Clyvelle
Memorial Mob
Jareth Fletcher
Theme: I Think I Saw a Ghost - One Hope
Rp'er Name: Clyvelle
Post Frequency: Daily to Weekly
Discord Name: Clyvelle#4402
Current RP: [Isekai Hell] Golden Path
Goals:
- Escort the Leilosis monks to new home
- Return to normal life in Ryken
Height: 5' 9"
Weight: 130 lbs.
Backstory: Jareth lived in seclusion with his parents, who were former zealots. They were eventually found out and murdered by their fanatical brethren. Jareth, along with a handful of other children, was captured and used in a ritual to the zealot order's deity. Before the ritual could be fully realized, a militia hired by a local noble stormed the area, stopped the ritual, and rescued the children. Jareth was taken with the others back to Ryken where he was placed in an orphanage. He was thought to be insane as he was reasonably not himself after the murder of his parents and involvement in a horrendous ritual. It wasn't until a glassmaker caught his attention that anyone realized how normal Jareth could be. He showed great promise in the art, and soon became an apprentice at the artisan's shop.
Current Life: Having established himself as an apprentice, Jareth lives a comfortable, albeit meager, life. Most of his days are spent running errands for his master, Nolan Isthmus, while perfecting his own skills when there's time. He actively avoids spiritual places, such as temples and even graveyards. The trauma is now years behind him, but the nightmares still haunt his pillow at night. He also has learned to walk the other way when certain individuals are approaching. Some of the adults trained their children to avoid the ones involved in the ritual, fearing any number of supernatural disasters. This instilled avoidance evolved naturally, yet aggressively, into unadulterated hatred for the "omen children".
- Frequently finds sand on or around him
- Befriended elderly neighbor named Boris
- Working on a telescope
- Apprentice to Master Nolan Isthmus
- Main antagonist is Osman, another omen child, and his cohorts Ban and Trent
- Despised by noblewoman Audrey Antoinette Delarue (Lady Delarue) for reasons unknown
- The omen children have allegedly suffered ill fates, one disappearing entirely
- Avoids involving guards when he gets bullied by Osman
- Gore can initiate panic attacks due to associated memories
- Personality shift: Anger/Self-preservation
Points at Start: 105
Points Earned: 544
Points Spent: 539
Points Not Spent: 110
Strength - D (14)
Precision - B (28)
Intelligence - C (21)
Vitality - A (35)
Speed - D (14)
Character Grade - C
Movement (0)
- -
- -
- -
- Magic D (21)
Prereq: C Grade Intelligence
Character has become aware of the mana in their body and can now learn to channel it. May be combined with other skills to create magical spells and abilities. Required to cast spells. Requires Catalyst item. This skill must be higher than any of the other magical skills acquired to enhance a spells effects. Ex: Duration, Targets, Area, Range, etc - Magic Domain [Earth] E (140)
Prereq: Magic D
Max limits: E Grade
Range: 30ft/100ft/1000ft/1 mile/10 miles/100 miles
Aoe: 15ft/50ft/500ft/0.5 mile/5 mile/50 mile radius
Target: 5 targets/10 targets/25 targets/50 targets/100 targets/200 targets simultaneously
Duration: 1 hour/1 day/1 week/1 month/1 season/Permanent until canceled or nullified (narrator discretion and potentially Isekai Hell Mod discretion)
The character is a scholar of magic that has specialized and generalized in a particular area. It has allowed them to develop or learn an area of magic to the point where they can twist and mold it to accomplish their whims within the limits of their domain as opposed to the mundane limits of typical magic.
Magic domain allows the user to create a school of magic and get a suite of abilities per grade based within the limits provided. However, it differs in that the type can be much more varied and complex. Additionally the abilities possible becomes anything that can be narratively tied to the type chosen.
Type may not be [everything] and similar mass inclusion terms.
Work with mods and narrators to discern what terms and resulting powers make most sense for character and narrative. This is mainly for those with complicated magic needs and it's unclear what type or set of skills would be necessary to make the ability possible.
When making abilities: include magic skill and magic domain skill.
Additional limits may be imposed depending on nature of powers. Generally powers that ignore the IH system and its mechanics will be vetoed: Instant Death, Invulnerability, Undying, Unblockable, Unbreakable, etc terms that imply perfect and complete negation of things that suggest God levels of ability. - Energized E (14)
Prereq: D Grade Intelligence
Note: Only applies to abilities of equal or lesser rank
Reduce post cooldown of abilities by 1
- Supersense [Tremorsense] E (14)
Prereq: D Grade Intelligence
Character has an additional sense. Upgrading the skill increases effective range of the sense. Each time the skill is taken, a new sense may be added. Some senses possible with this skill: echolocation, tremorsense, x-ray vision, microscopic vision, etc...
F - 10ft radius
E - 100ft radius
D - 1000ft radius
C - 1 mile radius
B - 10 mile radius
A - 100 mile radius
- Change State F (21)
Prereq: Vitality E
Character can change their state of being to a different state of matter for a limited amount of time. While changed, they may ignore certain physical requirements like breathing or eating. When they turn back into their regular forms, any damage or fatigue accrued that has not been resolved will impact the body.- Change State F - can change into a liquid. cannot pickup solid objects. Cannot apply force greater than a gentle wave. Takes half the damage normally incurred as appropriate by narrator.
- Change State E - can change into a gas. cannot affect things with more than a gentle wind. Is only minorly affected by attacks that don't affect the entirety of the character as determined by narrator.
- Change State D - can become Incorporeal. Like a ghost, the character loses physical substance. Can pass through solid objects and is immune to physical types of harm. Can't interact with the physical world despite still being visible.
- Change State C - can become a type of energy. Light, sound, electricity to name a few. At narrator discretion, more abstract forms of 'energy' are possible.
- Change State B - allows for stronger abilities made with the skill
- Change State A - allows for stronger abilities made with the skill
- Change State S - allows for stronger abilities made with the skill
- Resistance [Physical] E (42)
Pre-req: D Grade Vitality!
Note: While immunity is not possible for fairness, if the skill and vitality are high enough, it's as good as in most cases.
Character takes reduced damage/pain/debuffs/setbacks when hit by an attack, technique, or hazard using same/similar element - Regeneration D (21)
Pre-req: C Grade Character!
Character automatically starts to heal itself if the character is not killed and the body is not destroyed. Does not apply to Mental 'damage'. This includes regrowing severed appendages. Character regains all their HP after a cooldown on Regeneration expires. The cooldown on regeneration begins as soon as the character takes damage. Cooldown on regeneration shrinks as the regeneration skill is upgraded. Out of combat, the cooldown only applies at narrator discretion. Cooldown is not reduced by Energize.
Cooldown:
F - 6 posts
E - 5 posts
D - 4 posts
C - 3 posts
B - 2 posts
A - 1 post - Resilient [Fatigue (caused by hunger, thirst, lack of sleep); Suffocation] E (14)
Pre-req: D Grade Vitality
Character's body is adapted to survive in a hostile environment or condition. May choose a new environment or condition each time skill is upgraded or taken. Examples: space, underwater, desert, Aging, Fatigue (caused by hunger, thirst, lack of sleep) etc
- Companion F (35)
Note: Companions are prohibited from taking the Companion or Minion Skills.
The character has acquired, created, or met one or more companions. Companions are npc's controlled by the narrator of any given rp. They are generally allies of the Character that spawned them but have their own minds and goals. Common examples: Childhood friend, Pokemon, Digimon, Butler, etc
The rp'er has 70 points with which to create their companion(s) by either investing all of them into one or splitting them up between multiples. Creatures created in this way must have a minimum of one stat above F grade or one skill acquired. Creatures are assumed to be a humanoid base with F's for stats until skills and stat upgrades are applied.
For each Grade of Companion, the companion(s) may improve with a shared 35 points per grade after F.
- Artisan (Eyeglass) D (21)
Pre-req: C Grade Precision!
Artisan's are skilled professionals that can take materials and turn them into products. Generally artists and craftsmen, they gain tools necessary to perform the trade/craft and can craft items of the same grade for free. A starting asset an artisan may have is a Master npc and Shop with which they may practice their craft. Ex: Artisan Blacksmith F can craft F grade swords. Orichalcum and Mithril items get a 7 point deduction to purchase at F grade and a 7 point deduction per upgrade. - Focus D (21)
Pre-req: C Grade Character!
Note: Each grade of Focus enables a character to use 1 additional magic item at a time.
The ability to concentrate in stressful situations, and the knowledge of techniques to center the mind and spirit. Can be an important skill for mages and marksmen. Allows character to ignore varying degrees of distraction as it levels up to improve ability effectiveness even while moving or under threat.
Offensive
- Palm Strike - Magic E - Jareth performs mana-infused palm strikes to deliver melee magic damage - Grade E - 1 Post Cooldown
- Sand Whip - Magic E, Domain F (AOE 10ft radius), Focus E - Jareth conjures a tentacle of sand that lashes out at target within radius - Grade E - 1 Post Cooldown
- Spike (air) - Magic E, Domain F (Range 10ft, AOE 10ft radius), Focus E - Jareth conjures spiked projectiles of sand that launch out in a radius - Grade E - 1 Post Cooldown
- Spike (ground) - Magic E, Domain F (Range 10ft, AOE 10ft radius), Focus E - Jareth causes spikes that extend up to 10ft to erupt from the ground at a point within range - Grade E - 1 Post Cooldown
- Muddle - Magic E, Domain F (Range 10ft, Duration 1 minute), Focus E - Jareth casts a cloud of sand at his opponents eyes to obscure their vision - Grade E - 1 Post Cooldown
- Scatter - Magic F, Change State F, Focus F, Energized F - Jareth utters the command word and disperses into sand - Grade F - 0 Post Cooldown
- Mage Armor - Magic E, Domain F (Duration 1 minute), Focus E - Jareth surrounds himself with densely packed sand for the duration - Grade E - 1 Post Cooldown
- Wonderwall - Magic E, Domain F (Range 10ft, AOE 10ft, Duration 1 minute), Focus E - Jareth raises a wall of sand for the duration - Grade E - 1 Post Cooldown
- Tremorsense - Supersense [Tremorsense] E, Focus E - Jareth passively senses vibrations in the ground within 10ft/100ft radius while being aware of surroundings - Grade E - 1 Post Cooldown
- Earth Walk - Magic E, Domain F (Duration 1 minute), Focus E - Jareth melds into an earthen surface and moves about its area freely - Grade E - 1 Post Cooldown
- Sand Garden - Magic E, Domain F (AOE 10ft), Tremorsense E, Focus E - Jareth creates a layer of sand on the ground centered on him within range as he actively perceives creatures in contact with the area - Grade E - 1 Post Cooldown
- Sweep - Magic E, Domain F (Range 10ft, AOE 10ft radius), Focus E - Jareth conjures a tentacle that sweeps horizontally across the field, batting creatures and objects aside - Grade E - 1 Post Cooldown
- Dust in the Wind - Magic E, Domain F (Range 10ft), Focus E - Jareth disperses into sand then reforms at a point within range - Grade E - 1 Post Cooldown
- Sling E (14)
- Catalyst D (21)
- Natural Armor (Heavy) C (28)
- -
- Dumpy Cottage
- Access to eyeglass workshop from Eyeglass Artisan title
Change Log: (list here links to thread posts where the character received awards/points from moderator. Also list point expenditures whenever the points are used to buy or upgrade something and what the points were used for.)
ex:
ex:
- Prologue: Is that sand on your shoulder?
- +25 points
- Acquired title [Scorned] - Your character is seen as a pariah by the general public. You'll have increased chances of drawing the aggression of those around you. You'll also have increased chances of drawing the aid and support of characters that witness your hardship.
- Point Expenditure
- Sling F (-7)
- Precision C (-7)
- Vitality D (-7)
- Title Change: Equipped [Scorned]
- The Birds and the Horned Rabbits
- +28 points
- Acquired title [Ryken Adventurer F] - character is an adventurer of the ryken adventurer guild. known for being proficient in a number of terrains including water, Ryken adventurers tend to be diverse and capable. F grade characters are still learning the basics. They may not be fully equipped or able to handle many quests by themselves.
- Point Expenditure
- Precision B (-7)
- Vitality C (-7)
- Artisan (Eyeglass) D (-7)
- Sling E (-7)
- Title Change: Eyeglass Apprentice changed to Eyeglass Adept
- Lens of Truth
- +23 points
- Acquired title [MIA] - character has been reported missing and faction(s) have mobilized to find them. More NPC's and PC's may invade threads of character wearing this title to try and find them.
- Point Expenditure
- Change State F (-21)
- Respite From the Truth
- +22 points
- Grouped individual physical resistances into one item "Resistance [Physical] F (21)"
- Point Expenditure
- Regeneration F (-7)
- Resilient [Fatigue] F (-7)
- Supersense [Tremorsense] E (-14)
- Summer Writing Prompt
- +7 points
- Added ability "Scatter" and "Tremorsense".
- Changed character picture.
- Chapter 1: Metamorphose
- +100 points
- Acquired titles [Sandman] - character's body is made of sand. Is likely to leave sand behind wherever they go. Has an easier time staying together in moist environments and less windy days. Even when solid, can give off the impression they may blow away at any moment.
- [On The Wind] - character is considered missing or actively avoiding being found. Can make it more difficult to establish trust with those they come in contact with. Those that know them already will not immediately recognize them.
- Point Expenditure
- Magic E (-14)
- Domain [Earth] F (-70)
- Energized F (-7)
- Catalyst E (-14)
- Added several abilities divided into 'Offensive', 'Defensive', and 'Utility' sections.
- [9/24/22]Chapter 2: A Red Wind Blows in the Desert, Part 1
- +36 points
- Acquired title [Maze Runner] - character has ran for their life in a confusing and trying place and situation. Character is more likely to perform better in confusing settings in the future where passive senses are not sufficient for getting through something under pressure. Increases ability to think on ones feet and improvise. More prone to finding themselves in similar difficult situations.
- [10/20/22]The Threads Gather
- +40 points
- [10/22/22] Cosmetic changes to skills, added explanations and prerequisites of skills
- [10/27/22]World RP Wager
- +28 points
- [11/22/22]Point expenditure
- Magic E=>D (-7)
- Domain F=>E (-70)
- Catalyst E=>D (-7)
- [11/26/22]Chapter 2: A Red Wind Blows in the Desert, Part 2
- +34 points
- Point Expenditure
- Companion F (-35)
- Natural Armor (Heavy) D (-21)
- [12/20/22]Project 10
- +15 points
- Acquired title [Comrade] - character has proved themselves to be a good ally and approachable. Character will have easier time convincing others to team up with their cause or to allow him to join theirs. More likely to join a cause that isn't worth joining too, however.
- [1/16/23]The Postlude
- +11 points
- Acquired title [Sun Kissed] - character has a new found fascination with the Leilosis faith. Will suffer in social situations with those that despise the followers of the Sun God. Will excel in social situations with Sun God followers.
- [4/7/23]February Event
- +4 points
- [8/16/23]Worlds Training - Foresight, Flowers, Bugs and The Invasion
- +97 points
- Asset [World Certification] - character has experienced a world rp or a world training and can participate in World Rp's and their various kinds. Unlike the common populace, the character has faced death and has grown in their abilities and teamwork.
- Title [Ryken Adventurer E] - character is an adventurer of the ryken adventurer guild. known for being proficient in a number of terrains including water, Ryken adventurers tend to be diverse and capable. Grade E - character has shown promise for the life and is no longer required to participate in basic training or mundane odd jobs. While they still have a ways to go, they at least know the basics now.
- [8/17/23]Reformatted changelog to make point gains/expenses more visible
- [8/19/23]Point Expenditure
- Strength F=>D (-14)
- Vitality C=>A (-14)
- Energized F=>E (-7)
- Regeneration F=>D (-14)
- Resistance [Physical] F=>E (-21)
- Resilient [Suffocation] F=>E (-7)
- Focus E=>D (-7)
- Natural Armor (Heavy) D=>C (-7)
- [9/18/23] Updated Current RP
- [11/17/23]Golden Path
- +74 points
- Title [Ryken Adventurer D] - character knows all the basics, has been on some adventures, and shows themselves to be competent. They are only missing experience and a specialty that sets them apart in the guild. They are considered a full fledged member and can be called upon for most standard missions even if just as a supporting role.
Fleet
Goals: (list short or long term goals you have for the character with a minimum of one goal.)Equipped Titles: Construct, Fabriken
Height: Variable
Weight: Variable
Backstory: Fleet was created in the early days when construction of the manor had just begun. He was utilized for mining and constructing and given morphing abilities to suit these purposes. Eventually the master of the house left after a tragedy befell his wife and daughter, leaving the Fabrikens masterless. Fleet was made to dig and build, so he continued doing so in the master's absence. First, he dug underneath the manor and fashioned a crypt to lay his master's dead wife and child to rest. Time passed as Fleet continued his work expanding the labyrinthine tunnels and maintaining their structures.
Eventually, a miracle occurred when the Lady was seen wandering around the manor. Then another when her daughter was discovered elsewhere in the manor. Both were blackened and dispersed sporadically at first. They resembled the fabrikens moreso than humans now. Even so, the remaining fabrikens rallied to them, eager to serve their purposes for their masters once more.
Fleet was taken with a curiosity, however, and investigated the tomb he had laid her and her daughter in. There he discovered a black residue much like his own body. Upon interacting with it, he became autonomous, no longer bound to the Lady or his former purposes. Unsure of what to do with his newfound freedom, he brought other fabrikens down to the residue and had them interact with it, resulting in similar liberation each time. It was Fleet's friend Bode, who took to studying the residue.
Life went on in the manor. Some of the liberated fabrikens left but most stayed.
Bode's studies eventually revealed that the fabrikens could not stray far from the residue in the tomb after interacting with it. They began performing tests to see if they could bind with other creatures and escape that way. They had no success until the red storm began.
The red storm injected mana into the atmosphere that caused all sorts of strange effects on the wildlife. One such anomaly was the being they called Pincer, which wandered the labyrinth above them. Another was a noticeable change in the Lady of the house, who began behaving oddly, apparently losing memory and asking strange questions of the fabrikens. Lastly and most important, the storm changed the nature of the fabrikens' bodies, allowing them to bind at a molecular level with certain creatures. This success was only temporary, however, as the effects of the red storm seemed to wear off, creating more fabriken casualties after a time.
Bode speculated that they needed one who was borne of the storm, having that same strange mana flowing through its veins. Thus the search for one touched by the storm began. After weeks of waiting and watching, Jareth and Achu stumbled into their labyrinth and were subsequently taken in by the fabrikens. Their salvation had come it seemed. But all was not right with the Lady and even her daughter, Cecilia, seemed to be coming under the influence of this change in character.
[REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED]
Eventually, a miracle occurred when the Lady was seen wandering around the manor. Then another when her daughter was discovered elsewhere in the manor. Both were blackened and dispersed sporadically at first. They resembled the fabrikens moreso than humans now. Even so, the remaining fabrikens rallied to them, eager to serve their purposes for their masters once more.
Fleet was taken with a curiosity, however, and investigated the tomb he had laid her and her daughter in. There he discovered a black residue much like his own body. Upon interacting with it, he became autonomous, no longer bound to the Lady or his former purposes. Unsure of what to do with his newfound freedom, he brought other fabrikens down to the residue and had them interact with it, resulting in similar liberation each time. It was Fleet's friend Bode, who took to studying the residue.
Life went on in the manor. Some of the liberated fabrikens left but most stayed.
Bode's studies eventually revealed that the fabrikens could not stray far from the residue in the tomb after interacting with it. They began performing tests to see if they could bind with other creatures and escape that way. They had no success until the red storm began.
The red storm injected mana into the atmosphere that caused all sorts of strange effects on the wildlife. One such anomaly was the being they called Pincer, which wandered the labyrinth above them. Another was a noticeable change in the Lady of the house, who began behaving oddly, apparently losing memory and asking strange questions of the fabrikens. Lastly and most important, the storm changed the nature of the fabrikens' bodies, allowing them to bind at a molecular level with certain creatures. This success was only temporary, however, as the effects of the red storm seemed to wear off, creating more fabriken casualties after a time.
Bode speculated that they needed one who was borne of the storm, having that same strange mana flowing through its veins. Thus the search for one touched by the storm began. After weeks of waiting and watching, Jareth and Achu stumbled into their labyrinth and were subsequently taken in by the fabrikens. Their salvation had come it seemed. But all was not right with the Lady and even her daughter, Cecilia, seemed to be coming under the influence of this change in character.
[REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED-----REDACTED]
Current Life: Fleet has managed to leave the manor behind after binding to Jareth's body. As Jareth allows, Fleet is able to grant his body new properties and seems to synergize well with Jareth's sand powers. For the most part, Fleet nestles into Jareth's shoulder, beholding the wider world for the first time from his perch.
Points Earned: 70
Points Spent: 70
Points Not Spent: 0
Strength - F
Precision - F
Intelligence - E (7)
Vitality - B (28)
Speed - F
Mental (0)
- (placeholder: telepathy)
- Feature: Amorphous - Creature is composed of a malleable substance such a liquid or gas and can change its form freely.
- Change State E (21) - Limiter 1: Permanent - The skill is always active in an ability at all times.
Pre-req: E Grade Vitality!
Character can change their state of being to a different state of matter for a limited amount of time. While changed, they may ignore certain physical requirements like breathing or eating. When they turn back into their regular forms, any damage or fatigue accrued that has not been resolved will impact the body.- Change State F - can change into a liquid. cannot pickup solid objects. Cannot apply force greater than a gentle wave. Takes half the damage normally incurred as appropriate by narrator.
- Change State E - can change into a gas. cannot affect things with more than a gentle wind. Is only minorly affected by attacks that don't affect the entirety of the character as determined by narrator.
- Educated F (7) - Stonemason: Architecture, Engineering, Mining
Pre-req: E Grade Character!
Note: This skill may only be taken once
Character has lived a life where they have first hand experience of using specific skills and knowledge on a regular basis. Pick 3 skills from the secondary skills list that are not artisan when taking this skill. Add those skills to your sheet and group them with some job or background title to show what life experience nurtured those skills for the character. Whenever this skill is upgraded, all 3 chosen skills will automatically upgrade to match. Skills that are a part of this skill may still be individually upgraded beyond the grade of Educated, but they will then no longer benefit from this skill being updated until its grade surpasses theirs.- Architecture F
Pre-req: E Grade Intelligence!
Note: It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without woodworking tools
Character has knowledge of construction methods, architectural drafting, and more. A successful use of this Skill can also find weak points in constructions. - Engineering F
Pre-req: E Grade Intelligence!
Note: It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without woodworking tools
The use of scientific principles and experimental data to design and build equipment, structures, and useful devices. - Mining F
Pre-req: E Grade Intelligence!
Note: It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without woodworking tools
The knowledge of the processes and techniques to extract minerals and gemstones from dense rock formations.
- Architecture F
- Investigation F (7)
Pre-req: E Grade Intelligence!
Note: It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, the effectiveness of your knowledge or skill may suffer. Ex: Carpenter without woodworking tools
The talent for detective work – searching around for clues and making deductions based on those clues. Includes spotting the location of a hidden object and discerning from the appearance of a wound what kind of weapon dealt it.
- Super Awesome Ability Name - Skill 1 F, Skill 2 E, Skill 3 F - Causes super awesome stuff to happen - Grade F - 0 Post Cooldown
- Super Awesome Ability Name - Skill 1 F, Skill 2 E, Skill 3 F - Causes super awesome stuff to happen - Grade F - 0 Post Cooldown
Equipment:
- N/A
- N/A
- N/A
Change Log: (list here links to thread posts where the character received awards/points from moderator. Also list point expenditures whenever the points are used to buy or upgrade something and what the points were used for. Be sure to include dates of the updates in the log.)
ex:
ex:
- Creation: +70 points
- Point Expenditure
- Intelligence F=>E (-7)
- Vitality F=>B (-28)
- Change State F (-21)
- Limiter 1: Permanent applied to companion's Change State skill increasing Grade F=>E
- Educated: Stonemason - Architecture, Engineering, Mining (-7)
- Investigation (-7)
- [1/3/23]Documented Fleet having mapped the keep and grounds of Baron Highgrove
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