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Salen Auclair
Posted: Tue Jan 18, 2022 4:29 pm
by Salen
"Bel hath no fury, like a man scorned"
Name: Salen Auclair
Race: Half Human, Half Sil'Norai
Gender: Male
Blight: Corvo
Age: 25
Height: 5"8
Weight: 190 lbs
Birthdate: 39th Glade, 4596
Birthplace: Bardona, Cisperant (Daravin)
Location: Amoren, The Southern Marches (Daravin)
Raw Magic:
Nightfall - Journeyman
Remnant - Master
Mentalism - Novice
Profession:
Assassin, Spy
Titles:
None
Factions:
The Brotherhood of Scaeva
Enemies:
Dahlia Senerite, The Omen of Ulendreaism.
Racial Ability:
Sundered
Religion:
The Path (Brazim and Kyrikain)
Partners: Tiberius Ela'Dallis {Deceased as from Searing 34th}
Sexuality: Homosexual
Languages:
Fluent: Genteverse, Common
DETAILS
A Half-Sil'Norai who stands around 5"8, with a body of athletic muscle. Due to his blight, he appears to appear without any imperfections what so ever, a much more angular jawline, along with high cheekbones, which accentuate his masculine looking features. His eyes are strangely blue with golden heterochromatic hues within the center, as if the eyes were lit like candlelight in the dark, it is a strange and mesmerising thing to look at, especially when Salen uses them to his advantage to draw people in. His hair is dark brown with silver strands of hair, both which are silky smooth. His skin has that radiant silvery glow followed by some of the flowery patterns on his skin which can rarely be seen unless exposed to light.
His smile is radiant, mystifying as his teeth are perfectly white. He was magnificent to the eye of Brazim, only from his previous features which weren't so much appealing as he is now. The Corvo Blight has changed him dramatically, before he had the essence of leadened veins and a disfigured face, now he is an image of perfection and glory. A image of pride that Brazim would be most proud of.
Those who are drawn to him will feel a vibrant warmth of his skin, followed by the smell of Daravin's wilds, often indicated by the fragrance of colourful summer fruits such as orange and lemon, followed the dangerous odor lingers on his body, a scent that invites both danger and comfort within his embrace; it is the smell of leather that often has a foreboding yet inviting effect to those who approach him.
MENTALITY
Likes: Sex, Drugs, Massages
Dislikes: Commitment, Slavery, Cheesy Romance Novels.
Merits: Protective, Cunning, Passionate, Open-Minded
Flaws: Cynical, Impulsive, Manipulative
Personality
Sly, manipulative and promiscuous; Salen often achieves his goals with extreme tact and questionable antics, willing to gain anything by centralizing himself as the main prize. No matter how dirty the deed, he would revel in gaining the attention of others in order to achieve his goals. A tempter and an incredible manipulator, he is willing to leave no stone unturned, ensuring his goals are met with the use of ruthless and aggressive seduction methods and even manipulating various noblemen into sexual debauchery and tapping into their power hungry nature, exposing them for what they truely are.
Along this path, it has led Salen on a pathway to heartbreak and emotional torment for others as he manages to revel in his own selfish goals, no matter how amoral the act is; Salen is resourceful and survivalistic in nature, taking necessary and even unnecessary risks to achieve his goals. The biggest flaw that comes with this is his impulsivity, the ability to act without even thinking about the consequences of his actions. As well as this, Salen is very selective of the partners he chooses to become physical with; he has dabbled with both men and women but usually focuses his seductive wiles towards the male sex, partly because of preference.
Underneath the thin veneer of superficiality, there is a sensitive, caring and deeply passionate individual who appears to be emotionally scarred by certain experiences he has had; his hot-temper and inner rage tends to explode wildly when failures and self-doubt occurs, often making Salen deal with challenges in his life in the wrong way. He had developed a deep hatred for the Entente and the Omen has enforced this idea upon him for he relives traumatic experiences every single day of his life from the cruel slavery that he had endured during childhood.
However, his struggle to open up to people is blamed on the negative feelings he has; he believes everyone has a goal, an ulterior motive. Because of this, trusting people is not within his nature and whilst he does have the ability to trust, it is never in his nature to trust someone fully as he has been wronged by so many people in the past. He lives in pure cynicism and paranoia, knowing that there will always be someone better than him.
HISTORY
Salen was confined to slavery at a young age, a bastard child from a Sil'Elainian refugee. He was born with leadened veins and a disfigured face. He was taken away from his mother at a young age and began serving House Salvatore. It was a harsh life, often resulting to whippings and abuse from when he made even the slightest mistake. The house's leader, Everic was the most abusive man; rumour had it, that he immolated one of his slaves for the fear that he was a blood mage. There was mysteries weither he was, or weither Everic was a cruel and sadistic man. Salen had witnessed countless initiations of slaves, granting their freedom. It was then that his ambition spawned, to be free.
He was the type of person who would help others in need, often being the one struggling around, trying to do jobs for them. Even the most difficult jobs such as chimney sweeping. Eventually, Salen's patience began to wear thin; he'd see another slave initiated every three years. Salen hoped it was his turn, but eventually he was kept always on the line. At 18, he was still wondering if he would ever obtain his freedom. He became bitter and jealous as his desires burnt like a fire rumbling inside of him. It was the time when Salen had discovered what he had truely felt about his masters, before he shoved Umbraplasm down his throat. It circled, wormed it's way into Salen's soul as he was taunted by his master "You're not worthy of magic, you ugly leper."
That had proven him wrong, he was worthy. Worthy of magic and his freedom; it was then his first magic spawned within him, Nightfall, the ability to manipulate congealed darkness. To his master's shock he was expecting Salen to fail the initiation like the other slaves who weren't worthy of such a gift as it seems Ulen had chosen him in his eyes. His master was angry and banished him away from his home. Salen was finally free, but now that he had achieved that goal, there was still that insatiable void inside him that needed filling. He had nowhere to go, no purpose, nothing except the thing he gained. Freedom. It wasn't enough for Salen. With the way he looked, he knew he wasn't going to be accepted in any society, because of his looks. The disfigured features of his face, followed by the leadened veins, which encrusted his skin in hues of black cracks. There was a new ambition that spawned, one which seemed impossible without disobeying the natural law.
One night in Salen's peaceful slumber, he was inhabited with a strange dream. A realm of statuesque beauty, a garden rife with the smell of sandalwood and other fragrances. The gardens rife with sex and burning passion from every corner as alluring eyes would be upon him. They would smile in admiration as they nodded, before his eyes flickered open. A series of puzzles and corridors were set out for the Half-Sil'Norai, a series of puzzles and riddles he endured before finally being introduced to the woman who brought him here. He woke up changed in the puzzle area, but with no mirror to notice beyond maybe feeling different or admiring his own body. All of his imperfections, gone. His body would become ripped and athletic, his disfigurement and leadened veins suddenly disappear. There was no sign of anything but a beautiful man.
The woman would introduce herself as Dahlia, a dark haired woman with raven black hair and flawless pale skin, before taking him in and training him in the ways of the brotherhood. Dahlia saw potential in him to become a great spymaster one day, she gave him the gift that would help him further with that aspiration. She initiated him into Remnant, a magic which allowed pure control over their dreams and desires whilst being able to read others; knowledge was a powerful tool and she bestowed that gift upon him. Avarice and deep wanting would plague Salen's mind as he searched deeply for the thing that'll fill his void created by his own experiences and trauma. Perhaps that was the reason why Brazim chose him, for he was never fully satisfied. His ambition continues as of this day.
Re: Salen Auclair (WIP)
Posted: Wed Jan 19, 2022 2:25 pm
by Salen
S K I L L S
Skill | Skill Level | Proficiency |
Nightfall | 61/100 | Journeyman |
Remnant | 100/100 | Master |
Mentalism | 23/100 | Novice |
Seduction | 77/100 | Expert |
Acrobatics | 77/100 | Expert |
Spycraft | 55/100 | Journeyman |
Unarmed Combat | 50/100 | Journeyman |
Blades | 31/100 | Apprentice |
Stealth | 25/100 | Apprentice |
B L I G H T
Skill | Skill Level | Proficiency |
Corvo: Shroud | 42/100 | Apprentice |
Corvo: Siphon | 5/100 | Novice |
Corvo: Beguiler | 50/100 | Journeyman |
Corvo: Shaper | 0/100 | Novice |
Thread | Points Awarded | Points Spent | Running Total |
Starter Package | +100 | 150 (20 Remnant, 25 Nightfall, 10 Seduction, 10 Stealth, 20 Unarmed Combat, 15 Spycraft | 0 |
Character Approval | +15 | +15 (Acrobatics) | 0 |
Starter Package Increase Update | +50 | 50 (25 Remnant, 25 Spycraft) | 0 |
Atharen Launch Bonus | +25 | 25 (10 Corvo: Beguiler, 15 Unarmed Combat) | 0 |
NaNo Rewards | +20 | 20 (Acrobatics) | 0 |
Athaversary 2022 | +15 | 15 (Blades) | 0 |
Chameleon I | +5 | 5 (Corvo: Beguiler) | 0 |
Chameleon II | +5 | 5 (Corvo: Siphon) | 0 |
Chameleon III | +5 | 5 (Spycraft) | 0 |
Chameleon IV | +5 (1 Magic) | 5 (1 Nightfall, 4 Spycraft) | 0 |
The Black Dahlia Blooms | +5 (Magic) | 5 (Remnant) | 0 |
An Audience with House Oriol (Abandoned) | +8 | 8 (7 Seduction, 1 Spycraft) | 0 |
Someone's In Wonderland (Degare) | +8 | 8 (Stealth) | 0 |
Every Rose Has It's Thorn (Degare) | +10 (8 Magic) | 10 (5 Remnant, 3 Nightfall, 2 Unarmed Combat) | 0 |
Along Came a Demon (Arkash) | +8(Magic) | 8 (Nightfall) | 0 |
Preying on the Rowdy (Miki) | +8 | 8 (Corvo: Shroud) | 0 |
The Ghosts of the Past | +5(Magic) | 5 (Remnant) | 0 |
Reunion | +5(Magic) | 5 (Mentalism) | 0 |
Revelations | +5 | 5 (Seduction) | 0 |
Through the Looking Glass | +5(Magic) | 5 (Remnant) | 0 |
A Memory for You | +5(Magic) | 5 (Remnant) | 0 |
Behaving Badly | +5 | 5 (Unarmed Combat) | 0 |
Dancing in the Dark (Alaric) | +8 (4 Magic) | 4 (4 Mentalism, 4 Corvo: Beguiler) | 0 |
Beauty and the Beast (Arkash) | +8(6 Magic) | (6 Nightfall, 2 Stealth) | 0 |
Broken Bones (Arkash) | +5 | 5 (Corvo: Beguiler) | 0 |
The Black Dahlia's Wrath I | +5 | 5 (Corvo: Beguiler) | 0 |
The Mirrors Don't Lie | +5 (Magic) | 5 (Remnant) | 0 |
The Black Dahlia's Wrath II | +6 | 6 (Corvo: Shroud) | 0 |
Unbroken with Ambition | +6 | 6 (Corvo: Shroud) | 0 |
The Bridge Between Reality (Arkash} | +3 | 3 (Blades) | 0 |
The Bridge Between Reality II (Thomas) | +8 | 8(5 Acrobatics, 3 Corvo Beguiler) | 0 |
Inexplicable Meadow Meeting (Moop) | +8 | 8 (Blades) | 0 |
Famous Last Words (Moop) | +8 (6 Magic) | 8 (4 Nightfall, 2 Mentalism, 2 Corvo: Shroud) | 0 |
Lost and Found (Moop) | +0 | 0 | 0 |
Coup de Grace (Andre) | +0 | 0 | 0 |
Underworld: The First Contract | +5 | 5 (Acrobatics) | 0 |
The Subtle Art of Wine and Politics (Hugo) | +8 (Magic) | 8 (Remnant) | 0 |
Written in Blood (Jared) | +8 | 8 (Corvo: Beguiler) | 0 |
Bad Boys Get Punished | +5 (Magic) | 5 (2 Remnant, 3 Nightfall) | 0 |
Change comes from within | +5 (Magic) | 5 (Remnant) | 0 |
Mysteries in the Reverie | +5 (Magic) | 5 (Remnant) | 0 |
If Darkness Falls, Order will Prevail (Hugo) | +8 | 8 (Seduction) | 0 |
The Curse of a Corvo | +5 | 5 (Stealth) | 0 |
The Call of Danger (Group Assignment) | +0 | 0 | 0 |
The Duality Slumbers (Thomas) | +0 | 0 | 0 |
Mourning (Vassilios) | +10 | 10 (4 Nightfall, 6 Acrobatics) | 0 |
The Seat of My Soul (Vassilios) | +0 | 0 | 0 |
Lamentations (Vivian) | +8 (4 Magic) | 8 (4 Seduction, 4 Nightfall) | 0 |
Knowledge is Power (Vivian) | +0 | 0 | 0 |
Cat Gotcha Tounge? (Ulgan) | +0 | 0 | 0 |
Bel Hath No Fury, Like a Man Scorned (Hugo) | +0 | 0 | 0 |
The Retribution Contract | +5 | 5 (Spycraft) | 0 |
The Night of a Hunter's Moon (Group Assignment) | +10 | +10 Acrobatics | 0 |
The Black Dahlia's Revelry | +10 (5 Magic) | 10 (5 Mentalism, 5 Corvo: Shroud) | 0 |
Pasodoble | +5 | 5 (Seduction) | 0 |
Last Tango in Daravin I | +5 | 5 (Seduction) | 0 |
Last Tango in Daravin II | +5 | 5 (Seduction) | 0 |
Last Tango in Daravin III | +5 | 5 (Seduction) | 0 |
Seven Years, Bad Luck (Jared) | +10(3 Magic) | 10 (3 Mentalism, 7 Seduction) | 0 |
The Sixth Sense (Jared) | +0 | 0 | 0 |
Happy Ending | +0 | 0 | 0 |
The Fall of Dahlia Senerite I | +0 | 0 | 0 |
The Fall of Dahlia Senerite II | +0 | 0 | 0 |
Thread Name | +0 | 0 | 0 |
Thread Name | +0 | 0 | 0 |
Thread Name | +0 | 0 | 0 |
► Show Spoiler
Mageblight Ledger
This Season's Accumulated Sil'Norai Mageblight: 4/12
2 Mageblight (34th Frost)
2 Mageblight (49th Frost)
Last Season's Mageblight:
1 Mageblight (51st Ash carried from Glade)
1 Mageblight (34th Ash)
1 Mageblight (28th Ash)
1 Mageblight (3rd Ash)
This Season's Status: Early Stage Mageblight
Total Mageblight Status: Early Stage Mageblight (As of the last mageblight date.)
Experience Totals
Total Exp: 471 (Including Starting Package and Magic exp)
Magic Exp: 164 (Including Starting Package Exp)
Re: Salen Auclair (WIP)
Posted: Wed Jan 19, 2022 2:53 pm
by Salen
K N O W L E D G E
Lores
► Show Spoiler
Nightfall - 36
Nightfall: The Concept of Twilight
Nightfall: Umbraplasm
Nightfall: Devise: Generating Darkness using Light Photons
Nightfall: Devise: The Core of Nightfall's Abilities
Nightfall: Devise - Manipulating Light Photons
Nightfall: Devise - Using the Surrounding Darkness
Nightfall: Devise - Touching Umbraplasm costs Ether.
Nightfall: Devise - Wielding Umbraplasm
Nightfall: Devise - Manipulating Umbraplasm to Mummify.
Nightfall: Devise - Umbraplasm can be molded and shaped into objects and weaponry.
Nightfall: Devise - Creating an Umbraplasmic Chord
Nightfall: Devise - Altering the Elasticity of Umbraplasm.
Nightfall: Compass - Producing an Orb of Darkness.
Nightfall: Compass: Learning to Compress and Decompress Darkness.
Nightfall: Compass - A vital creation when performing abilities
Nightfall: Compass - Manipulating a Compass to perform an ability
Nightfall: Compass - Drawing Umbraplasm from a Compass
Nightfall: Compass - Using Compass to Conjure a Wall of Darkness
Nightfall: Compass - Generating a Compass to Create Shepherd
Nightfall: Compass - Umbraplasm becomes more denser the higher the mage's skill level.
Nightfall: Obscura - Cloaking in Darkness
Nightfall: Obscura - An Action of Stealth
Nightfall: Obscura - Low-light conditions are of better use for this ability.
Nightfall: Confide - Creating a Shadow projection
Nightfall: Confide - A way of communication
Nightfall: Confide - A way to distract and manipulate foes
Nightfall: Confide - Using Shadow Images in Battle
Nightfall: Confide - Using Shadow Images to distract an enemy.
Nightfall: Confide - Generated from a Compass
Nightfall: Shepherd - The Ability to Fly using Umbraplasm.
Nightfall: Shepherd - Ether drains through flight.
Nightfall: Shepherd - A gaseous substance created through a compass
Nightfall: Shepherd - A symbol of the magic's freedom.
Nightfall: Stratum - A Wall of Umbraplasm
Nightfall: Stratum - Can Ensnare Targets
Nightfall: Stratum - Can create sharp tendrils of Umbraplasm.
Remnant - 101
Remnant: Engrams
Remnant: The Memory Palace
Remnant: Reclamation
Remnant: The Kyrikaric Principle
Remnant: The Mindscape
Remnant: The Kyrikaric Principle - The Dual Concepts of Dreams and Nightmares
Remnant: The Kyrikaric Principle - The Creation of Fear and Anxiety
Remnant: The Kyrikaric Principle - The Creation of Euphoria and Happiness
Remnant: Voyage: The First Steps into the Mindscape
Remnant: Voyage - Deeper into the Memory Palace
Remnant: Voyage - Traversing the Mindscape
Remnant: Voyage - The First Concepts of Dreamdiving
Remnant: Voyage - Dahlia's Mindscape
Remnant: Voyage - Tiberius' Mindscape
Remnant: Voyage - Degare's Mindscape
Remnant: Voyage - Thomas' Mindscape
Remnant: Voyage - Andre's Mindscape
Remnant: Voyage - Discovering the Mirror
Remnant: Voyage - The Reverie
Remnant: Voyage - A Mentalist's Mindscape
Remnant: Voyage - Interaction with Other Remnomancers
Remnant: Voyage - Easier to Cast at Expert
Remnant: Voyage - Longer Distance Dreamdiving
Remnant: Guidance - Locating Engrams
Remnant: Guidance - Guiding A Person through the Mindscape
Remnant: Guidance - Locating Engrams inside a Memory Palace
Remnant: Guidance - Guiding an Initiate
Remnant: Guidance - Finding Engrams in Another Memory Palace
Remnant: Guidance - Harder to Initiate someone of a century of age.
Remnant: Junction - Dimming an Engram
Remnant: Junction - Altering a Memory Palace
Remnant: Junction - The Core of Reclamation
Remnant: Junction - Regaining an Engram
Remnant: Junction - Reclaiming a Memory.
Remnant: Junction - Interacting with another Dreamer's Engrams.
Remnant: Junction - Longer Distance Casting
Remnant: Junction - Easier to Navigate through Engrams
Remnant: Junction - Can detect phantasmal influences on Engrams.
Remnant: Junction - Used to seek information from other minds.
Remnant: Pervade - Preserving a memory in the Mirrors
Remnant: Pervade - Imbuing an Object with a Mnemonic Trace.
Remnant: Pervade - Choosing a Memory to Imbue with.
Remnant: Pervade - A Form of Protection from Ill Intentioned Remnomancers.
Remnant: Pervade - The Imbued Object is Activated by Touch.
Remnant: Mind Collision - Pulling someone into a dream
Remnant: Mind Collision - Adjusting the Vivid details of the dream
Remnant: Mind Collision - A way of communicating privately.
Remnant: Mind Collision - Connecting a mind to your memory palace
Remnant: Mind Collision - Creating experiences for your fellow dreamer.
Remnant: Mind Collision - Creating a bond to return to a dreamscape
Remnant: Mind Collision - Travelling through another dreamer's memory patterns
Remnant: Mind Collision - Can be used on waking targets at Master.
Remnant: Mind Collision - Pulling someone into your own mindscape
Remnant: Mind Collision - Adjusting the lucidity of a dream
Remnant: Mind Collision - Letting another dreamer see a private thought
Remnant: Mind Collision - Drawing a dreamer into a memory or Engram
Remnant: Phantasm - A Residual dream-like memory that can be replayed and watched.
Remnant: Phantasm - The building blocks for Illusory application
Remnant: Phantasm - Phantasm is a product of the Kyrikaric Principle, created through one's dreams and thoughts.
Remnant: Phantasm - The foundation of illusions
Remnant: Phantasm - A projection is required to make a Phantasmal Reckoning
Remnant: Phantasm - Can be a figment of sound, touch, taste or scent.
Remnant: Phantasm - A Phantasm must exist in an memory palace to project it with Phantasmal Reckoning.
Remnant: Phantasm - Can be created from a memory palace.
Remnant: Phantasm - Changing aspects in another dreamscape
Remnant: Phantasm - Drawing on other dreamscapes' dreams to imbue into your own illusory application.
Remnant: Phantasm - Identifying with another person's phantasm's and dream structure.
Remnant: Phantasm - Drawing on physical features of the Phantasm.
Remnant: Mnemonic Impression - The tool to alter a dreamscape
Remnant: Mnemonic Impression - Used to alter a phantasm
Remnant: Mnemonic Impression - Altering a state of mind for ease of access.
Remnant: Mnemonic Impression - Manipulating the mindscape
Remnant: Mnemonic Impression - A passive ability used to get around mindscapes.
Remnant: Mnemonic Impression - Editing a phantasm
Remnant: Mnemonic Impression - Banishing negative thoughts.
Remnant: Mnemonic Impression - Navigating your way through a dreamscape.
Remnant: Phantasmal Reckoning - Projecting a Fountain of Wine Glasses.
Remnant: Phantasmal Reckoning - Creating a Paddle
Remnant: Phantasmal Reckoning - Creating Shackles
Remnant: Phantasmal Reckoning - A product of a Phantasm created into a tangible illusion.
Remnant: Phantasmal Reckoning - Projecting figments of illusory fire.
Remnant: Phantasmal Reckoning - Influencing the touch sense, causing perpetual pain until the figment subsides.
Remnant: Phantasmal Reckoning - Phantasms that are lifted onto reality.
Remnant: Phantasmal Reckoning - Can cause psychological damage
Remnant: Phantasmal Reckoning - Producing a cage
Remnant: Phantasmal Reckoning - Creating a simple Phantasmal Wall.
Remnant: The Mask - A memory time capsule of your form
Remnant: The Mask - Required to regulate radioether levels to keep up.
Remnant: The Mask - Causes you to overstep if you use another magic whilst under the effects of the mask.
Remnant: The Mask - Can make subtle changes using Phantasmal Reckoning
Remnant: The Mask - Slows down mageblight reduction if used for long periods of time.
Remnant: The Mask - Will dwindle if ether is compromised.
Remnant: Astralisation - Projecting a Fragment of your mindscape
Remnant: Astralisation - The Phantasmal Landscape of a Mind.
Remnant: Astralisation - Costs Ether to Channel and Maintain.
Remnant: Overstepping - Can damage the mind
Remnant: Motif - The Narcissus
Remnant: Apprentice Mutation - The Mirror
Remnant: Journeyman Mutation - The Connection
Remnant: Expert Mutation - The Reflection
Remnant: The Reflection - Summoning tangible clones.
Mentalism - 23
Mentalism: The Neurocrux
Mentalism: The Initiation
Mentalism: The Mural
Mentalism: The Tethers
Mentalism: The Five Reveries
Mentalism: The Weave
Mentalism: Maintaining Emotional Control
Mentalism: The Weave - Manipulating the Weave
Mentalism: The Weave - Spatial Awareness at Current Competency
Mentalism: The Weave - Interaction with the Neurocrux.
Mentalism: The Weave - Can be manipulated with Impel and Compel.
Mentalism: The Weave - The Founding Concept for Mentalists moving Objects.
Mentalism: The Weave - Keeping Objects afloat in Combat.
Mentalism: The Weave - Shattering an object
Mentalism: The Weave - Grows Stronger with Training
Mentalism: The Mural - The Emotional Landscape of a Mind.
Mentalism: Tethers - Analysing a Mural
Mentalism: Impel - Pushing a small object straight forward
Mentalism: Impel - Knowing Certain Limitations.
Mentalism: Impel - Slamming a door shut.
Mentalism: Compel - Pulling an object towards you
Mentalism: Compel - Pulling a person slightly towards you
Mentalism: Compel - Can be used inverse with Impel
Unarmed Combat - 24
Unarmed Combat: Protecting the Fists (AT)
Unarmed Combat: Blocking (AT)
Unarmed Combat: Basic Strikes (AT)
Unarmed Combat: Combining Acrobatic Techniques: Backflip Kick (AT)
Unarmed Combat: Combining Acrobatic Techniques: Thigh Chokehold (AT)
Unarmed Combat: Drop Kick (AT)
Unarmed Combat: Self Defense: Solar Plexus Reflex (AT)
Unarmed Combat: Self Defense: Throwing over Shoulder (AT)
Unarmed Combat: Self Defense: Kicking the Shins (AT)
Unarmed Combat: Self Defense: Disarming an Opponent (AT)
Unarmed Combat: Sleeper hold
Unarmed Combat: Catching someone by surprise.
Unarmed Combat: Delivering a blow
Unarmed Combat: Utilising the Shaper
Unarmed Combat: A punch to the face
Unarmed Combat: Using your Body Weight
Unarmed Combat: Breaking Bones (Legs).
Unarmed Combat: Wrestling with a foe
Unarmed Combat: Throwing your weight around
Unarmed Combat: A forceful kick
Unarmed Combat: Breaking someone's neck.
Unarmed Combat: Remain in position.
Unarmed Combat: Ensure blindspots are always checked before engaging.
Unarmed Combat: Disarming a heavy weapon from an opponent.
Politics - 5
Politics: Daravin - The Candor
Politics: Daravin - Extremely Xenophobic
Politics: Daravin - Zealous towards Ulen
Politics: Daravin - The Entente are the Ruling Class.
Politics: Exchanging Information
Axes - 1
Axe: Using heavy weaponry.
Blunt Weaponry - 1
Blunt Weaponry: The grip of a hammer
Tactics - 1
Tactics: Setting up basic goals;
Dancing -
Dancing: Pasodoble - A Masculine Competitive Dance.
Dancing: Pasodoble - Remain Parallel with your Partner at all times.
Dancing: Pasodoble - Movements of Strength and Courage.
Dancing: Pasodoble - The Lead Partner must express machismo throughout the dance.
Dancing: Pasodoble - Competitive Nature is Shown by Aggressive Skirt flurries and arm movements.
Dancing: Pasodoble - Footwork is important with the aggressive and militaristic flow of the dance.
Dancing: Tango - The closeness of a partner
Dancing: Tango - There are rules.
Dancing: Tango - The rhythm of the Tango.
Dancing: Improvising
Dancing: Combining Acrobatics with some moves
Dancing: Pirouette spins.
Dancing: Using the Music's rhythm as a blueprint for the dance
Necromancy - 3
Necromancy: The uses and applications of Sinew Foam
Necromancy: How to make Sinew Foam
Necromancy: The tools needed to make Sinew Foam
Leadership - 5
Leadership: Standing your ground
Leadership: Judgement of Character
Leadership: Charisma and Strength are two important things
Leadership: Rejection of Advances
Leadership: Taking Control of your own life
Sociology - 1
Sociology: Basic Understanding about relationships;
Thrown Weaponry - 1
Thrown Weaponry: Bouncing a hammer upwards with the right momentum of force thrown.
Ettiquette - 5
Ettiquette: Ensuring calm in social situations.
Ettiquette: Being polite even in the face of anger.
Ettiquette: Being polite as much as you can even if you hate the target.
Etiquette: Maintaining Composure.
Etiquette: Being thankful of cookery services.
Seduction - 45
Seduction: Eye contact
Seduction: Offering incentives
Seduction: Offering a Massage.
Seduction: Assertiveness is Attractive
Seduction: Taking the Lead
Seduction: Moving Dangerously Close.
Seduction: Foreplay
Seduction: Kinky Techniques - Spanking
Seduction: Detection of Touch Starved Folk.
Seduction: Unleashing the Monster.
Seduction: Caressing the Body.
Seduction: Body Language: Sway of the Hips.
Seduction: The Allure of the Muscles
Seduction: The Scent of a Corvo
Seduction: Playing the role of the Submissive.
Seduction: Taking nice gestures.
Seduction: Playing with Erogenous Zones
Seduction: Experiencing the Emotional Concepts between Lust and Love.
Seduction: A Corvo's Beguiler.
Seduction: Tender kisses
Seduction: Warm and Tender Remarks
Seduction: Manipulating one's emotions
Seduction: Proposition
Seduction: Bluntness can be sexy
Seduction: Offering an Incentive to do something back
Seduction: Persuading someone to give into temptation
Seduction: Let the thoughts linger.
Seduction: Entice them with their interests
Seduction: Choosing your words carefully to impress
Seduction: Charming your way out of a situation
Seduction: Being the center of attention
Seduction: Drawing someone in with smells.
Seduction: Quality of voice makes a difference
Seduction: Acting coy
Seduction: Some people like it rough.
Seduction: Teasing
Seduction: Compliments
Seduction: Becoming the Dominant
Seduction: Nicknames to Tease
Seduction: Sharing a Partner in a Threesome
Seduction: Competition with Sexual Partners is fun.
Seduction: Charming wit and sense of humor is attractive.
Seduction: Embracing a Partner
Seduction: Using Flowery Words
Seduction: Expressing Love.
Rhetoric - 2
Rhetoric: Finding the right words in certain situations.
Rhetoric: Actions speak louder than words
Acting - 1
Acting: Feigning Interest with a client
Persuasion - 6
Persuasion: Delivery is important
Persuasion: Offering goods
Persuasion: Make someone trust you.
Persuasion: Getting to the Point
Persuasion: Demonstrate your Work Ethic
Persuasion: Remain Assertive and Calm when making deals.
Negotiation - 3
Negotiation: Discuss the Terms of the Contract
Negotiation: Understanding the Job to Make an Offer
Negotiation: Reassuring you're a good candidate for the job
Stealth - 12
Stealth: Quiet Footsteps
Stealth: Using the cover of darkness.
Stealth: Sneaking up on a target.
Stealth: Using your surroundings
Stealth: Concealed Kills
Stealth: Concealing Weaponry
Stealth: Usage of Shroud
Stealth: High Elevation of Blood levels ensures effective shroud.
Stealth: Concealing goods
Stealth: Perception of Surroundings
Stealth: Using Shroud to Sneak Around.
Stealth: Loud Noises can be a distraction.
Acrobatics - 31
Acrobatics: Backflip
Acrobatics: Gymnastics
Acrobatics: Handsprings
Acrobatics: Balance and Control
Acrobatics: Evasion.
Acrobatics: Bending the Knees for Softer Landings
Acrobatics: Strafing (NaNo)
Acrobatics: Footwork (NaNo)
Acrobatics: Upper Body Support. (NaNo)
Acrobatics: Parkour (NaNo)
Acrobatics: Upper body strength usage (NaNo)
Acrobatics: Tucking into small places (NaNo)
Acrobatics: Contortionism (NaNo)
Acrobatics: Chimney Jump (NaNo)
Acrobatics: Splits (NaNo)
Acrobatics: Body defense strategies - Falling (NaNo)
Acrobatics: Using your body flexibility as a self-defense strategy.
Acrobatics: Bracing yourself
Acrobatics: Persistent Evasion
Acrobatics: Somersault
Acrobatics: Aerodynamics
Acrobatics: Ambidexterity
Acrobatics: Momentum
Acrobatics: Flexibility
Acrobatics: Aerial Acrobatics - Somersault (SP)
Acrobatics: Aerial Acrobatics - Poleswinging (SP)
Acrobatics: Aerial Acrobatics - Swandiving (SP)
Acrobatics: Gymnastics - Evasive Acrobatics (SP)
Acrobatics: Generic Lore 1 (SP)
Acrobatics: Generic Lore 2 (SP)
Acrobatics: Generic Lore 3 (SP)
Blades - 21
Blades: Shivving
Blades: Holding a dagger properly
Blades: Parrying
Blades: Thrusting
Blades: Consecutive stabbing.
Blades: Twisting a dagger.
Blades: Generic Lore 1 (Broken Bones)
Blades: Generic Lore 2 (Broken Bones)
Blades: Generic Lore 3 (Broken Bones)
Blades: Generic Lore 4 (Broken Bones)
Blades: Generic Lore 5 (Broken Bones)
Blades: Generic Lore 6 (Athaversary 2022)
Blades: Generic Lore 7 (Athaversary 2022)
Blades: Generic Lore 8 (Athaversary 2022)
Blades: Generic Lore 9 (Athaversary 2022)
Blades: Generic Lore 10 (Athaversary 2022)
Blades: Generic Lore 11 (SP)
Blades: Generic Lore 12 (SP)
Blades: Generic Lore 13 (SP)
Blades: Generic Lore 14 (SP)
Blades: Generic Lore 15 (SP)
Flight - 1
Flight: Using your body weight to maintain momentum and balance.
Spycraft - 44
Spycraft: Using Fake Names
Spycraft: Disposing of Evidence
Spycraft: Blending Into the environment.
Spycraft: Eavesdropping on Conversations
Spycraft: Getting to Know a Man's Vices
Spycraft: Observing Behaviours
Spycraft: Observing Surroundings
Spycraft: Learning Social Tells
Spycraft: Becoming the Monster - Entente.
Spycraft: Pretending to be someone's protege.
Spycraft: Generic Lore 1
Spycraft: Subtlely Interrogating Someone.
Spycraft: Forming an Alliance.
Spycraft: Insider Knowledge is Important.
Spycraft: Don't let your enemy take advantage of you
Spycraft: Defying orders secretly
Spycraft: Implanting communication devices.
Spycraft: Resonance as a medium
Spycraft: Privacy is important
Spycraft: Analysing your Enemy
Spycraft: Checking for implanted evidence
Spycraft: Remnomancy as a medium
Spycraft: Deceiving the Enemy
Spycraft: Remaining calm and covert about true intentions
Spycraft: Ensuring information is secure
Spycraft: Dealing with Interrogators
Spycraft: Persuading the opposition
Spycraft: Don't reveal too much information
Spycraft: Establishing Friend or Foe
Spycraft: Slipping a poison into a drink discretely.
Spycraft: Placing incriminating evidence on another person.
Spycraft: Verbal cues.
Spycraft: Finding a discrete location
Spycraft: Speaking in code.
Spycraft: Listening to surroundings
Spycraft: Observing fighting techniques
Spycraft: Observing a person's way of thinking.
Spycraft: Observing potential 'threats'
Spycraft: Keep Contract Information Confidential.
Spycraft: Bounties are a good source of information
Spycraft: Knowing the details of a contract
Spycraft: Knowing the whereabouts of hideouts and gatherings.
Spycraft: Attending gatherings.
Spycraft: Information is Power in Daravin's Politics
Deception - 2
Deception: Feigning Interest
Deception: Not answering the question fully.
Interrogation - 2
Interrogation: Remain calm
Interrogation: Sometimes confessing is your best option
Poison - 1
Poison: Arsenic
Intimidation - 8
Intimidation: Being assertive and direct
Intimidation: Hitting a nerve
Intimidation: The truth can be scary
Intimidation: Not giving into threats
Intimidation: Staring at someone oddly.
Intimidation: Trying to size up an potential opponent.
Intimidation: Snarky Remarks
Intimidation: Threatening Someone.
Psychology - 12
Psychology: Knowing what makes a person tick
Psychology: Identifying a Narcissist
Psychology: Playing the same game as someone else.
Psychology: Flight or Fight Response
Psychology: Knowing Societial Cues
Psychology: Dealing with Fear and anxiety
Psychology: Venting once the fear had subsided
Psychology: Reawakening of Past Trauma
Psychology: Sentimental items taken can be heart wrenching.
Psychology: Basic Understanding about emotions.
Psychology: Feelings of Guilt.
Psychology: The Five Stages of Grief.
Larceny - 2
Larceny: Pickpocketing small items (Drugs)
Larceny: Slowly stealing wine bottles.
Re: Salen Auclair (WIP)
Posted: Wed Jan 19, 2022 3:29 pm
by Salen
I N V E N T O R Y
Items
Up to 6 Sets of Clothing befitting your Class.
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)
Flint & Steel
1 Set of Bladed Gauntlets
Housing
Within the shadows of Entente Square lies one of the gilded gates to the Stronghold of Scaeva in Amoren, along with the other coven members. He has a room there.
Ledger
1. Starting Gold, +1000 df
-200 df
Wages from Frost, Glade and Searing 4622 + 3787
Total: 4587 df
Re: Salen Auclair
Posted: Thu May 26, 2022 11:18 am
by Salen