Nano 2024 PRIZE

gimme gimme gimme

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Olga Barber
Posts: 49
Joined: Sun Nov 03, 2024 6:19 pm
Character Sheet: viewtopic.php?t=5672
Character Secrets: viewtopic.php?p=32442#p32442

So, I had 53 points over all, then the 5 for the special mention, and then 5 as mentioned by Rune on Discord- so, 63, in total.

Could I allocate 50 towards Castor, an uber grab bag ability related to thievery of some sort? And then 13 to Olga, dealer's choice! I am honestly fine with whatever for her.
word count: 60
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Rune
Posts: 732
Joined: Mon Mar 07, 2022 4:04 pm
Character Secrets: viewtopic.php?t=3831

Granted! I'll begin working on these and get back to you soon.
word count: 13
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Rune
Posts: 732
Joined: Mon Mar 07, 2022 4:04 pm
Character Secrets: viewtopic.php?t=3831

Caster Green


There is a knock at the door, deep and hollow, as though resonating through the earth itself. When the door is opened, no one waits on the other side, but a wind rises, swirling around the one that answered. The wind tungs, rushing around and then through the one it sought, filling each of their senses until, for a moment, there is nothing. As suddenly as it came, the wind retreats. What did it leave behind..?



Larceny’s Soul:


The bearer of Larceny’s Soul has a set of abilities, innate to them, associated with being in places that one should not and obtaining things which do not belong to one. When the Soul is invoked, the bearer may use any of the following abilities.

Larceny’s Touch: Know the value, to within one copper piece (this value is the average for the item and does not include prices someone might pay for sentimental objects) of any item they are in physical contact with. The contact must involve their bare skin but the touch may be brief, even merely brushing against something will impart the information.

Larceny’s Shadow: Shake loose their shadow and instruct it, through mental connection, to cause distractions limited only by the imagination of the bearer. The shadow is not corporeal, so it can’t interact with physical objects but it can take on the shadow form of any thing, object, creature or sentient, in any number. The shadow need not be reflected onto anything to be visible and can therefore lead people away, cause them to think they are being followed, or any similar forms of distractions.

Larceny’s Freedom: Given a moment of concentration, the bearer can slip out of or otherwise free themselves from any non-magical bindings now matter how tight or of what material they are made. This ability can also be applied to magical bindings, up to Master level, given a full minute of unbroken concentration per level of magic. If the bindings are of multiple types of magic, the bearer must concentrate on each type for one minute per level. If their concentration is broken, they must begin again. If the magical binding is of multiple types and the bearer breaks through one type of magic, they are released from it, even if their concentration is broken before they are able to free themselves from other forms of magical binding.

Larceny’s Mind: No form of lock or closing mechanism is beyond the understanding of the bearer of Larceny’s Soul. If the bearer is able to see or touch a lock, locked door, item or otherwise that is held shut they are able to understand the mechanism of closing. This covers everything from a chair propped under the handle of a door to a door held by multiple forms of magic. Concentrating for a moment gives a general idea of what keeps the object closed (mechanical lock, bar, object blocking it, magical lock, Negation Ward, etc) the longer the bearer concentrates the more they can learn. Knowing all there is to know about a lock or holding spell doesn’t give the bearer the ability to circumvent them. Getting around them will require appropriate skills or abilities.

Larceny’s Pocket: When called upon, a tiny pocket will open into another plane. The pocket is always the same, the opening can be as wide as three feet on a side and contains up to ten cubic feet of space, or as little as one cubic inch, in whatever shape the bearer chooses. The pocket is always the same space and anything placed inside it will interact with anything else within. The temperature within the pocket can be anywhere between 0 and 100 degrees (fahrenheit) and can be decided by the bearer any time the pocket is open. No other being, with the exception of Tier 4 gods and above, have the ability to access the pocket without the permission of the bearer. A mage with the Semblance Rune of Journeyman level or higher can sense the pocket while it is open, so long as it is within their range and ability.
word count: 734
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Rune
Posts: 732
Joined: Mon Mar 07, 2022 4:04 pm
Character Secrets: viewtopic.php?t=3831

Olga Barber



There is a knock at the door, a normal knock; someone has come to call. When it is answered there is a androgynous individual in a messenger’s uniform. Not one that has ever been seen by you before, but it seems somehow obvious. They smile and offer a thin leather scrip sealed with red wax. The seal is unfamiliar, and yet, familiar, tugging at the mind. As soon as you take the package, the messenger turns on their heels and is gone. Breaking the seal you peer into the scrip; what lies inside..?



Long Lost ‘Aunt’:


Inside the scrip is a letter introducing you to a Familial Connection, as well as a pouch of 30 gold pieces. This Connection is a wealthy, if distant relation who has taken an interest, and a bit of a shine, to you. You may decide the exact details of the Connection. The Connection is able to provide you with either one sustained ability, or a number of single-use abilities as listed below, per season.

Sustained:

Shelter:
You can choose to live with this Connection at a comfort level of a minor nobility at any time. This lifestyle includes food and a small allowance that will cover clothing and other basic needs. It does not provide any of the other benefits of either wealth or nobility. You do not have to pay lifestyle expenses if you choose this ability

Aid:
If asked this Connection will provide one assistant with non-magical Journeyman level skills in most normal professions. This might take the form of a guard, a craftsman or anything similar, legal and otherwise, for up to 30 days in a season. The days need not be consecutive.

Single-Use:

Money:
Uses per season: 1
The Connection will, if asked, give a gift of 30gp, no questions asked (unless it makes for fun roleplay).

Obfuscation:
Uses per season: 3
The Connection will provide a place or way to hide you for up to 24 hours per use.

Recommendation:
Uses per season: 2
The Connection will provide you with an introduction or recommend you to a person or into a society that you might otherwise not be able to get into. The types of people or social settings they have access to will depend on the details you decide on for the Connection.
word count: 431
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