[Approved by Pig Boy] Winston

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Winston
Approved Character
Posts: 77
Joined: Sun Apr 17, 2022 8:40 pm
Race: Immortal
Profession: Groundskeeper
Renown: 1530
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Wealth Tier: Tier 5

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Re: Winston

(The) Chest

(Approved Here)
Image
The Chest
would appear to be made of wood and brass, with a large lock on the front and two handles, one at each end, allowing it to be carried... should anyone ever wish to get that close. Aside from this, it has dozens of tiny little legs on which it can carry itself and when opened, has two rows of teeth, a tough and, it would seem, a throat leading down into an unseen belly.

Inside this Chest lies a next to bottomless storage space and a magical home for it's master. It is next to indestructible (as far as anyone knows) and guided by a sentience that usually bonds to its master for life (of said master, not the chest) the Chest is absolutely loyal to its master and will follow and find them anywhere (it can) in Idalos.

Its ownership can change, but this would require the owner to disown the chest (which is an irrevocable action) or the owner to die (which you know.... for most... is also a one-way trip). Any less will result in a sullen and silent chest which responds to just about no one, unless it thinks said person MIGHT know where it can find it's master, of course.


Limitations

The chest might be fiercely loyal and able to understand the concept of self-preservation and harm, but it is not a combat chest and will not engage in combat. If attacked, it will attempt to make itself safe however it can, it might close on and 'hold' a person if so instructed, but it will sit down, do nothing and wait patiently while its master is bludgeoned to death unless there was an item it contained that it could give to its master to help perhaps.


Powers
Power Description
Master's Shdaow The chest has an uncanny way of turning up uninvited at it's master's side, understanding where it's master is and whether they are in need intuitively. There is no limit to the distance over which the chest will attempt to travel to seek out it's master, though obviously, it can go no faster then it can travel on foot, so the chances of reaching a long and distant master before 'it is too late' is very small indeed.
Loyal Pet In possession of sentience, it has a personality of it's own and can follow commands and think for itself, though will always remain unwaveringly loyal to it's owner.
Full Power Description
The chest is Bound with a Spirit that gives it some life, intelligence and personality. First and foremost, it is absolutely loyal to its owner and will follow simple and complex commands. It also has emotions and is capable of empathy, so can respond to the emotions of those around it (if it wants to). It cannot speak (but might make grumbly sounds, a little like a growl, etc.) and rarely attempts to communicate beyond what might be necessary to overcome obstacles to reach its master.
Living Chest The Chest is an animated construct of some kind and as such can move and interact with the world and people around it.
Will. You. Just. Die! The chest is considered to be nearly indestructible as a result of its almost miraculous ability to regenerate from almost any damage.
Full Power Description
The chest is sturdy, but not indestructible, even though, in the event it is damaged, even to almost the point of complete desolation, given time, it can regenerate itself completely. Most damage can be recovered in just a single trial, but in the event that the chest sustains almost complete destruction, it could take much longer.
Give it to me On command or whim, the chest will give its master anything it contains, often spitting items out to be caught. The chest can also simply be opened with the desire for a particular item in your mind to find the mouth and teeth that it usually bares to be gone and a simple chest interior with the desired item inside.
Full Power Description
The Chest will retrieve anything that was previously placed into it for its owner, regurgitating, spitting or simply opening to 'reveal' the items on command. It might be that a delicate item simply appears in the chest, on opening it, the mouthparts being temporarily gone to reveal just a normal chest with said item in it or perhaps it offers it out on the end of its tongue.

The chest cannot allow anything 'summoned' by the chest's interior to leave it. As per the power "Belly of the Beast", only items brought in from outside in the first place (or made of materials brought in from outside of course) can leave the chest.
By Invitation Only The owner of the chest is aware of any presence in the chest and can eject them at will. If anyone present in the chest attempts to commit violence against another living creature within the chest, said individual is ejected. Those ejected from the chest, may not re-enter without express permission from its owner.
Full Power Description
With this ability, the owner of the workshop becomes aware of anyone that enters it. This ability makes the interior of the workshop Neutral Ground and so no one, no matter how angry or hate-filled, may do violence upon another living being within the workshop. Should they attempt it, they will find that the area itself will eject them from the premises and they will not be allowed to return without the express permission of the owner of the workshop. Such permission, of course, usually comes at a price. A person may also be cast out of the workshop at the desire of the owner.
Belly of the Beast Inside the Chest exists a micro-realm that conforms to the desires of the chest's owner. It is always the interior of a building (i.e. it cannot be a field), but can conform to anything its owner desires, e.g. a workshop, kitchen, cottage or all of the above.
Full Power Description
  • The interior of the workshop conforms to the needs of the owner, as those needs become apparent. It includes a kitchen if the owner expects to cook. It includes a workshop if the owner expects to work. etc. A room for storing crap you didn't have yesterday? "Sure, second left last time I tried to find it."
  • The hearth always burns and the smelter is always hot... unless the owner wishes otherwise.
  • The interior realm of the chest is permanent, in so much as while the chest exists, so to does its interior, along with all of its contents.
  • With regard to capacity... it has ROOMs inside, able to store a great many things and has no known weight limit, though nothing bigger than the opening on the chest can enter it and there it a limit to the number of rooms that can be summoned at any one time.


Limitations:
  • (Because ALL good rules have sensible limits...) The chest's interior cannot have more floor space active at any one time than would fit in less than half football pitch (50m x 25m). This could be spread over multiple floors if desired and could be 'stretched' slightly for short periods of time, but the chest will start to get grumpy and might start spitting things out without warning to make room if it's owner is careless.
  • The chest cannot be used to trap people. By virtue of the fact that should anyone commit an act of violence toward another living thing they get spat out, which imprisonment against one's will qualify. You could do it, but they would probably just get ejected from the chest the moment you/they did.
  • Can only get to this if I can get to the box and it's the size of a person (has to be if people are going to get into it). All these powers could be on a ring and potentially go anywhere with me.
  • Large things, anvil, smelter, furniture, in general, come with the house, but general tools, glass beakers (for alchemy for example), hammers, whatever. These would have a place to be but would not come baked in. The rule of thumb is that if it's not furniture that you can carry it in one hand then it's not included.
  • Things summoned by the interior of the chest, cannot leave the chest. They exist in the chest and only in the chest. So anything that needs to leave the chest has to have been brought into it in the first place (all materials used to make things, for example).
The mechanics approved during the PSF request
Hi YA! Me again! Love you GUUUYYYYYS (this is a unisex 'guys', my 'guys' don't discriminate)!

Right, just to start, it has come to my attention that the power I thought was an Exalted level power for my Tertiary item, is in fact a Champoin level power. :-o But then on further research, I found that actually there was semi-equivalent powers at MUCH lower levels for other marks and so, at the risk of being cheeky, I'm gonna start my negotiation by getting absolutely everything I want! Mwahahahahaha... *cough* sorry.

Seriously though, it's in my nature to pick things to bits (you may have noticed) so please PLEASE, any picking to bits I do it pure mechanics, objective examples and pragmatic negotiation. NONE of it is complaint about balance or such stuff. Love you guys!

So, what I've done is... I've create a dedicated section for discussing the negotiation on the power I called "Belly of the Beast", which is last in the list of powers and was previously based on The Workshop Champion mark power. I've taken the approach of keeping my investment in that element of the item the same (i.e. I'm still looking for it to be my Tertiary), but I'm doing so by taking what appears to be a Favoured power for most other marks and upgrading it with the dreams of a small Terry Pratchet fan that met someone that created the best alchemist of all time.

This being said, should you feel that for some reason I should get everything I want to that as just a Seconrady power, or it's got more room to wriggle as a Tertiary? I'm game, just let me know ;-)

Back to my original draft...

This one is a doosie I rather expect to get some screwtany :-) I loved building it and will be perfectly happy with any calls made on anything I've proposed, of course, but it's a big one. Sooooo....

Image

Item Name: (The) Chest

Concept: The Chest from Terry Pratchet's ~ The Colour of Magic meets The Tardis

General Notes
  • I was unsure whether some of the powers I have included were nececerry as they overlapped in order to achieve a goal, but covered different aspects of the same thing. Mostly this refers to the The Living Chest Parts 1 and 2. I have started my proposal assuming that I don't need to buy/pay for both the T1 and T2 powers added to do this as while the T2 one as written does not cover what the T1 does, it's power level from the perspective os equivalence perhaps can? So it's not really important that the power does not really do what's needed? (Hear's Hoping! :-D)
Total Cost: 6500

Broken down as:
* 4 x Signature Item (Primary): 2000
* 2 x Signature Item (Secondary): 2000
* Signature Item (Tertiary): 2000

Because of how complex this is, here's a summary of the powers I've created/added:

Power (named by me) Level Tag-line Cost
Master's Shdaow Primary (T1) Can always find its master (when possible) 500
Loyal Pet Primary (T1) Has personality and can follow commands 500
Living Chest Part 1 - The Material Bits Primary (T1) Is an animated chest with legs and a 'mouth'
FREE (sperceeded by Part 2)
Living Chest Part 2 - The Fleshy Bits Secondary (T2) Is an animated chest with legs and a 'mouth' 1000
Will. You. Just. Die! Secondary (T2) Nearly indistractible 1000
Give it to me Primary (T1) Gives its master anything it contains on request 500
By Invitation Only Secondary (T2) Spits out anyone not welcome in the workshop 1000
Belly of the Beast Tertiary (T3) An entire workshop inside the Chest 2000
Total 6500

The Chest itself
  • Master's Shdaow - Level: T1
    Based uppon:
    • Servant's Mark from wiki/index.php?title=Category:Zuuda
      A Zuuda is capable of marking a single individual with this ability. Usually, the recipient will be unaware of the mark upon them as it can only be seen by those marked with Zuuda or some other ability to perceive divine marks. For those who can see it, it is a single glowing band around the wrist, mirroring the Zuuda's own. This ability does two different things depending on the nature of the relationship the Zuuda has with the marked.
      The person receiving the mark must be someone the Zuuda works for, someone they work with in service,or someone who works for the Zuuda. Only those that have a certain relationship of subservience or servitude can partake. If this mark is placed upon someone the Zuuda works for, the Zuuda is enlightened with flashes of desires or worries from their master or employer, no matter the distance between them. Likewise, a Zuuda will always be immediately aware when their master or employer is in danger or need and exactly what the nature of that danger or need is. For a Zuuda marking an individual who works for them or alongside them in a shared endeavour, the nature of this ability changes. Instead, the Zuuda will be aware of their servant or colleagues' emotions and whether the work they are handling is too straining or stressful to their being. Like marking an employer, a Zuuda will always be aware if their employee or colleague is in danger but perhaps more frequent...they will know when their employee or colleague is slacking off or if their heart is no longer in their work. Someone can only be marked once in any 90 trial (day) period. If anything were to remove this mark, the Zuuda must wait for 90 trials from the mark being placed to mark the individual anew.
    • Surrounding Area from wiki/index.php?title=Category:Sojourn
      The character is granted a map which always remains centered on them. It shows a basic, but accurate, map of the surrounding area (up to 3 miles) - even if the area in question is unseen or unknown to the Sojourner. The Sojourner can see the map on any flat (ish) surface. In order to be seen by others, the Sojourner may summon the map to any piece of paper which the character has with them
    • Love's Caress - wiki/index.php?title=Category:Bellinos
      Love is an important domain expressed by the Immortal and thus, is reflected within the abilities of those he marks. This ability is only found when a marked individual has acknowledged their true love and vise versa, allowing the two to telepathically connect to one another. This connection is soul binding, where the two may feel the emotions of the other, sometimes the physically touches of the other, or hear the thoughts of the other, depending on how focused the two are when attempting to communicate. No matter the distance, this connection will always provide communication between the two. However, this communication may be blocked or disrupted by certain magics and/or with meditation.
    • A sense or skill in tracking - Not a power as such, but kinda like, if it wereactually a dog, it might be able to find it's master in a local area by sniffing etc.
    Significant deviations from the above basis:
    • OK, so there is no equivalent I could find, so I found as many (all Teir 1 I believe) similar things that are not quite but could be very close, in the hopes that this would justify the actual request. As such, this is less about deviation of any one power and more about 'is this kida the same level'? I figure if it were a person, then the telepathy from Lover's Caress could simple tell them where they were and what to do, or the servitude one communicates what's wanted or desired, etc. and finally the local area one gives a complete sense of the surroundings (over a limited range, granted). I am looking for a more generalised version of the lot, so a generalised sense of the direction it's master lies in and their general well-being and/or desires.
    Power Descritpion: The chest has an uncanny way of turning up uninvited at it's master's side, understanding where it's master is and whether they are in need intuitively. There is no limit to the distance over which the chest will attempt to travel to seek out it's master, though obviously, it can go no faster then it can travel on foot, so the chances of reaching a long and distant master before 'it is too late' very small indeed.
  • Loyal Pet - Level: T1
    Based uppon Teir 1 not sure. I'm really sorry, but I was reliably informed that having a spirit inside the item that could accommodate the following was a simple Teir 1 things, but I lost/missed/could not find exactly where from.
    The chest is Bound with a Spirit that gives it some life, intelligence and personality. First and foremost, it is absolutely loyal to its owner and will follow simple and complex commands. It also has emotions and is capable of empathy, so can respond to the emotions of those around it (if it wants to). It cannot speak (but might make grumbly sounds, a little like a growl, etc.) and rarely attempts to communicate beyond what might be necessary to overcome obstacles to reach it's master.
  • Living Chest Part 1 - Level: T1
    Based uppon Teir 1 Necromancy - Golem - wiki/index.php?title=Category:Necromancy
    Power Descritpion: While Necromancers more specialize in dead flesh and bones to create their monstrosities, they are by no means limited to that capacity. Golems are beings created from clay, wood, or stone that are imbued with specific instructions and sometimes wells to keep them active in a necromancer's lair. Unlike corpses they do not degrade or require refreshing (save for the ordinary wear and tear of their actual material). A Necromancer cannot use their own magic to repair golems as their purview of repair is limited to dead flesh. Golems tend to be clumsy and slow by dint of what they are made of, but some necromancers who fancy themselves engineers will design socketed joints and other apertures to make a golem a far more fearsome and quick opponent. Often these creations can be far more resilient than an ordinary corpse, but usually require more effort to keep animated or under control. Unlike other thralls, a golem has no desire to consume the flesh of the living, but if left out of control it will destroy anything that moves around it, as if in a jealous rage of life's existence in other beings. For golems of wood, clay and stone, however, the cost increases to three thralls to maintain control.
  • Living Chest Part 2 - T2
    Based uppon Teir 2 Necromancy - Corpse Molding (Fantasia) - wiki/index.php?title=Category:Necromancy
    Significant deviations from the above basis:
    • OK, to match the law from the concept that is my inspiration, the chest has dozens of tiny little legs. Actual legs with little fleshy feet. It also has teeth with a young inside it when it is not just acting as a chest. To try to achieve this I'm quoting the Corpse Molding which is an Exert level (so Teir 2 right?) thing and hope it's acceptable based on power that this can be considered to be combined with the Golem elements detailed above for the non-flesh aspects. So Corpse Molding for the fleshy bits and Golem for the wooden and metal frame bits.
    Power Descritpion: Really this is to allow for the flavour that the animated chest has fleshy little feet and a mouth/tounge/teeth.
  • Will. You. Just. Die! - Level T2
    Based upon:
    • Teir 2 Savior Aurora (Moderate) wiki/index.php?title=Category:Koriel
      The user who uses this ability will find a blue aurora streaming out from their body to encompass an individual in need of healing. The aurora will surround the individual and slowly heal major wounds. This ability can encompass the size of a medium ship and repair damage, from holes in the hull, cracked mast and shredded sails. This can only be used once every trial, but lasts around half a trial when used.
    • Teir 2 Necromancy - Restore (Lusingando) - wiki/index.php?title=Category:Necromancy
    Significant deviations from the above basis:
    • Both fo the above abilities demonstrate a capability to regenerate (from almost complete destruction) and so I figure that this as a general concept would make it OK to have the following for the Chest at an equivalent as a Secondary Item power.
    Activation: This is a permanent and passive ability of the chest.
    Power Description: The chest is sturdy, but not indestructable, even though, in the event it is damaged, even to almost the point of complete desolation, given time, it can regenerate itself completely. Most damage can be recovered from in just a single trial, but in the event that the chest sustains almost complete destruction, it could take much longer.

    In the event that the chest were to be completely and permanently destroyed, anyone and anything inside the workshop within will be instantaneously ejected from the workshop by way of an unforgiving and irresistible invisible force, before the workshop simply ceases to exist... never to be seen again.
The Workshop interior
  • Give it to me - Level: Adored downgraded to a Favoured (I know, the cheek, right? Pleas see below...)
    Based upon "Tool Calling - Level: Adored" from wiki/index.php?title=Category:Maerzek
    Significant deviations from the above basis:
    • Right, so rather then simply teleporting instantly from anywhere to anywhere... I'm looking to have the chest be capable of 'spitting up' anything it currently contains. It might spit it out so that Winston could catch it, for example, or just 'BLLLLEEEEEGH!' it out onto the floor, but it would be limited in comparison to the Adored level power in that Winston must be close to the chest in order to receive his tools. It would however be able to do this for anything it holds (based on my current proposal), which I guess is MORE than the original power does... Very happy to receive a counter offer int he form of a "HA! You're so funny... Nice try, no." :-p
    Activation: This is something the chest performs as and when it's owner requires it.
    Power Description: The Chest will retrieve anything that was previously placed into it for its owner, regurgitating, spitting or simply opening to 'reveal' the items on command. It might be that a delicate item simply appears in the chest, on opening it, the mouthparts being temporarily gone to reveal just a normal chest with said item in it or perhaps it offers it out on the end of its tongue.

    The chest cannot allow anything 'summoned' by the chest's interior to leave it. As per the power "Belly of the Beast", only items brought in from outside in the first place (or made of materials brought in from outside of course) can leave the chest.
  • By Invitation Only - Level Adored
    Based upon "Neutral Ground - Level: Adored" from wiki/index.php?title=Category:Sombran
    Significant deviations from the above basis:
    • This is not something that can just be cast on any owned location. It is limited exclusively to the workshop.
    • People can be cast out by the owner of the workshop (violence is not nececerilly required).
    Activation: This a a permanent and passive ability of the workshop.
    Power Description: With this ability, the owner of the workshop becomes aware of anyone that enters it. This ability makes the interior of the workshop Neutral Ground and so no one, no matter how angry or hate filled, may do violence upon another living being within the workshop. Should they attempt it, they will find that the area itself will eject them from the premises and they will not be allowed to return without the express permission of the owner of the workshop. Such permission, of course, usually comes at a price. A person may also be cast out of the workshop at the desire of the owner.
  • Belly of the Beast - Level: Exhalted... perhaps actually Favoured? (:-o look at me, pushing out the boat! Cheekie I know, stick with it....)
    Baased on:
    • "The Workshop" (Champion) from wiki/index.php?title=Category:Maerzek
    • Turtles Sanctuary (Exalted) from wiki/index.php?title=Category:Telka
      Turtles withdraw into their shells in order to be safe. While Saoire and her Blessed are not required to do the same, this ability allows them to do something similar. When triggered this ability takes the Blessed to a private, undersea sanctuary where none can follow. These sanctuaries are part of Saoire's Realm, and thus are close to Saoire's Dream, though those taking refuge in their sanctuary cannot reach the city from them. However, they will find that they are in no danger while in their sanctuary, and can stay as long as they wish. However, when they leave the sanctuary, they will return to where they were when they entered it.

      Waaaaait for it....
    • Turtle's Home (Favoured) from wiki/index.php?title=Category:Telka
      Saoire was, in her youth, a wandering teacher, and she knows that some of her Blessed follow in her footsteps and prefer to go find students, rather than waiting for students to find them. This ability ensures that her Blessed are never without a home while they travel. Using this ability, the Blessed creates a small, cozy cottage wherever they are. It is a one room building, but contains a comfortable bed, a small kitchen, a warm fireplace, a couch big enough to sleep on, a small table, and all the tools needed to make proper use of the cottage, barring things like food. The cottage itself lasts until the Blessed turns off the ability, wanders more than 10 miles from the cottage, or an outside force destroys it. The Blessed can have no more than one cottage at a time.
    • Safe Camp (Favoured) from wiki/index.php?title=Category:Sojourn
      By marking an entrance over the course of ten bits, the Sojourner can create a comfortable extra-dimensional space with a warm roaring fire in the hearth that will burn all eve if willed to. No object from this room can be taken from it. This space is comfortable and roomy enough for up to five people. A side effect of the ability is that it naturally draws non-aggressive travelers to the location, but repels any outsiders seeking to enter the extra-dimensional space for a hostile or aggressive purpose.
    Significant deviations from the above basis:
    • Winston cannot access the workshop 'from any door in Idalos' as per the power, but only and exclusively via the 'mouth' of the chest. I don't know if this affects the value of the power visa-vie Exhalted, but I have for now assumed not (which is fine).
    • The workshop is permanent, in so much as it always exists and its contents in tact. I don't actually know if this diviates at all from the original power, which is perhaps a little vaueg on this point.
    • Not a deviation as such, more just a note 'just in case it should be edited', but the original power notes the following "within Aeva’s Emean Domain". I have no idea how this all works, wether that's necessary for a power like this to occur, whether Aeva might take offence at this kind of 'breach' of their realm etc. So if this is not nececerry and it can just 'be' then I'd be very grateful for the steer.
    • The original power states that you can only leave via the door you entered and so that travel using the workshop is impossible. I don't think this differs much, in that you can still only leave via the one chest you entered, but obviously the chest has legs, so COULD travel... but so could a boat that has a door if you used the original power, so figured this was probably ok? :-)
    Activation: The workshop itself is permanent, in so much as it always exists and its contents in tact, however access to the workshop can only be achieved by the mouth of the chest. When opening the chest, the opener should hold the thought of entering the workshop in their mind in order to find the workshop on the other side. If they do not, or the chest decides it would not allow admittance, the opener would only see the interior of the chest with no access to the workshop at all.
    Power Descritpion: This ability creates a private workspace, within Aeva’s Emean Domain, accessible by anyone the owner of the chest does not eject from the workshop (and perhaps Aeva, who knows?). The design of the workshop forms to their heart’s desire. The workshop is as large as the owner feels it should be to serve the purposes of creation. Thoes within the workshop can only leave the workshop from the mouth of the chest, making travel to another chest or door impossible (though the chest may be moved). Travel into the workshop is conducted by visualizing the workshop, and then opening the chest and stepping through. If the door the Champion entered from is destroyed or impeded, the exit door from the workshop will open up using the nearest available door to the entrance. Anyone left inside the workshop after the Champion has left are expelled by a magical force, quite literally throwing them out the door. The creation of this workshop alongside Aeva requires PSF approval and will require a Location Writeup to be submitted in kind.
Negotiation on The Workshop

So! A champion ability I cannot afford. Happy, np. Instead, I will come up from the other side and start with "Turtle's Home (Favoured)" This comes with:
  • Equipement (ovens for cooking, a privy and living stuff, furniture, etc. quote "and all the tools needed to make proper use of the cottage").
  • Shelter, other people can enter.
  • It can MOVE location, come and go as you please (almost).
So replace the word 'cottage' with workshop? And say I can only access it via the Chest (a limitation) in exchange for it being 'always there' with regard to me leaving things in there when I'm not?

Next we have "Safe Camp (Favoured)", which interestingly comes with free fuel for its fire and "repels any outsiders seeking to enter the extra-dimensional space for a hostile or aggressive", which overlaps a little with the Secondary power I've listed and paid for and called "By Invitation Only". I think my version goes WAY beyond what this Favoured version does, to be clear, so happy for that to remain... just sayin'. ;-) This power also draws other looking for safe harbour... tweak this to people looking to trade for crafted goods and I have an open market anywhere I fancy?

Soooo... now I go for what I'm aiming for...

All the rest of the flavour remains unchanged (get in/out through the chest, yadda-yadda)... Once inside though, I could pay for three Primaries and have everything from a cottage, everything from a workshop and everything from a srip-club... oh. Yeah. Meet my devil....

The Devil on my Shoulder
Devil: "You could have a cottage."
Me: It's off theme. I want a workshop INSIDE the chest.
Devil: But you can HAVE that. For like ONE SINGLE FAVOURED power. You got a Tersarry to burn.
Me: Yeah, but on what?
Devil: A cottage fool. You have a workshop, in the chest, but you can choose to have it summon the cottage. Like when it sits down, a cottage appears and the chest just sits outside...
Me: Off theme.
Devil:
Al had a cottage
. Feck know what theme he cared about once you went inside.
Me: Trrrruuuuuueeeeee.
Devil: That's only two favoured powers.... You still got another one..... Strip-club round back?

... and we are back. So rather than being this prescriptive, I'l like me exalted upgrade to do the following (loosely separated into perks and limitations, to clarify what I feel is worthy of note):

Power:
  • The interior of the workshop conforms to the needs of the owner, as those needs become apparent. It includes a kitchen if the owner expects to cook. It includes a workshop if the owner expects to work. etc. A room for storing crap you didn't have yesterday? "Sure, second left last time I tried to find it."
  • The hearth always burns and the smelter is always hot... unless the owner wishes otherwise.
  • The interior realm of the chest is permanent, in so much as while the chest exists, so to does its interior, along with all of its contents.
  • With regard to capacity... it has ROOMs inside, able to store a great many things and has no known weight limit, though nothing bigger than the opening on the chest can enter it and there it a limit to the number of rooms that can be summoned at any one time.
Limitations:
  • (Because ALL good rules have sensible limits...) The chest's interior cannot have more floor-space active at any one time than would fit in less than half football pitch (50m x 25m). This could be spread over multiple floors if desired and could be 'stretched' slightly for short periods of time, but the chest will start to get grumpy and might start spitting things out without warning to make room if it's owner is careless.
  • The chest cannot be used to trap people. By virtue of the fact that should anyone commit an act of violence toward another living thing they get spat out, I would qualify imprisonment against one's will as such. You could do it, but they would probably just get ejected from the chest the moment you/they did.
  • Can only get to this if I can get to the box and it's the size of a person (has to be if people are going to get into it). All these powers could be on a ring and potentially go anywhere with me.
  • Tool kits and stuff... I'm not 100% clear on the difference between a toolkit getting you a hammer or a smelter, but large things, anvil, smelter, funature in general. These come with the house as noted, but general tools, glass beakers (for alchmy for example), hammers, whatever. These would have a place to be but would not come baked in. Winston would need to 'tool it out'. The rule of thumb might be, if it's not furniture that you can carry it in one hand then it's not included? I'm sure we can work something out.
  • Things summoned by the interior of the chest, cannot leave the chest. They exist in the chest and only in the chest. So anything that needs to leave the chest has to have been brought into it in the first place (all materials used to make things, for example).
word count: 6005

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
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Winston
Approved Character
Posts: 77
Joined: Sun Apr 17, 2022 8:40 pm
Race: Immortal
Profession: Groundskeeper
Renown: 1530
Character Sheet
Character Wiki
Wealth Tier: Tier 5

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Re: Winston

Image

"Hello there." Said the PC. "Hello!."

But then in came NPC 2 with a "Suuuuuup!."


NPC: Kelpie


Name: Kelpie
Race: Fairy
Age: Unknown

Kelpie likes things that tinkle delicately and her favourite time is at night. She is followed by the melodious tinkling of bells everywhere she goes and is covered in all the colours of the falling leaves. She wears a tiny leaf upon her head and her glimmering gossamer wings sparkle in the light.

She's a dreadful procrastinator who loves puns, words and using them to the complete ehxustion of anyone that will listen. She is most commonly found either watching people doing mundane things, giggling as they do or dancing in the breeze, talking to the insects, flowers and trees as if they were equals.


IC Extract: Kelpie & Winston wrote:"OH yes! We are ALL from Sweetwine, of course. Well, from Ol'Tuck and the city upon his shell."

Winston gasped. "Dair's a CITY on 'is BACK?" Winston nearly tripped at this revelation. "Dat must be amazing ta see. 'ow me would love te see data. 'ow lang dat been dair?"

Kelpie bobbed from side to side as she drifed swiftly through the air. "Oh you have NO idea. It's just the most fantastical place in existence! Living in the city ontop of Ol'Tuck's back really brings one out of one's SHELL!" The pun was no mistake, given the giggled that followed it. "I once went to sleep in Sweetwine and woke up half way across the continent! Can you imagine it? I mean REALLY imagine seeing the world from your own doorstep? It was such a 'moving' experience." She spoke dreamily and did a little summersault this time as she tinkled and jingled along. "That day, Ol'Tuck created a new valley in the sea, or so I was told. I don't quite know why, who ever know why the Induks do what they do? But they always have their reasons. Even if we don't know what they are. The Induks are such forces of nature, protectors, shaping the very lands they inhabit. I was born in that very city you know? Its been there since Ol'Tuck was a tiny turtle. Long before I was even a tinkle in my grand-pappies jingle-bells. Oh Winston, we are SO very lucky to be alive in such interesting times as this."
word count: 403

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
Tech Guy
Posts: 62
Joined: Mon Sep 10, 2018 12:47 pm
Race: Lion Person
Renown: 666
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Wealth Tier: Tier 1

Re: Winston

Winston's Blackberry Trinket
Image
Name: Fairy Bell
Approved: here

Issued here: [Seasonal Event] Blackberry Picking!

This small golden bell gives off a gentle tinkling sounds when range. Its delicate design offers a small ring at the top, which allows it to be fastened securely. Winston often keeps the bell well tied with a small pice of cloth to ensure it does not tinckle constantly everywhere he goes while on the farm.


Powers:
  • Winston can summon his fairy companion from the Blackberry adventure to him at any time, using this bell.
  • The holder can resist the effects of fairy food. This is always on, as long as the bell is being carried.
  • You may turn into a fairy, once a trial. This lasts as long as you wish but it only works in Sweetwine. If you leave Sweetwine, you are no longer a fairy.
  • Once a cycle, when rang with intent, the holder of the bell can create a ringing in the ears of a single person within line of sight, that only that person can hear.
word count: 176
User avatar
Winston
Approved Character
Posts: 77
Joined: Sun Apr 17, 2022 8:40 pm
Race: Immortal
Profession: Groundskeeper
Renown: 1530
Character Sheet
Character Wiki
Wealth Tier: Tier 5

Contribution

Milestones

Miscellaneous

Re: Winston

Image
Felicity (as a slave in life, she was never issued a surname)


Race: Biqaj (Ghost - Tier 3 Wisp)
Date of Birth: 102nd of Zi'da, Arc 630
Age at Death: 13 Arcs
Anchor(s): Winston & Isonomia HQ in Rharne
Languages:
  • Rakahi (Fluent) - Her native tongue (Free)
  • Common (Fluent) - From Linguistics (Free)
  • Common Sign (Conversational) - From Linguistics (Free)
  • Yari (Fluent) - From Linguistics (Free)
  • Draketh (Broken) - From SP (10 SP)
  • Tree Talk (Conversation) - From SP (13 SP)
  • Euthic Sign (Fluent) - From PS (13 SP)
  • Gernevoir (Fluent) - From SP (14 SP)
  • Dehasin (Conversational) - From SP (13 SP)
  • Scalveen (Fluent) - From SP (9 SP)
  • Nysin (Fluent) - From SP (9 SP)
  • Xanthea (Fluent) - From SP (9 SP)

Born into slavery, she lived a short, hard life as a Translator and a spy for a wealthy merchant of cloth and secrets. Sent out into the city streets, ballrooms and kitchens under the guise of being a dumb servant, her owner noticed (and nurtured ruthlessly) the great advantage of her talent with languages and monopolised on the loose nature of his patron's tongues as she passed by as an inconsequential slave.

During her final trials, she was gifted to a foreign dignitary that travelled far and wide, offering her the opportunity to see many distant lands, hone her skill with foreign languages and to gather a great many secrets.

All this came to a watery end when the ship upon which they sailed was struck be a storm, claiming every life aboard, offering every man, woman and child a deep watery grave.

Appearance

In life she had the shifting eyes common to her race, tanned skin, brown flowing hair and was/is 4 foot 1 inches tall. At the moment she died, as the terror turned to futile desperation, the orange hue of panic in her eyes was forever locked into place.

Her attire at her passing and so now forever in death, is that of a plainly, yet not inexpensively clothed young woman, dressed for travel upon the seas and acceptable presentation as property of a wealthy dignitary of Idalos.

Skills

Skill Type Level Points
Investigation Standard Skill Novice 15 15
Stealth Standard Skill Expert 51 66
Detection Standard Skill Competent 26 92
Etiquette Standard Skill Expert 51 143
Linguistics Standard Skill Master 76 (+90 SP for additional Language purchases) 309
Discipline Standard Skill Competent 26 335
Socialisation Standard Skill Competent 29 364
Deception Standard Skill Expert 51 415
Syphon Ghost Skill Novice 10 425
Posassion Ghost Skill Expert 51 476

Cause of Death

She drowned when her ship sank in a storm off the shores of Scalvaris while on the way to her new home with the Lord to whom she had been gifted as a spy for her owner.

Relationship to PC

She met Winston in this thread when he called upon the Wisps within Faith's ghost network to help with the Fire in Rharne.

Abilities

Death Remnant: Bubbles
While she might hate doing it, she is able to produce bubbles that float up from her mouth as if she were underwater. The travel up a few feet before fading into nothing.

As a Wisp, Felicity has all of the abilities listed here, including:
  • Dawn’s Deception Form (Daytime Form)
    • Corpse Finding
    • Carcass Cloak
    • Dusting
  • Umbral Haunt Form (Nighttime Form)
    • Soul Tracking
    • Grave Travel
    • Palisade

Progression Log

This is a list of threads that have affected the development or progress of this NPC:
word count: 572

Appearance

When standing at his full height, Winston towers a full 1 foot and one blueberry tall. A fact he will happily demonstrate before flicking said blue orb into the air with his nose and then eating it with a snappy grin.

His eyes are dark and sharp, ringed by dark brown fur upon the bright white fur that sets off across the rest of his face.

Equipement

Winston usually carries the following on his person:
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