Cyq's Plotnotes.

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This forum is an OOC forum for PCS and Organizations to work out plans in hardcopy. Each PC or Organization gets a single thread where their players can help work out plans for their PC. Quests, mini-sagas, and Trips can all be organized here as well working out timelines and points of travel and things PCs need to do along the way. Each PC however gets only one Plotnote for their individual PC. Groups get one as well. There is no limit on individuals posting saga or trip plotnote threads. Please denote [PC Plotnotes] or [Group Plotnotes] or [Quest/Trip/Saga Plotnotes] when titling your threads.

Cyq's Plotnotes.

Postby Cyq on August 23rd, 2014, 9:58 am

Plotnotes.


Magic Skills:

Reimancy: 20/26
Auristics: 14/26
Voiding: 0/26
Hypnotism: 0/26
Leeching: 0/26
Projection: 0/26
Familiarity: 0/26
Shielding: 0/26

Malediction: 21/26
Summoning: 3/26
Glyphing: 0/26
Magecraft: 0/26

Supporting Skills:

Meditation: 2/26
Philtering: 0/26
Drawing: 3/26
Carving: 17/26
Painting: 6/26

Other Skills:

Negotiation: 4/26
Persuasion: 2/26
Leadership: 5/26
Meditation: 2/26
Poison: 0/26
Herbalism: 0/26
Medicine: 0/26
Botany: 0/26
Butchering: 5/26
Planning: 1/26
Acting: 0/26
Subterfuge: 1/26
Intelligence: 0/26
Interrogation: 2/26
Intimidation: 2/26
Stealth: 2/26


Legacies:

Mouse:
Right Radius: Digging
Right Ulna: Jumping [Done]
Right Humerus: Speed [Done]
Left Radius: Climbing [Done]
Left Ulna: Sneaking
Left Humerus 1: Random
Left Humerus 2: Random
Right Femur: Sympathize With Other Mice [Done]
Right Tibia: Shock absorbency
Right Fibula: Kills Rats [Done]
Left Femur: Adaptability
Left Tibia: Sense of Predators
Left Fibula: Will to Survive
Claws: Climbing
Teeth: Biting
Skull: Smell/Hearing
Fur: Protection from Reimancy


Glassbeak:
Left Femur: Speed
Left Fibula: Speed
Right Femur: Speed
Right Fibula: Speed
Last edited by Cyq on February 19th, 2016, 4:53 pm, edited 15 times in total.
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Cyq
A Tiny Terror
 
Posts: 114
Words: 116393
Joined roleplay: August 1st, 2014, 5:33 pm
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Plotnotes

Cyq's Plotnotes.

Postby Cyq on October 30th, 2014, 8:54 pm

Future Plots.

Establishment.
After arriving in Kenash, Cyq will try to establish himself and his position. Ultimately, he will strive to learn as much as he can about all of the Dynasties in a bid to control them. Perhaps this can be done through use of the Freeborn or even providing favours for the Rujaro, should he find them.
- Learning of the Dynasties
- Learning of the Freeborn
- Learning of the Slaves
- Learning of the Rujaro


Magic.
- Learning of Leeching: Cyq eventually learns Leeching through force. Unknowing of its effect on his body he uses it carelessly, gathering power while losing his body, until he becomes a hollow husk struggling to reverse the effects of djed poisoning.
- Learning of Magecraft: Seek help from Magecrafters to procure items that may help restore his health and vitality, or alternately boost his magical potential through use of staffs or other useful skills to achieve his ultimate goal. Potentially, learn the skill himself.
- Learning of Alchemy: Seek help from any Alchemists known to find possible methods of restoring his body or creating new ways to carry on his consciousness.
- Learning of Animation/Gadgeteers: Seek help from Animators to create new limbs and golems to assist with difficult tasks once the process has wasted away his body.

Journeyman.
Through information gained over the course of research, Cyq learns of the Journeymen and prepares himself to find one and kill it, before using the remains to create powerful artifacts that will eventually be used for the purpose of hunting down and removing more Journeymen, as well as hopefully gathering more power for the purposes of correcting his mistakes.

Aquire a Staff.
Either through learning magecraft and then crafting his own, or through the help of other magecrafters, or even through acquiring a pre-made staff, at some point Cyq must learn about, research and ultimately acquire a staff, mainly for its magnification of his personal magic abilities.

Kill Animals.
Cyq will need to kill a variety of animals and maledict their bones in order to create a sizeable arsenal for future use. These should include:
+ Rat
+ Glassbeak
- Rabbit
- Bear
- Squirrel
- Dog
- Cat
- Fox
- Badger
- Deer
- Horse
- Goat
- Wolf
- Monsters


Kill Races.
Well it had to be done. Cyq will need to capture a wide array of different races for their different abilities and special focuses. Exceptions can only be made to those that don't actually provide any worthy reagents.
- Akalak
- Akvatari
- Chaktawe
- Charoda
- Constrictor (Dhani)
- Iyvess (Dhani)
- Rattler (Dhani)
- Viper (Dhani)
- Ethaefal
- Eypharian
- Benshira (Human)
- Drykas (Human)
- Inarta (Human)
- Svefra (Human)
- Vantha (Human)
- Isur
- Jamoura
- Kelvic
- Konti
- Myrian
- Symnestra
- Zith
Last edited by Cyq on January 25th, 2016, 1:22 pm, edited 2 times in total.
User avatar
Cyq
A Tiny Terror
 
Posts: 114
Words: 116393
Joined roleplay: August 1st, 2014, 5:33 pm
Race: Pycon
Character sheet
Scrapbook
Plotnotes

Cyq's Plotnotes.

Postby Cyq on January 22nd, 2016, 1:21 am

Future Plots.

Gnosis:
All people with all gnoses will immediately become high priority targets. A mark from the Gods is an immediate signal that the person has some significance in the world. Therefore, their bodies will contain significant power. Because of this mentality, Cyq will become a very likely target for those Gods angered by the murder of their followers, and likely subjected to a number of negative marks as he goes. These will, in turn, fuel his desire to discover a way to restore his original body and new powers, which will only come from the killing of more followers of the Gods. Trying to appease the Gods is futile, since many are spiteful and greedy. This ultimately produces a vicious cycle.

Positive Marks:
- Blight: A possibility, dependent on whether Cyq should choose to use poisons in the future.
- Chaon: Obviously. All his back-stabbing will probably earn favour and who is he to turn down some hidden ability at corrupting those he marks as useful to weaken them, or manipulate them into doing his bidding? He might even get it after betraying an unknown Chaon who was planning on betraying him first...
- Cordas: Well he loves manipulating people. Perhaps after finally convincing a major power to listen to his ideas and follow his instructions, he'll get a mark from dear ol' Saggy. Another very useful power indeed.
- Krivas: A possibility, though not really necessary.. it remains an option should he choose it. Really it depends on how he chooses to manipulate the people that he looks towards.
- Vexation: A very useful tool, the curse will make Cyq incredibly invested in removing his own gnosis and return to the realm of 'normality'. After all, Cyq will probably never grow to enjoy the pain he will have to inflict on others. Power is power, but at what line do the consequences outweigh the benefits?

Negative Marks:
- Azenth: A high possibility should Cyq come across a member of the Azenth and attempt to kill him, or should Cyq choose to strike an affiliation with Rhysol. The first mark will become an annoyance but the second mark will be utterly devastating, turning Cyq into an entirely emotionless manipulating creature, unable to even feel happiness until he restores himself.
- Ennervism: Possible but rather unlikely. Although the negative effects are devastating, they will make it very difficult to ever manipulate, thus ridding one of his very few remaining landlines for survival.
- Illusionism: Easy to gain and with no real negative consequences - something to get if Cyq should ever decide to pay Alvadas a brief visit.
- Inavalti: Comparatively minor negative effects, likely once he kills an Ethaefal.
- Lykata: Very possible given the status of the gnosis, even though the negative effects are rather massive.
- Nightstalking: Unlikely, given the abilities of the Nightstalkers. Another comparably minor effect to have from the negative mark.
- Oceanus: Minor possibility, rather useless mark to have in terms of positive or negative effect for Cyq however; he has no concerns that involve the ocean.
- Ranuri: A rather powerful effect to be had from the negative, as it will accelerate Cyq's transformation into an emotionless monster, although the effects of the regular gnosis are rather minor, meaning that Cyq will most likely mark this person as a victim without actually knowing much about their mark.
- Severing: Very possible given the powers of the mark, although the repurcussions of the negative mark might begin to remove control over Cyq's situation as a whole, destroying the possibility of sinking himself deeper or removing himself from the situation that he's put himself into.
- Silakrov: Mark gained is rather useless, both in terms of the positive and negative. Nobody's going to willingly give him blood.
- Stormwarden: Possible, although the positive and negative marks are both really minor unless in higher levels.
- Telepathy: Comparatively minor effects of negative mark, most likely gained when he targets an Ethaefal.

Treavery:
A special case. Since Cyq is obsessed with righting the wrongs that he will surely bury himself into, the goddess of Time seems like the perfect person to reason with. Constantly thinking back to the days before he'd been struck by all the horrible afflictions he's pushed onto himself, he will pray to time itself to reverse so that he can remedy the mistakes. From this, should Tanroa appear, he may be able to return back to the past and learn from the mistakes, at least.
User avatar
Cyq
A Tiny Terror
 
Posts: 114
Words: 116393
Joined roleplay: August 1st, 2014, 5:33 pm
Race: Pycon
Character sheet
Scrapbook
Plotnotes


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