted is more difficult
Combat: Ranged (Shortbow): Multiple opponents
Combat: Ranged (Shortbow): Aiming higher to compensate
Ranged Weapon: Aim Ahead of a Moving Target
Ranged Combat: Bow: Aiming for the gut
Ranged Combat: Bow: Gauging wind distance
Ranged Combat: Bow: Predicting movement
Ranged Weapon: Bow: Aim it with movement.
Ranged Weapon: Bow: Use your voice to line up your target
Ranged Weapon: Bow: Close range head shots
Resistance
Resistance: Long term effects of alcohol
Resistance: To drink from the cup of the Immortals
Mummer's Ball: 3
rhetoric
Rhetoric: Explaining your mission to a potential ally
Rhetoric: Making a cogent and logical argument to a spirit.
Rhetoric: Making a vow as a Lightning Knight of Rharne.

S

Seduction
Seduction: Seduction probably works better when the seducer is sober.
Shield Use
Shield Combat: A basic block
A shield can mean the difference between life and death
Shield Combat: Keep your balance
Shield: Quick defence
Shielded Combat: Shield Bash
Shield (Buckler): Making an advance with a raised shield
Shield (Bucklier): Shield body slam
Rise of Rhaum: 2
Mummer's Ball: 4
Starup Change: 10
Smithing
Smithing: The forging of a sword
Socialization
Socialization: Using words and booze to put others at easy
Sociology: Accept Apologies Gracefully
Socializaiton: Not every question needs an answer
Socialization: Explaining your weird drinking powers
Smithing
Smithing: Taking up the tools of the forge, like an old habit.
Smithing: The Forgemaster has good information on Immortal metals.
Smithing: Flowery language has no place in the forge.
Stealth
Stealth: Moving slowly reduces noise
Stealth: Using foliage to hide
Stealth: Staying hidden in a village
Stealth: Use the outskirts of residential areas
Stealth: Use the environment to hide
Stealth: Stay in shadows and listen
Storytelling
Storytelling: Telling my story to Jesine.
Storytelling: The initial story to Cassion
Storytelling: Making a tale sound interesting
Storytelling: The story of the Sword of Shiryu
The Mummer's Ball: 4
Strength
Numbered Knowledges: 5
Strength: Holding on tight!
Strength: Lifting A Grown, Unconscious Man Onto A Horse
Strength: Carrying an unconscious body
Strength: Leaping with an armored knight in your arms
Strength: Lift with your legs when moving rubble
Strength: Climbing on a full grown Zephyrus
Rise of Rhaum; Fall of Rharne: 2
Mummer's Ball: 3
Strength: 10
Swimming
Swimming: The Dangers of Open Water
Swimming: Through difficult waters

T

Tactics
Numbered Knowledge: 15
Never underestimate a Skyrider
Recovery: Distance helps
Bandits: Put them down once, make sure they don’t get back up.
Tactics: Bringing a threat away from a crowd
Tactics: Dampening a hell hound
Tactics: Working with a Traitor
Tactics: Sometimes, risk taking is appropriate
Tactics: Careful choices lead to wise decisions
Tactics: Consider the importance of every question, every step
Tactics: Consider what you know, and do not know.
Tactics: It’s important to know the rules
Tactics: It’s not a better idea just because it’s yours.
Tactics: Recognising the difference between a really good plan and a rubbish one.
Tactics: Sometimes, you have to have a best guess
Tactics: Knowing when not to trust your surroundings
Tactics: Act Passive to Gain the Element of Surprise
Tactics: Provoking A Fight Using Insults
Tactics: Always be prepared when traveling in the Stormlands
Tactics: Need to know basis is fine with me.
Tactics: State the limits of your role, be clear.
Tactics: Make sure that people understand exactly what will happen - long and short term
Tactics: Keep your eye on the big picture.
Tactics: Keeping trouble away
Tactics: Dismount further away if your mount won’t be helpful.
Tactics: Combining powers to maximum capacity
Tactics: Identifying threats
A Lantern In The Balance: 4
Rummaging around, down below: 2
Siege of Zuudaria: 5
Well, That's Not Good: 2
Rise of Rhaum; Fall of Rharne: 2
Teaching
Teaching is Finicky
Military Etiquette 101: 6
Torture
Torture: Do It Slow, Make Them Scream
Thrown Weapons
Rocks: Ranged weapons

U

Unarmed Combat
Unarmed Combat: Elbow to face as an effective deterrant
Unarmed Combat: Kick Them While They're Down
Unarmed Combat: Using the Ground To Knock Someone Unconscious

V

W

Writing
Well, That's Not Good: 1

X

Y

Z

Non-Skill

Rynmere: Folklore
Xiur Skyriders: Legends and Tales
Cylus: Twilight
Pythera Venora: Biqaji
Pythera Venora: Speaks Rakahi
Pythera Venora: The Bandit
Bandits: Two dead by your hand
Bandits: Tattooed with a V
Lazuli: Rescuer
Lei’Lira: Rescuer
Zvezdana Venora: Uses a short sword
Zvezdana Venora: Not as good a swordswoman as you
Zvezdana Venora: Staying with her cousin
Zvezdana Venora: No discernable sense of humour regarding Lazuli
Zvezdana Venora: Has visited Lazuli
Zvezdana Venora: Offered assistance with Pythera
Zvezdana Venora: Not above a dirty tactic
Hector: Unwaveringly professional
Hector: Doubtful of coincidences
Hector: Not sure Zvezdana can be trusted
Sacred Seven: Warrick Line
Hector Avern: Skyrider Major
Hector Avern: Battle-worn
Hector Avern: Descendant of pig farmers
Ej'Ufnaj: Forsaken of Water
Pythera Venora: Knows Vivian Fears Water
Pythera Venora: Knows of Cousins Lazuli and Lei'lira
Pythera Venora: Associated With Faction VII
Lazuli: Quiet, but can be fierce
Lazuli: Thinks you’re brave
Lazuli: Knowledgeable about farming
Lazuli: Would like to learn how to fight
Lazuli: Doesn’t take Criticism Well
Lazuli: No idea how to fight
Lazuli: Bad History with Bullies
Zveadana: Married Veljorn Burhan
Zvezdana: Loves Veljorn
Zvezdana: Has promised to avenge Lazuli
Lazuli: Tortured
Cassander: Low-born
Cassander: Had a noble tortured
Stone Creek: Nice wine
Nir'wei: A Sev'ryn who can't handle his drink.
Nir'wei: Common isn't so good.
Nir'wei: Thinks horses should be liberated
Nir'wei: Thinks you should fly if that's what you want!
Nir'wei: A contrary fellow
Nir'wei: Stubborn
Isabel Warrick: Proud of you
Lazuli: Betrothed to Veljorn Burhan
Lazuli: Heir to Warrick
Rafael: Lives dangerously
Veljorn: Fit & Healthy
Veljorn: Formidable opponent
Veljorn: Technically excellent
Veljorn: Defeated you
Genevive Allanach: Defeated by your hand
Genevive Allanach: Over-Confident
Gray: Defeated you
Gray: A mystery
Gray: A worthy opponent
Seira: A Singer
Seira: Doesn't know how to fight
Vilhelm: Faction VII Leader
Vilhelm: Intimidating
Faction VII: Bandits and thieves
Zvezdana: Changed in Andaris
Zvezdana: May have a condition
Zvezdana: Becomes a hell hound
Sessfiend: Does the Cursed Sleep During the Episode?
Sessfiend: Heat Aura Starts Forest Fires
Sessfiend: Scared of Its Own Reflection
Sessfiend: Scared of Water
Zvezdana: Leaves You All Her Belongings
Zvezdana: Leaving Rynmere, Possibly For Rharne
Zvezdana: Says Elyna Murdered Veljorn
Zvezdana: Sessfiend Cursed by Syroa
Zvezdana: Trusting the Twins to Your Care
Zvezdana: Not used to dealing with children
Zvezdana: Appreciates your loyalty
Zvezdana: Gave you a birthday gift
Pythera Venora: Plans to See Rynmere Burn
Pythera Venora: Cocky Wench
Zvezdana: Nothing Like Pythera Venora
Ronald: Your uncle’s squire
Sessfiend: Zvezdana Venora
Zvezdana Venora: Asleep following returning to her human form
Lowtown: Ruined
Knight (Peake): appeared to be dead
Drayas: Rapes Lei'lira
Drayas: Married for the Noble title
Drayas: Has the right to do as he wishes with Lei'lira
Drayas: Does not live with Lei'lira
Drayas: Visits from Andaris regularly
Drayas: You want to kill him
Lei'lira: Is afraid of Drayas
Lei'lira: Is the mother of twins
Lei'lira: Is afraid to ask the rest of the family for help
Lei'lira: Looked exhausted
Location: Ilaren's Tavern (Unknown)
Drink: Ilaren's Gold
Ilaren: Has A Task For You
Cassion: The final, and true, test
Cassion’s Gambit: A game among the Immortals
Cassion’s Gambit: You were seeking a key
Delroth: His Domains are Birds, Wind, Vanity and Greed
Delroth: Sponsored Tio in Cassion’s Gambit
Delroth: The second of four
Edasha: Her Domains are Sight, Adultery, Beauty and Jealousy
Edasha: Sponsored Nauta in Cassion’s Gambit
Edasha: The fourth of four
Emea: Gilgarod: Where dreams of kings go
Emea: Jesine’s Real
Emea: The Realm of Dreams
Epilogue: The Sword Which Killed Cassion
Ilaren: Her Domains are Alcohol, Lightning, Brawling and Sound
Ilaren: Sponsored Vivian in Cassion’s Gambit
Ilaren: The first of four
Jesine: Can appear to be a crow
Jesine: Dreams of rest
Jesine: Your Guide
Location: The Meeting Place
U’frek: His domains are Navigation, Water and Auroras
U’frek: Sponsored Arlo in Cassion’s Gambit
U’frek: The third of four
U’frek: Won Cassion’s Gambit
Drayas: Scrub
Drayas: Raped Lei'lira
Inquisition: No One Expects It
Judge Parvoo: Indifferent to the Troubles of Rynmere
Judge Parvoo: My Inquisitor
King Cassander: A Threat to Rynmere?
Rynmere: Exiled on Pain of Death
Warrick: Disgrace to the Family Name
Warrick: Disinherited
NPC: Rael the Justiciar
NPC: Cera the Zephyrus
Last edited by Vivian Shiryu on Fri Jun 10, 2022 12:55 pm, edited 2 times in total. word count: 3043
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Vivian Shiryu
Approved Character
Posts: 635
Joined: Wed Feb 24, 2016 8:14 pm
Race: Mortal Born
Renown: 648
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Wealth Tier: Tier 8

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Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House
Immortal Marks and Mortalborn Abilities

Marks

Palenon: Exalted
Gwelliph: Favored
Maerzek: Favored
Celarion: Favored

Palenon Abilities

  • Elemental Manipulation - Lightning (Minor)
    • The character is able to control a small amount of lightning in relatively close proximity to themselves. Limited to a single bolt of lightning that can travel 20 feet before dissipating. Capable of throwing one lightning bolt every bit. If the bolt hits, it can cause shocking pains and numbness to any struck body part. Alcohol intoxication diminishes the power of this ability.
  • Life of the Party
    • The character is able to share their emotions with a crowd within a short range around them for a single break. Greater levels of alcoholic intoxication increases the power of this ability.
  • Rolling Thunder
    • The character is better able to understand the motions of combat and the rhythm of skirmish. Seeming to roll with their enemies blows, the character is able to mitigate some of the damage and redirect the force back at their opponent. A balanced level of alcoholic intoxication is needed to use this ability.
  • Three Sheets to the Wind (Minor)
    • The Favored is blessed with an increase to their physical capabilities depending on their stage of intoxication. When the Favored has had little to nothing to drink, their reaction speed is increased greatly, allowing them to react at speeds nearly impossible to keep up with, making it hard for them to be hit - though arrows and bolts still travel too quickly for them to stop. The more the Favored imbibes, the more they trade speed for strength until all reaction speed is lost and replaced with strength, allowing them to hit with greater force. Able to generate enough force to splinter wood and dent metal.
  • Bottomless Wineskin
    • Any container the Favored drinks from never empties. This ability only functions if the contents of the container are alcoholic.
  • Rising Lightning
    • The Favored is able to direct a bolt of lightning beneath their feet, giving them an added boost to a jump. The Favored is able to use this ability to increase the height of their jump equal to one half the distance of the Manipulation distance. Alcohol intoxication diminishes the power of this ability
  • Touch of the Drink
    • Requiring contact, this ability imparts the sensation of inebriation on the target. The longer the user holds the contact, the more exaggerated the effect. While this ability is never fatal (only simulating the sensation of drunkenness without the drink to aid it), it can certainly give a favored an edge in combat or in interrogation. Greater levels of alcoholic intoxication increases the power of this ability.
  • Conduit
    • The Favored is able to send lightning flowing through any metal object they are in direct contact with. Depending on the distance and the amount of direct contact, the charge can cause anything from discomfort to numbness in the limb that was in contact with the object.
  • Elemental Manipulation - Lightning (Moderate)
    • The character is able to control more lightning, and at longer distances. Their limit is extended to a distance of 100 feet before the lightning dissipates, and can be bounced up to two times, to strike a total of three targets. Capable of throwing two lightning bolts a bit. If the bolt hits it can cause lingering pains, numbness, and slight burns to any struck body parts. Those hit by the bounce effects of this ability are dealt damage as though hit by a bolt of the Minor version. Alcohol intoxication diminishes the power of this ability.
  • Thunderous Bellow
    • Gathering air into their lungs, the Adored can let forth a loud shout to be heard for miles or over any din of noise directly around them. So immense is their voice that those close will temporarily lose their hearing and even their balance as the waves of vibration shake through them. After using this ability the user's voice is hoarse and scratchy for a trial thereafter as they recover from the force of their own shout. A balanced level of alcoholic intoxication is needed to use this ability.
  • Tolerance
    • The character's indulgence of alcohol has strengthened their disgestive system and made them less prone to suffering any ill effects. The character no longer suffers any aftereffects from the over-drinking of beers and wines, and has a slight resistance to any imbibed poisons.
  • Raise a Glass
    • Alcohol is the language of camaraderie. To party with one of Ilaren's Adored is to know that no one is alone in the world, and that everyone has connections. This ability can only be activated within a tavern where drink flows aplenty, or around a fire with at least six other people. Anyone who wants to share in this ability must be drinking, and the power works best when inebriated. During the execution of this ability, all those participating feel a warm sense of belonging with those around them. Compelled to let down their guard, they may not even notice that everyone is speaking their native language. So long as the participants are linked by drinking, they communicate to each other without any difficulty. The ability lasts as long as those affected remain inebriated and wears off after the Adored has left the area or fallen asleep. Greater levels of alcoholic intoxication increases the power of this ability.
  • Thunderous Impact
    • The Adored is able to release an eruption of air and sound following any unarmed melee strike at the point of contact. The more force behind the initial strike, the more power released by this ability. This ability cannot be combined with their Capacitance ability. The force of the eruption can be a small as a pop (slight force) or that of a thunderclap (free fall force). A balanced level of alcoholic intoxication is needed to use this ability.
  • Capacitance
    • The Adored is able to capture and store lightning within themselves. They can then turn this inner energy into a field around themselves that can either repel thrown metal weapons, or contain it within themselves to cause any whom they come into contact with to be wracked with painful spasms. The energy field version of this ability extends out from them five feet in all directions (Spherical Aura). The field can be turned on and off at will, but only lasts for a total of ten breaks per day. The function of the field can only be changed once every trial and is negated if the Adored is completely soaked or standing in water that is knee deep or higher. Alcohol intoxication diminishes the power of this ability.
  • Three Sheets to the Wind (Major)
    • The Adored is blessed with further increased physical capabilities. When the Adored has had little to nothing to drink, they're able to not only react at greater speeds, but also cover short distances in a flash. They are now able to both move out of the way of arrows and bolts, and catch them out of midair. The more the Adored imbibes, the more they trade their speed for strength until all speed is lost and replaced with strength and toughness. This allows them to hit with tremendous force and become better able to take a beating. Their strength allows them to shatter stone and crush metal, and they become highly resistance to any bludgeoning or unarmed attacks.
  • Ride the Lightning
    • The Adored is able to travel along any bolt thrown using their Elemental Manipulation, ending where the bolt impacts or at their Elemental Manipulations maximum distance. Alcohol intoxication diminishes the power of this ability.
  • Elemental Manipulation (Lightning - Major)
    • The character is able to control massive amounts of lightning, and at great distances. They are able to throw two bolts at once. Their limit is extended to a distance of 500 feet before the lightning dissipates, and can be bounced up to five times to strike a total of six targets. If the bolt hits, it can cause severe pains, heavy burns, numbness, and can throw the target back on impact. Those hit by the bounce effects of this ability are dealt damage as though hit by a bolt of the Moderate version. Alcohol intoxication diminishes the power of this ability.
  • Greater Tolerance
    • The Exalted's continued indulgence of alcohol has made their system all but immune to the aftereffects of even the strongest alcohol. The Exalted no longer suffers any aftereffects of over-drinking of any alcohol, including liquors, and is immune to any ingested poisons. The character is also able to use abilities as though they were one step lower in their level of intoxication. Any abilities that change with the Bearer's level of intoxication still function normally.

Gwelliph Abilities

  • This is the Truth: Minor
    • The Blessed is able to influence someone’s perception of truth. When looking at an individual, the Gwelliph must concentrate on the words they say. They then attempt to inject their own truth ~ be that of a person, situation, etc ~ into an individual before ending with, "This is the truth." If the character is successful in convincing the individual of their "truth", the individual will respond back by saying, "This is the truth." At this level, it is hard for the character to convince anyone of their "truths". It is recommended that characters start with small forms of manipulation such as, "You want to buy me an ale, this is the truth." If the words the Gwelliph speaks are true to them, this strengthens the ability; at Favored this ability only works with statements which are true to the Gwelliph and can be deflected with expert level of meditation, deception, or discipline. When the Gwlliph reaches Adored, they can work in less absolute truths, and can only be defended against by someone of Master levels skill. Exalted Gwelliph can impart truth or lies with equal strength and the Champion of Pier and Pre may only be resisted by someone with Grandmaster levels of skill. When using this ability over the course of several days, the character will become mentally exhausted. Continued use will deteriorate the mental health of the character until they began to confuse their forced truths with reality.
  • Hear No Evil
    • This ability allows the character to decipher what is the truth and what are lies when communicating with other individuals. Regardless of language, the character will be able to tell lie from truth when they concentrate on the words someone else is saying. This is a kind of sense that the mark grants the character, the exact sensation of which is up to the PC. However, this sense has little effect on the dead or Wisps. This ability cannot work if the speaker is convinced of the lie itself. At Favored, the PC can be fooled by Expert levels of Deception. At Adored, it takes Master and Exalted are only blinded by those with Grandmaster of Deception. The ability is activated by the Blessed’s intent, and so happens immediately, and lasts for a break.
  • Self Reflection
    • Upon being granted this ability, the Gwelliph may dedicate a mirror to the twins and may use this to commune with the “essence” of the Immortals. While looking into the mirror, when faced with a decision, the Blessed speaks, apparently to their own reflection. This then replies and they are able to discuss with another how they should approach a situation. The “reflected self” is often quite opposite to the Blessed, reminiscent of how the twins themselves are. Should the mirror be broken, the Blessed may dedicate another ~ only one mirror may be in effect at any time.
  • Show Yourself
    • When this ability is used the eyes of the blessed turn a weird mesh of black and white, making it hard to hide. When thinking of a victim of any kind of abuse, attack or crime which the marked is aware of (they must know at least basic details), they sees a glowing red trail to the victim of that crime. This might lead the marked to a missing person, the owner of stolen property or to the body of a victim of a hidden murder. If the victim can not be found (perhaps their body has been destroyed, for example) the trail will take them to where the victim last was. The glowing red trail does not, however, take into account the environment and so is always in a single straight line directly towards the victim. There is no time limit on how long ago this crime was committed. This ability may be used once a trial and will last until the victim is found or the search abandoned. No more than three of these may be active at any one time at Favored, five at Adored and seven at Exalted.

Maerzek Abilities

  • Ore Purification
    • The Favored can purify ore and processed metal through a variety of means. And while all of those marked by Aeva can use every method, most tend to stick to one preferred method. Their bodies adjust to handle this processing so as to not damage themselves, this includes teeth being temporarily strengthened to bite and chew on metal, digestive systems that can pass metal without toxicity. This also allows the impurities to be passed, digested, or expelled, though often in a separate method than the metal. These adjustments happen automatically within the mark, to protect them from the process of purification that might damage another person if it were attempted. Methods include chewing up the metal and spitting out the purified product, swallowing it and regurgitating or passing it, or grinding it in their hands. There are other methods, as discovered by the curious. This metal inside the Favored's body is not protected from outside magical draws, should it be applicable.
  • Always Equipped for the Job
    • The Favored is able to mold and manipulate their hands to form tools, both known or unique for the situation that is needed. This is done without pain, and is a fairly quick process. This is done mentally, no need for one hand to be physically manipulated by the other or by other tools. Without being coupled with other abilities, these tools are made of flesh and bone as suited to the Favored, and the tools' appearance reflects this. Should the tool be damaged, the tool automatically reverts back to a hand, with the damage reflected therein, i.e. a screw driver breaks along the shaft, reflected as a break in multiple fingers. This can range from making a key for a lock or a hammer for building a home. The variety of tools available is wide, and is only limited by the amount of mass in the hand, as well as the inability to have inner mechanisms such as adjustable tools. It can make tools smaller than the hand’s mass, but not larger. This ability can be maintained for 1 break at Favored, 3 breaks at Adored, and 6 breaks at Exalted.
  • Thunderous Impact

Celarion Abilities

  • 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.
  • 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.

Warden Abilities

  • Flameborn's Bane
    • You are all now fairly resistant to the fire of a Flameborn and you are capable of injuring them with your weapons. The power within you will grant you a burst of endurance and strength when in the presence of one of these creatures. This ability will also apply somewhat to any servant of Faldrun, you will be some more resistant to their flames and will be given a cool burst of endurance when combating them.
  • Brightgleam Oasis
    • It is in the purview of the Induk of Lake Lovalus to call water and life into existence anywhere. Once per trial a Warden may summon forth a magically infused spring that will eventually form a small pool over the next five bits. The water that is summoned has healing abilities and will slowly heal anyone touched with it’s water while in a fifty foot proximity to the spring. The water will have a faint turquoise glow and will rapidly heal flesh wounds that are soaked or doused in the water within five bits. This water can also be weaponized as weapons dipped in it will be highly effective against Flameborn and any other servants of Faldrun. Arrows will sink deeper, and blades or bludgeons touched by the Brightgleam waters will burn and scald opponents that are cut or hammered by them. The Oasis can also be planted and used like a trap to lure enemies of Faldrun into, this will cause intense scalding pain and will weaken them.
  • Font of Life
    • Brightgleam Oasis may now be enhanced by the Warden by placing a drop of their own blood within it. When this is done the Oasis will expand over the next trial into a pool that is a couple feet deep and that will begin growing plants and trees around it. The healing effect of the waters will vanish once the blood is added and instead will cause the growth of plant-life nearby allowing a Warden to slowly transform a dry and lifeless area into a beautiful oasis over the course of the next thirty trials. This ability is used to restore land that has been harmed by the forces of destruction. Font of Life may be used once a trial.
  • Spiritborn Armor
    • Due to the bonding between the Warden and their Diri via the Heart of Lovalus, the Diri now gains useful ability of growing and shape-shifting into a suit of armor for their bonded. The Warden can still hear and speak with their Diri but they will become a suit of armor that is almost a second skin across the Warden’s entire body. The Armor will appear like plate mail that is crafted from raw spiritual ephemera often possessing icy embellishes around the helm and shoulders depending on the tastes of the Warden. It will possess the strength to dull physical strikes and reduce the effect of magical attacks by half, making the Warden far more resilient in combat. After five bits the Spiritborn Armor will begin to crack if continually attacked. The Warden may take cover for another five bits in order to give the Diri time to regenerate its strength. This will allow the armor to continue functioning for another five bits before requiring time to recharge. If continually attacked for over five bits the armor will begin to fracture before shattering. If this happens the Diri will go silent, unable to be contacted for at least three trials. During this time the Warden will have a great deal of difficulty using their abilities, some may even be impossible to use. During these three trials the Diri is healing and recouping its strength. The Spiritborn Armor may be dismissed at any time prior to it breaking and the Diri will take their original form. It takes one bit for the Diri to transform into the Armor.
  • Spiritborn Weapon
    • The bond with between the Warden and the Diri have now become seamless. The Diri can now physically shift into any weapon that the Warden needs or desires. This weapon will behave as if it is made of masterwork material, blades will seem as if made of adamantite as they will cut cleaner and sharper than steel. Bows, arrows, and the like will be equipped with an endless supply of equally sharp arrows that appear out of thin air. These projectiles seem to be made of spiritual energy. Bludgeoning weapons will also feel light as feathers but hit opponents like they are made of solid metal. One weapon may be summoned at any given time and any of these weapons will seem to cause an additional searing pain to those struck by them that are enemies of the Warden. If dropped the weapon will vanish into thin air and the Diri will reappear in their normal form. They can transform into a new weapon once ten trills have passed. The Warden must hold out their open hand in order to summon the weapon. You may use Spiritborn Armor and Spiritborn Weapon at the same time as the Diri is still connected to the body of the Warden the entire time.
  • Avatar of Lovalus
    • When inducted as a Warden a special bond is formed between the Warden and the Heart of Lovalus. This bond not only binds the mortal to a Diri but it also forms a silent but residual bond with the Induk of Lake Lovalus. It is only the most powerful of Wardens that can call upon this hidden bond and summon forth the power of the Lovalus Induk. This ability can be used anywhere due to the power of the Heart of Lovalus, linking the Induk to all of her Wardens. Capable of being used once a season the Grand Warden may beseech Lovalus to come to their aid. If this call is accepted, the Induk will reach out and infuse the Grand Warden with it’s will and it’s power. The Warden for a time will find that their consciousness melds with the strange and wild mind of the Induk. For that one moment they will no longer be wholly mortal. The Wardens eyes will turn a bright icy blue and their skin will be radiant with power.

      The Grand Warden may then control and manipulate any water within a mile of their position. They will also be capable of summoning a Brightgleam Oasis that is a mile wide and roughly two feet deep. The water summoned will heal the wounds of allies and additionally the Grand Warden can manipulate the water within it to entrap and drown enemies.

      This ability can last for twenty bits before the Induk will withdraw, otherwise the Grand Warden’s body will begin to fail due to the power flowing through it. The Oasis left behind can remain or be dismissed by the Grand Warden before the ability ends. If dismissed, no more water will continue to flow from the spring feeding the Oasis and it will eventually dry up.
  • Blade of Lovalus
    • Lovalus values healers and protectors, but there is always a place among her Wardens for warriors, those who can seek out evil and destroy it at the root. Vivian is one such and the power given to her by Lovalus shows the Induk's acceptance of who and what Vivian is and highlights her place amongst the Wardens. Based off how Vivian used her Grand Warden powers the first time she merged with Lovalus, the Blade of Lovalus allows Vivian to create an aquatic after image of herself that emerges from Vivian when she attacks an enemy. The key is that the attack the after image uses will always be a different attack from the one Vivian herself used. A slash where Vivian thrusts, or a diagonal swing where Vivian used a horizontal one, thereby turning each single attack into two separate attacks for the opponent to deal with. The weapon used by the aquatic double mimics the sharpness and solidity of whatever weapon Vivian herself is using. It does not flow around joints or any other of the like. This power can be turned on and off at will. Approval

Knowledge

Palenon: Elemental Manipulation: Can be used with Hone runes
Palenon: Rising Lightning: Use it to aim yourself
Palenon: THree Sheets to the Wind: Increases Reaction Speed

Mortalborn Domains

Mortalborn domains: Remnants, Day, Battle

Mortalborn abilities: While Vivian’s Domains themselves were not changed by her Forging in Gilgarod, how they worked were. Vivian is now tied inexorably to the Forgeheart and all that have passed through it in centuries past, and that connection has had an undeniable impact on her Domains.

Remnants Domain: Originally, Vivian would have traced her powers back through House Warrick alone, drawing on the powers that allowed them to tame the mighty Jacadon and rule the skies of Rynmere. However, thanks to her Forging, she is now tied instead into the legacy of the Forgeheart and heroes and villains of Idalos who made the weapons with which they carved out their legacies in its fires. Now she can take on the abilities and partial forms of those who have passed through the Forgeheart. In addition, since her sword Shiryu was forged in the Forgeheart, it takes on the appearance of the weapon used by the hero or villain that Vivian is channeling.

Day Domain: Vivian would originally have channeled the harmful elements of the day, being almost an embodiment of the Saun, capable of creating blistering heats, scorching lights, and generally ruining any and all things that needed darkness or even to not be baked. Her Forging, however, re-affirmed Vivian’s desire to do good, and so she now channels the beneficial elements of the day, the parts of it that allow people to grow crops and such. One thing that remained across the Forging is that Vivian is powered by the day in various ways.

Battle Domain: Vivian’s battle domain is the least changed by her Forging, for heroes and villains are frequently defined by their acts in battle, but the change is significant nonetheless. While originally, this Domain would have entailed focusing and maximizing the carnage of a battlefield, part of Vivian’s Forging was that she understood the horrific cost of battle. Her awareness of this cost and her Forging changed the focus so that now Vivian reduces the carnage of battle and the suffering caused to those who would otherwise be treated as collateral.

Mortalborn Abilities

Ras, First and Last Ruler of Dynaash: Vivian channels the legacy of Ras, leader of the Ithecal clans that turned from Ethelynda, founded the nation of Dynaash, and were defeated by Raskalarn. When Vivian activates this power, an image of Ras briefly overlays Vivian before it merges with her, granting her Ras’s strengths and weaknesses. Vivian grows an additional two feet in height, grows an Ithecal tail, has black scales appear on the backs of her arms, down her back and sides, across her forehead, down her nose, and down her cheekbones. She also gains a mouthful of sharp, crocodilian fangs. Vivian receives a boost to her strength and endurance, even gaining the bite strength that the Ithecal are known for. However, what she also suffers a drop in speed and agility, and she takes on Ras’s mental traits as well. While using this ability, Vivian is highly aggressive, unwilling to back down from any fight, no matter how the odds are stacked against her. When using this ability, Shiryu becomes a large broadaxe, with Vivian’s weapon skill changing to reflect her weapon and her clothes and armor change to accommodate the new form. Using this ability more than once a trial, or spending too long in this transformed state, will cause Vivian to suffer migraines, phantom pain from the tail when not in the form, consistent misjudging of her own height, and Ras’s personality will bleed over into her natural form. These negative side effect can last from a single trial to up to ten trials, depending on how many times she transforms or how long she stays in the transformed state.

Healing Warmth: Many find the day to be a rejuvenating thing, and with this power, Vivian makes literally so. Vivian channels and enhances the power of day, enabling her to slowly regenerate the wounds and stamina of both herself and those around her whom she does not consider enemies. This regeneration is slow, but constant, and while it doesn’t make one immune to overexertion or wounds, it takes the edge of and makes it easier for them to recover. This regeneration feels like a gentle warmth to those who are receiving its benefits. The ability is passive and always on, which is why the regenerative effect is so slow. This ability is, of course, not active at night.

Battle Foresight: When Vivian enters a confrontation of any kind, this ability is naturally activated. "Confrontations" can be considered mental or physical in nature. As such this ability can easily activate in battle or even during a particularly heated argument or bar brawl. Within a fifty foot radius of her position Vivian can mentally feel and sense everything about the physical landscape of the battlefield. Within a building she will know where every exit is within her area of effect along with every single stick of furniture or living thing that is within the area. This is a very physical sense, allowing her to feel the physicality of everything surrounding her. Outdoors during a confrontation she might know exactly where the best spot for an ambush will be or the best place to hide civilians. Her ability to detect living things is not as precise as her ability to detect non-living objects and surfaces but she is aware when someone is within the area and which way they are moving in general. She would even be able to sense people moving behind a locked door, or know if a room is barricaded. If this ability is active for more than a trial, Vivian might begin to find herself plagued by headaches and nausea due to the added stress on her mind. "Battle Foresight" is far easier to control and manage if she invests in Discipline or Meditation.

Allied Might: Unbenowst to Vivian, she had a similar Domain to Rhaum Sunless, one of her greatest foes. When he fell in battle with Vivian and her allies, though not by her own hand, Vivian's Battle Domain reacted to his powers and siphoned off part of his War Domain. However, owing to Vivian's own nature and her Reforging, the power she gained was changed to suit her. Whenever Vivian is fighting alongside allies, she grows stronger in proportion to the number of allies she has, with her strength, endurance, and speed all increasing with each additional ally, the additional strength gained from each ally grows smaller the more she has. In short, if she has has 100 allies, she will still be stronger than she would be if she had 10, but she will not be 100 times stronger.
Last edited by Vivian Shiryu on Wed Jun 20, 2018 9:36 pm, edited 4 times in total. word count: 5119
Please send all PM's to Basilisk.
User avatar
Vivian Shiryu
Approved Character
Posts: 635
Joined: Wed Feb 24, 2016 8:14 pm
Race: Mortal Born
Renown: 648
Character Sheet
Character Wiki
Templates
Wealth Tier: Tier 8

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House
Items

Clothing & Toiletries

  • 1 basic set of clothes
    • 1 white shirt
    • 1 set of black pants
    • 1 pair of black boots
    • 1 red jacket
    • 1 set of undergarments
    • 1 silver ring with a pyrope garnet stone set in it. (Heirloom)
  • 1 set of toiletries
    • 1 hairbrush
    • 1 razor
    • 1 toothbrush
    • 1 container of toothpaste
    • 1 container of soap
    • 1 set of good casual clothes
    • 1 Black wool shirt
    • 1 Brown leather coat with fur lining
    • 1 pair of Brown leather trousers
    • 1 pair of black leather gloves
    • 1 pair of black leather knee-high boots
    • 1 black leather baldric

Household

  • House Items
    • 2 knives
    • 6 assorted plates
    • 1 Tinderbox
  • Farm Items
    • 1 Wheelbarrow
    • 1 Large Water Trough
    • 1 Large Feed Trough
    • 1 Cycle worth of feed

Animals

  • Animals, Companions, and Familiars
    • 1 Rottweiler house pet: Pakse
    • 1 Painted Mare: Speckle
    • 1 Male Zephyrus: Raio - This fellow seems a little cocky, but he also seems to have very little fear of anything. He is something of a diva and relishes in being spoiled by Vivian. He does not tolerate strangers well, and has a tenancy to snarl and paw at people he is unfamiliar with. It takes a great deal of training to keep this one in check.
    • 1 Lake Spirit: Fins - /viewtopic.php?f=354&p=126125#p126125
    • Faris Wright: /viewtopic.php?f=369&t=16254&p=108378
  • Animal Attachments
    • 1 Bit
    • 1 Bridle
    • 1 Set of Reins
    • 1 Saddle

Weapons

  • 1 Masterwork Rapier
  • 1 Masterwork Short Bow
  • 60 Arrows
  • 1 Masterwork Long Bow
  • 1 Good Survival Knife
  • 6 Bloodlust Arrows: Vivian finds that her quiver now carries a half dozen jet black arrows that have jagged points made from some kind of volcanic glass. These arrows are single use only and their heads will shatter on impact inside of Vivian’s intended target. These arrows can cause severe damage to internal organs, and are seemingly constructed to cause internal bleeding and damage to any organs they impact.
  • 1 Silverwind: Vivian's Silverwind is a spring-loaded-dagger that she wears under her sleeve. The gem that is associated with Silverwind weapons pressed against Vivian's wrist and actually serves as the trigger mechanism for the weapon.
  • 1 Guardian Shield: An old shield once forged by Ethelm and gifted to Ilaren that she may bestow it to Lightning Knights who show uncommon bravery, the Guardian Shield is a finely crafted wood and metal shield that bears a minor, but effective enchantment. Whoever carries the Guardian Shield is a ward against harm, and those that the bearer considers foes will be more drawn to attack the bearer of the Guardian Shield than any others on the battlefield, barring those using similar abilities. While this does make the bearer of the Guardian Shield a target on the battlefield, it also allows them to more easily defend their allies.

    A Masterwork Quality Tier 6 Shield.

Armor

  • 1 Pair of Leather Gauntlets
  • 1 Good Chainmail Shirt
  • 1 Pair of Good Chainmail Gauntlets
  • 1 Pair of Good Chainmail Grieves
  • 1 Good Chainmail Fauld
  • 1 Large Buckler with the Qe'Dreki Emblem
  • Masterwork Plate Armor
  • 1 Masterwork Plate Armor
  • 1 Masterwork Fault
  • 1 Masterwork Helmet
  • 1 Pair of masterwork plate grieves
  • 1 Pair of masterwork plate gauntlets
  • 1 Pair of masterwork plate pauldrons
  • 1 Masterwork large heater shield
  • 1 Set of padded clothing: Vivian's non-armor field work outfit is a set of simple muddy brown peasants clothes that are designed to look somewhat tattered and worn.
  • 1 Azureblade Armor: Made out of leather and is designed to be easily donned or removed, as well as being relatively easy to transport. This is due to her Azureblade Armor being designed to assist in her undercover work as an inquisitor, rather than aid her in open combat.

Misc

  • 1 Old Rusty Key
  • 1 Dagger with Ruby Hilt
  • 1 Royal Crown (unsaleable) - As a wedding gift from Veljorn, Zvezdana received a silver crown laced with fine jewels. Although the jewels are mostly blue, to represent the house she married into, there are a few pink tinted jewels to symbolize how Venora. Following Zvezdana's death, this item passed to Vivian Shiryu, her last royal retainer. This item is worth several onyx nel, however, Vivian has no intention of ever selling it.
  • 1 small coin with a carved E on it - Obtained from Endgame

Items

  • Ilaren's Cup: It could barely be described as more than a block with a hole in the top, and multiple markings from where someone had obviously been trying to hack away at it. It would even seem out off place in the room of a slave, and barely fit for purpose. Even in the waking, this is no ordinary vessel. Whenever Vivian drinks from it, it makes the contents more to her taste. Not overly so, but noticeably. It works well with any drink she doesn't like or which has turned sour. This only works for Vivian, only on non-al, non-alchemical drinks. When one other than Vivian drinks from this cup, the contents change. If the drinker has ever made claim to or owned a human being as slave or otherwise (If they considered themselves the ‘owner’) the contents will be as the most bitter of brews. Should they have ever freed someone from ‘ownership’ in their past, it will be a delightfully sweet drink. Each act overshadows the other. Should a slave owner have freed their own slaves and taken no other, it would taste sweet whereas if a freer of slaves recently took one of their own, it would be bitter. If a person has done neither, the contents are the same as the contents that were poured in to begin with. - Obtained from Endgame
  • Delroth's Charms: The charm on the necklace provide Vivian with a one-time boost to either endurance or detection. When used, if her skill is novice, it moves to competent, competent to expert etc. It will last for one break.It will last for one break and then her skill returns to normal. - Pbtained from Endgame
  • Luminescent Tear: Your luminescent tear reverberates with the echoes of the Leviathan. It allows you to breathe underwater for one break, once a trial. - Obtained from Endgame
  • Edasha's Gift ~ shard of glass, sharp around the edges, spanning around 10 inches long and no more than three inches at its widest point.: This too maintains a taste of Edasha's touch upon it in the waking world. Once only, Vivian is granted the ability to see through the eyes of another person. This ability can be activated if she has secured uninterrupted eye contact with the individual for at least five trills, and is holding the Edasha-granted item - the ability may be used any time within that same trial. Using this ability incapacitates Vivian as she moves into a trance-like state where she is unable to see her surroundings - only what her target is seeing. This makes using the ability when in the presence of others somewhat risky. The target does not lose their own sight when the ability is activated. This lasts for one break and my be used once only before the item loses power. - Obtained from Endgame
  • Dusk Cloak: When Vivian returns to home that night she finds a new cloak neatly folded on her bed amid her belongings. It is made of a silken material and it is pitch black in hue. The cloak seems to cause any wearing it to somewhat naturally fade into the shadows so long as they stand still. This does not merit invisibility but makes the wearer harder to spot in a dark environment.
  • Sliver of the Heart: Esher, previously known as the Heartmourn gifts you with a small piece of his old amber heart. This sliver of fossilized sap glows a faint green hue and seems to pulsate softly when held in your hand. It brings you comfort and reminds you of that man that you helped save.
  • Knightly Thanks: A golden ring bearing emblem of Rharne. (A fist clutching lightning bolts). This ring can be used three times a Cycle to gain favors from the Lightning Knights or the Thunder Priestesses. This can mean having them do something such as forgive a crime or investigate an issue of importance to you. You now have some sway with the government of Rharne. You must only show this ring to an official of either faction and they will know what it means. These request or favors must be reasonable, so use common sense. Repeated over-use of this reward will merit consequences.
  • Hone Grimoire: Vivian's Hone Grimoire is a simple book bound in black leather.
  • All seeing spectacles: These spectacles grant 20/20 vision in all light levels, even pitch dark.
  • Prison Well: A combination Divine/Spirit Well, currently being used to imprison Toad Hopper, the Diri of Divinity.
  • Lightning Coin: As thanks for hearing the call and answering it, upon return to Rharne, Vivian is handed an item passed down from the Lightning Cathedral as thanks for her valour - a seemingly normal coin, but with the insignia of Ilaren, three lightning bolts clutched in a fist, printed upon one side. At her time of greatest need, clutching the coin in her fist and offering a prayer to Ilaren has a chance to draw her to answer her call, and perform an act to rescue her from danger. This will only work if Ilaren is not otherwise indisposed at that moment - and Ilaren will only answer this call once, upon which time it becomes an ordinary, if pretty, coin.
  • Gate-Ring: These Gate-rings also work similar to Rupturing, allowing any individual holding them to 'blink' to a destination within 5m that they can see in exchange for one charge of the ring. The ring holds three charges, replenishing one charge every minute. The ring can also blinks all inorganic material that the individual is holding (allowing the person to blink carrying items only as large and as heavy as they can carry).
  • Jorick's Locket: Sometime after the ball, a package arrives for Vivian. In it, is a precious golden locket, which contains on its insides a mirror. In the mirror, she is able to see the image of Zvezdana Venora. This locket, when worn, turns any weapon that Vivian wields into a mirrored weapon when wielded against any Sessfiend.
  • Commander's Ring: A simple ring made out of onyx, made for Imperial officers that don't have Raskalarn's Blessing. The Ring carries the Adored Krorros power Commander's Boon, allowing the commander to have their voice heard by all of their soldiers, no matter how loud or how quiet their speaking, so long as their actively serving under her command under a battle. This ring carries an additional enchantment, allowing the commander to be able to tell the general condition and morale of the soldiers under their command, though with the same restrictions about it only working during a battle.

Shiryu

Steel Blood
Vivian is now Steel-blooded, there is metal in her veins. This is a quality only for her and those who share her bloodline, detailed below. As she progresses in this plot, abilities related to this power can be gained with Storyteller approval.

Kinship: By sharing blood willingly with another mortal, (Both parties must agree and be aware that it will induct them into your ‘house’) they will gain the same blooded trait as Vivian and be ‘family’. Each new family member Vivian introduces (Must be either a PC or specialized NPC) will introduce a new shared ability for her ‘House’ and strengthen the sword Shiryu. Kinship can only be achieved when a significant enemy or obstacle for the Shiryu House is overcome (up to storyteller and player discretion). When five have been inducted into the House, Vivian and her family will need to return to Gilgarod to reforge the Shiryu Sword.

Passive ability for Steel-Blood: Vivian has an innate sense for the emotional weight of a weapon. When touching another weapon, she may ‘intuit’ how it has been used. She will ‘sense’ if it has been used to brutalize for greed’s sake, or used to protect, if it is lovingly sharpened and cared for or simply used without concern.

Sterilization: As Steelblood itself can only be passed on via the Kinship power, Steelblood has the side effect of rendering those who have it sterile. They can no longer have children via normal means.

Blood Steel: Being that Steelblood is literally liquid metal, it turns into a proper metal when it cools. Outside of retaining its blood-like properties, such as carrying oxygen and such, when in liquid form, Blood Steel is only remarkable for its color and for lacking any impurities. Outside of that, it functions like normal steel and can be forged as such.

Universal Transfusion: Being a form of liquid metal, Steelblood doesn't have a blood type, and can work as either universal donor or universal receiver. However, when donor, it loses any of it's unique properties and becomes regular blood of the type it was donated too. As a receiver, whatever blood is added to it becomes Steelblood.

Font of Ore: When Steelblood is added to a Brightgleam Oasis, as part of the Font of Life power from the Wardens of the Lake, the oasis will generate Blood Steel ore deposits in addition to the other natural effects it has on the environment. The Blood Steel ore is exactly the same type of ore that is generated when Steelblood cools.

House Call: House Call: Once a cycle the members of House Shiryu can call the other Steelblooded to their side. Each member of the house can use this power once a cycle, and the called can refuse to answer, though they'll need to provide an explanation at the next family reunion.

Shiryu: Shiryu is a sword that can only be properly used by Vivian or those of her bloodline. It is a perfectly balanced longsword in their hands, that weighs remarkably less than it should. In the hands of anyone else, it treats their skill with the blade as an entire tier lower when used. Shiryu cannot and will not cut anyone of her family line. The sword is remarkably durable, but if damaged it will ‘heal’ using the vitality of the weilder afterward, often mirroring its damage on their physical form to be healed before it is whole again. So long as even a single piece of it remains intact, it can heal to its original form.

Currently it is enchanted with Warrick blood. Against those who have Warrick blood, this blade will always hold a dangerously sharp edge and more easily cut through mundane armor. The wounds inflicted by this blade on a Warrick take twice as long to heal and almost always will become infected. With each new Shiryu added to the line, a sacrifice of blood must be made to the sword. The sword, in turn, will ‘hate’ any who carry that blood within their veins. Should someone with that blood be in close proximity, the current wielder of this sword will feel immense rage and hatred coursing through them. Expert or higher discipline can withhold an outburst, but it will become harder the more of that bloodline there are in close proximity.

Should Shiryu be stolen, it will communicate its location and current wielder in dreams to the most recent ‘accepted’ wielder.

Faith's Will

Air Armor Necklace: A necklace which can, once a trial, create an "air armour" around Faith. I see it as kind of like being "compressed air" and provides whole body armour. It lasts for half a break and is equivalent to wearing plate mail but has no weight etc. The note attached to it says: "Dear Vivian. As once you protected me, I hope this protects you. My thanks for your protection and your friendship."
Shadow-Stained Sword: hadow-stained steel longsword of very high quality, marked with the insignia of the Eternal Empire military at the base of the blade and soaked in the taint of the shadow creatures from Vhalar 716. Due to its connection with Aelig's magic, it resonates in the presence of the Immortal, or any magic used by the Immortal or his followers. However, the more one uses the sword, the more vivid hallucinations and illusions they experience, usually relating to the way they used the sword. The note attached to it reads. "Dear Vivian. Please put this somewhere safe, where it can do no more damage.
Last edited by Vivian Shiryu on Wed Jun 20, 2018 10:04 pm, edited 4 times in total. word count: 2782
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Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House
Wealth Points - Wealth Tier: 8
ItemChangeTotal Wealth Points
Approval +73 73 WPs
Wealth Thread Claim +12 85 WPs
Wealth Thread Claim +13 98 WPs
Wealth Thread Claim +14 112 WPs
Wealth Thread Claim +18 130 WPs
Wealth Thread Claim +19 149 WPs
Wealth Thread Claim +17 166 WPs
Money Ledger OLD
[/tr ]
ItemDebitCredit
+25 GN Starting Package 25 GN
-5 GN Rumor 20 GN
-0 GN Rebirth Cycle Expenses 20 GN
+40 GN Thread Awards 60 GN
+73 GN Thread Awards 133
+604 GN, 2 SN, 4 CN Ymiden Wages 637 GN, 2 SN, 4 CN
-300 GN Loan Repayment 337 GN, 2 SN, 4 CN
-80 GN Given to Zvezdana Venora 277, 2 SN, 4 CN
+286 GN, 5 SN, 3 CN Received from Zvezdana Venora 563 GN, 7 SN, 7 CN
-120 GN Masterwork Longbow 453, 7 SN, 7 CN
+364 GN Saun Wages 817 GN, 7 SN, 7 CN
+1399 GN, 5 SN, 3 CN Holding Zvezdana Separate Account
+1269 GN, 36 SN Vhalar Wages 1286 GN, 43 SN, 7 CN
-72 GN, 4 SN House and Inn payments 1214 GN, 39 SN, 7 CN
-1399 GN, 5 SN, 3 CN Returned Zvezdana Separate Account
+1241 GN, 1 SN, 9 CN Zvezdana's Will 2485 GN, 40 SN, 16 CN
-500 GN Endgame Stakes 1985 GN, 40 SN, 16 CN
+10 GN Endgame Reward 1995 GN, 40 SN, 16 CN
+300 GN Small Renown Reward 2295 GN, 40 SN, 16 CN
-58 GN, 99 SN, 6 CN Clothes Shopping 2236 GN, 41 SN, 10 CN
-1360 GN Armor Shopping 876 GN, 41 SN, 10 CN
+300 GN Lights on the Water reward 1176 GN, 41 SN, 10 CN
Total Currency: 0 ON, 1176 GN, 41 SN, 10 CN
Last edited by Vivian Shiryu on Wed Jun 20, 2018 9:56 pm, edited 3 times in total. word count: 298
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Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House
Experience & Renown Ledger
[217[/td]
Link or SkillXP AdjustmentTotal Renown Rewarded Total
An Eventful VisitNA GF'd--GF'd45
Writing: 1----45
Agriculture: 1----45
Mount: 3----45
Ranged Combat (Short Bow): 2----45
Appraisal: 1----45
Melee Combat (Rapier): 2----45
Shield Combat: 2----45
Unarmed Combat: 1----45
Socialization: 1----45
Investigation: 2----45
Endurance: 2----45
FIrst MeetingNA GF'd--GF'd45
Observation: 4----45
Socialisation: 3----45
Etiquette: 1----45
Melee Combat: 2----45
Shield Combat: 3----45
Rivalry and RevelationsNA GF'd--GF'd45
Observation: 2----45
Socialisation: 3----45
Rhetoric: 1----45
Investigation: 1----45
Mount: 1----45
Stitches and SwordsNA GF'd--GF'd45
Teaching +4 ----45
Ranged (Short Bow) +1----45
Mount +2----45
Intimidation +1----45
Persuasion +1----45
Leadership +2----45
Sword Play1515146
Shield1500--46
Behind their Backs1212248
Animal Training 12----48
Cheers!1515149
Animal Training13--249
No Tomb So Proud2022453
Treasure Hunt1436255
Patrol1046358
Mount1531--58
Leadership238--58
Teaching800--58
Release the Beast1515260
Teaching312--60
Endurance1300--60
Lost Girl1515--60
Endurance114--60
Intimidation40--60
Unexpected Alliance1010--60
Mountain Men1525969
Teaching1015--69
Intimidation1500--69
Wyrd vs Bird99--69
Blades81--69
Revelation1516170
Unarmed Combat1600--70
Drink With Me1515575
Light & Lightning20352095
Endgame205520115
+2 Bonus XP to Investigation (from Endgame)--55--115
Happy Birthday To Us15705120
+5 Renown From Book Of Life (from Endgame)--705125
House Rental 1585--125
Reunion15100--125
Gearing Up and Training10110--125
Blades-3872--125
Endurance-5027--125
Unarmed Combat-819--125
Acrobatics-190--125
Lights on the Water+2020+20145
Far From Home+1535+35180
Honor The Andaris+1146+5185
Dark Days+1561+2187
Stranger in a Strange Land+15760187
Silence and Shadows+159115202
Last Time We Met+151060202
When Lightning Cracks The Sky+2012615217
Honing In+10 (HM)126+10(HM)0
Getting A Grimoire+10 (HM)126+20(HM)0217
Hone-20(HM)1260217
Lightning and Shadows+15141+10227
Make The Bed, Light The Lights+15156+5232
Honing Lightning+10 (HM)156+10(HM)+15247
We'll Fight, cuz we ain't on the same side+15171+10(HM)0247
Hone-10(HM)1710247
Blades-75960247
Investigation-20760247
Detection-19570247
Etiquette-21360247
Strength-25110247
A Lantern In The Balance152620267
Here We Go Again30(HN)26+30(HN)30297
When I'm All Alone1541+30(HN)0297
The Inquisitor and the Doctor1556+30(HN)0297
Decompression1571+30(HN)0297
Tactics-2546+30(HN)0297
Hone-30(HN)460297
Runelight10(HN)46+10(HN)5302
Breacher Beast1561+10(HN)15317
Healing Waters10(HN)61+20(HN)5322
Poor Kitty1071+20(HN)5327
Rummaging around, down below1586+20(HN)15332
The Siege of Zuudaria20106+20(HN)25357
Mount-2482+20(HN)0357
Hone-20(HN)910357
Leadership-50410357
Blades-4010357
Nickels and Rhymes...15160357
Answers, Burned Away203620377
Well, that's not good155110387
Rise of Rhaum; Fall of Rharne207125392
The Mummer's Ball3010130422
Strength-50510422
Shield Use-5010422
Skill Scale Down+120422
Startup Change+32340422
Discipline-3400422
The Infirmary+15155427
Vivian vs Dirt Pie+153010437
Recruiting The Institute+10405443
Who Thought This Creature Up+155520463
Last edited by Vivian Shiryu on Wed Jun 20, 2018 9:57 pm, edited 1 time in total. word count: 510
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Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House
word count: 259
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Vivian Shiryu
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Re: Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House
Lightning Knight Mission Points Ledger


1. Light and Lightning - 2 points - 2 points
2. Endgame - 3 points - 5 points
3. Lights on the Water - 7 points - 12 points
4. Silence and Shadows - 2 points - 14 points
5. When Lightning Cracks The Sky - 10 points - 24 points
6. Make the bed, Light the light - 2 points - 26 points
7. Maybe I just wanna fly, wanna live, don't wanna die - 3 points - 29 points
8. The Doctor and the Inquisitor - 2 points - 31 points
9. We'll fight, cos we ain't on the same side - 9 points - 40 points
10. Decompression - 3 points - 43 points
11. Here We Go Again - 11 points - 54 points
12. When I'm All Alone - 3 points - 57 points
13. A Lantern In the Balance - 3 points - 60 points
14. The Siege of Zuudaria - 11 points - 71 points
15. Breacher Beast - 10 points - 81 points
16. Healing Waters - 1 point - 82 points
17. Poor Kitty - 2 points - 84 points
18. Rummaging Around, Down Below - 11 points - 95 points
19. Answers, Burned Away - 13 points - 108 points

Total - 108 points
word count: 191
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Vivian Shiryu
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Posts: 635
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Re: Vivian Regina Warrick

Vivian Regina Shiryu

First Of Her House
Warden Points Ledger


1. Here We Go Again - 6 points - 6 points
2. The Inquisitor and the Doctor - 4 points - 10 points
3. Make the bed, Light the lights - 6 points - 16 points
4. A Lantern in the Balance - 6 points - 22 points
5. Maybe I just wanna fly, wanna live, don't wanna die - 8 points - 30 points
6. We'll fight, cos we ain't on the same side - 6 points - 36 points
7. Decompression - 6 points - 42 points
8. When I'm All Alone - 6 points - 48 points
9. Siege of Zudaria - 10 points - 58 points
10. Breacher Beast - 12 points - 70 points
11. Healing Waters - 2 points - 72 points
12. Poor Kitty - 2 points - 74 points
13. Rummaging Around, Down Below - 12 points - 86 points
14. Answers, Burned Away - 12 points - 98 points
15. Well, that's a conundrum - 4 points - 102 points

Total - 104 points
word count: 157
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