• Location • Winston

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Winston
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Re: Winston

Inheritances
This section of my CS attempts to record inheritances Winston has received in his time and tries to include them more or less verbatim 'for the record' with perhaps a few links to relevant things where necessary.

Faith's Will

PSF Record/Approval

Winston
Note Dear Winston, I know that I am asking a lot of you. I have no doubt that you can do it.
Noted! Winston will cry.

She leaves Isonomia in the hands of Winston. This includes the overseeing of Beacon (nominal, these days), Cally's Restaurant (which I suspect may need to become a PC business again. Happy to help there as needed), Luna's Dream (ditty, PC business, mebbe?), the Soup Kitchen(s) (same... it's quite an Empire, you know!) etc.
Noted, a new Isonomia writup and conversion to a CS Faction with businesses to follow.

100 WP to Winston (this covers 50 WP she gave Winston in a thread dated after this, and another 50)
The first 50 WP are already in my UCP WP Ledger, the second 50 is still owing.

100 WP to Isonomia
Noted! This is still owing and will be claimed by PSF during conversion of Isonomia when it is converted into the new CS faction format.

NPC Alex will offer his services to Isonomia / Winston
NPC Jai'den goes to Isonomia / Winston
Noted! I will claim both of these NPC as Faction NPCs during the PSF dealing with Isonomia on approval of the Will.

Winston Tier 4: A large cooking pot which appears to provide almost endless sustenance. In fact, if Faith makes a soup or stew in that pot, once per trial it replenishes itself up to 20 x the amount she made. She must make one pot full first, it is only ever a replication of what was originally made. The pot would normally have enough soup in it to feed 30, so with this, it will take the ingredients etc for feeding 30 and will feed 600.
Noted, claimed and details in my CS here

Winston A Quacian Work-Horn: This Horn will ensure that workers do their job with maximum efficiency. The duration of a project undertaken or product produced by the PC or their direct underlings will be twice as efficient. This means they will either accomplish their tasks at half the cost of time or of WP, not both. This Work Horn can only be used on a singular project or product per Cycle.
Noted, claimed and details in my CS here

Bloodcap, Radiant Bloom, Etherbane,Firebloom, Exodial Lotus, Star Lillies , also Bubblebloom, Rancouthsrane, Yorksha's Spine, Vlahardrum, Bloom of Axies - samples of these, ready to grow, to Isonomia, to the Order and to Kura (please note that Faith also has all the plants from the Ice Caves of IShallr Expedition identified (as such in this thread ) and they'll have samples of those too.
Noted, claimed and details in my CS here

Winston, Genna and Kura
Faith has rather a lot of wells . They are left to Isonomia and the Order of the Adunih with the clear instruction that use of them must be agreed between both heads of organisation (Winston and Genna) and Kura. It must be a majority (2 out of 3).
Noted! I will deal with how this will be managed during the PSF dealing with Isonomia on approval of the Will. Their use will be co-ordinated on all occasions with the other PCs listed.
Gennadiya and Winston *Together*
Gennadiya & Winston (The Order and Isonomia) PB's Palace: A simple piece of chalk. Twice a day Faith can use this chalk to draw a door. When she does, it becomes a door to a "room of requirement" (which PB insists is his palace) of varying size, depending on what it contains.

In there, neatly organised and clearly labelled, is whatever Faith needs for her current project. She can identify one project per season and this item will allow her to resource it. The room itself won't provide raw materials such as building supplies, but it will provide sheets and blankets. Strangely, though, it won't provide prepared food, but will provide the ingredients needed to make that food. Medical supplies, clothing, etc, all of these will be provided. Specialist medical equipment or scientific supplies, however, will not. The note attached to it reads. "My friends. You can do this - and I hope this helps."
Noted! I will deal with how this will be managed during the PSF dealing with Isonomia on approval of the Will. Their use will be co-ordinated on all occasions with the other PCs listed.

Also - in the War of Death & Souls Faith got access to pretty much all known poisons, medical herbs, plants, etc. Also metals and wood - I was told I could choose 5 very rare metails and woods, but I only got around to four metals and no wood so that's what there is. SMALL amount of Grave Gold, Faldrinium, Tienite and Ghost Metal. I don't know how much a small amount is, what I remember being told by Aegis was "an ingot or two of each." Faith also has 1 ingot of Star Metal that she bought to make Padraig's wedding ring. There's a wedding rings worth taken from it. But you guys can have the rest.
Noted! I will deal with how this will be managed during the PSF dealing with Isonomia on approval of the Will. Some of these metals have already been deatils by Faith as to be left in the lab she has left Winston here.
All template credit, love and admiration goes to Pyrre Ej'qy
word count: 947

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
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Winston
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Re: Winston

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Felicity (as a slave in life, she was never issued a surname)


Race: Biqaj (Ghost - Tier 3 Wisp)
Date of Birth: 102nd of Zi'da, Arc 630
Age at Death: 13 Arcs
Anchor(s): Winston & Isonomia HQ in Rharne
Languages:
  • Rakahi (Fluent) - Her native tongue (Free)
  • Common (Fluent) - From Linguistics (Free)
  • Common Sign (Conversational) - From Linguistics (Free)
  • Yari (Fluent) - From Linguistics (Free)
  • Draketh (Broken) - From SP (10 SP)
  • Tree Talk (Conversation) - From SP (13 SP)
  • Euthic Sign (Fluent) - From PS (13 SP)
  • Gernevoir (Fluent) - From SP (14 SP)
  • Dehasin (Conversational) - From SP (13 SP)
  • Scalveen (Fluent) - From SP (9 SP)
  • Nysin (Fluent) - From SP (9 SP)
  • Xanthea (Fluent) - From SP (9 SP)

Born into slavery, she lived a short, hard life as a Translator and a spy for a wealthy merchant of cloth and secrets. Sent out into the city streets, ballrooms and kitchens under the guise of being a dumb servant, her owner noticed (and nurtured ruthlessly) the great advantage of her talent with languages and monopolised on the loose nature of his patron's tongues as she passed by as an inconsequential slave.

During her final trials, she was gifted to a foreign dignitary that travelled far and wide, offering her the opportunity to see many distant lands, hone her skill with foreign languages and to gather a great many secrets.

All this came to a watery end when the ship upon which they sailed was struck be a storm, claiming every life aboard, offering every man, woman and child a deep watery grave.

Appearance

In life she had the shifting eyes common to her race, tanned skin, brown flowing hair and was/is 4 foot 1 inches tall. At the moment she died, as the terror turned to futile desperation, the orange hue of panic in her eyes was forever locked into place.

Her attire at her passing and so now forever in death, is that of a plainly, yet not inexpensively clothed young woman, dressed for travel upon the seas and acceptable presentation as property of a wealthy dignitary of Idalos.

Skills

Skill Type Level Points
Investigation Standard Skill Novice 15 15
Stealth Standard Skill Expert 51 66
Detection Standard Skill Competent 26 92
Etiquette Standard Skill Expert 51 143
Linguistics Standard Skill Master 76 (+90 SP for additional Language purchases) 309
Discipline Standard Skill Competent 26 335
Socialisation Standard Skill Competent 29 364
Deception Standard Skill Expert 51 415
Syphon Ghost Skill Novice 10 425
Posassion Ghost Skill Expert 51 476

Cause of Death

She drowned when her ship sank in a storm off the shores of Scalvaris while on the way to her new home with the Lord to whom she had been gifted as a spy for her owner.

Relationship to PC

She met Winston in this thread when he called upon the Wisps within Faith's ghost network to help with the Fire in Rharne.

Abilities

Death Remnant: Bubbles
While she might hate doing it, she is able to produce bubbles that float up from her mouth as if she were underwater. The travel up a few feet before fading into nothing.

As a Wisp, Felicity has all of the abilities listed here, including:
  • Dawn’s Deception Form (Daytime Form)
    • Corpse Finding
    • Carcass Cloak
    • Dusting
  • Umbral Haunt Form (Nighttime Form)
    • Soul Tracking
    • Grave Travel
    • Palisade

Progression Log

This is a list of threads that have affected the development or progress of this NPC:
word count: 572

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
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Winston
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Re: Winston

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This groups of Wisps are all trained in the arts of espionage. Winston met them during the burning of Rharne when he reached out to Faith's Wisp network via Shinwa for assistance. After convincing them that he was worth dealing with, a small group of them decided that the new leader of Isonomia was worth dealing with and as such now haunt him and occasionally entertain his requests for information in exchange for favours.

NPC Group Skill Profile 1 (7 NPCs)

  • Mundane Skills:
    • Intelligence (Competent): 40
    • Investigation (Competent): 30
    • Detection (Competent): 30
    • Appraisal (Novice): 10
  • Ghost Skills:
    • Materialization (Novice): 20
    • Syphon (Novice): 4
    • Possession (Competent): 26

NPC Group Skill Profile 2 (8 NPCs)

  • Mundane Skills:
    • Stealth (Competent): 30
    • Investigation (Competent): 40
    • Detection (Competent): 30
    • Tactics (Novice): 10
  • Ghost Skills:
    • Materialization (Competent): 26
    • Syphon (Novice): 24
Approved here Gained here
word count: 140

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
User avatar
Winston
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Re: Winston

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Despite his diminutive size, Winston is a tough little ferret and here are the passive affects that contribute to this (Note, that I'm not suggesting that all of these stack, but that he has them all and so any one might help in a situation where he's getting bashed).

Reforged

Forged Ability - Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.

Turtle's Skin (Minor)

Turtle's Skin (Minor) - A passive ability that aids in the Blessed's ability to endure attacks, this ability makes the skin of the Blessed immune to commonplace injuries like moderate bites and scratches. Weapons and severe bites will still harm the Blessed, however, so they cannot go blithely into a fight without a care in the world.

Turtle's Skin (Moderate)

Turtle's Skin (Moderate) - As the Blessed grows in Saoire's Blessing, they take on more of their patrons inherent resistance to attacks. At this level, the Blessed's skin becomes immune to physical attacks from all but the most well forged of weapons or the most powerful of beasts. In addition, they are now immune to weaker supernatural attacks, such as most Favored Blessing powers or magic spells.
word count: 249

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
User avatar
Winston
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Posts: 1184
Joined: Sun Apr 17, 2022 8:40 pm
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Profession: Groundskeeper
Renown: 841
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Wealth Tier: Tier 7

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NPC: Angela

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Angela Hoskins

Race: Human
Birth Trial: 50th of Vhalar, 710
Gender: Female
Languages:
  • Scalveen (Fluent) - Her native tongue
  • Common (Conversational)

Skills:
  • Cooking (Master) - 76 XP
  • Acting (Expert) - 51 XP
  • Endurance (Expert) - 51 XP
  • Athletics (Expert) - 51 XP
  • Detection (Expert) - 51 XP
  • Caregiving (Competent) - 26 XP
  • Larceny (Competent) - 26 XP
  • Leadership (Competent) - 26 XP
  • Deception (Competent) - 26 XP
  • Alchemy (Competent) - 26 XP

Appearance: A cursory inspection would give the clear impression of a smartly (if inexpensively) dressed little girl with an endearing smile, blond hair and green eyes. A closer inspection (something she would do her best to avoid being performed) or a dicerning eye, might notice that her cloths were heavily repaired and skin well weathered for someone so young.

Personality / Quirks: This street rat maintains a thinly painted, but well maintained facade of an accomplished young girl, talented in Cooking and Caring for those around her. Anyone that does not know otherwise, would be forgiven for assuming that she was on the fast-track to success, given her unusual culinary talent, once her parents have finished paying for what must be a very accomplished education and she moves on to bigger and better things.

The truth could not be further from this. As a child orphaned by the docks collapse in Scalvoris town, she lives hand to mouth these days, caring for a small group of fellow street rats and vagabonds. She aspires to do more with her life, but will not elevate herself without taking her friends along with her. Spending every waking hour either leading her little group of thieves, scrounging for food or stealing away time in a local kitchen's voluntary service in order to practice her passion (Cooking), she has lived a life much harder than any normal person should (let alone a child).

She has fond memories of her doting parents and is determined to get back to a place of honest graft, but to get there, she needs something to launch her into a place she can do this. Money? Renown? Support of ANY kind is all she needs... and the Scalvoris Chef competition is it. She and her friends have scrapped together everything they can, by thieving, scrounging, begging lying and cheating to get accepted into the competition, Angela is their only hope for salvation and the competition Angelas only hope for a future above the gutters of Almund.


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word count: 400

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
User avatar
Winston
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Renown: 841
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Wealth Tier: Tier 7

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Re: Winston

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Genny

Race: Diri
Concepts: Generosity

Appearance: The Diri manifests as an ethereal glow, with sparkles and gentle glowing lights. It has no mundane form, preferring to remain amorphous and intangible.

Personality: The Diri itself is incapable of speech, but instead shares its desires with its bonded through the sharing of emotions and conceptual desires. It is always clear when the Diri wants Winston to do something and, while heavily driven by its concepts, can understand and follow instruction if it so desires.

Limitations: Draw to Winston by his generous nature and behaviours, if he stops with his generous ways, behaves selfishly or otherwise persistently does things that are at odd to the spirit of generosity, it will not approve and may eventually dissipate and leave.

Powers:
  • Generous Purses - Based on Pocket Change - The bonded of this spirit of generosity will find that throughout the Cycle they spend trying to raise charitable funds, they will gain an extra 10 wealth points in value (strictly per Cycle). This is often found through unexpected gestures of generosity, windfalls in business transactions or just serendipity. These funds can be claimed once in a cycle in any Thread relating to charity, generocity or fund raising.

    Warning! If the funds gained in this way are spent for anything but the nature of generosity, then the spirit may take offence and decide to not only revoke the favour, but reduce the generosity around the bonded having the negative affect upon them (i.e. -10 WP to any awards made).
  • Fed Generously - Food given in generosity by the bonded has a little extra substance to it. As long as the food is being given without expectation of return (i.e. in genuine, selfless generosity that comes at some kind of cost to the bonded) it can be considered to be 20% more filing/nutriciouse.

    The food must have been prepared by the bonded, in the presence of the spirit. Pre-prepared food that is simply 'handed out' by the bonded does not count.
  • A little of yourself - With this power, the bonded is able, once a season, to donate one of their physical attributes to another living creature for a break. When they do this, the recipient gains the full benefit of having the physical attribute given to them at the level it was gifted as if recently renewed/rested. When gifting an attribute, the bonded loses said attribute for a trial, suffering the consequences of having none of the gifted attribute for the entire duration.

    The gifting can only be made of one of the following skills, with listed consequences for each:
    • Athletics - The bonded can barely walk in a straight line or use any skills requiring physical coordination.
    • Endurance - The bonded becomes critically fatigued and may even simply fall unconscious.
    • Resistance - The bonded becomes critically susceptible to illnesses, drugs and other things that they would normally be capably resistant to.
    • Strength - The bonded becomes unable to so much as lift a china cup without considerable effort.


    OOC Notes:
    • This should not be played as if the bonded has simply become a Novice in Strength (for example), it is much more like they have no Strength, i.e. they are far worse off than simply being a Novice in Strength again.
    • The definition of a 'living creature' means a Playable PC Race or Creature but non-magical beings. I.e. you cannot use it on Induks, Immortals or Dragons, but could used on a dog, a Mortalborn or a Human.

word count: 585

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
User avatar
Winston
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Joined: Sun Apr 17, 2022 8:40 pm
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Profession: Groundskeeper
Renown: 841
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Winston's Inventions

Inventions

Scarbegone

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The Scarbegone is a smooth, metal, pebble-shaped device designed for removing scars from the bodies of patients. With the use of Competent Meditation, the wielder of this palm-sized device can restore the skin of a patient to its natural state, as if the scare had never existed.

During operation, it projects a holographic image into the air above the device that shows the scar tissue below its surface so that the user can visualise and better focus the intention of the Graft magic held within to heal the skin.
Quick Facts
Quality: Masterwork
Recharging: Requires no recharging (powered by wells)
Uses:1 use per bit.
Duration: Takes a bit of dedicated concentration (with Competent Meditation) to complete a single application/use of this item.
Powers:
  • Can remove scars:
    • Small/Inconsequential scares: Takes a bit / Single use.
    • Medium/Moderate scars: Takes several bits / Multiple uses.
    • Large/Severe scars: Can take breaks / Dozens of uses (depending on the size of the area affected, etc.).
  • Shimmers and gives off glittery sparkles as it works.
  • Requires:
    • Meditation (Competent) to operate it.
    Requirements to make this item:
    • A Class 2 Ruby of Love (Harthyte)
    • A Class 1 Miragestone (Ezymite)
    • Grave Gold for the device itself.
    • At least Master Ensorcelling.
    • At least Master Smithing.
    • At least Master Alchemy.
    • Domain Magic casting of a spell to remove scars.
    • A Peganot
Approved here. Created TBC....

Bellflower Rain Hat

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Winston's Works ~ Bellflower Rain Hat


This hat, made from a Bell of the Bellflower Tree, fits Winston and anyone of his diminutive stature perfectly! Turned up, placed upon one's head and tied with the chin strap made of the pollen stems, it shelters the wearer and their belongings from the rain. The movement of the water traveling down the slick hat and shooting off the curved ends of the flower result in a bubble-like affect as the water is pushed away from them in a sphere that protects their entire body.

This effect will ensure the wearer remains dry from head to toe, even in a gale.

Note that it does not protected them from the wind, or the effects thereof, only the water.
Quick Facts
Powers:
  • It does one thing and one thing only, but man does it do it well. It forms a 'bubble' around the wearer that repels falling water (this is not for going under water, that will not work. It effects falling water/rain only).
  • It has the durability and life-span of heavy leather.
  • Recharging: Every 1-2 Cycles - Constant/Heavy use (Several times a trial every other trial) - A single measure of relevant Tier 9 reagents applied every cycle.
    In accordance with the Alchemy write-up.

Requirements to make:
  • Alchemy (Master)
  • Ingredients:
    • A Bell from the Bellflower Tree.
    • Salt for preservative effects.
    • Oil for waterproofing effects.
    • Leather for durability effects.
    • Defiance Magic: Dancing - Water

Limitations:
  • It does not protected them from the wind, or the effects thereof, only the water.
  • As the flower was picked from the tree, it no longer rings.
Approved here and Created here.

Healing Beam

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This refined gem fires a focused beam of energy at a target that delivers the healing power of the Ruby of Love to a single target. The maximum range is 60 meter and it is capable of healing minor injuries, stabilizing casualties and aiding illnesses almost instantly, requiring only a few trills of focused fire to cauterise wounds that might otherwise lead to death.
Quick Facts
Powers:
  • Can target a single creature/person.
  • Range: 60 meters.
  • 4 shots per bit (over use can result in critical failure of the device)
  • Heals minor wounds, cauterizes injuries and alleviates symptoms of illnesses to prevent a person's condition to continue deteriorating.
Requirements for use:
  • When not crafted into an item:
    • Ensorcelling (Expert) or Meditation (Competent) to use under normal circumstances.
    • One of: Ensorcelling (Expert) or Meditation (Expert) to use under high stress circumstances, e.g. combat.
  • When crafted into an item (as this stabilizes the wells):
    • Ensorcelling (Novice) or Meditation (Novice) to use under normal circumstances.
    • One of: Ensorcelling (Competent) or Meditation (Competent) to use under high stress circumstances, e.g. combat.
  • Combat: Ranged - Your ability to hit your intended target is only ever as good as you ability with a ranged weapon.
Requirements to make this item:
  • A Class 2 Ruby of Love.
  • A Class 1 Glowstone (Lumite).
  • At least Expert Ensorcelling.
  • At least Expert in a Craft Skill of your choice if the resulting well is being crafted into an actual item.
Approved here. Created here.
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Emberteal blankets of protection

Emberteal blankets of protection

These blankets are large enough to surround a fully grown human and feel very much like steal to the touch, but are flexible and light as cloth, hanging like a normal blanket might. When they are met with an impact however, they turn hard as steal again, for the duration of the pressure they are placed under.

They also share the stealth ability of Winston's Armour, meaning that when triggered using the flavour of cake, the cloak will fade from its rainbow colour to that of its surroundings, offering anything covered by it a +1 Competence in Stealth.

These do not keep you warm in the cold, as they are as conductive as metal, because they are metal.
Current Supply: 2
Created here and approved here.

Emberteal blankets of containment

Emberteal blankets of containment

These blankets are large enough to surround a fully grown human and feel very much like steal to the touch, but are flexible and light as cloth, hanging like a normal blanket might until they come into contact with a specific chemical combinations of regents. When they do and for as long as they do come into contact with these regents, they drop their flexible nature and return to their sold, Embersteel rigidity.

These blankets can be used to wrap a person up and then restrain them by making them turn solid.

Also when they are met with an impact, they turn hard as steal, for the duration of the pressure they are placed under.

They also share the stealth ability of Winston's Armour, meaning that when triggered using the flavour of cake, the cloak will fade from its rainbow colour to that of its surroundings, offering anything covered by it a +1 Competence in Stealth.

These do not keep you warm in the cold, as they are as conductive as metal, because they are metal.
Current Supply: 2
Created and approved here.

Weak Seawater Hand-thrusters

Weak Seawater Hand-thrusters
A simple small Cadouri-sized pair of thrusters connected by a bar. It allows a small individual to propel themselves through the water and while being held, allows the wielder to breath under sea water. It will also never rust as a result of exposure to water. If used by your average Human-sized person, it could be held in a single hand, with the thrusters poking out of either side of the fist. It would only provide some very gradual thrust for someone that size, but would allow full use of the ability to breath under sea water.

Created here.

Swim Armour

Quarter-plate Light Masterwork Swim Armour
This armour is rust resistant, has the weight and buoyancy of leather, is always warm, offers the wearer +1 Stealth Competence and the ability to breath under sea water.

The armour covers chest, arms, thighs, shins, hands (fingerless) and feet, with form fitting plates (yes, it currently has no helmet). The 'half-plate' description covers that joints have unprotected gaps at the moment, rather then being more restrictive full plate (I plan to add to this to bring it to Quarter-plate eventually, but starting with this given time invested thus far).

Mounted in the right gauntlet is a
Healing Beam
, which can be fired at a target using the wearer's Range Combat skill.

In addition to its above properties, it allows the wearer to breath when submerged in Seawater as per the Saltenrock Well's Innate ability and also has thrusters that propel the wearer through the water at a quick walk, placed on hands, feet and thighs (6 class 1 wells in total, in 6 technically seperate Class 1 Welled thrusters).

The suite requires Competent Meditation for basic use and Expert+ to operate it while also doing anything even remotely requiring focus or complexity. It also requires skill in swimming in order to perform any complex maneuvers under water.
Links
This tracker covers the approval and a lot of the things contributing to the origins of this suit.
Original Armour created here.
Healing Beam added here.

Rainbow Armour

Rainbow Armour

Every single inch of this rather colourful suit of armor it rainbow coloured. The Masterwork platemail is as strong as Embersteal and has the ability to blend into its surroundings when touched by cake. This effect would give the wearer of a full plate mail a +1 to their Stealth Competence while stationary, but when moving, the sound it gives off dispels this affect leaving them at whatever their base Competence in Steal might be.
Development Threads

Inspectors

Steampunk Style Goggle Prototype

This monocular goggle, affixed with a strap over one eye offer little more than protection from the wind, but do come with a mounting point for lenses that might be peered through (no actual lenses yet).

[Sweetsong] Spyglass

Spring-loaded dispenser

Spring-loaded dispenser

A belt-mounted, spring-loaded tube that can contain up to 6 small balls. Designed to hold anything like a tiny marble, a single ball can be dispensed into one's palm at a time simply use one's thumb.
Supply
+1 Human-scaled Masterwork Dispenser, gained here.
Invented and approved here

Holo-com

Image
Image
Winston's Works ~ Holo-com


The Holo-com allows visual and audible communication with another device/person over any distance.

It comes in two variations, one with a single Chii Well and one with multiple (up to 10) Chii Wells. The single version can only communicate with a single other device and anyone it is actively connected to, but the device with multiple Wells can communicate with any of the devices that are currently active at any one time.

The buttons on the device can each contain their own half of a refined Chii Well and when pressed, will begin transmitting to the other 'half' of the Chii Well. Designed to allow the Wells to be replaced, it's possible to communicate with a range of individuals or replace broken/lost Wells as needed.

Made of an alchemical combination of alloys and oils, the device is resilient and will not rust, even if submersed entirely in water.
Quick Facts

Abilities:
  • Allows communication over any distance with anyone with a paired device.
  • Projects the image and voice of the holder of the device only (does not transmit the sound AROUND the wielder).
  • Requires direct contact to transmit.
  • If connected to multiple other devices at once, all images and voices are projected at once to all connected devices.
  • The use of the Blue-sand Alloy offers a perfectly crisp reproduction of the sender.

Blood Ingot

Winston's Works ~ Blood Ingot

Embossed with the logo reading "Winston's Works", this ingot is round with a wide flat bottom to allow it to stand without rolling away and a recess in that top, somewhat like a bowl. In the center of the bowl is a capped, needle-like blade intended for cutting a person wishing to make a donation.

Once a donation of a mage's blood is made, the item stores the magic channeled into it, along with the blood, for many cycles. This ingot is then usable in the Alchemical process, in accordance with all the usual limitations in affect for the blood given (Domain School, Level, etc.), only it would be considered as fresh as the trial it was donated, until the trial it is actually used.

When used, the blood stored and in fact the entire item is rendered completely inert and the metal must be recharged through alchemy using additional salt or some other appropriate regent to ready it to re-fix another does of blood.

The item may only store one target power, from one source of blood, from one mage, from one domain, from one point in time and if any other blood touches the item, it would compromise the viability of the blood for any final alchemical process completely. This means that at the time the blood is given, the mage must channel the desired affect into the item when making the donation and thus only said affect could then be used later.
Quick Facts

Abilities:
  • When blood is given while channeling magic, said magic is stored into this ingot for later use in Alchemy.
  • When used in Alchemy, it replaced the need for the presence of the mage without penalty.
  • Only the magic spell/affect channeled into the ingot can be pulled out.
  • The magic stored in the ingot is preserved for many cycles.
Current Supply (4 empty / 3 used)
This is a quick table to outline how many fo these I have at the moment and what (if anything) they have been charged with.
[/color]

Tinker's Goggles

Image
Winston's Works ~ Tinker's Goggles


Steampunk-style goggles with a set of basic lenses offering 2, 5 and 10 times magnification for close inspection of things.
Quick Facts

Abilities:
  • 2, 5 and 10 times magnification for close inspection of things.

Holo-ghost

Winston's Works: Ghost-com

The Ghost-com is a combination of Ghost Metal and Miragestone Wells that allows a Ghost, present in the world, to transmit its image and voice for all to see. The Ghost must be present to touch the metal and while doing so, anyone can see there image and hear their voice with no special effort.

Limitations:
  • Requires the Ghost to actually touch the device.
  • The higher the Class of Miragestone used, the better and bigger the image that can be transmitted. A Class 2 Well is needed to project a strong, image of an average sized human.


Approved here.

Porteller

Image
Winston's Works ~ Portaller

Image
The portaller is a 6 foot by 3 foot ring of metal that stands upon a small step. When activated, the ring forms a portal within its interior that connects one device to another identical device.

The portal takes 3 bits (minutes) per 10 miles between the two devices (a full 30 minutes for the maximum distance of 100 miles) to activate and can remain active for up to 30 bits (minutes) before closing again. When used, it will transport anything that enters it from one device to the other in either direction, over a maximum distance of 100 miles. The device is equipped with a
Holo-com
that allows the user to see the other side of the device before activating it, to allow a user with Competent Meditation to activate it.

The activation process is very taxing and requires a considerable amount of power from the regents to work. As such, the device must be recharged using a Tier 9 (or higher) portalling regent.

The devices are permanently and irrevocably linked and may only connect to each other.
Quick Facts

Permissions:
  • Granted here: For the purpose of recharging this device, as long as the PC doing so achieves tier availability range (for this you'd need tier 7 + 2 [For being a master crafter] for example) of the reagents in question; You would only need to reference the acquisition in threads where the item itself is used and not incur an additional wp cost (because of wealth tier availability of reagents). If the PC doing the recharging is not within the tier availability range, they have to pay some WP for it to recharge (the price determined by the local moderator until such a time as the Shoppe Reagent section is complete, or the specific reagents are written up with wp costs in mind.)


Abilities:
  • Max Range: 100 miles (simply fails to activate when outside this range).
  • Activation Time: 3 minutes of meditation/focus with Competent Meditation per 10 miles between the two devices.
  • Recharging: Requires Alchemy (Competent) and a single portion/dose/purchase of Tier 9 regents for a full charge offing 3 activations. Recharging requires at least a break of effort to complete.
  • The devices can transport anything that can fit within the ring's diameter (3 foot by 6 foot).
  • If one devices is damaged, the identical damaged appears on the other device.
    [*[Must be recharged using at least a Tier 9 regent that provides some kind of portal properties, such as Shallifa.
  • A full charge offers 3 activations.

    Requirement to build
    • Minimum Skill Level:
      • Alchemy (Master)
      • Smithing (Master)
      • Engineering (Expert)
      • Rupturing (Master) - By donation or ability (I.e. the alchemyst does not need to have this themselves, but if they don't, then the mage donating the magic must)
    • Materials:
      • Shallifa - For the connection, portals stability and synchronization.
      • Metal Ingots of some kind - For the structure.
      • 1 x Class 2 Chi stone (minimum) - For the Holo-com.
      • 2 x Class 1 Mirage stone (minimum) - For the Holo-com.
    • Others:
      • A portal that can span such a large distance requires a long time to form and so during construction, this must be factored into the casting times.


    FAQ:
    • The portals behave as described within the Rupturing Domain magic Wiki under 'Portal', meaning all the standard rules concerning what happens to a person that gets stuck or caught in a failing portal apply.

Long Range Porteller

Image
Image
The portaller is a 6 foot by 3 foot ring of metal that stands upon a small step. When activated, the ring forms a portal within its interior that connects one device to another identical device over any distance within the same realm.

The portal takes 3 bits (minutes) to activate. When used, it will transport anything that enters it from one device to the other in either direction. The device is equipped with a
Holo-com
that allows the user to see the other side of the device before and during activation.

The portal itself appears as a swirling, shimmering, rainbow-coloured surface that can be pierced simply on contact when passing through it. The device is highly resilient, due to its alchemical reinforcement and can not only withstand considerable assault, both magical and physical, but can gradually repair itself from moderate damage.

The devices are permanently and irrevocably linked and may only connect to each other.
Quick Facts

Abilities:
  • Max Range: For as long as both sides of the device exis an can be activated, their rang is unlimited with the same realm (i.e. whether these devices can be used to access other domains is unknown and could result in disastrous consequences).
  • Activation Time: 3 minutes of meditation/focus with Expert Meditation or Ensorcelling.
  • Duration: Depending on whether a CLass 4 or 5 Well is used, the portal can be use on and off almost all day long, or up to almost permanently (for Class 5).
  • Capacity: The devices can transport anything that can fit within the ring's diameter (3 foot by 6 foot).
  • The devices have resistance to Competent Magic.
  • The devices can gradually repair themselves from moderate damage (this takes a full trial).


Requirement to build:
  • Minimum Skill Level:
    • Alchemy (Master)
    • Smithing (Master)
    • Ensorcelling (Master)
    • Rupturing (Master) - By donation or ability (I.e. the ensourceller does not need to have this themselves, but if they don't, then the mage donating the magic must)
  • Materials:
    • Shallifa - For the connection, portals stability and synchronization.
    • An Ingot of Euvomine from Saiore's Portal Domain + as many Teir 6+ ingots of some other Metal - For the structure
    • 1 x Class 4 or 5 Chii Stone Well - To power the Portal and ensure the 'connection'.
    • 2 x Class 1 Mirage stone (minimum) - For the Holo-com.
    • Peganots.
    • Emperor Bats.


    FAQ:
    • The portals behave as described within the Rupturing Domain magic Wiki under 'Portal', meaning all the standard rules concerning what happens to a person that gets stuck or caught in a failing portal apply.

Glitter Pellets

Image
Winston's Works ~ Glitter Pellets


Contact explosive glitter bombs that explode when hitting something, emitting a 2 foot square (ish) cloud of rainbow coloured glittery smoke.
Current Supply: 8
Approved here and Invented here. Explosive record here.

Rainbow Ninja Suit

Image
Winston's Works ~ Rainbow Ninja Suit


So this offers:
  • +1 to the Competence of the Stealth Skill when activated.
  • Dampens sound made by the wearer's movement (from Wraith grass).
  • Suppresses any odors given off by the wearer (from Veternum Plant) making then untrackable by scent by most common means.
  • Can turn all the colours of the rainbow when the cloaking is turned off.
  • A clip that can be toggled to activate the cloaking effect.
This is all within his Alchemy (Master) competence and all things he has done before in other
cloaks
,
chews
and
armors
.
Approved here and Invented here. Explosive record here.
word count: 3665

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
User avatar
Winston
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Posts: 1184
Joined: Sun Apr 17, 2022 8:40 pm
Race: Cadouri
Profession: Groundskeeper
Renown: 841
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Wealth Tier: Tier 7

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Reasons Winston is good a Teaching

Image
Winston has access to a range of things that allow him to teach a with a level of competence far above his mundane ability. See the list of powers and abilities he has access to and will use any time he's teaching skills that apply.

Mentors Boon

Mentors Boon - Saoire's Blessed are those who have served a term as a teacher at her school. As such, Saoire's Blessing reflects their skill as mentors to those around them. For any skill the Blessed has at least a Captsone in, those around the Blessed will find that they are better at those skills while in the presence of the Blessed, operating at one level above what it would normally be.

Mentor's Assistant

Mentor's Assistant - Even the best teachers will find themselves in need of an assistant from time to time, and there isn't always one available through normal means. This ability allows the Blessed to call on a Spirit of Mentorship that will be as skilled as the Blessed in the skills they are trying to teach, guaranteeing the Blessed will never be without help if they need it. This ability only works when the Blessed is genuinely trying to teach a skill to another person.

Mentor's Knowledge

Mentor's Knowledge - The greatest effect of mentorship is that the student learns quicker than they would on their own. This ability enhances this effect. For any skill that the Blessed has a Capstone in, when they teach that skill to another PC, the other PC's can claim an additional 5 knowledges in that skill. When the thread is reviewed, include the skill being taught and this ability in the review request.

Tireless Teacher

Tireless Teacher - Teaching can be a tiring thing to do, but those who have reached this level of Saoire's Blessing will find that this no longer applies to them. So long as the Blessed is giving a lesson, they will find that they do not tire, letting them give lessons that might last for long periods of time or that might otherwise strain the body without worry of fatigue. This only applies when the Blessed is engaged in an activity purely for the purposes of teaching.

Turtle's Classroom

Turtle's Classroom - A home is not the only thing the Blessed of Saoire can carry with them. This ability allows the Blessed to create a classroom, whether that be a single room building or a training area, so that they can teach any student they find, no matter where that student is. These classrooms are uniquely suited to whatever the Blessed is trying to teach and carries everything the Blessed will need for the lesson at hand. When the lesson is ended, however long that takes, the classroom vanishes. The classroom can also be destroyed by outside forces.

Remedial Lessons

Remedial Lessons - It is important for a teacher to know where a student is struggling, and Saoire's Blessed will find that this is something they no longer have any issues doing. This ability gives the Blessed an innate sense of where their students are struggling with the lesson, and how to help them overcome the block. This doesn't do everything for the Blessed though, as they still have to take the initiative to help the student, and the student has to accept the aid.
word count: 559

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
User avatar
Winston
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Peer Reviewer
Posts: 1184
Joined: Sun Apr 17, 2022 8:40 pm
Race: Cadouri
Profession: Groundskeeper
Renown: 841
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Wealth Tier: Tier 7

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Re: Winston

Image
Mrs Mistoffelees

Mrs Mistoffelees, with her plumage of bright rainbow coloured features, is a Mallard of epic proportions. Large enough for Winston to ride, this duck has chosen Winston for its companion.

They met beneath Saiore's Dream and for reasons unknown, the Duck is fond of Saiore and everything Saiore related. It could be that this is the reason she chose Winston, but with a brave and protective temperament she stands by the ferret's side through thick and thin.
Quick Facts

  • It's a Duck - Mallard.
  • The 'special' elements of this duck are its above average size (bigger than your average duck, but smaller than a swan) and colour (it has bright rainbow coloured plumage and lays colourful eggs).
  • Despite being colourful, its eggs are in all other ways the same as your average duck egg and will only ever hatch normal/average Mallards/Ducks.
  • As a legendary mount it has a high levels of animal intelligence and is of excellent condition and training.
Image
word count: 167

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
User avatar
Winston
Peer Reviewer
Peer Reviewer
Posts: 1184
Joined: Sun Apr 17, 2022 8:40 pm
Race: Cadouri
Profession: Groundskeeper
Renown: 841
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 7

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Winston's Book of Things

Image
Book of Things

This is an unassuming, leatherbound book, something like a diary of some accomplished writer, slightly tatty at the edges, but entirely intact. When opened by a person for the first time, the book is empty with the exception of the words:

"Guest register

~"

Should a person write their real name onto this page, from that point forward, it will begin to respond to them, much in the same way the Book of Riddles does as it taps into some hidden repository of information or intelligence. The register of its previous users can be returned if requested, but doing so require a mastery of Meditation in order to force the information from the book.

Image
Previously owned by a wide range of mages and scholars alike, it has been gifted with a wide range of knowledges and secrets that, over time and meditation with the book, it may share with the reader.

It possesses a little personality and can be conversed with if written into, but despite this, it seems to be unaware of its own origins, the passage of time and/or it existance in the world. i.e. it is not aware of its surroundings, only what is written into it. Its interactions could be thought of as that of a curator of a library and not a mentor with skill in and of itself. With this being so, application of it's knowledge, by the reader to learn new skills is entirely possible, but done at a higher than normal level of risk, given that if something goes wrong, there is no mentor present to provide a 'safety net' to save the student from themselves.

The depths of the knowledge it holds is broad, widely unexplored and with time, the information it holds can reveal itself to the reader once they know to ask for it and work out how (through meditation).

Powers/Properties

  • Magical Resilience:
    • Waterproof (somehow, you can still write in the book).
  • The book can store information written into it, which it may share with others at a later date. Through this process, it can gain 'new skills' through PSF like any other NPC if desired as the author adds more notes and information to the book.

Requirements/Restrictions

  • Meditation: Accessing information in the book requires Meditation, starting at Competent. Without it, the information will either not appear of appear in indecipherable ways.

    The level of meditation required to access information is equivalent to the level in a skill required to usually use said information. E.e. if the reader is looking for something the would normally require Expert in a skill to know/do, then they must apply Expert Meditation in order to retrieve/understand it.
  • This book is not a medium or soothsayer. It cannot predict the future or answer questions. It can only find and regurgitate information that has previously been put into it.
  • The book cannot 'do things'. Unlike any other 'full' NPC, it cannot provide its skills to aid the reader. The reader can learn from it in place of a mentor (with some increased risk) and gain information from it that they might then use, but the book itself could not provide 'Leadership (Expert)' to a situation IC in place of the PCs own Competence.

Skills/Knowledge

  • Hone: Expert
  • Sovereign: Expert
  • Abrogation: Expert
  • Ensorcelling: Expert
  • Gardening: Expert
  • Navigation: Expert
  • Approved Secrets:
    • The use of Ensorcelling to initiate non-spark mages
    • General - The book can contain secrets. For the purpose of RP and plotlines. Standalone secrets that are able to be assumed to have simply been written into the book in its past can be assumed to be retrieved, much like any NPC might 'know there's a hidden cave in their town'.
word count: 627

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
  • Cassion's Locket hangs snugly around his neck.
  • Winston's Fairy Bell hangs from his tool-belt attached to his hip. It's 'ringer' is often bound by a small piece of cloth to prevent it giving away his position while in the wilderness.
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