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Imogen Ward
Posted: Tue Dec 07, 2021 9:32 pm
by Imogen
I M O G E N - W A R D
Details
Full Name: Imogen Ward
Race: Orkhan
Sex: Female
Age: 28
Height: 6'6
Weight: 210lb
Birthdate: 44 Frost 96 AOS
Birthplace: Zaichaer
Profession: Honest Work With A Little Smuggling, As A Treat
Housing: Small room rented in the city, how much could that even cos-
Partners:
Titles:
Factions: Sunsingers, Pfenning Theater
Fluencies: Common, Ecitherese
Conversationals: None
Ineptitudes: None
Appearance
Imogen is tall, even for Orkhan, with more than the ordinary amount of muscle and streaks of scaling down each limb. She wears simple clothes, made to bend and breathe for any job, and keeps her hair braided, pinned, and out of the way. Her face is bright and open, strong eyebrows framing iridescent eyes over a petite mouth with equally miniature tusks protruding over the lip. Her gait is slow, and her every movement is deliberate, as though she were listening to the direction of a distant soul, rather than living within her own body. Even in desperate times, Imogen is relaxed, and none of her adult acquaintances can recall so much as a scowl darkening her honest face.
Personality
A solid worker with an impudent tongue- that’s what Imogen’s employee evaluations would say, if they did evaluations for smuggling. The Orkhan sunsinger is calm and teasing in all things, which often makes her seem disconnected from whatever is happening. Imogen is almost comically slow to anger, but this should not be confused for either ignorance or forgiveness of slights; she is simply very patient in seeing them repaid.
In all matters, Imogen walks a fine line between down-to-earth practicality and moon logic, taking great pride in her (somewhat hypothetical) professional and staid evaluation and approach to each problem but being invariably called to unintuitive action. She is extremely gifted at devising uncouth and unintuitive approaches to solve difficult problems on the fly, and she is liable to complain about being forced to do so the entire time.
Imogen despises fair fights, preferring cautious exploration until she understands what she's up against, and engaging only if victory is overwhelmingly likely. Like all Sunsingers, she abides by an ironclad code of honor, but is unbothered by the commission of crimes which do not offend it, placing no particular respect in the edicts of monarchs and governments. After choosing to accept citizenship in Ecith, she willingly abides by the tenants of the Commonwealth, but reserves to herself the right to interpret them loosely.
Song -
History
Imogen Ward had a frustratingly uninteresting childhood for someone who has technically always been a fugitive. Valmont and Euvettia Ward were both Sunsingers, one by birth and one by choice, and Imogen spent over a decade in the Sanctuaries run by her mother, moving from time to time in the dark of night. A hardy and driven child from the start, Imogen made her father train her in the sword from a young age, always pestering him with colorful and bloody tales of what could happen if the Order of Reconciliation caught up to them some dark and moonless night.
To the young Imogen’s great disappointment, this never happened- her mother’s cunning and care in taking clients proved a sufficient shield against detection- and the orkhan girl came of age without a single climactic battle against a tide of sneering police. In truth, she spent only a few years within the city itself, and the chance of some sort of dramatic confrontation was naturally slim.
Nevertheless, Imogen was delighted when she was finally trained in the ways of Reaving, and the harsh training and even harsher instructions which attend all initiation into the Sunsinger’s art. With this initiation, she was sure, her every heroic dream would begin.
It would be unfair to say that the initiation broke Imogen. She was well-prepared, and certainly strong enough to come through with sword and soul both whole. When she gained her sword, however, she lost some part of her youthful dream of the invincible hero. Exiting her trial, she found herself more cautious, less interested in the excitement of battle and more concerned for the safety of the spirit she found in her hands. She began to work under the direction of a superior officer, Ansel Gerhard, who trained her for several years in the arts of the Coven while he largely oversaw minor smuggling operations in his twilight years.
As a Sunsinger, Imogen Ward strove to emulate her mother’s care, and eventually decided to make her contracts as scarce as possible. She settled on a singular source of coin after being hired for a job alongside Railrunners employed by Fianci Heron, whom she found impressively professional. After a few easy jobs guarding clients and goods for the Railrunners, Imogen became increasingly taken with their art of movement and displacement, and resolved to learn from them as she could.
To maintain both availability to her only client and an excuse for employment within Zaichaer proper, Imogen took up the job as a day laborer within the Pfenning Theater, cleaning and maintaining the stage and rooms, doing what odd jobs are necessary to keep such an institution in working order. This ended during the destruction of Zaichaer, while Imogen was overseas on a mission to pick up a relic for Master Gerhard. She spent some time trying to find her girlfriend Carina, but the two were eventually reunited by the mysterious Captain Kynne, who charged Imogen with the commission of a series of confusing jobs for a cabal of elemental spirits.
After the witch's return, she spent some time guarding refugees on the roads out of Zaichaer, culminating in a battle against the great white dragon Exathun, who tasked her and her compatriots with retrieving a stolen entity.
Re: Imogen Ward
Posted: Sun Sep 04, 2022 9:12 pm
by Imogen
S K I L L S
Skill | Skill Level | Proficiency |
Reaving | 262/300 | Master, First Order |
~ | ~ | ~ |
Two-Handed Weapons (Blades) | 100/100 | Master |
Animus | 100/100 | Master |
Two-Handed Weapons (Polearm) | 100/100 | Master |
Meditation | 100/100 | Master |
~ | ~ | ~ |
Resistance | 75/100 | Journeyman* |
Traversion | 75/100 | Journeyman* |
Storytelling | 75/100 | Journeyman* |
Flying | 75/100 | Journeyman* |
Body-Building | 75/100 | Journeyman* |
Shields | 75/100 | Journeyman* |
Negotiation | 50/100 | Journeyman |
Unarmed | 50/100 | Journeyman |
Stealth | 50/100 | Journeyman |
Running | 50/100 | Journeyman |
One-Handed Weapons | 50/100 | Journeyman |
Ranged Weapons (Bow) | 50/100 | Journeyman |
Bee-keeping | 50/100 | Journeyman |
Singing | 50/100 | Journeyman |
Climbing | 50/100 | Journeyman |
Elementalism | 30**/100 | Journeyman |
Survival | 50/100 | Journeyman |
Hunting | 50/100 | Journeyman |
Swimming | 50/100 | Journeyman |
~ | ~ | ~ |
Scrivening | 40/100 | Apprentice |
Riding | 25/100 | Apprentice |
~ | ~ | ~ |
Leadership | 24/100 | Novice |
Seafaring | 20/100 | Novice |
* Marks a skill which requires Help Forum application before raising in level
** Marks a skill which was obtained at that level without ordinary levels of experience
Thread | Points Awarded | Points Spent | Running Total |
Character Approval | +15 | 15 | 15 |
The Lost And Found | +8 | 8 | 23 |
Gods Of The Theater, Smile On Us | +8 | 8 | 31 |
Cold Bones, Warm Draughts | +8 | 8 | 39 |
Pt 1: The Student of Impulse | +8 | 8 | 47 |
Pt 2: It Forced Her Along | +8 | 8 | 55 |
Pt 3: Her Conduct Still Right | +8 | 8 | 63 |
Pt 4: With Her Argument Wrong | +8 | 8 | 71 |
Pt 5: Still Aiming At Honor | +8 | 8 | 79 |
Second Verse, Same As The First | +8 | 8 | 87 |
A Day On Which Little Of Special Note Occured | +8 | 8 | 95 |
The Slave of Duty | +10 | 10 | 105 |
Pas de Trois | +10 | 10 | 115 |
Website Update 6/16/22 | +50 | 50 | 165 |
Behind The Stage | +8 | 8 | 173 |
You Who Sit Up There, Stern In Judgment | +8 | 8 | 181 |
Red Sky At Morning | +8 | 8 | 189 |
Black Sand - There Probably Aren't Many Snakes In This Thread | +8 | 8 | 197 |
Jungle Adventure - Monkey Business | +10 | 10 | 207 |
Jungle Adventure - Unelected Lizard Tyrant | +8 | 8 | 215 |
Jungle Adventure - The Liar | +8 | 8 | 223 |
All Things Bright And Beautiful | +8 | 8 | 232 |
All Creatures Great And Small | +8 | 8 | 239 |
All Things Wise And Wonderful | +8 | 8 | 247 |
The Call | +15 | 15 | 262 |
The Trial of Vitality (pt 1) | +15 | 15 | 277 |
The Trial of Vitality (pt 2) | +10 | 10 | 287 |
The Orkhan Patient | +10 | 10 | 297 |
Nothing Comes From Nothing | +8 | 8 | 305 |
An Inauspicious Arrival | +15 | 15 | 320 |
Not Strong Enough To Fail | +8 | 8 | 328 |
The View From 300 Feet | +8 | 8 | 336 |
The Stars Were Made For Falling | +10 | 10 | 346 |
In The Arms Of The Lemurs | +8 | 8 | 354 |
Some Say The World Will End In Fire | +8 | 8 | 362 |
Some Say Ice | +8 | 8 | 370 |
Whistling In The Dark | +10 | 10 | 380 |
Because You've Missed The Plot | +10 | 10 | 390 |
Birthday Redemption 2022 | +90 | 90 | 480 |
Terms And Conditions May Apply | +10 | 10 | 490 |
I Armed Myself Against Justice | +10 | 10 | 500 |
Swiftly Flying, Northward Bound | +8 | 8 | 508 |
On The Third Day, She Rested | +8 | 8 | 516 |
The Prodigal Sunsinger | +10 | 10 | 526 |
Who Hath Made All things Well | +8 | 8 | 534 |
forget-me-not | +10 | 10 | 544 |
Back Into Madness | +20 | 20 | 564 |
A Prosaic Tale | +8 | 8 | 572 |
Birdhouse In Your Soul | +10 | 10 | 582 |
Birdhouse In Your Soul [Part II] | +10 | 10 | 592 |
Horse Trading | +8 | 8 | 600 |
Meditations On A Cloud | +8 | 8 | 608 |
Breaking Out In Hives | +8 | 8 | 616 |
A Boy Named Mr. Me | +10 | 10 | 626 |
Biologic 101 | +8 | 8 | 634 |
A Pointless Battle | +8 | 8 | 642 |
A Point of Order | +8 | 8 | 650 |
He Who Walks The Ocean Floor | +10 | 10 | 660 |
Duck Expedition: Pot Luck | +10 | 10 | 670 |
NaNoWriMo Reward | +100 | 100 | 770 |
An Inauspicious Arrival | +10 | 10 | 780 |
Blink And You'll Miss It | +8 | 8 | 788 |
Words And Their Meaning | +8 | 8 | 796 |
Ghost Stories | +10 | 10 | 806 |
Part Of You Wants To Believe Me | +10 | 10 | 816 |
Enter The Dragon | +20 | 20 | 836 |
A Power Still Higher | +8 | 8 | 844 |
The Black Sands of Labor | +10 | 10 | 854 |
Economies of Scale | +10 | 10 | 864 |
Animal Magnetism (I) | +10 | 10 | 874 |
Animal Magnetism (II) | +10 | 10 | 884 |
Animal Magnetism (III) | +10 | 10 | 894 |
You Have My Sword... | +10 | 10 | 904 |
Boredom and Mischief | +17 | 17 | 931 |
Unobtanium Pt 1 | +12 | 12 | 943 |
Unobtanium Pt 2 | +10 | 10 | 953 |
Unobtanium Pt 3 | +16 | 16 | 969 |
Riddle of Steel Pt 1 | +10 | 10 | 979 |
Riddle of Steel Pt 2 | +10 | 10 | 989 |
Riddle of Steel Pt 3 | +12 | 12 | 1001 |
Encountering An Ork And Some Ants | +10 | 10 | 1011 |
Foraging In The Jungle | +10 | 10 | 1021 |
Only One Thing That I Know How To Do Well | +10 | 10 | 1031 |
The Hammer And The Anvil Song [Pt 1] | +10 | 10 | 1041 |
The Hammer And The Anvil Song [Pt 2] | +10 | 10 | 1051 |
The Hammer And The Anvil Song [Pt 3] | +10 | 10 | 1061 |
The Hammer And The Anvil Song [Pt 4] | +10 | 10 | 1071 |
The Hammer And The Anvil Song [Pt 5] | +10 | 10 | 1081 |
The Hammer And The Anvil Song [Pt 6] | +20 | 20 | 1101 |
Downsizing | +10 | 10 | 1111 |
Makes The Whole World Blind [Pt 1] | +8 | 8 | 1119 |
Makes The Whole World Blind [Pt 2] | +8 | 8 | 1127 |
Makes The Whole World Blind [Pt 3] | +8 | 8 | 1135 |
Biologic 201 | +8 | 8 | 1143 |
The Witch And The Wardrobe | +10 | 10 | 1153 |
Stairway To Heaven | +8 | 8 | 1161 |
NaNoWriMo 2023 | +250 | 250 | 1411 |
Three Days Left | +10 | 10 | 1421 |
Eye of the Storm | +30 | 30 | 1451 |
Into the Wild Blue | +200 | 200 | 1651 |
Dreams In Iron [Pt 1] | +25 | 25 | 1676 |
Dreams In Iron [Pt 2] | +15 | 15 | 1691 |
Dreams In Iron [Pt 3] | +20 | 20 | 1711 |
Dreams In Iron [Pt 4] | +20 | 0 | 1731 |
Dreams In Iron [Pt 5] | +25 | 25 | 1756 |
Dreams In Iron [Pt 6] | +30 | 30 | 1786 |
► Show Spoiler
Banked 20 for Traversion, 60 lores
Re: Imogen Ward
Posted: Sun Sep 04, 2022 9:12 pm
by Imogen
K N O W L E D G E
Lores
Swords► Show Spoiler
Two-Handed Weapons - The basics of dueling (sp)
Two-Handed Weapons - Using scales as a shield (sp)
Two-Handed Weapons - The basics of Mordhau (character approval)
Two-Handed Weapons - Cool-Looking Sword Flips Of Minimal Combat Utility
Two-Handed Weapons - Hitting Stationary Targets
Two-Handed Weapons - Swinging In Confied Spaces
Two-Handed Weapons - Assessing The Sword's Quality
Two-Handed Weapons - Fighting A More Agile Foe
Two-Handed Weapons - Fighting Assholes With Twin Sabers
Two-Handed Weapons - Offering To Let People Stab You For An Advantage
Two-Handed Weapons - Defense Using Enormous Sword Blades
Two-Handed Weapons - Holding The Sword Backward With Claws
Two-Handed Weapons - How To Use The Blade Like A Bat (And Why You Shouldn't)
Two-Handed Weapons - Aiming During A Chase
Two-Handed Weapons - Throwing A Huge Sword With Pinpoint Accuracy
Two-Handed Weapons - Non-Lethal Use Of A Sword That Big
Two-Handed Weapons - Area Denial When You Aren't There
Two-Handed Weapons - Underhand Sword Toss... Works Sometimes
Two-Handed Weapons - Reversing Course Mid-Swing
Two-Handed Weapons - Angling For Chopping Leverage
Two-Handed Weapons - Floating Hero Style
Two-Handed Weapons - Proper Form While A Lemur
Two-Handed Weapons - Swing Without Hesitation
Two-Handed Weapons - Letting Instinct Take Over
Two-Handed Weapons - Low Sweeping Strikes
Two-Handed Weapons - Swinging Without Wind-Up
Two-Handed Weapons - Hand On Flat To Guide Thrusts
Two-Handed Weapons - Reversing Grip Fast
Two-Handed Weapons - Backwards Thrusting Motions
Two-Handed Weapons - Sword-Breaking Strikes
Two-Handed Weapons - Sword Styles of the Kalzasi Avialae
Two-Handed Weapons - Sword Styles of Ecith
Two-Handed Weapons - Cutting Through Brush
Two-Handed Weapons - Practice While On The Most Precarious Stairs Imaginable
Two-Handed Weapons - Guarding Your Back
Two-Handed Weapons - Guarding... Below You?!
Two-Handed Weapons - Precisely-Aimed Shots With Swords As Missiles
Two-Handed Weapons - Sword Styles of the Library of Drathera
Two-Handed Weapons - Sword Styles of the Temple of Raxen
Two-Handed Weapons - Maintaining A Zone of Control
Two-Handed Weapons - Swing Speed Modulation
Two-Handed Weapons - The Blade Is The Self Is The Blade
Two-Handed Weapons - Don't Cut If You're Not Sure
Two-Handed Weapons - The Serenity Of Battle
Two Handed: Polearm - Understanding Zone Control
Two-Handed: Polearm - Using the Blunt End Non-Lethally
Two-Handed: Polearm - Swinging To Create Room
Two-Handed: Polearm - Throwing A Spear (Badly)
Two-Handed: Polearm - Throwing Spears To Get Better Light
Two-Handed: Polearm - Spinning For Zone Control
Two-Handed: Polearm - Spinning Just To Look Cool
Two-Handed: Polearm - Double-ended Strikes
Two-Handed: Polearm - Disarming Upswings
Two-Handed: Polearm - Using Spears As A Lemur
Two-Handed: Polearm - Two-Directional Guards
Two-Handed: Polearm - Long-Range Slashes
Two-Handed: Polearm - Shifting Grip For Length
Two-Handed: Polearm - Two-Handed Blocking Grip
Two-Handed: Polearm - Master Gerhard's Style
Two-Handed: Polearm - Quarterstaff Fighting
Two-Handed: Polearm - Defensive Swings
Two-Handed: Polearm - Staves Make You Look Like A Wizard
Two-Handed: Polearm - Distracting Flashes At Both Ends
Two-Handed: Polearm - Guard Stance
Two-Handed: Polearm - Sweeping Small Foes
Two-Handed: Polearm - Aiming For The Vitals
Two-Handed: Polearm - Weight Shifts In Different Polearms
Two-Handed: Polearm - Stabbing Quickly
Two-Handed: Polearm - Long-Range Slashes
Two-Handed: Polearm - Non-lethal Strikes
Two-Handed: Polearm - Poking Into A Swarm
Two-Handed: Polearm - Rapid Strikes For Zoning
Two-Handed: Polearm - Swirly...Spear...technique?
Two-Handed: Polearm - Chucking Like A Lance And Hoping For The Best
Two-Handed: Polearm - Underwater Maneuvering
Two-Handed: Polearm - Guiding The Spear During Projection
Two-Handed: Polearm - Carrying Someone Around On Your Staff Like A Huge Bindle
Two-Handed: Polearm - Stabbing While Prone
Two-Handed: Polearm - Angles Of Approach
Two-Handed: Polearm - Disabling Casts
Two-Handed: Polearm - Using Swings As Counterweights
Two-Handed: Polearm - Effectively Spam-Throwing
Two-Handed: Polearm - Making Noise With The Boys
Two-Handed: Polearm - Gut Punctures
Two-Handed: Polearm - How To Parry With The Lower Bit
Two-Handed: Polearm - Use As A Large Utensil
Two-Handed: Polearm - Midair Reorientation
Two-Handed: Polearm - Locations For Maiming
Two-Handed: Polearm - HOW TO STAB MONKEYS
One-Handed: Shields - Targe Shield
One-Handed: Shields - Bracing In The Ground
One-Handed: Shields - Properties of the Floating Shield
One-Handed: Shields - Shield Bashing
One-Handed: Shields - Covering Your Eyes
One-Handed: Shields - Spinning The Shield To Knock Projectiles Away
One-Handed: Shields - Using Telekinetic Shields To Catch Stuff
One-Handed: Shields - Using The Mirror-Shield As A Magic Focus
One-Handed: Shields - Crouching Behind The Shield
One-Handed: Shields - Knocking Stuff Away With The Edge
One-Handed: Shields - Pushing Things Away Gently
One-Handed: Shields - Using Shield Like A Sled
One-Handed: Shields - Using It More Like A Springboard (Inadvisable)
One-Handed: Shields - Throwing The Shield As A Weapon (DON'T)
One-Handed: Shields - Keeping It Near Your Waist
One-Handed: Shields - Burning Plants Away
One-Handed: Shields - Charges While Guarded
One-Handed: Shields - Angles And Fast Adjustments To Block
One-Handed: Shields - Blinding Enemies With A Mirror Shield
One-Handed: Shields - Counter-Blows Against Weaker Foes
Unarmed: Brawling - Nobody Expects The Punch During A Swordfight
Unarmed: Brawling - For Real They Don't Expect The Claws
Unarmed: Brawling - Swapping Between Fist And Claw
Unarmed: Brawling - Using Both At Once
Unarmed: Brawling - Sword Catch (Bad Idea)
Unarmed: Brawling - Sword Clap (Worse Idea Somehow)
Unarmed: Brawling - Open-Palm Slaps
Unarmed: Brawling - Strategic Backhands
Unarmed: Brawling - Knuckle Punches
Unarmed: Brawling - Iron-Knuckle Punches
Ranged: Bows - Keeping The String Oiled
Ranged: Bows - How To Store The Damn Thing
Ranged: Bows - Basics of Aim
Ranged: Bows - Leading A Moving Target
Ranged: Bows - How To Miss With Flair
Ranged: Bows - How To Draw Too Hard On Purpose
Ranged: Bows - Aiming Into The Water
Ranged: Bows - Shooting While Mounted
Ranged: Bows - Shooting Without Aiming
Ranged: Bows - Shooting As A Signal
Arcana: Reaving - Strategic uses of glowing swords (sp)
Arcana: Reaving - Judging the strength of your sword (sp)
Arcana: Reaving - Dramatic Sunlight Flares For Fun And Profit (character approval)
Arcana: Reaving - Using Flaming Swords To Look Cool
Arcana: Reaving - Bracing Yourself Before Dismissal
Arcana: Reaving - Observing the Trial of Initiation
Arcana: Reaving - Resisting Losing Your Soul To Your Own Sword
Arcana: Reaving - Assessing A Foe's Strength From Their Pact Weapon
Arcana: Reaving - Don't Let Go Of Your Sword
Arcana: Reaving - Understanding How To Win The Trial
Arcana: Reaving - Setting Your Sword On Fire
Arcana: Reaving - Intentional Pact Formation
Arcana: Reaving - Synchronizing With The Weapon
Arcana: Reaving - Why Dancing Weapons Suck To Fight Against
Arcana: Reaving - How To Fight Dancing Weapons Anyway
Arcana: Reaving - Switching Your Focus Between Pact Weapons
Arcana: Reaving - The Metaphysics Of Sticking Large Weapons Into Your Own Soul
Arcana: Reaving - The Proper Response To Ghosts Is Hitting Them With Magic Swords
Arcana: Reaving - Combining Dancing and Projection
Arcana: Reaving - Offensive Materialization Technique
Arcana: Reaving - Dancing Till You Drop
Arcana: Reaving - Dancing Shield For Defense
Arcana: Reaving - Breaking Spells Defensively
Arcana: Reaving - Using Targeted Aether Disruption To Interrupt Casting
Arcana: Reaving - Using Nova-light To Scare Monsters
Arcana: Reaving - Dimming The Fire
Arcana: Reaving - Purging Your Own Uncertainty
Arcana: Reaving - Dancing To Secure An Area
Arcana: Reaving - Starting A Dance Mid-Toss
Arcana: Reaving - Sudden Attacks With Discarded Weapons
Arcana: Reaving - Modulating the Nova-Fire To Ward Off Insects
Arcana: Reaving - Use Of Spears To Aid In Climbing
Arcana: Reaving - Warding Away Dark Spirits
Arcana: Reaving - Shattering Illusions
Arcana: Reaving - Pact Weapons May Attract Unwanted Notice
Arcana: Reaving - Corruption-Breaking Attacks
Arcana: Reaving - Breaking Large Enchantments By Cursebreaker
Arcana: Reaving - Letting Your Shield Push You Defensively
Arcana: Reaving - Unleashing The Arsenal
Arcana: Reaving - Not Hitting Allies With Large-Scale Attacks
Arcana: Reaving - Creating Distance At A Distance
Arcana: Reaving - Keeping Pact Weapons Out Of Corrosive Goop
Arcana: Reaving - Adding Dragonshards to Weapon Composition
Arcana: Reaving - Dimming the Nova Fire
Arcana: Reaving - Varnishes With Dragonshards
Resistance - Fighting While Your Aether Is Being Sucked Away
Resistance - Keeping Your Wits After Getting Knocked Out
Resistance - Wearing Multiple Layers Of Clothing
Resistance - Functioning When It's SO COLD
Resistance - Ignoring Painful Skin Conditions
Resistance - Surviving Those Damnable Bug Bites
Resistance - Taking Blows To The Face
Resistance - Quickly Armoring Up With Scales
Resistance - Breathing In Dangerous Gasses
Resistance - Surviving In The Chaos Storm
Dancing - Getting So Close To Remembering The Name Of The Oldest Ballet In The World
Bees► Show Spoiler
Beekeeping - Assembling hives (sp)
Beekeeping - Fun bee trivia (sp)
Beekeeping - Bees Are The Ultimate Source Of Joy
Beekeeping - Identifying Giant Bee Species
Beekeeping - Queens and Drones
Beekeeping - How To Make Colorful Honey
Beekeeping - Understanding Hive Roles
Beekeeping - How To Not Get Stung
Beekeeping - How To Not Cry Like A Baby When Stung Anyway
Beekeeping - Important Landscape Features
Finance - Considering Whether Box Seats Are Worthwhile
Storytelling - Declaiming Grandly
Storytelling - Lying About Your Mother's Assassination
Storytelling - Autobiography
Storytelling - Putting Things In Perspective
Storytelling - Making It Sound Good
Storytelling - Getting The Pitch Right
Storytelling - Being Truthful When It Hurts
Storytelling - Finishing Up
Storytelling - Sprinkle In A Bit o' Foreignness
Storytelling: Proper Cadence By The Fire
Storytelling: Improvising
Storytelling: Stealing Other Stories To Adapt
Storytelling: Assessing The Audience
Storytelling: Knowing How To Vary Phrase Length
Storytelling: Adjusting Tempo For The Audience
Storytelling: Ghost Stories
Storytelling: Understanding What's Horseshit
Storytelling: Getting Other People To Talk
Storytelling: Tall Tales About Monsters
Storytelling: Travel Stories
Storytelling: It's Better To Be Wrong Out Loud Than Ask Questions
Storytelling: Rap Battles (Kinda)
Storytelling: Learning Basic Things From Obvious Cautionary Tales
Storytelling: Adjusting Your Language
Storytelling: Adopting The Language of Another Speaker
Storytelling: Leaving Out Bits Which Would Offend
Storytelling: (Keeping In Bits To Annoy)
Architecture - Appraising The Soundproofedness of Walls
Swimming - Recognizing When Others Are In Danger Of Drowning
Swimming - Estimating The Time You Can Stay Submerged
Swimming - Forcing Self To Keep Eyes Open
Swimming - Basic Bouyancy
Arcana: Scrivening - Drawing Lines In The Sand
Arcana: Scrivening - Making The Wrong Symbols Kinda Work
Arcana: Scrivening - Crude-But-Effective-ish
Arcana: Scrivening - Traversion and Mirrors
Arcana: Scrivening - Discerning Ambient Energy Levels
Arcana: Scrivening - Reinforcing A Ward
Arcana: Scrivening - De-inforcing A Ward
Arcana: Scrivening - Basic Energy Channels
Arcana: Scrivening - Which Of These Fucking Symbols Means
Arcana: Scrivening - Squiggly Lines Are Basically Straight From Far Away
Arcana: Animus - Obtaining Totems
Arcana: Animus - Discerning the Kingdom of Animals
Arcana: Animus - Disassociating Totems
Arcana: Animus - Mimicry
Arcana: Animus - Echolalia
Arcana: Animus - Understanding Animal Function By Their Form
Arcana: Animus - Dangers of Low Synchronicity
Arcana: Animus - Meditation To Increase Synchronicity
Arcana: Animus - Gauging Aether Use Beforehand
Arcana: Animus - Understanding Differences In Mass
Arcana: Animus - Trying To Retain Your Mind
Arcana: Animus - Full-Body Transformations
Arcana: Animus - Anima Terratus
Arcana: Animus - Breaking Synchronicity
Arcana: Animus - Adjusting To A New Body
Arcana: Animus - Echolalia Can't Translate Everything
Arcana: Animus - Adopting Your Totem's Mindset
Arcana: Animus - Properties Of A Tail
Arcana: Animus - Communicating New Ideas To Animals
Arcana: Animus - All Transformation Is Similar In Theory
Arcana: Animus - Birds With Arms
Arcana: Animus - Uses of Cat Eyes
Arcana: Animus - Concealing A Tail
Arcana: Animus - Transformation To Increase Muscle Strength
Arcana: Animus - Swapping Fur and Feathers
Arcana: Animus - Spending Power To Transform Quickly
Arcana: Animus - Smaller Changes Take Less Energy
Arcana: Animus - Long-term Transformations Make You Too Hungry
Arcana: Animus - You Can Have Concealed Claws All The Time, Really
Arcana: Animus - Bigger Is Easier Than Smaller When You're Already Big
Arcana: Animus - Carrying Capacity Across Forms Is An Issue
Arcana: Animus - Underwater Forms Have Special Problems
Arcana: Animus - Quick Transformations Ruin Clothing
Arcana: Animus - Working Around Natural Limitations
Arcana: Animus - Keeping The Tail Inconspicuous
Arcana: Animus - Understanding New Forms Fast
Arcana: Animus - Eye Adjustments For Better Viewing
Arcana: Animus - Making Totems Fast, Under Suboptimal Conditions
Arcana: Animus - Understanding What Can Be A Totem
Arcana: Animus - Countering One Monster With Another
Arcana: Animus - Claws Are Always Helpful To Keep Around
Arcana: Animus - Being Human Is Weird In A Lot Of Ways
Arcana: Animus - Some Things Can Rest Without Sleep, But Sleep Still Comes
Arcana: Animus - Shells And Scales Are Okay Defense At Best
Arcana: Animus - The Effects of Aether Poison On Animus
Smugglin'► Show Spoiler
Stealth - Being unsuspicious at checkpoints (sp)
Stealth - The Easiest Way To Be Unsuspicious Is Technically To Do Nothing Wrong
Stealth - Bypassing Checkpoints
Stealth - Walk In Like You Own The Place
Stealth - How To Avoid Attention While Very Large
Stealth - Quiet Movement
Stealth - Stealth In Groups
Stealth - Secret Doors
Stealth - Easier To Move Quietly When Small
Stealth - Rooftop Movement
Stealth - Coordinating Stealthy Movement
Stealth - Appearing Outta Nowhere
Stealth - Sneaking On Horseback
Stealth - Quiet Communication
Stealth - Stealth While Holding Huge Flaming Sword
Stealth - Knowing When To Be Noticed
Stealth - Fooling Blind Creatures (Harder Than It Sounds)
Stealth - Using Clouds As Cover
Stealth - Walk Like A Cat
Stealth - ...Actually, Just Be A Cat
Negotiation - Rejecting Lowball Offers (character approval)
Negotiation - Determining When Additional Customer Interaction Is Needed
Negotiation - Insisting On Prior Contract Terms
Negotiation - Realty
Negotiation - Convincing Someone To Buy Your Services
Negotiation - Not Appearing Like A Salesman
Negotiation - Shrewd Bargainers Retain Their Honor
Negotiation - Setting Really Low Prices
Negotiation - Brandy Oils The Conversation
Negotiation - Sales Pitches In Comfy Rooms
Negotiation - Getting The Price First
Negotiation - Getting Free Consultations
Negotiation - Extending Consultations With Interesting Tales
Negotiation - Encouraging Cost-Saving Solutions
Negotiation - Getting Them On Your Side
Negotiation - Offering Solutions, Hearing Expenses
Negotiation - Talking Down Solutions To Scale Down Prices
Negotiation - Jokes To Move The Pitch Along
Negotiation - Reading The Seller's Demeanor
Negotiation - Open, Honest, Empathetic and Lying, All At Once
Spycraft - Nobody Wants To Come In When The Janitor's There
Spycraft - Receiving Suspicious Directives
Spycraft - Figuring Out Why This Is Illegal At All
Spycraft - Receiving Coded Orders
Spycraft - Knowing When You Might As Well Fess Up To Ignoring Orders
Spycraft - Smuggling Via Kitchen Staff
Spycraft - Impenetrable(?) Cipher Technique
Spycraft - Proper Use of Safe Houses
Spycraft - Recognizing A Bad Spy
Spycraft - Deciding When There's Too Much Heat
Investigation - Poking Around In Other People's Stuff
Investigation - Asking Around Discreetly To Find People
Investigation - Failing To Ask The Most Obvious Follow-Up Questions
Deception - Being Aggressively Gaslit
Persuasion - Telling People You Intend To Ignore Them
Intimidation - Yelling At Soldiers To Arrest Drunkards
Zoology - Identifying Ocean Fish
Zoology - Dolphin Observation
Zoology - Snakes Can Act Like Sand Torpedos
Running - Moving Quickly Under Heavy Load
Running - Running As A Lemur
Running - How To Go Really Fast
Running - The Fastest Animal On Land
Running - How To Adapt To High Speeds
Running - How To Watch Fast Opponents
Running - How To Trip A Little Less
Running - Moving Across The Rooftops
Running - Getting Away From The Worst Thing Ever Seen
Running - Staying Cool And Not Panicking When Fleeing
Flying - Long-Term Flight Sucks
Flying - You Have To Stay Pretty Still To Keep Balanced
Flying - Sleeping On The Wing... Not Bad
Flying - Thermal Dynamics
Flying - Different Wings Fit Different Skies
Flying - Flying While In AGONY
Flying - Soaring vs. Gliding
Flying - Different Types Of Flap
Flying - Which Feathers Really Matter
Flying - Charting A Straight Course
Flying - Sneaking...On The Wing!
Flying - Following Targets On High
Flying - Northern Thermals
Flying - Southern Air
Flying - How To Fly Slower, Actually
Flying - Circling A Spot
Flying - Fighting Horrible Ocean Turkeys
Flying - Diving And Swooping
Flying - How To Dogfight With Magic Spears
Flying - Evasive Maneuvers
Storytelling - Keeping Details Straight
Storytelling - Tell What You Know
Storytelling - Compelling Characters
Storytelling - Connect With The Audience
Storytelling - Myths of Old Zaichaer
Storytelling - Tales of Ecith
Storytelling - Spotting Inconsistencies
Storytelling - The Mythic History of Karnor
Arcana: Traversion - Keeping Your Head Straight Between Two Worlds
Arcana: Traversion - Astral Projection Is Actually Quite Hard
Arcana: Traversion - Applying Portals To Steel
Arcana: Traversion - Hitching Your Own Weapons
Arcana: Traversion - Blinking Through The Trees
Arcana: Traversion - Tele-larceny
Arcana: Traversion - Defensive Hitching
Arcana: Traversion - Not Paying Attention To The Monsters
Arcana: Traversion - Disappearing Dramatically
Arcana: Traversion - Not Falling Over When You Reappear
Arcana: Traversion - Ignoring The Map In Your Mind
Arcana: Traversion - Feeling The Strength Of The Slipspace
Arcana: Traversion - There's Something Terrible In There
Arcana: Traversion - Avoiding Obstacles
Arcana: Traversion - Understanding The Connection Between Slipspace And Self
Arcana: Traversion - Sending Your Minions Into The Void
Arcana: Traversion - Showing Off Familiar Scenes
Arcana: Traversion - Windows
Arcana: Traversion - Slamming Windows Shut
Arcana: Traversion - Instinctive Blinking
Janitorial Duties► Show Spoiler
Bodybuilding - Lifting with your knees (sp)
Bodybuilding - Holding A Heavy Sword In Place For Too Long
Bodybuilding - Gauging When The Exercises Are Done
Bodybuilding - Exercising To Work Out Frustration
Bodybuilding - Hanging From The Sides Of Things For A Long Time
Bodybuilding - Repetitive Shovel Motions
Bodybuilding - Lifting Sand For Days
Bodybuilding - Carrying A Guy On Your Back
Bodybuilding - Cold-air exercises
Bodybuilding - Demonstrating Proper Lifts
Bodybuilding - Getting Heavy Stuff Over The Head
Bodybuilding - Pushing Heavy Doors Open
Bodybuilding - Maintaining Physique on Vacation
Bodybuilding - Knowing Which Joints You Can't Stress
Bodybuilding - Conserving Energy While Ill
Bodybuilding - Two-handed sword? Don't need both.
Bodybuilding - Pulling Dinosaurs Out Of Your Skin
Bodybuilding - Flexing To Aid Scale Manifestation
Bodybuilding - Carrying A Boat For Literal Days
Bodybuilding - Foods To Keep Your Strength Up
Bodybuilding - Connection Between Diet And Physique
Bodybuilding - Reducing Stress To Increase Strength
Bodybuilding - Holding Someone Gently
Meditation - Understanding the Conscious Mind
Meditation - Ignoring Things On Purpose
Meditation - Staying Calm In Spite Of All
Meditation - Patience Is Long-Term
Meditation - Keeping Everything In Perspective
Meditation - Don't Let Messes Get You Going
Meditation - Unity Between Warrior And Weapon
Meditation - Unity Between Warrior and Warrior
Meditation - Maintaining Focus With A Bright Light In Your Eyes
Meditation - Understanding Your Own Weaknesses
Meditation - Understanding Your Weaknesses Don't Matter
Meditation - Increasing A Spell's Power By Monofocus
Meditation - The Differences Between Men and Gods
Meditation - How To Think Of Fate
Meditation - Let Good And Bad Pass Over You
Meditation - Staying Calm While Staying Joyful
Meditation - Deep Breaths
Meditation - Shallow Breaths
Meditation - Putting It All In Perspective
Meditation - Understanding Why You're Focused
Meditation - Considering Problems In Stillness
Meditation - Quickly Entering Meditative States
Meditation - Remaining In The Void While In Serious Pain
Meditation - Taking It All In Without Judgment
Meditation - Seeing Within, Not Without
Meditation - Letting Wisdom Come, Not Chasing It
Meditation - Self-Referential Focusing Technique
Meditation - Seeing The Essence Of Matters
Meditation - Releasing Minute Concerns
Meditation - Not Getting Too Sucked Up In This
Meditation - Repetitive Cycle Practice
Meditation - Envisioning Under Time Pressure
Meditation - Being Wrong Isn't A Big Deal
Meditation - Understanding The Shape Of Your Opportunities
Meditation - Separation Of World And Self
Meditation - Sunsinger Mnemonics
Meditation - Ansel's Teachings About Stillness
Meditation - Uncle's Teachings About Motion
Meditation - Synthesis Of Opposed Concepts
Meditation - Mindfulness Practice
Meditation - Manipulation Of Aura In Imagination Alone
Meditation - Conceptualizing The Self
Meditation - Conceptualizing The Other
Meditation - Meditation To Ignore How Fucking Cold Karnor Always Is
Meditation - You Don't Have To Stop Meditating, Really
Medicine - Skin Care For Scales (Keeping Them Breathing)
Detection - Spotting Out Of Place Knickknacks
Detection - Staying focused despite distractions
Detection - Seeing Things You're Not Allowed To Remember
Etiquette - Ignoring Your Coworkers
Etiquette - Keeping Cool In The Face Of Your Superiors Being Assholes
Etiquette - Determining When People Are Telling You Polite Fictions
Etiquette - Being Polite To (Ugh) Rich People
Etiquette - Not Making An Ass Of Self During Dinner
Etiquette - Proper Table Service
Etiquette - What Do You Call Captains Again
Etiquette - How To Address Nob Shitheads
Etiquette - How To Be Respectful To Superior Officers
Etiquette - Keeping Ranks Memorized
Chemistry - Making Cleaning Soaps
Climbing - Maneuvering On The Side Of A Ship
Seafaring - What Alarm Bells Do And Don't Mean
Re: Imogen Ward
Posted: Sun Sep 04, 2022 9:12 pm
by Imogen
M A G I C
Cardinal Runes
Reaving► Show Spoiler
Pact Weapons
1. Unnamed Zweihander - A two-handed sword, approximately seven feet in length and extremely plain in appearance. The crossguard bears two loops for catching lances or other weapons, and the handle is unusually bulky, to permit easy maneuvering by clawed hands.
2. Unnamed Partisan - An enormous spear, roughly nine feet long and made of heavy materials. The spearhead bears a prominent bar, preventing it from sticking too deeply into the target. Unlike the plain zweihander, the partisan is brightly limned with gilt construction.
3. Unnamed Shield - A circular shield, just smaller than a pavise, which is kept polished to a mirror-shine on the surface. The shield's bracing is wooden, but the exterior surface is entirely steel. It bears a Greater Somnosyte Dragonshard. Broken Pact as of Glade 80, 122
4. Unnamed Staff - A wooden quarterstaff, capped at one end with steel and at the other with a broad inset and a small sunburst. It bears a Greater Illumite Dragonshard.
5. Metallabzieher - A large dagger with a foot-long blade bearing the imprinted word 'eiueh'. It is made of the otherworldly metal-hating-metal taken from the star Imogen imprisoned in Southern Ecith, and is imbued with a Grand Magmatyte shard. This renders the dagger ordinarily too hot to touch. The dagger is capable of cutting through nearly any metallic substance.
6. Unnamed Sword - A simple steel longsword.
7. Sun Bow - A weapon borrowed from the Shrine of Ysadre. Crafted of sunlight, fires arrows of light or fire, and draws power from the sun. Obtained in Dreams In Iron [Pt. 6].
Quirks
Coven Quirk* - The origins of the tradition of Nova are a mystery to all but the Marshal of the Sunsingers and those who are most trusted by him. However, one thing remains true; that in order to acquire the tradition of Nova, an individual must be initiated into Reaving by a Sunsinger already in possession of the quirk. As far as anyone knows, the quirk can only be passed in this manner. To date, there are two known manifestations of the Nova Quirk.
Spellbreaker - No falsehood, corruption or perversion of something’s natural state will be tolerated in the light of a Spellbreaker’s fire. Nova manifests in Spellbreakers as a cleansing fire that will burn away curses (such as those put in place by Affliction), poisons, toxins and even break the influence that Dread Mists have over a given area, burning such mists away. Additionally, the fire will also cut through and disrupt other magic that the Sunsinger views as impeding or harmful to them. The extent to which a Cursebreaker’s Nova can break such things is dependent on their individual power as a mage.
Bonus Master Quirk - Shadows In Steel
Pact Weapons possess certain exotic qualities owing to their origins as spirit mimicking steel- however, the Rune of Reaving naturally shields the mage from many of the adverse effects of intermingling one's spirit with the world. This technique bypasses some of those safeguards, allowing the wielder greater understanding of the world at the risk of spiritual or psychological damage.
When using either Varnish or Transmute with a pact weapon, the mage's spirit intermingles more fully with the energy or matter being annexed. This enhances the mage's instinctive understanding of the weapon's new materials or magic, most notably allowing more complex expression of the energy from dragonshards. This connection may also carry more complex kinds of information, such as historical information (if the material being Transmuted has a significant history) and even impromptu flashbacks. (See The Hammer And The Anvil Song [Pt. 5] for an example of this.) These are difficult to understand and the mage has little control over what, if any, information they receive.
Although this technique can significantly increase a mage's precision and control, especially with regard to unknown substrates or dragonshards, it carries significant risks. Even fairly mundane substances become much more distracting as the mage receives new information from them, and it may expose the mage's soul more directly to dangerous and corrupting magics. These dangers can be mitigated with meditation and mental fortitude, but are an inevitable consequence of using the technique.
Grandmaster Quirk - [N/A]
*This Quirk replaces the ordinary system; Imogen may not acquire the ordinary Apprentice/Adept/Expert or Master Reaving quirks, but may have bonus or Grandmaster Reaving quirks.
Animus► Show Spoiler
Initiation Trait
All of Imogen's forms bear a long, white lemur tail. Although the tail is not sufficiently strong or dexterous to act as an additional hand, it does move on command and may be wrapped around Imogen's waist or otherwise balled up for concealment.
Animal Totems
1. Golden-Crowned Sifaka - A white lemur with tufts of golden hair and large golden eyes. Excels at climbing and leaping.
2. Wandering Albatross - A large white seabird with a seven-foot wingspan. Excels at long-haul flight, but not maneuvers.
3. Domestic House Cat - A pitch-black feline of totally average size, with green eyes. Excels at stealth and night-vision.
4. Metal Beetle - A hand-sized Hercules beetle with a carapace made of metals extracted from mineral deposits. Excels at not being squashed when you step on it.
5. Cheetah - It's a cheetah, you all know what I'm talking about here. Excels at... well, you know, running really fast, the one thing they're famous for.
6. House Fly - A small black insect which Imogen encountered in a Zaichaeri house. Excels at being small and, importantly, at reacting to things really fast.
7. Shadow Leopard - From Animal Magnetism (Pt. 3). A big cat with the natural power to blend into shadows, fairly fast and strong.
8. Giant Wind Condor - From Foraging In The Jungle. An extremely large vulture with the power to create gusts of air with its wings and generate extremely high lift.
9. Golden Eagle - From The Hammer And The Anvil Song [Pt 1]. A large bird with really, really good eyesight.
10. Courser Horse - From Horse Trading. A lithe warhorse breed, excels at speed and stamina.
11. Grizzly Bear - From Biologic 201. A pretty average bear, which is terrifying in and of itself, really.
Doppelganger Totems
1. Human (Zaichaeri) (Carina) - A short (5'2'') human form with black hair and dark eyes
Mythical Totems
1. Greater Northern Hydra - From Economies of Scale II. A large white legged serpent with three heads, and thick white scales. Imogen's totem is much smaller than the creature from the thread, which had an unusually well-developed Gallstone, but is still more than twenty meters long. Though hydras have powerful healing abilities, the magic powering that regeneration must be stored up in advance over time, or will be quickly exhausted.
2. Adult Iron Dragon - From Dreams In Iron [Pt 2]. Although Imogen successfully obtained the totem, she cannot use the form in Animus at this time.
Quirks
Natural Weapons - Several of these Quirks reference 'Natural Weapons'. These are organs created through the use of the Rune of Animus which are understood by the mage as having a *primary* use in allowing a totem to fight; for example, while both a cat's claws and a monkey's fingers are used by the totems to fight, only the claws evolved with hunting or fighting as a primary purpose. A quirk or related magic which modify a natural weapon cease functioning if the natural weapon is altered to become an organ which does not qualify as a natural weapon.
1. Apprentice - All Weapons As One
All magic, however styled, is properly understood as a tool. All weapons are tools which exist for one purpose- the forcible and favorable resolution of affairs. This technique permits the application of the Reaving spell Varnish to natural weapons created by the Animus mage. The power of this effect is based on the lowest level of mastery the user has in the runes of Animus and Reaving; a Master of Animus who is only an Apprentice Reaver could use Varnish only at the Apprentice level.
Prerequisite: The Cardinal Rune of Reaving
2. Journeyman - All Wills As One
The Nova fire gifted to members of the Sunsinger Order infuses their weapons with supernatural potency, cleaving through the natural and spiritual walls which stand against them. By this technique, the natural weapons created by the Animus mage obtain the same supernatural efficacy, becoming limned with Nova fire and expressing similar properties as the enchanted Reaving of the Sunsingers. This technique applies the existing Nova quirk effect that the user possesses to natural weapons. The strength of the Nova quirk’s effect is based on the lowest level of mastery the user has in the runes of Animus and Reaving; a Master of Animus who is only an Apprentice Reaver would benefit from the Apprentice version of the Nova quirk, while a mage who is Master in both obtains the benefit of the quirk at the highest level.
Prerequisite: Either Sunsinger coven quirk
3. Expert - All Wyrds As One
A puzzling magic granted to Imogen by her strange experience in Rickter Maze's soul is the power to assume a series of skeletal forms, despite the fact that skeletons are not generally sensate, animate, or other important adjectives ending with -ate. Although Imogen is at a loss to say whether this skeleton power stems from Maze's magic or Nod itself, this technique adapts it for use with the Cardinal Rune of Animus, substituting the skeleton of a totem animal for Rickter's skeleton as the subject of transformation. Skeleton shapes are generally not as strong or defensible as a skeleton with an entire body attached, but they also lack key weaknesses such as a need for breathable air or vulnerability to poisons or disease.
Prerequisite: Mysterious skeleton transformation magic.
4. Master - All Worlds As One
Imogen Ward enjoys fighting, but she does not enjoy war. In conflicts with real stakes, where matters of life and death are on the line, she would much prefer to get rid of her enemies, complete her objectives, and leave. This technique represents the culmination of that mindset; a weapon which is designed to end battles in an instant with no collateral damage whatsoever.
This technique treats a totem's natural breath weapon (or similar ranged attack) as a Natural Weapon for the purposes of Imogen's "All Weapons As One" and "All Wills As One" quirks. This permits the applications of Varnishes to those attacks, but also permits her to project her senses from the breath weapon and control its movements remotely. This will not extend the duration or distance of the breath attack, but makes it very difficult to effectively dodge or defend, and allows her to prevent individuals or objects within the attack's range from being touched at all.
Prerequisite:
- Journeyman Reaving (higher levels affect control of the weapon and controls how capably the mage can Varnish it)
- One or more totems with an appropriate breath weapon (Note: Imogen has not acquired this yet)
5. Master -
6. Secret Bonus Quirk - All Woes As One - Obtained in Unobtanium [Pt 3]
The Copper of Imogen's Copper Beetle totem absorbed a significant portion of the radiation, and it's composition has now been permanently altered. The Copper now comes with a toggleable aura that acts in the exact same way as it has in these threads, only now, with Imogen as the source, she will find herself immune to its effects. If the Copper of this form is mixed with other magics or used in other forms, the aura can be toggled with those as well.
7. Secret Bonus Quirk- Nourishment of Light - Obtained in Dreams In Iron [Pt 6]
Imogen is now passively able to absorb light from any source and convert it into both biological nourishment as well as aether. The stronger the source of light, such as the Sun, a God of Light, or a large illumite will provide much more nourishment, faster. Additionally, Imogen is also able to directly consume Illumite for massive, temporary boosts of aether.
Traversion► Show Spoiler
Location
Imogen's Rune of Traversion is located on the small of her back.
Quirks
- Bonus Quirk - Call of Metal (Passive) - Anytime that an imbalance is forming in creatures, spirits, dragons, mages, etc that are attuned to the elemental plane of Metal, while within the range of Imogen's Traversion abilities, a Window will open itself up before Imogen. This can be tapped to travel to the point in the window at a greatly reduced cost of Aether and reduced risk of overstepping. [Acquired in Animal Magnetism (I)]
- Bonus Quirk - Ysadre's Smile - Imogen is now connected with Ysandre's Shrine. She may traverse to here from anywhere that allows her to traverse at no cost to herself. This does not apply to any traversions away. Additionally, Imogen's portals will occasionally spawn Illumite in their place when they close, based upon the strength of the portal created. See the chart for which portals spawn which strength illumite. [Acquired in Dreams In Iron [Pt 6]]
► Show Spoiler
Novice - None
Apprentice - Lesser
Journeyman - Minor
Expert - Average
Master - Greater
Master, 2nd Order - Superior
Grandmaster - Grand
TKTK
Elementalism
Misc. Magic► Show Spoiler
Skeleton Transformation - Obtained in Whistling In The Dark
Imogen has acquired the ability to transform into, and back from, a fully, functioning skeleton. This is done by momentarily meditating and focusing on skeletal things. At novice Meditation, the transformation takes approximately an hour and is uncomfortable. Increasing meditation decreases the time for transformation and the discomfort. While in this form, Imogen has all the strengths and weaknesses expected of a mobile skeleton, and has access to Calcium Communication, and is thus able to universally communicate with other skeletons. It should be noted that the Skeleton that Imogen takes on is not her own, but rather Rickter’s in his human form.
Upgrades: If Imogen ever achieves Mastery in Meditation or develops a formal Bond with Rickter, her skeletal transformations will have no limit on time and she will have access to all of Rickter’s physical forms, skeletally. If Rickter acquired new physical forms, Imogen will acquire them as well, skeletally.
Shiny Friends - Obtained in Riddle of Steel Pt 3
Loot: Shiny Friends - Imogen will now find Palarae level spirits and lower of metallic varieties attracted to her in helpful ways. If she finds herself in need, and they are close enough to respond, they will respond. If she acquires and advances magics that may utilize elemental spirits (such as Elementalism or Summoning), metal spirits will already be available to her, regardless of her current state.
Touch of Kegumu - Obtained in The Hammer And The Anvil Song [Pt 6]
To be the first in history to take a piece of the undefeated Kegumu is not lost on the powers unknown. As the chunk of metal came into contact with Imogen's skin, some of the living metal worked itself into all of her Cardinal Runes. As such, she can call forth the metal of Kegumu's flesh into her magics so long as it stays in line with that particular magic and ability. However, calling this metal into use raises the aether cost and strain by five fold what is typical for such abilities.
Blessing of Searing - Obtained in Eye of the Storm
The Spirit of Searing has granted Imogen power over Elementalism. Additionally, Imogen's pact weapons now carry the Blessing of the Spirit of Searing. Her pact weaponry can now both withstand and unleash volcanic lava, fires of equivalent heat and Imogen herself no longer need fear maladies such as heat exhaustion, heat stroke, or the like. She will be comfortable in any hot, humid or tropical climate and can comfortably walk on hot surfaces without fear of being burned.
Chaotic Resistance - Obtained in Into The Wild Blue Yonder
Imogen will find that her body, mind, aura, and magic, all things which are connected to her are noticeably more resistant to changes wrought by chaos magic and raw aetheric powers like those found in the Aetherium. She is not immune, but it is a significant boon and will see her chances of survival increased in all but the worst of such manifestations, as fits the story at hand.
Truly An Elder Witch - Obtained in Into The Wild Blue Yonder
Truly an Elder Witch: Imogen may take a 2nd magic to Grandmaster if she so wishes, so long as Reaving is one of them. This does not increase the amount of Grandmasters she may have in total, just allows her to increase the magic limit from 1 to 2.
Re: Imogen Ward
Posted: Sun Sep 04, 2022 9:12 pm
by Imogen
T I M E L I N E
Prologue - ???
► Show Spoiler
Sunsinger Initiation
1. The Student of Impulse - Zaichaer - Searing 27, 116
2. It Forced Her Along - Zaichaer - Searing 28, 116
3. Her Conduct Still Right - Zaichaer - Searing 30, 116
4. With Her Argument Wrong - Zaichaer - Searing 32, 116
5. Still Aiming At Honor - Zaichaer - Searing ???, 116
Waking The Ghosts
1. I Armed Myself Against Justice - The Warrens - Glade 5, 121
Snippets of the Past
1. Breaking Out In Hives - The Northern Wilds - Searing 21, 112
2. A Point of Order - Zaichaer - Frost 22, 117
3. Makes The Whole World Blind [Pt 1] - Zaichaer - Ash 18, 117
3. Makes The Whole World Blind [Pt 2] - Zaichaer - Ash 18, 119
Frost 121 - Introit
► Show Spoiler
1. The Lost And Found - Zaichaer - Frost 3, 121
2. Gods of the Theater, Smile On Us - Zaichaer - Frost 9, 121
3. Pas de Trois - Kalzasi - Frost 18, 121
4. Cold Bones, Warm Draughts - Kalzasi - Frost 20, 121
5. The Orkhan Patient - Kalzasi - Frost 21, 121
6. The Slave Of Duty - Kalzasi - Frost 25, 121
7. once we lived in a summer country - Kalzasi - Frost 56, 121
8. Behind The Stage - Zaichaer - Frost ??, 121
9. The Call - The Land of Nod - Frost 88, 121
10. The Trial of Vitality - The Land of Nod - Frost 88, 121
Glade 122 - Adventure
► Show Spoiler
1. Second Verse, Same As The First - Zaichaer - Glade 3, 122
2. A Day On Which Little Of Special Note Occured - Zaichaer - Glade 6, 122
3. You Who Sit Up There, Stern In Judgment - Zaichaer - Glade 13, 122
4. Just Another Day At The Gobbler - Zaichaer - Glade 19, 122
5. The Black Sands of Labor - Zaichaer - Glade 20, 122
6. Black Sand - There Probably Aren't Many Snakes In This Thread - Zaichaer - Glade 32, 122
7. Whistling In The Dark - Zaichaer - Glade 45, 122
8. Red Sky At Morning - Open Seas - Glade 70, 122
9. An Inauspicious Arrival - Ecith - Glade 71, 122
10. Nothing Comes From Nothing - Ecith - Glade 85, 122
Searing 122 - Fire
► Show Spoiler
1. Jungle Adventure - Monkey Business - Ecith - Searing 1, 122
2. Jungle Adventure - Unelected Lizard King - Ecith - Searing 2, 122
3. Jungle Adventure - The Liar - Ecith - Searing 3, 122
4. All Things Bright And Beautiful - Ecith - Searing 4, 122
5. Two Orks, One Elfl - Ecith - Searing 5, 122
6. Distant Kin - Ecith - Searing 9, 122
7. All Creatures Great And Small - Ecith - Searing 19, 122
8. All Things Wise And Wonderful - Ecith - Searing 27, 122
9. Not Strong Enough To Fail - Ecith - Searing 33, 122
10. Some Say The World Will End In Fire - Ecith - Searing 34, 122
10. Some Say Ice - Ecith - Searing 34, 122
11. In The Arms Of The Lemurs - Ecith - Searing 36, 122
12. Who Hath Made All things Well - Ecith - Searing 37, 122
13. No Enemies To Be Seen - Ecith - Searing 40, 122
14. Words And Their Meaning - Ecith - Searing 45, 122
14. The View From 300 Feet - Zaichaer - Searing 62, 122
15. Because You've Missed The Plot - Zaichaer - Searing 62, 122
16. A Prosaic Tale - Zaichaer - Searing 62, 122
17. The Prodigal Sunsinger - Kalzasi - Searing 74, 122
18. Terms And Conditions May Apply - Kalzasi - Searing 84, 122
19. The Stars Were Made For Falling - Kalzasi - Searing 91, 122
Ash 122 - The Unknown
► Show Spoiler
1. forget-me-not - The Duck - Ash 1, 122
2. Wrae'Vexenari - Nod - Ash 25, 122
3. Welcome to the Jungle - Southern Ecith - Ash 25, 122
4. Ghost Stories - Southern Ecith - Ash 25, 122
5. He Who Walks The Ocean Floor - Southern Ecith - Ash 26, 122
6. Duck Expedition: Pot Luck - Southern Ecith - Ash 28, 122
7. Swiftly Flying, Northward Bound - Southern Ecith - Ash 30 122
8. On The Third Day, She Rested - Southern Ecith - Ash 31, 122
9. A Study In Shadow - Southern Ecith - Ash 33, 122
10. Birdhouse In Your Soul - Southern Ecith - Ash 35, 122
11. Birdhouse In Your Soul [Part II] - Southern Ecith - Ash 35, 122
12. A Boy Named Mr. Me [Part II] - Southern Ecith - Ash 35, 122
13. Lines In The Sand - Southern Ecith - Ash 37, 122
14. Horse Trading - Kalzasi - Ash 39, 122
15. Back Into Madness - Zaichaer - Ash 42, 122
16. Dead Rising - Zaichaer - Ash 48, 122
17. Falling off the bone - Zaichaer - Ash 50, 122
18. Biologic 101 - The Northern Wilds - Ash 54, 122
19. Meditations On A Cloud - Southern Ecith - Ash 65, 122
20. A Pointless Battle - Southern Ecith - Ash 67, 122
21. Clearer Than All Thou Might See With Thine Eyes - Southern Ecith - Ash 75, 122
22. Heavy Metal - Southern Ecith - Ash 77, 122
23. Enter the Dragon - Zaichaer - Ash 85, 122
Frost 122 - Meditation
► Show Spoiler
1. A Power Still Higher - Zaichaerl - Frost 2, 122
2. Grim Tidings - Gel'Grandal - Frost 14, 122
3. Think Of These Thoughts As Limitless Light - Gel'Grandal - Frost 21, 122
4. Blink And You'll Miss It - The Northern Wilds - Frost 22, 122
5. Part Of You Wants To Believe Me - Kalzasi - Frost 30, 122
6. Only One Thing That I Know How To Do Well - Kalzasi - Frost 33, 122
7. Economies of Scale - Kalzasi - Frost 40, 122
8. just an Otter - Kalzasi - Frost 48, 122
9. Animal Magnetism I - Southern Ecith - Frost 50, 122
10. Animal Magnetism II - Southern Ecith - Frost 50, 122
11. Animal Magnetism III - Southern Ecith - Frost 50, 122
12. Unobtanium [Pt 1] - Southern Ecith - Frost 72, 122
13. Unobtanium [Pt 2] - Southern Ecith - Frost 75, 122
Glade 123 - Metal Mysteries
► Show Spoiler
1. Boredom and Mischief - Southern Ecith - Glade 1, 123
2. You Have My Sword... - Southern Ecith - Glade 2, 123
3. Trial By Fire - The Atraxian Expanse - Glade 3, 123
4. Hope's Legacy - Kalzasi - Glade 3, 123
5. Three Days Left - Southern Ecith - Glade 10, 123
6. Eye of the Storm - Southern Ecith - Glade 10, 123
7. Riddle of Steel [Pt I] - Southern Ecith - Glade 71, 123
8. Riddle of Steel [Pt II] - Southern Ecith - Glade 71, 123
9. Riddle of Steel [Pt III] - Southern Ecith - Glade 74, 123
10. Into the Wild Blue - Southern Ecith - Glade 80, 123
Searing 123 - Hammers and Anvils
Ash 123 - Downtime
Frost 123 - Dreams In Iron
[googlefont=Cinzel]Medical Records
Re: Imogen Ward
Posted: Sun Sep 04, 2022 9:19 pm
by Imogen
I N V E N T O R Y
Items
1. Starter Package:
► Show Spoiler
1 Set of Clothing (Cloak or Coat and footwear included)
1 Waterskin
1 Backpack which contains:
1 Set of Toiletries
10 days of rations
1 Set of Eating Utensils (i.e. tin plate, cup, fork, spoon, knife)
1 Flint & Steel
2. Greatsword (Pact Weapon) (-50 gp)
Housing
Imogen is presently without a permanent domicile. (Common lifestyle)
Ledger
1. Starting Gold, +500 gp.
2. Greatsword -50 gp
3. Partisan -20 gp
4. Huge Wool Cloak - 30 gp
5 Tower Shield - 30gp
6. 1,247 paper leaflets
7. Composite Longbow - 100 gp
8. Longbow Arrows (x 60) - 3 gp -
9. Income [Frost 121] - +689gp
10. Compass - 75 gp [stolen]
11. Rations - 84 gp [eaten]
12. Canoe - 10 gp
13. Lantern - 5 gp
14. Tent - 10 gp
15. Guidebook - 20 gp
16. Rope - 1 gp
17. Water Trap - 45 gp
18. First Aid Kit - 10 gp
19. Bug Repellant - 10 gp
20. Website Update 6/16/22 - +1000gp
21. 122 Glade Income - +1372
22. Quarterstaff - 1sp
23. Greater Somnosyte - 2000gp
24. 122 Searing Income - + 17475
25. Greater Illumite - 1,250 gp
26. Compass #2 - 100 (lost) gp
27. Compass #3 -100 gp
28. 2x winter coats -60 gp
29. Insect Repellant - 10 gp
30. 2x scarves - 10 gp
16,897 gp Total.
Re: Imogen Ward
Posted: Sun Sep 04, 2022 9:20 pm
by Imogen
Kitty - Pet
Ansel Gerhard - Mentor NPC
► Show Spoiler
A N S E L G E R H A R D
Details
Race: Human
Age: 67
Height: 6'3''
Weight: 208 lbs
Occupation: Sunsinger
Relation to PC: Faction Superior, Occasional Mentor
NPC Type: Personal
Influence: 3
Description: Ansel Gerhard is an old Sunsinger, and over the years has come to see himself as personally responsible for the welfare of the Covens of Zaichaer. Ansel spent his youth badly, viewing his gifts as commodities to sell to the highest bidder, and his reckless engagement with the Order eventually led to their discovery of one of the Sanctuaries, the deaths of several of his fellow acolytes, and a period of more than a decade where he was unable to show his face in the High City. When Ansel returned with a new look and a new name, he had grown older and wiser, and quickly distinguished himself for his level head and measured approach to every situation.
As he grew older and lost his physical edge, Ansel became less of an active guardian of the Covens and more of an instructor and logician. He has initiated a number of new acolytes, and serves as one of the Sunsingers' foremost advisors in matters involving other magic, as he had studied the arts intensively during his decade abroad.
Ansel Gerhard is in league with a variety of monsters trapped in Slipspace, whose power he accesses through his Summoning, and whom he has spent years trying to find a way to free. His latest design was the recreation of an ancient relic of the Boundless Empire which he believed could permit these spirits to leave Slipspace; a necessity, they told him, to avert the destruction of Zaichaer. Now, however, Zaichaer's destruction has come and gone, and the old man blames himself for his failure to prevent it. After recovering in Kalzasi with the aid of Mr. Aurin Kavafis, Ansel has found himself adrift, no longer certain his life has any real meaning.
Skills
Arcana: Reaving - Master
Arcana: Meditation - Journeyman
Arcana: Summoning - Expert
Arcana: Scrivening - Journeyman
Two-Handed Weapons - Spears - Expert
One-Handed Weapons - Swords - Expert
Leadership - Journeyman
Politics - Journeyman
Stealth - Journeyman
Singing - Apprentice
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