[Approved by Pig Boy] Carver

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Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
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Carver



CARVER
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Current Name: Carver
Alias: Antoni

Sex: Male | Race: Human
Height: 5ft 10in | Weight: 170 lbs
Age: 24 (13 Vhalar, Arc 696)
Face Claim: Evan Peters

Marks: None | Factions Joined: Previously Land Element in Scalvoris Town.
Domain Magic: Graft

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Flaws

Brutal, Compulsive Liar, Hedonistic, Stubborn

Merits

Courageous, Perceptive, Passionate

Favors

Smoking, Matters of the Flesh, Reading, Warm Meals, Freedom

Disapproves

Oppression, Legal Systems, Slavery, Morality, Mundane Lives.

Languages

Fluent: Common.
Broken: Common Sign.

Starting Location: Egilrun, Scalvoris on Cylus 720.
Past Location: Scalvoris Town, Scalvoris; Rebirth 720.
Current Location: Foster's Landing, Etzos; Hot 720.



Appearance & Personality
History & Magic/Marks
Skills
Thread (Skill Point) Ledger
Knowledge
Renown Ledger
Wealth Ledger & Possessions
Housing
PSF Approval List


Last edited by Carver on Mon Aug 24, 2020 3:04 am, edited 6 times in total. word count: 115
User avatar
Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
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Wealth Tier: Tier 4

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Appearance & Personality


Appearance

Image
A human man of average height at 5 ft 10 in., Carver is young but he has cynical weariness around his expressive dark brown eyes. He carries his fit muscular body with confident strength, bordering on arrogance. Carver likes to smile, a lot, and when he does - it's a bright and brilliant matter of glee, perfect teeth, and charm. At times, it can come across as jarring due to the context of the circumstances, as he doesn't always smile at what ordinary people smile at.

His hair is naturally a dark blond but sometimes he darkens, reddens, or lightens it with various dye methods. He keeps it shorter than his neck, always, and sometimes cuts it when he gets the chance but otherwise leaves it at mid-length. As his hair grows out, it tends to ripple in waves and flips. The thickly layered strands easily get out of hand and soon become a messy mop, which often remains ruffled and disheveled until he cuts it again.

His skin is a fair peach-toned complexion with very few blemishes or scars. If he doesn't shave within a few days, he gains a prominent 5 o'clock shadow, but it takes a while for this stubble to become anything resembling a beard.

Clothing-wise, Carver tends toward regular masculine attire. At the moment, he often dresses like a laborer with button-up long sleeved cotton shirts (he prefers pinstriped patterns) and high-waist dark trousers, along with belts to carry things with. His shirts are often left unbuttoned at the top. He has a soft spot for scarves and kerchiefs, but tends to like to keep his neck bare. He is almost never seen without two things: the first, his trusty vest, which is a patchwork black vest that has a ton of inner-lined pockets to keep things in; and the second, his steel-toed tactical boots.

Mutations

Graft Witchmark: A twisted band of raised excess flesh, on the left ring finger, in a decorative ring shape of two entwined snakes. The heads of the snakes have tiny blood red eyes that blink from time to time.
Image Reference
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Graft Competent Awakening: Mystic Mydriasis - his pupils permanently appear dilated.
Image Reference
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Personality

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Carver is at an interesting point in his life, where the personality he had in Emea could very well change. There are some things that remain, though, such as he has an inherent distrust for when things seem to be too good to be true. While he very much appreciates peace and quiet, he is suspicious of both these things and often starts to look for any threats to that contentment.

He tends toward interactions of opposition due to a stubborn, rebellious spirit. For many who might observe Carver, he can come across as highly perplexing. This is because he is often pulled between many opposites within himself, and he tends for very high-highs and very low-lows. He has a soft side (which he calls "weak") that tends toward poetic approaches for experiences. He hides this from most people and only the most favored of his rare companions will ever truly see him for who he is.

He's not the best when it comes to etiquette, but he is willing to learn! Carver has a roughness to him, but part of him wants to be sophisticated and civilized but that part of him also happens to be extremely vulnerable so he tends to hide it behind layers of anger, callousness, and distance.

Carver has a complicated relationship toward life, but while he has a lot of cynicism and nihilism; due to escaping Emea, that very well may change depending on what he encounters in the early days of exploring the world. He has an inherent respect, to the point of idolization, for the concept of death. Carver has symbolic resonance with storms, fire, and bones.

He tends to believe the worst of people, and has no issue with lying... to the point where it can be a compulsion for him. Due to his background, and his lack of memories for his real childhood, instead of explaining this to people - he finds it far easier to just make things up and lie to engage people in different ways. Carver enjoys seeing the reactions that his lies and behaviors can draw out of other people, and he'll sometimes only do things in order to observe the reaction.

Carver tends toward reckless behaviors, but he isn't completely stupid about it either. He is currently in a state of refining his methodologies, but in the early stages of it. Most of his recklessness is actually an extreme level of courage and brashness combined, but to some witnesses, it might just seem reckless.

Whatever Carver does, though, he does it with all his heart and passion. He is not an apathetic nor empty soul, in any regard, though he sometimes will attempt to pretend so.

Carver's character is built on a Hellacious Hedonist archetype.
The Hellacious side of his theme means: Carver has violent tendencies. For years in Emea, he killed and murdered. Though nearly all of these were only constructs and Emeyan beings meant to die to keep him trapped within the dream, to Carver, they still felt real. He cut his teeth on these murders; and the tendencies will not leave him. He also tends to express exceptionally powerful emotions and channels these through his hedonist behaviors. His enthusiasm and energy comes from this side of his theme.

The Hedonist side of his theme means: He has an inclination for earthly pleasures, excess of sensations, and indulges in that which he enjoys. Carver is driven wild by the physical world. This side, grounds and centers him after a life spent in the surreal mists of Emea. It can include eating the most delicious of foods, spending ridiculous amounts of money on the finest of liquor or drugs, living for the day rather than planning for the future, and so on. This is also the side of him that is interested in endeavors of art and similar, as he sees the pursuit of beauty as one of the most hedonistic acts because to perceive profound beauty is the ultimate selfish desire and aim of an individual.



Last edited by Carver on Sat Jul 25, 2020 9:39 am, edited 4 times in total. word count: 1054
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Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
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Wealth Tier: Tier 4

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History & Magic/Marks


History
Premise
This Premise (and the magic initiation) was checked for consistency on PSF prior to CS submission. Ticket can be seen here.

Carver does not remember his childhood on Idalos. When he was ten arcs old, he was led into the Veil and initiated into Dreamwalking. He got lost, in his physical body, and inevitably got trapped in Emea – unknown to him, within a pocket inside of Fei’s Grand Fracture. Here, he grew up within a lucid world that proved indistinguishable from reality to him. He forgot about his previous life on Idalos, and the dreamworld constructed false childhood memories of a life within the world that trapped him. From ten arcs on, for twelve arcs, he grew up within the fracture.
Before
Carver does not remember his actual childhood on Idalos, prior to getting trapped in the fracture. Whether his memories will remain lost forever or somehow be recovered will be open to potential future plot.

For Carver’s Body – the NPC soul that originally was within the body – their separate life will be developed IRP but will have origins in Scalvoris. Renown-wise, they probably weren't that well-known but likely had the usual family or average relations of some sort in the towns/areas.

Note on Age: Carver's Body is 24 arcs old. Carver's Soul, however, is 22 arcs old. His body supersedes for his age, though.
The Dream World (Inamalum)

INAMALUM

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Carver grew up in a world that was known to him as Inamalum. This world operated on its own laws and rules, with enough complexity that he remained trapped. On occasion, he would question things but only in a similar sense that ordinary people contemplate existence. For all his life within Inamalum, he never realized that it was a fabricated world that he did not originate from.

Within Inamalum, Carver had a very hard life as well. He did not have a privileged position in the world, as the false childhood created for him involved being an orphan and having no strong connections to any of the Emeyan beings that populated the world. He was oppressed and frequently abused by the Emeyan denizens whose purpose was to maintain the trap of the world to keep the dreamwalker(s) inside of it.

Knowledge, especially, was kept away from him and though Carver learned to read while within the pocket world (which he had to fight for, as the world did not want to grant him that ability), he still struggled to learn anything that might help him. The closest he found was in fabrications of poetry, that were created by his own mind when he’d open up the books. These surreal subconscious metaphors and analogies helped his mind process his circumstances indirectly.

Inamalum was not a large world, either, though it tried to create the effect that it was through various Emeyan beings talking about places that didn’t actually exist. Carver lived nearly his entire life within the confines of an enclosed and cramped city. He only heard of the greater world through Emeyans that would visit and tell him about it, or in books that he read, or paintings, etc.

At an early age, however, after a couple arcs within Inamalum, Carver started to subconsciously rebel against the pocket world. He murdered an Emeyan, on accident, during a brawl. This act quickly cascaded into more murders while the world tried to maintain the illusions required to not have Carver question the greater trap he was within. Carver dealt with sensory hallucinations, and complex repressed emotions, that led him to develop through the arcs into a very troubled young man. He developed a dangerous relation to the idea of death and for much of his older arcs, he believed a juxtaposed delusion that he was dead inside while also prophesying his own future death. This created a split in his mind of opposition and underlying it all was the subconscious attempts to realize that he didn’t belong in the Fracture’s world.

During the cold cycle of Arc 719, Carver underwent a series of black-out phases where he glimpsed through the reality of what Inamalum was. After one occasion, he woke up in an entirely different place than the city he’d known for the past twelve arcs. Inamalum had realized that its grip was slipping on its trapped dreamwalkers and generated a new location to try and keep them from comprehending where they actually were. However, this had an unintended consequence in that for the first time since Carver had gotten trapped within the world… he finally met the one other dreamwalker: Laures.

At first, Carver didn’t realize that Laures was like him because he didn’t consciously know that either of them were any different from the Emeyans that populated the world around them. However, he and Laures had a subconscious draw to each other. This heightened when Carver found out that Laures was also from “the city” and yet they’d never met before, despite sharing a home for their entire lives. Carver quickly became obsessed with Laures and instinctual urges to free the other dreamwalker started to completely dominate his thoughts and actions.

Many times did Inamalum realize its mistake in allowing the two dreamwalkers to meet, and tried to correct that mistake through various means. From trying to distract, to creating dramatic occurrences meant to distance them and ward the two dreamwalkers away from each other, but Inamalum did not fully understand the mortal soul. Carver and Laures’ bond only strengthened, and grew, and deepened as they started to confess to each other their unique experiences with the unusual world around them and how they didn’t feel right, didn’t feel real, didn’t feel --- and all the ways they could think to describe what they knew to be true, but couldn’t fully comprehend due to how long they’d been trapped within.

Finally, while Inamalum aimed to separate the two dreamwalkers for if the couple would not make the choice themselves, then the world would force that choice. Carver and Laures, however, decided that rather risk separation and never seeing each other again, they’d rather die together. A suicide pact was sealed, and enacted. Carver killed Laures, and Laures killed Carver, at the exact same time.
Starting
Upon dying within Inamalum, the two trapped dreamwalkers’ souls fled the space. The illusionary world collapsed behind them, never to exist again.

Finally, escape had been found. As the couple’s souls rushed away, however, they collided and tangled with another pair of souls who had died in a nearby physical space on Idalos. The other souls had very similar circumstances of their death, and it created an inescapable resonance of a metaphysical conflict between the four.

One of the souls from Idalos had a Graft Spark within it, which soon got involved in the conflict as means of survival. It split itself, grafting itself onto Carver and Laures’ souls and guiding them into the bodies left behind by the previous two souls. It healed the fatal wounds and then settled in their respective souls – as a form of initiation for the Graft domain.

On the first of Cylus, Arc 720, Carver and Laures awoke in entirely new bodies, alive but confused and in a world that they did not recognize nor understand… and yet, they were freed from their shared hell. Though they were cast into the season of perpetual darkness, they were together.

And this is where Carver’s story begins...





Magic & Marks

Graft

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Magic to experiment and manipulate living organisms. Grafters wrestle the line between healer and maniacal scientist, experimenting with life-giving energies called Enervations to attach new properties to themselves and others.

Graft Spark Theme
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Theme
The Ritualist

The Ritualist Spark fixates on perceptions built around the processes in which the body, mind, and soul coalesce to create existence and the energies that separate life from death. To understand beyond logical frameworks, but through profound comprehension of mystical perspectives born from hedonistic sensations built out of artistic designs, patterned behaviors, and aesthetic experiences.
Graft Witchmark
A twisted band of raised excess flesh, on the left ring finger, in a decorative ring shape of two entwined snakes. The heads of the snakes have tiny blood red eyes that blink from time to time.
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Competent Awakening (Mystic Mydriasis)
Competent Awakening
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Mystic Mydriasis

Mystic Mydriasis causes perpetually dilated pupils in the mage. This results in extra sensitivity to bright light, which can cause temporary blurry vision and stinging pain. In low light, however, the mage is able to see slightly better for the same physiological reasons. When he is in the midst of channeling ether, symbolic-driven behaviors, altered states of consciousness, or occult rituals, Carver can temporarily see Enervations. The sight of enervations extends no farther than the current range of his graft manipulations, and the sharpest clarity is seen when he touches the object-in-question and otherwise takes on phantasmal impressions when not in direct contact.

While the pupils can still differentiate light, they don't return to normal-size in any observation. As if perpetually under the influence of pupil dilation causes, it is impossible to hide without covering the eyes from view.

Last edited by Carver on Sun May 10, 2020 9:14 pm, edited 3 times in total. word count: 1549
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Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
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Wealth Tier: Tier 4

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Skills


Skills
Skill Total Points Proficiency
Magic: Graft (75/250) Competent
Dreamwalking (12/100) Novice
Strength (50/250) Competent
FT - Combat (Unarmed) (30/100) Competent
Endurance (30/250) Competent
Deception (30/250) Competent
Tactics (30/250) Competent
Combat (Axes & Bludgeons) (30/250) Competent
Discipline (30/250) Competent
Meditation (25/250) Novice
Stealth (25/250) Novice
Detection (25/250) Novice
Running (15/250) Novice
Investigation (15/250) Novice
Research (15/250) Novice
Dancing (15/250) Novice
Torture (15/250) Novice
Animal Training (15/250) Novice
Psychology (15/250) Novice
Caregiving (10/250) Novice
Animal Husbandry (10/250) Novice
Seduction (10/250) Novice
Intimidation (5/250) Novice
Logistics (5/250) Novice
Butchering (5/250) Novice
Trap Making (5/250) Novice
Lock-picking (5/250) Novice
Combat (Blades) (5/250) Novice
Teaching (0/250) Pending
Combat (Thrown) (0/250) Pending
Interrogation (0/250) Pending
Writing (0/250) Pending
Jewelry Crafting (0/250) Pending
Design (0/250) Pending
Hunting (0/250) Pending
Surgery (0/250) Pending

Fast Track: Combat (Unarmed)
Racial Bonus: +25 Meditation
Prophet Reward: +5 (PB) Tactics, Investigation, Deception


Last edited by Carver on Sun Jan 31, 2021 9:25 pm, edited 36 times in total. word count: 176
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Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
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Wealth Tier: Tier 4

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Skill Point Ledger


Threads (Skill Point) Ledger
Thread or Skill Name Points Adjustment Running Total
Starting Pool +50 50
Racial Bonus +25 [Meditation] 75
SP: Magic: Graft -10 40
SP (+5): Deception, Butchering, Combat (Unarmed), Tactics -20 20
SP: Logistics (5), Investigation (5), Dreamwalking (10) -20 0
Prophet Awarded: +5 (PB) Tactics, Investigation, Deception +15 0
After Death +15 [+10 Combat (Axes); +5 Tactics] 15
The Right Words +15 [+10 Tactics, +5 Endurance] 30
AF: Take Your Time +15 [+10 Deception, +5 Endurance] 45
AF: Anything in Return +15 [Endurance] 60
AF: Anything in Return Pt. 2 +15 [+10 Stealth, +5 Endurance] 75
AF: Anything in Return Pt. 3 +15 [Graft] 90
Tracing Back Roots +15 [+10 Unarmed, +5 Graft] 105
Sweet Limerence of the Morrow +15 [+5 Axes, Deception, Detection] 120
Backdrifts +15 [+5 Deception, Intimidate, Research] 135
Myself of Selves +15 [+10 Research, +5 Strength] 150
No Alarms, No Surprises +15 [+10 Graft, +5 Strength] 165
First Time for Everything +15 [Graft] 180
(Don't) Eat Your Vegetables +15 [+10 Detection, +5 Investigation] 195
AF: Anything in Return Pt. 4 +15 [+5 Discipline, Seduct, TrapMaking] 210
Doors That Open +15 [Discipline] 225
Jewels and Fools 15 [+10 Discipline, +5 Tactics] 240
Hello Horse +15 [Stealth] 255
AF: Temporary Respite +15 [+10 Detection, +5 Combat Blades] 270
Quiet, not Silent +15 [Running] 285
(Almost) The Real Thing +15 [Psychology] 300
Cold Like The Sea +15 [Torture] 315
Identikit +15 [Combat (Unarmed)] 330
Deep As The Ocean +15 [+10 Caregiving / +5 Graft] 345
Lost in Your Storm +15 [+10 Graft / +5 Seduction] 360
Thinking and Learning +15 [Strength] 375
Teach Me How To Write +15 [+10 Strength / +5 Lock Picking] 390
AF: Home Is Where We Are +15 [Combat (Axes & Bludgeons)] 405
AF: Lectures Are So Boring +15 [Animal Training] 420
Take Me Apart +15 [Dancing] 435
Just Us +15 [Strength] 450
Crocodiles and Coffin Nails +15 [+10 Animal Husbandry / +5 Graft] 465
Link thread or Name of Skill Point Adjustment New Total
Link thread or Name of Skill Point Adjustment New Total
Link thread or Name of Skill Point Adjustment New Total
Link thread or Name of Skill Point Adjustment New Total
Link thread or Name of Skill Point Adjustment New Total
Link thread or Name of Skill Point Adjustment New Total


Magic Ledger
Thread or Skill Name Points Adjustment Running Total
SP: Magic: Graft -10 SP
AF: Anything in Return Pt. 3 +15 [Graft] 25 (Graft)
Tracing Back Roots +15 [5 to Graft] 30 (Graft)
No Alarms, No Surprises +15 [10 to Graft] 40 (Graft)
First Time for Everything +15 [Graft] 55 (Graft)
Deep As The Ocean +5 [Graft] 60 (Graft)
Lost in Your Storm +10 [Graft] 70 (Graft)
Crocodiles and Coffin Nails +5 [Graft] 75 (Graft)
Link thread or Name of Skill Point Adjustment New Total
Link thread or Name of Skill Point Adjustment New Total
Dreamwalking
1 Ymiden 720 - Take Me Apart

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[tr]
[td] Link thread or Name of Skill [/td]
   [td]  Point Adjustment[/td]
      [td] New Total[/td]
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Last edited by Carver on Sun Jan 31, 2021 9:26 pm, edited 56 times in total. word count: 504
User avatar
Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
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Wealth Tier: Tier 4

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Knowledges

0-11 K (Novice)

Acrobatics
  1. Acrobatics: Controlling a Fall.
Animal Training
  1. Animal Training 1/4: Just Us (51 Ymiden 720)
  2. Animal Training 2/4: Just Us (51 Ymiden 720)
  3. Animal Training 3/4: Just Us (51 Ymiden 720)
  4. Animal Training 4/4: Just Us (51 Ymiden 720)
Butchering
  1. Butchering 1/2: Lectures Are So Boring (44 Ashan 720)
  2. Butchering 2/2: Lectures Are So Boring (44 Ashan 720)
  3. Butchering 1/2: Just Us (51 Ymiden 720)
  4. Butchering 2/2: Just Us (51 Ymiden 720)
  5. Butchering 1/2: Crocodiles and Coffin Nails (1 Vhalar 720)
  6. Butchering 2/2: Crocodiles and Coffin Nails (1 Vhalar 720)
Climbing
  1. Climbing: Quiet, not Silent (11 Cylus 720)
  2. Climbing 1/2: Thinking and Learning (22 Cylus 720)
  3. Climbing 1/2: Thinking and Learning (22 Cylus 720)
Combat (Blades)
Primary: Carving Knife
Secondary: ???
  1. Combat (Blades) 1/2: Deep As The Ocean (18 Cylus 720)
  2. Combat (Blades) 2/2: Deep As The Ocean (18 Cylus 720)
  3. Combat (Blades) 1/2: Lost In Your Storm (18 Cylus 720)
  4. Combat (Blades) 2/2: Lost In Your Storm (18 Cylus 720)
  5. Combat (Blades) 1/2: Lectures Are So Boring (44 Ashan 720)
  6. Combat (Blades) 2/2: Lectures Are So Boring (44 Ashan 720)
Dancing
  1. Dancing: The Blood Waltz.
  2. Dancing: Keeping Time through Humming.
  3. Dancing 1/2: Teach Me How To Write (6 Ashan 720)
  4. Dancing 2/2: Teach Me How To Write (6 Ashan 720)
  5. Dancing 1/2: Home Is Where We Are (3 Ymiden 720)
  6. Dancing 2/2: Home Is Where We Are (3 Ymiden 720)
  7. Dancing 1/2: Just Us (51 Ymiden 720)
  8. Dancing 2/2: Just Us (51 Ymiden 720)
Detection
  1. Detection: Which way leads to people
  2. Detection: Assessing the situation.
  3. Detection 1/2: First Time for Everything (4 Cylus 720)
  4. Detection 2/2: First Time for Everything (4 Cylus 720)
  5. Detection 1/2: Teach Me How To Write (6 Ashan 720)
  6. Detection 2/2: Teach Me How To Write (6 Ashan 720)
  7. Detection 1/2: Lectures Are So Boring (44 Ashan 720)
  8. Detection 2/2: Lectures Are So Boring (44 Ashan 720)
  9. Detection 1/2: Take Me Apart (1 Ymiden 720)
  10. Detection 2/2: Take Me Apart (1 Ymiden 720)
Engineering
  1. Engineering: Using a sketch with arrows to represent the concentration of weight.
  2. Engineering: The shape of structures.
  3. Engineering: Stability in structure.
  4. Engineering: The Triangle is the strongest natural structure.
  5. Engineering: Numbers represent measurements of designs.
Etiquette
  1. Etiquette 1/2: (Don't) Eat Your Vegetables (5 Cylus 720)
  2. Etiquette 2/2: (Don't) Eat Your Vegetables (5 Cylus 720)
  3. Etiquette 1/2: Doors That Open (7 Cylus 720)
  4. Etiquette 2/2: Doors That Open (7 Cylus 720)
  5. Etiquette 1/2: Hello Horse (9 Cylus 720)
  6. Etiquette 2/2: Hello Horse (9 Cylus 720)
  7. Etiquette 1/2: Quiet, not Silent (11 Cylus 720)
  8. Etiquette 2/2: Quiet, not Silent (11 Cylus 720)
  9. Etiquette 1/2: (Almost) The Real Thing (19 Cylus 720)
  10. Etiquette 2/2: (Almost) The Real Thing (19 Cylus 720)
Field Craft
  1. Field Craft 1/2: First Time for Everything (4 Cylus 720)
  2. Field Craft 2/2: First Time for Everything (4 Cylus 720)
Intimidation
  1. Intimidation 1/3: Backdrifts (2 Cylus 720)
  2. Intimidation 2/3: Backdrifts (2 Cylus 720)
  3. Intimidation 3/3: Backdrifts (2 Cylus 720)
  4. Intimidation: Deep As The Ocean (18 Cylus 720)
  5. Intimidation 1/2: Lectures Are So Boring (44 Ashan 720)
  6. Intimidation2/2: Lectures Are So Boring (44 Ashan 720)
Investigation
  1. Investigation: A trail of blood in the snow. (PB)
  2. Investigation 1/2: Quiet, not Silent (11 Cylus 720)
  3. Investigation 2/2: Quiet, not Silent (11 Cylus 720)
  4. Investigation: How to misdirect a case.
Lock Picking
  1. Lock Picking 1/2: Lectures Are So Boring (44 Ashan 720)
  2. Lock Picking 2/2: Lectures Are So Boring (44 Ashan 720)
Logistics
  1. Logistics: Taking Care of a Witness.
  2. Logistics: Prioritization.
  3. Logistics 1/3: Myself of Selves (2 Cylus 720)
  4. Logistics 2/3: Myself of Selves (2 Cylus 720)
  5. Logistics 3/3: Myself of Selves (2 Cylus 720)
  6. Logistics 1/2: (Don't) Eat Your Vegetables (5 Cylus 720)
  7. Logistics 2/2: (Don't) Eat Your Vegetables (5 Cylus 720)
  8. Logistics: Whether to Stay or to Find a New Hide-Out.
Meditation
  1. Meditation: Can absolute silence ever be obtained? (SP)
  2. Meditation: The Acceptance of a Violent Death. (SP)
  3. Meditation: Breath Work.
  4. Meditation: Ruminations on Meaning.
  5. Meditation: Backdrifts (2 Cylus 720)
  6. Meditation 1/3: Take Me Apart (1 Ymiden 720)
  7. Meditation 2/3: Take Me Apart (1 Ymiden 720)
  8. Meditation 3/3: Take Me Apart (1 Ymiden 720)
Mixology
  1. Mixology 1/2: Backdrifts (2 Cylus 720)
  2. Mixology 2/2: Backdrifts (2 Cylus 720)
Navigation
  1. Navigation 1/2: First Time for Everything (4 Cylus 720)
  2. Navigation 2/2: First Time for Everything (4 Cylus 720)
Persuasion
  1. Persuasion 1/2: (Don't) Eat Your Vegetables (5 Cylus 720)
  2. Persuasion 2/2: (Don't) Eat Your Vegetables (5 Cylus 720)
  3. Persuasion: Recognize that Energy for Tasks is Not Infinite.
  4. Persuasion 1/2: Hello Horse (9 Cylus 720)
  5. Persuasion 2/2: Hello Horse (9 Cylus 720)
  6. Persuasion: Deep As The Ocean (18 Cylus 720)
  7. Persuasion 1/2: Home Is Where We Are (3 Ymiden 720)
  8. Persuasion 2/2: Home Is Where We Are (3 Ymiden 720)
Research
  1. Research 1/3: Backdrifts (2 Cylus 720)
  2. Research 2/3: Backdrifts (2 Cylus 720)
  3. Research 3/3: Backdrifts (2 Cylus 720)
  4. Research: Quiet, not Silent (11 Cylus 720)
Resistance
  1. Resistance: The Stench of Death.
  2. Resistance: Fresh Bile from Guts.
  3. Resistance: The Taste of Blood.
  4. Resistance: Inhalation: Tobacco (Smoked).
  5. Resistance: Inhalation: Bugberry (Smoked).
  6. Resistance: Short-Term: Cold (Ice, Snow, etc.)
Running
  1. Running 1/2: Identikit (29 Cylus 720)
  2. Running 2/2: Identikit (29 Cylus 720)
Socialization
  1. Socialization 1/2: Myself of Selves (2 Cylus 720)
  2. Socialization 2/2: Myself of Selves (2 Cylus 720)
Stealth
  1. Stealth: Using Shadows to Hide.
  2. Stealth: Regulating Breath to be Silent.
  3. Stealth: Quietly observing, just out of sight.
  4. Stealth 1/2: Jewels and Fools (14 Cylus 720)
  5. Stealth 2/2: Jewels and Fools (14 Cylus 720)
Torture
  1. Torture: Refusing to give what's wanted.
TrapMaking
  1. Trap Making 1/3: Jewels and Fools (14 Cylus 720)
  2. Trap Making 2/3: Jewels and Fools (14 Cylus 720)
  3. Trap Making 3/3: Jewels and Fools (14 Cylus 720)
  4. Trap Making 1/6: Home Is Where We Are (3 Ymiden 720)
  5. Trap Making 2/6: Home Is Where We Are (3 Ymiden 720)
  6. Trap Making 3/6: Home Is Where We Are (3 Ymiden 720)
  7. Trap Making 4/6: Home Is Where We Are (3 Ymiden 720)
  8. Trap Making 5/6: Home Is Where We Are (3 Ymiden 720)
  9. Trap Making 6/6: Home Is Where We Are (3 Ymiden 720)

12-22 K (Comp)

Animal Husbandry
  1. Animal Husbandry 1/2: First Time for Everything (4 Cylus 720)
  2. Animal Husbandry 2/2: First Time for Everything (4 Cylus 720)
  3. Animal Husbandry 1/3: Hello Horse (9 Cylus 720)
  4. Animal Husbandry 2/3: Hello Horse (9 Cylus 720)
  5. Animal Husbandry 3/3: Hello Horse (9 Cylus 720)
  6. Animal Husbandry 1/6: Crocodiles and Coffin Nails (1 Vhalar 720)
  7. Animal Husbandry 2/6: Crocodiles and Coffin Nails (1 Vhalar 720)
  8. Animal Husbandry 3/6: Crocodiles and Coffin Nails (1 Vhalar 720)
  9. Animal Husbandry 4/6: Crocodiles and Coffin Nails (1 Vhalar 720)
  10. Animal Husbandry 5/6: Crocodiles and Coffin Nails (1 Vhalar 720)
  11. Animal Husbandry 6/6: Crocodiles and Coffin Nails (1 Vhalar 720)
Caregiving
  1. Caregiving 1/5: Temporary Respite (5 Cylus 720)
  2. Caregiving 2/5: Temporary Respite (5 Cylus 720)
  3. Caregiving 3/5: Temporary Respite (5 Cylus 720)
  4. Caregiving 4/5: Temporary Respite (5 Cylus 720)
  5. Caregiving 5/5: Temporary Respite (5 Cylus 720)
  6. Caregiving 1/4: Cold Like the Sea (18 Cylus 720)
  7. Caregiving 2/4: Cold Like the Sea (18 Cylus 720)
  8. Caregiving 3/4: Cold Like the Sea (18 Cylus 720)
  9. Caregiving 4/4: Cold Like the Sea (18 Cylus 720)
  10. Caregiving 1/2: Lost In Your Storm (18 Cylus 720)
  11. Caregiving 2/2: Lost In Your Storm (18 Cylus 720)
  12. Caregiving 1/2: Thinking and Learning (22 Cylus 720)
  13. Caregiving 1/2: Thinking and Learning (22 Cylus 720)
  14. Caregiving: Teach Me How To Write (6 Ashan 720)
Combat (Axes & Bludgeons)
Primary: Hand Axe
Secondary: Bludgeons
  1. Combat (Axes & Bludgeons): One-Handed: Axe: Hack and Slash.
  2. Combat (Axes & Bludgeons): One-Handed: Axe: Take Care Not to Lodge the Head in Your Target.
  3. Combat (Axes & Bludgeons): One-Handed: Axe: Downward Hack
  4. Combat (Axes & Bludgeons): One-Handed: Axe: Using momentum helps.
  5. Combat (Axes & Bludgeons): One-Handed: Axe: Footwork is important.
  6. Combat (Axes & Bludgeons): One-Handed: Axe: Testing the weight.
  7. Combat (Axes & Bludgeons): One-Handed: Axe: Posture makes a difference to speed and strength of blow.
  8. Combat (Axes & Bludgeons): One-Handed: Axe: Throat Cut.
  9. Combat (Axes & Bludgeons): One-Handed: Axe 1/3: Lectures Are So Boring (44 Ashan 720)
  10. Combat (Axes & Bludgeons): One-Handed: Axe 2/3: Lectures Are So Boring (44 Ashan 720)
  11. Combat (Axes & Bludgeons): One-Handed: Axe 3/3: Lectures Are So Boring (44 Ashan 720)
Combat (Unarmed)
Primary Style: Ki'Enaq
Secondary: Brawling
  1. Combat: Unarmed: Utilize the environment (SP)
  2. Combat: Unarmed: Trust Your Instincts (SP)
  3. Combat: Unarmed 1/3: No Alarms, No Surprises (2 Cylus 720)
  4. Combat: Unarmed 2/3: No Alarms, No Surprises (2 Cylus 720)
  5. Combat: Unarmed 3/3: No Alarms, No Surprises (2 Cylus 720)
  6. Combat: Unarmed 1/2: Jewels and Fools (14 Cylus 720)
  7. Combat: Unarmed 2/2: Jewels and Fools (14 Cylus 720)
  8. Combat: Unarmed 1/4: Identikit (29 Cylus 720)
  9. Combat: Unarmed 2/4: Identikit (29 Cylus 720)
  10. Combat: Unarmed 3/4: Identikit (29 Cylus 720)
  11. Combat: Unarmed 4/4: Identikit (29 Cylus 720)
Graft (Magic)
  1. Grafting: The Spark (SP)
  2. Graft: Enervations
  3. Graft: Enervations: Energies Inside Living Flesh.
  4. Graft: Enervations: The Feeling of Them.
  5. Graft: Energizing (Novice)
  6. Graft: Energizing (Novice): Knitting of Flesh.
  7. Graft: Energizing (Novice): Touch is required.
  8. Graft: Energizing (Novice): Can be Used on Self.
  9. Graft: Energizing (Novice): Self-energizing doesn't require touch.
  10. Graft: Energizing (Novice): Healing a dagger's cut.
  11. Graft: Energizing (Novice): Growing a small area of basic flesh.
  12. Graft: Energizing (Competent): Mending a Mild Twisted Ankle.
  13. Graft: Energizing (Competent): Mending Stretched Ligaments.
  14. Graft: Energizing (Competent): Two areas at the same time.
Seduction
  1. Seduction: Allurement
  2. Seduction: Statement of Love
  3. Seduction: Not Holding Back.
  4. Seduction: Shall We Dance?
  5. Seduction: Kisses of Adoration.
  6. Seduction: Earlobes are Sensitive.
  7. Seduction: Kiss It and Make it Better (literally).
  8. Seduction 1/2: Cold Like the Sea (18 Cylus 720)
  9. Seduction 2/2: Cold Like the Sea (18 Cylus 720)
  10. Seduction: Deep As The Ocean (18 Cylus 720)
  11. Seduction 1/2: Thinking and Learning (22 Cylus 720)
  12. Seduction 1/2: Thinking and Learning (22 Cylus 720)
  13. Seduction: Teach Me How To Write (6 Ashan 720)

22-33 K (Expert)

Deception
  1. Deception: Playing pretend in Emea. (PB)
  2. Deception: Hiding an Axe.
  3. Deception 1/2: Tracing Back Roots (1 Cylus 720)
  4. Deception 2/2: Tracing Back Roots (1 Cylus 720)
  5. Deception 1/4: Sweet Limerence of the Morrow (1 Cylus 720)
  6. Deception 2/4: Sweet Limerence of the Morrow (1 Cylus 720)
  7. Deception 3/4: Sweet Limerence of the Morrow (1 Cylus 720)
  8. Deception 4/4: Sweet Limerence of the Morrow (1 Cylus 720)
  9. Deception 1/3: Backdrifts (2 Cylus 720)
  10. Deception 2/3: Backdrifts (2 Cylus 720)
  11. Deception 3/3: Backdrifts (2 Cylus 720)
  12. Deception 1/2: Myself of Selves (2 Cylus 720)
  13. Deception 2/2: Myself of Selves (2 Cylus 720)
  14. Deception: Doors That Open (7 Cylus 720)
  15. Deception 1/2: Hello Horse (9 Cylus 720)
  16. Deception 2/2: Hello Horse (9 Cylus 720)
  17. Deception 1/5: Quiet, not Silent (11 Cylus 720)
  18. Deception 2/5: Quiet, not Silent (11 Cylus 720)
  19. Deception 3/5: Quiet, not Silent (11 Cylus 720)
  20. Deception 4/5: Quiet, not Silent (11 Cylus 720)
  21. Deception 5/5: Quiet, not Silent (11 Cylus 720)
  22. Deception 1/2: (Almost) The Real Thing (19 Cylus 720)
  23. Deception 2/2: (Almost) The Real Thing (19 Cylus 720)
  24. Deception 1/3: Deep As The Ocean (18 Cylus 720)
  25. Deception 2/3: Deep As The Ocean (18 Cylus 720)
  26. Deception 3/3: Deep As The Ocean (18 Cylus 720)
  27. Deception: Teach Me How To Write (6 Ashan 720)
Discipline
  1. Discipline: Focusing on Survival.
  2. Discipline: Choking Just the Right Amount.
  3. Discipline 1/2: Tracing Back Roots (1 Cylus 720)
  4. Discipline 2/2: Tracing Back Roots (1 Cylus 720)
  5. Discipline 1/2: Myself of Selves (2 Cylus 720)
  6. Discipline 2/2: Myself of Selves (2 Cylus 720)
  7. Discipline 1/2: (Don't) Eat Your Vegetables (5 Cylus 720)
  8. Discipline 2/2: (Don't) Eat Your Vegetables (5 Cylus 720)
  9. Discipline: Acknowledging Physical Limitations.
  10. Discipline 1/5: Doors That Open (7 Cylus 720)
  11. Discipline 2/5: Doors That Open (7 Cylus 720)
  12. Discipline 3/5: Doors That Open (7 Cylus 720)
  13. Discipline 4/5: Doors That Open (7 Cylus 720)
  14. Discipline 5/5: Doors That Open (7 Cylus 720)
  15. Discipline 1/3: Temporary Respite (5 Cylus 720)
  16. Discipline 2/3: Temporary Respite (5 Cylus 720)
  17. Discipline 3/3: Temporary Respite (5 Cylus 720)
  18. Discipline 1/2: Quiet, not Silent (11 Cylus 720)
  19. Discipline 2/2: Quiet, not Silent (11 Cylus 720)
  20. Discipline 1/4: (Almost) The Real Thing (19 Cylus 720)
  21. Discipline 2/4: (Almost) The Real Thing (19 Cylus 720)
  22. Discipline 3/4: (Almost) The Real Thing (19 Cylus 720)
  23. Discipline 4/4: (Almost) The Real Thing (19 Cylus 720)
  24. Discipline 1/3: Teach Me How To Write (6 Ashan 720)
  25. Discipline 2/3: Teach Me How To Write (6 Ashan 720)
  26. Discipline 3/3: Teach Me How To Write (6 Ashan 720)
Strength
  1. Strength: Using Your Core.
  2. Strength: A Tight Embrace.
  3. Strength: Holding on to Struggling Prey.
  4. Strength 1/3: Sweet Limerence of the Morrow (1 Cylus 720)
  5. Strength 2/3: Sweet Limerence of the Morrow (1 Cylus 720)
  6. Strength 3/3: Sweet Limerence of the Morrow (1 Cylus 720)
  7. Strength: Lifting Another Person.
  8. Strength: Anything in Return Pt. 4 (1 Cylus 720)
  9. Strength 1/4: Lost In Your Storm (18 Cylus 720)
  10. Strength 2/4: Lost In Your Storm (18 Cylus 720)
  11. Strength 3/4: Lost In Your Storm (18 Cylus 720)
  12. Strength 4/4: Lost In Your Storm (18 Cylus 720)
  13. Strength 1/6: Thinking and Learning (22 Cylus 720)
  14. Strength 2/6: Thinking and Learning (22 Cylus 720)
  15. Strength 3/6: Thinking and Learning (22 Cylus 720)
  16. Strength 4/6: Thinking and Learning (22 Cylus 720)
  17. Strength 5/6: Thinking and Learning (22 Cylus 720)
  18. Strength 6/6: Thinking and Learning (22 Cylus 720)
  19. Strength 1/4: Lectures Are So Boring (44 Ashan 720)
  20. Strength 2/4: Lectures Are So Boring (44 Ashan 720)
  21. Strength 3/4: Lectures Are So Boring (44 Ashan 720)
  22. Strength 4/4: Lectures Are So Boring (44 Ashan 720)
Tactics
  1. Tactics: Anticipate another's movements before they take them. (PB)
  2. Tactics: Avoiding crowds.
  3. Tactics: To keep a Target alive for questioning or not.
  4. Tactics: Force them into a corner.
  5. Tactics: The Element of Surprise!
  6. Tactics: Don’t Let Them Scream.
  7. Tactics: Blocking the Escape Routes.
  8. Tactics: Partnership: You Take the Front, I’ll Take the Back.
  9. Tactics: No Alarms, No Surprises (2 Cylus 720)
  10. Tactics 1/2: Jewels and Fools (14 Cylus 720)
  11. Tactics 2/2: Jewels and Fools (14 Cylus 720)
  12. Tactics 1/3: Identikit (29 Cylus 720)
  13. Tactics 2/3: Identikit (29 Cylus 720)
  14. Tactics 3/3: Identikit (29 Cylus 720)
  15. Tactics 1/3: Teach Me How To Write (6 Ashan 720)
  16. Tactics 2/3: Teach Me How To Write (6 Ashan 720)
  17. Tactics 3/3: Teach Me How To Write (6 Ashan 720)
  18. Tactics 1/5: Lectures Are So Boring (44 Ashan 720)
  19. Tactics 2/5: Lectures Are So Boring (44 Ashan 720)
  20. Tactics 3/5: Lectures Are So Boring (44 Ashan 720)
  21. Tactics 4/5: Lectures Are So Boring (44 Ashan 720)
  22. Tactics 5/5: Lectures Are So Boring (44 Ashan 720)

33-60 K (Master)

Endurance
  1. Endurance: Waking up after death.
  2. Endurance: Cold and wet.
  3. Endurance: Pain is Proof You're Still Alive.
  4. Endurance: A Sensitive Body.
  5. Endurance: Bending Past the Natural Point of a Stretch.
  6. Endurance: Using Breath.
  7. Endurance: Ignoring Aches & Pains.
  8. Endurance: Operating with Little Sleep.
  9. Endurance: Overcoming Exhaustion.
  10. Endurance: Bite to the Hand.
  11. Endurance: Kick to the Shin.
  12. Endurance 1/4: Tracing Back Roots (1 Cylus 720)
  13. Endurance 2/4: Tracing Back Roots (1 Cylus 720)
  14. Endurance 3/4: Tracing Back Roots (1 Cylus 720)
  15. Endurance 4/4: Tracing Back Roots (1 Cylus 720)
  16. Endurance 1/2: Sweet Limerence of the Morrow (1 Cylus 720)
  17. Endurance 2/2: Sweet Limerence of the Morrow (1 Cylus 720)
  18. Endurance: Backdrifts (2 Cylus 720)
  19. Endurance: Physical Exhaustion Catches Up Eventually.
  20. Endurance: Anything in Return Pt. 4 (1 Cylus 720)
  21. Endurance 1/4: Temporary Respite (5 Cylus 720)
  22. Endurance 2/4: Temporary Respite (5 Cylus 720)
  23. Endurance 3/4: Temporary Respite (5 Cylus 720)
  24. Endurance 4/4: Temporary Respite (5 Cylus 720)
  25. Endurance: Cold Like the Sea (18 Cylus 720)
  26. Endurance 1/2: Lost In Your Storm (18 Cylus 720)
  27. Endurance 2/2: Lost In Your Storm (18 Cylus 720)
  28. Endurance 1/2: Thinking and Learning (22 Cylus 720)
  29. Endurance 1/2: Thinking and Learning (22 Cylus 720)
  30. Endurance 1/2: Lectures Are So Boring (44 Ashan 720)
  31. Endurance 2/2: Lectures Are So Boring (44 Ashan 720)
  32. Endurance 1/3: Take Me Apart (1 Ymiden 720)
  33. Endurance 2/3: Take Me Apart (1 Ymiden 720)
  34. Endurance 3/3: Take Me Apart (1 Ymiden 720)

60+ K (GM)


pending

Non-Skill


Due to the unique nature of this PC's premise and starting point, the 10 Starting Non-Skills are centered around his companion partner, as there is nothing relevant that the PC starts out knowing about Idalos. They will have to learn everything world-based through IRP.
  • Laures: Favorite Color is Red. (SP)
  • Laures: Gets Cold Easily. (SP)
  • Laures: Likes Sweet Foods. (SP)
  • Laures: Enjoys Jewelry. (SP)
  • Laures: Appreciates Pretty Things. (SP)
  • Laures: Prefers Sugary Floral Tea instead of Bitter Herbal. (SP)
  • Laures: Avoids Mirrors. (SP)
  • Laures: Demure and Naive. (SP)
  • Laures: My Heart of Hearts. (SP)
  • Laures: We killed each other. (SP)
  • Laures: Blue eyes, not gray.
  • Magic: Attunement: Imperceptible when used.
  • Magic: Attunement: Can Recognize Sparks.

Last edited by Carver on Sun Jan 31, 2021 9:24 pm, edited 37 times in total. word count: 3021
User avatar
Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
Character Sheet
Character Wiki
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Partner
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Letters
Wealth Tier: Tier 4

Milestones

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Miscellaneous

Renown Ledger


Renown Ledger
Item/ Thread Renown Total
Starting Renown 10 10
Sweet Limerence of the Morrow 5 15
Backdrifts 5 20
Myself of Selves 5 25
(Don't) Eat Your Vegetables 5 30
Doors That Open 5 35
Jewels and Fools 10 45
Quiet, not Silent 5 50
(Almost) The Real Thing 5 55
Cold Like The Sea 5 60
Identikit 10 70
Teach Me How To Write 10 80
AF: Lectures Are So Boring 5 85
Link to thread where renown is gained Amount Rec'd Total

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Last edited by Carver on Sat Aug 29, 2020 3:43 am, edited 11 times in total. word count: 109
User avatar
Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
Character Sheet
Character Wiki
Plot Notes
Partner
Templates
Letters
Wealth Tier: Tier 4

Milestones

RP Medals

Miscellaneous

Wealth Ledger & Possessions


Wealth Ledger
Wealth Tier: 4
Wealth Skill: Tactics
Seasonal Wage (Ymiden 720): +3 WP

Current Wealth Tier: 5
Item Adjustment Total WP
City Dweller Tier 5 (66 WP) 66
Cylus 720 Wealth Thread +1 WP 67
Ashan 720 WT +2 WP 69
1 season's drugs - Basic Quality (Vhalar 720) -2 WP 67
Set of Knives (Average Q) -5 WP 62
Link to thread / Item Adjustment Total
Link to thread / Item Adjustment Total
Link to thread / Item Adjustment Total

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Possessions

Index

Starting Cycle: Rebirth 720

Rebirth Cycle Tier: 5
Hot Cycle Tier: 5
Cold Cycle Tier: Current: 4

Current (Mundane)

Clothing
  • Day wear (Average)
  • Day wear 2 (Average)
  • Night wear (Average)
  • Outdoor wear (Average; coat, fur-lined gloves, etc.)
Weapons
  • Heirloom (Tier 7): Good Blood Metal Brass knuckles (4).
  • Average-quality Leather Gauntlet (2).
  • Average-quality Hand Axes (3).
  • Average-quality Set of Knives (5)
  • +1 Aye-Aye Mouse (source)
  • +1 Chestnut Mare Horse (Bette) (source)
Books and Journals
  • +1 Scalvoris Almanac. (basic book)
Misc Belongings
  • One Set of Toiletries: Soap, A comb or brush, razor, toothbrush, toothpaste.
  • One waterskin.
  • Two sets of eating utensils.
  • Tinderbox.
  • Cigarette tin (full of rolled cigarettes)

Current (Arcane)

  • pending

Pending

  • 1 set of good-quality Tier 4 armor
  • Tier 5 Items

Given/Lost

Used



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Last edited by Carver on Sun Oct 18, 2020 10:04 am, edited 12 times in total. word count: 261
User avatar
Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
Character Sheet
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Wealth Tier: Tier 4

Milestones

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Miscellaneous

Housing


Housing
Etzos (Tier 5)
pending
Home
Tier 5: a small three room home in a mediocre area. Nothing fancy, but equally, you aren't completely scraping for your next meal, either. You get by. You may assume a small garden.

A Tier 5 building includes one small room, three average rooms, and one large room with average-quality furnishings. Tier 5 buildings are medium in size and are more complex in their design. They have a comfortable amount of room to live in for the average family. They are usually located within the middle-class districts of a city.


6+ Occupants:
  • Carver
  • Laures
  • Squeak the Aye-Aye Mouse

Basic Layout:
  • Average room 1
  • Average room 2
  • Average room 3
  • Small Room
  • Large Room
  • Small vegetable garden

Approximate Lay-Out

Image
Bedroom

Image
Room



Starting Location: Egilrun, Scalvoris (Cylus 720)
Last House Location: Scalvoris Town, Scalvoris (Cylus/Ashan 720)
Current Location: Etzos (Ymiden/Saun 720)

Last edited by Carver on Mon Nov 02, 2020 2:31 pm, edited 8 times in total. word count: 152
User avatar
Carver
Posts: 250
Joined: Sun Apr 19, 2020 4:43 am
Race: Human
Profession: uɐɯ ɹǝdɐǝɹ
Renown: 80
Character Sheet
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Wealth Tier: Tier 4

Milestones

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Miscellaneous

PSF Approval Links


PSF Approval Links
Approval Link For What Status
Starting Premise Plot Approval for Starting Premise Approved
Graft Witchmark Witchmark (Magic) Approved
Personal NPC Personal NPC (Izolda - "Mother") Approved
Graft Theme & Awakening Theme and Competent Mutation Approved
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Link thread Description Status l
Link thread Description Status l
Link thread Description Status l
Link thread Description Status l
Link thread Description Status l
Link thread Description Status l

Consequence Tracker
Thread For What IC Dates
Doors That Open Other people in the bank may think Carver and Laures are rude to be kissing and getting touchy-feely in line. 7 Cylus 720
Jewels and Fools Your're competent in deception. While this is good enough to fool most faceless npcs and such, there's always one person, one stick in the mud, who no matter how well crafted or corroborated your story, will not believe it. One of the Earth Elements responding to the call of a downed suspect doesn't buy Carver's story. The two may find themselves followed by this Element, or having unexpected run-ins with the man. 14 Cylus 720
AF: Lectures Are So Boring Cut on his lip that will leave a scar. Bitemark on arm, and other wounds, and probably a lot of sore muscles. He also is developing hay fever. 44 Ashan 720
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word count: 245
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