Osowyn Tidewriter
Character Info
Class: Greybeard
Level: 2
Owner: Gold Zephzellian
Need 2 more completed missions to reach level 3 (2 recorded).
Completed Missions: 2
Earned: 14
Spent: 13
Remaining: 1
Perks earned: 2
Perks spent: 0
Perks remaining: 2
Personality
Recent Missions
-
The No-Dancing Princess
Nov 14, 2026 - success -
Horsing Around Offscreen
Jun 27, 2026 · +1 MerxOkay… first job. Alongside Fay and Kon, we managed to convince the mayor of our important job of stabilizing the black hole generator, and with my smarts (and not Kill-O-Hurts, that guy is crazy), we managed to prevent the generator from going disasterously.
Sourced from Horsing Around on Jun 27, 2026.
Stats
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
Baseline Might
Lift your own bodyweight.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+ Sensory
Detect a subtle change in wind speed/direction.
Baseline Reflex
Climb a rope.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Wax wrathful to grow in size and surround yourself with a Pitched turbulent natural force (fire, wind, cold, etc.), which provides a Ward against hostile magic.
- Essence Cost
- Mid
- Duration
- Mid
- Cooldown
- Mid
Paired Action: Portray a Turning Point showing your character exploding with well-founded exasperation, their severe mood lingering as an Altered State.
-
Benefits scale Low–Mid on how intensely and compellingly you portray the Paired Action and Altered State.
- Growth caps out at double the user’s normal size and also applies to any of their Equipment on their person.
- Destructive forces must remain very close to the user, like an expansive cape. These cannot be directly controlled and will steadily harm anyone nearby (including, to a lesser degree, the user themselves).
- If the user calms down in a believable manner, this Ability will end prematurely.
Willingly endure great suffering to receive an internal answer from your Conduit to any chosen question.
- Essence Cost
- Low
- Cooldown
- Mid
Paired Action: Ask a question to your Conduit while your character intentionally makes a bodily sacrifice (whether self-inflicted or by deliberately putting themselves in avoidable harm’s way).
-
Answer Impact scales up to High on how much harm the user incurs through the Paired Action.
- If self-inflicted, injuries sustained in this way are patched up to the point where they aren’t getting worse.
Pitch a temporary unseasonable change to immediately impose upon your surroundings, instilling either hope or dread in onlookers as fitting.
- Essence Cost
- Low–High
- Range
- Mid
- Duration
- Mid
- Cooldown
- Mid
Paired Action: Deliver a short, serious speech that aims to either embolden or dishearten its listeners.
-
Cost scales on how implausible the Pitched change is. (Pulling a ray of pure sunlight through heavy smog would have a Low Cost; bringing heavy frost to a springtime meadow would have a Mid Cost; turning midday to midnight would have a High Cost.)
- Only affects the user’s surroundings, rather than the entire locale.
- The more plausible the Pitched change, the longer it takes to revert once the Ability ends (Mid at max).
Signature Gear
Holds published books and basic office supplies local to the mission’s setting or the owner’s Backstory, accessed via a Pitch. If a book this produces is badly damaged or lost, the Pitch effect is put on a Mid Cooldown
Posh academic attire.
Decorated outdoorsman’s cap.
- Local wildlife will tend to trust the owner (Low Impact).
- The owner’s voice may emit from any location at will (Mid Range).
- The owner may uncannily imitate natural sounds, scaling on their familiarity therewith.
-
Boosts the volume of the owner’s voice while they are behaving in a dramatic, vehement fashion.
- If this staff is fittingly brandished, these amplified words will push away anyone they are directed towards (Low Cost, Low Range).
Enormous book of history that has been left unfinished.
Appearance
5’ 11” Long Brown Haired Woman with Cyan Eyes and a modest bust. Wears dark blue tee with a scholar’s coat and feathered beret, also in shades of blue, with a mild theme of yellow added for accent. Has a bookbag in a similar blue, and simple jeans and boots.
Background
Osowyn Tidewriter is a young, scholarly half-elf from a world where writing books literally has the power to change the world. As a young scholar, her abilities are more limited than her peers, but do not be mistaken; she is more knowledgeable than you’d ever know; her handy Bookbag contains knowledge of myriad times across her world’s history, as well as how they were defined. In particular, she has an affinity for the elements and knowledge, something she enjoys putting to good use whenever the time is right… but she is first and foremost a scholar, and will try to understand the history of the worlds she wanders.
Her Mom runs the Academy. She feels pressure from her.
Flavor
Feathered Hat is a Scholar's Beret.
Scholarly Raiment is Scholar's Attire.
Graven Staff is a Walking Stick.
The Chronicle is the Codex of Worlds.
Ideas
Picking up a Librarian Ability at... L3?
Level Up — Osowyn Tidewriter
Current level 2. Promoting to level 3 requires 2 more completed missions (2 / 4 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.