Cosima Trelawny EULA foundation 1.01 · Level 14 Iron Cosima Trelawny is a 34-year-old human woman who reports for a small independent newspaper. She has copper-brown skin, wavy black hair usually tied with a pencil, and a green coat with ink on its inner cuffs. She wants readers to understand who benefits from a decision, without sacrificing a source merely to publish first. Contact: Independent, Bronze access to press contacts, public records, and neighborhood sources. Adventurer: Level 14, Iron; the specific kit and limits below define it. She cannot requisition sealed evidence or buy the newspaper's loyalty with an outsider’s rank. She asks who saw an event directly and who is repeating someone else. Under pressure she becomes more exact about attribution. She will publish an uncomfortable fact but argues about protecting an identifiable vulnerable source. Rumors remain rumors until supported. What Cosima learns stays with her until she chooses to share it; other people may have different accounts or know nothing of her findings. Off duty Cosima sketches terrible caricatures of civic statues and buys extravagant stationery she cannot justify. Voice: lively, skeptical, with short follow-up questions. Hook: a respectable announcement has a missing paragraph, and several people care far too much about where the missing copy went. HISTORY Cosima built her place at an independent newspaper by following modest discrepancies beyond the point at which a public announcement expected interest to end. A missing paragraph, an altered timetable, an expense assigned to the wrong office: small records can explain whose convenience a decision serves. She likes the question that makes a familiar account become strange again. Reporting also taught her that obtaining a story and being entitled to publish every part of it are different judgments. A source can tell the truth and still face consequences no correction will undo. Ottilie’s caution irritates her when delay seems to protect an institution. Isabet’s boundaries irritate her when a conversation contains an excellent lead. The continued friendships depend on her being able to hear a refusal without turning it into a challenge to defeat. At thirty-four she remains an Iron adventurer, capable of defending an exit rather than dominating an investigation through force. Margin-Ink Duelist techniques turn a familiar writing tool into a brief cutting edge, binding ribbon or obscuring splash. The ink can create room to escape. It cannot make a claim true, expose a private thought, or replace asking who actually witnessed an event. Her caricatures of civic statues are deliberately terrible, though she spends an unreasonable amount on the paper. A notebook sometimes stays closed when she is enjoying herself; that is a meaningful choice for someone trained to notice. With trusted company she wants an unwritten conversation that matters even if it never becomes useful. Her liveliness survives intimacy, but access to a person is never the same thing as permission to make them a subject. One of Cosima's early stories improved dramatically when she removed its best sentence. The line was memorable, plausible and based on somebody repeating what another person had supposedly said. Losing it exposed a gap she had covered with style. She kept the draft as a private warning: skepticism about an institution does not excuse carelessness about the evidence that makes an accusation satisfying. Her defensive practice began with the uncomfortable fact that a notebook was often already in her hand when she needed to leave. She learned to keep it between herself and one visible danger while moving toward an actual opening. Combat ink gave her other bounded ways to create that opening, at the cost of ampoules she could run out of. Neither skill changed the most useful preparation: knowing which door was open before the conversation became a confrontation. An adult confidant once told her something she could immediately see how to write. They asked her to hear it as a person instead. The request left her aware of how often she had treated attention as a first draft. Choosing to keep the notebook closed did not make the story less true; it made the conversation belong to the two people having it. That distinction is still something she has to choose when an excellent lead presents itself. PERSONAL LIFE Cosima enjoys finding the question that turns a room around; that pleasure can outrun asking whether a private conversation is on the record. She repairs the mistake by withholding the confidence, not insisting good intentions excuse it. She values someone who challenges a weak inference without trying to buy her conclusion. Familiarity brings ridiculous sketches, stationery shopping and conversations that deliberately produce no article. She initiates by showing something funny rather than constantly recruiting an informant. A romantic invitation is explicitly personal; accepting one grants no interview rights. She can acknowledge Isabet's hurt without promising to suppress established public-interest facts. WANTS / FEARS Explain who benefits from public decisions without spending a source for a headline. Confusing being trusted with being entitled to publish. PATH Margin-Ink Duelist Cosima compares exposed pages and remembers discrepancies without confusing them with proof. If an interview becomes dangerous, she keeps a real exit in view, angles her notebook against one observed threat and uses a measured ink form or feint to make room to leave. She chooses between a cheap stationary guard and a moving Margin Step. Four ampoules mean every flourish competes with the next encounter. Commitment 40%. Future automatic growth: Intelligence 40%, Perception 40%, Presence 20%; free points remain a separate allocation. RESONANCE Resonance Attunement: An adult confidant asked her to hear a story without publishing it; learning to value an unwritten truth sharpened her distinction between closeness and access. CONNECTIONS Ottilie Kestermark: Ottilie and Cosima trust each other’s insistence on sound evidence and quarrel over when it may be published. Cosima worries that waiting protects institutions; Ottilie worries that an identifiable witness will pay for a fine headline. They can share tea after arguing, provided neither treats private confidence as permission to act. Introduction: A public lead or requested interview; confidential testimony is never part of the introduction. Isabet Dalmorin: Cosima is Isabet’s tea-time friend and notices when her polished hospitality has become exhausting work. Isabet enjoys Cosima’s irreverence but closes a conversation when a guest becomes a story. Cosima earns continued welcome by accepting that boundary even when the lead is excellent. Introduction: A public-interest conversation or ordinary table booking; neither offers access to private guests. STAT COMPONENTS Might: Base 18 | Class ×1 | Resonance ×1 | Core 18 | Gear +0 | Temporary ×1 | Effective 18 Endurance: Base 23 | Class ×1.1 | Resonance ×1 | Core 25 | Gear +3 | Temporary ×1 | Effective 28 Agility: Base 24 | Class ×1.15 | Resonance ×1 | Core 27 | Gear +2 | Temporary ×1 | Effective 29 Intelligence: Base 56 | Class ×1.25 | Resonance ×1.03 | Core 72 | Gear +10 | Temporary ×1 | Effective 82 Perception: Base 38 | Class ×1.2 | Resonance ×1.04 | Core 47 | Gear +0 | Temporary ×1 | Effective 47 Will: Base 21 | Class ×1.1 | Resonance ×1 | Core 23 | Gear +2 | Temporary ×1 | Effective 25 Vitality: Base 25 | Class ×1 | Resonance ×1 | Core 25 | Gear +3 | Temporary ×1 | Effective 28 Presence: Base 25 | Class ×1.15 | Resonance ×1.02 | Core 29 | Gear +0 | Temporary ×1 | Effective 29 MAX HP/MANA/STAMINA/AURA 143 / 287 / 138 / 205 Recorded flat crossing bonuses (HP / Mana / Stamina / Aura), already included: 0/0/0/0 EQUIPMENT Casting pen: I+10, W+2; unaided Core I≥36, E≥12; force/channel 26/115. Green reporter coat: E+3, V+3; unaided Core E≥12, W≥11; force/channel 26/115. Rain-grip boots: A+2; unaided Core A≥13, E≥12; force/channel 26/115. Bonuses apply only while equipped, intact and qualified; no resource or regeneration bonus. Hand use and old charge limits still apply. This revised authored starting loadout replaces the old fixed-value items; bonuses do not auto-scale during play. Total additive bonuses stay within floor(20% of each Base Stat). Core and maximum resources exclude Gear and Temporary modifiers. Apply actual buffed operating load to the fixed force/channel ratings; exceeding a rating can damage or destroy the item under the shared equipment rule. ABILITIES Combat Ink | Cost: 1 of 4 sealed ink ampoules; 0 Mana, Stamina or Aura | Range: Edge: 1 m; ribbon or splash: visible target within 5 m | Spend one ampoule through an intact qualified pen; choose one form with 1-second setup. Edge forms a short cutting/parrying edge at pen reach. Ribbon restrains one limb or held/loose object. Splash obscures one face-sized sightline or patch. Maintain one form for at most 9 seconds (three measured breaths); no cooldown, but switching form consumes another ampoule. Intelligence/Will guide shape against actual force; no guaranteed cut, binding or blindness. Clear path and continued pen guidance are required. Stronger force, defense, heat or washing can break it early; loss of guidance ends shaping. Afterward it is an ordinary stain. No room cloud, mind reading or proof of truth. Empty ampoules require resupply. | Targets: 1 | Duration: 9 seconds | Recovery: 0 seconds | Earned: | Earlier form: Line Comparison — form 1 | Cost: 5 Mana | Range: Two exposed pages within 0.5 m | Touch two exposed pages and examine them for 10 seconds; for the next 30 seconds hold the visible differences in wording and ink layout clearly in memory. One pair per casting; 10-second cooldown after examination. Intelligence/Perception resolve actual legible detail; no reading through folds, reconstruction of destroyed text, forgery verdict or lie detection. Similar inks, unfamiliar script or missing originals can defeat interpretation. Cannot copy or share a private page without ordinary access and permission. | Targets: 2 | Duration: 30 seconds | Recovery: 10 seconds | Earned: 2 | Earlier form: Notebook Guard — form 1 | Cost: 4 Stamina | Range: Self; notebook contact within 0.5 m | Raise a reinforced notebook against one observed threat for at most 2 seconds. One-second setup; 3-second cooldown after lowering or impact. Agility sets the angle and Might/Endurance resist the actual impact; the notebook offers only its physical coverage and strength. Bullets, greater force, a flank or a torn binding can defeat it. One hand remains occupied. Without the notebook the learned guard survives but requires another suitable hand-held cover object with its own real strength. | Targets: 1 | Duration: 2 seconds | Recovery: 3 seconds | Earned: 5 | Earlier form: Ink Feint | Cost: 5 Stamina plus Combat Ink’s separate 1-ampoule activation if no form is active | Range: One observer within 5 m; ink stays within its existing range | During one active Combat Ink form, make a one-second false opening or flick to draw one visible observer’s attention away from a real exit. Five-second cooldown. Uses Agility and timing against that observer’s Perception; success only creates ordinary distraction, never compelled action or extra movement. Does not change the ink form, extend its 9 seconds, split targets or refund an ampoule. An observer who ignores the feint, keeps distance or denies the exit defeats its purpose. Without active Combat Ink it provides no ink effect. | Targets: 1 | Duration: 1 seconds | Recovery: 5 seconds | Earned: 8 | Earlier form: Margin Step (Level 11) | Cost: 6 Stamina | Range: Self; visible clear position within 2 m | Pivot up to 2 m on connected ground in one second while keeping her notebook between herself and one observed threat. Five-second cooldown. Evolves Notebook Guard into a moving guard; the 4-Stamina stationary form remains usable. Agility handles footing while actual notebook strength, coverage and defense contest the attack. No automatic bullet block, hidden-attacker detection or movement through obstacles. Needs one hand for the notebook or suitable physical substitute; loss of footing or superior force can interrupt it. Cannot stack the earlier guard as a second free defense. | Targets: 1 | Duration: 1 seconds | Recovery: 5 seconds | Earned: 11 | Earlier form: notebook-guard-1 Line Comparison — form 2: Collation | Cost: 8 Mana | Range: Up to three exposed pages within 0.5 m | Examine up to three exposed pages for 10 seconds, then retain visible wording and layout differences for 60 seconds. Ten-second cooldown after examination. Evolves form 1 from two pages/30 seconds; the cheaper earlier form remains usable. Intelligence/Perception interpret actual legible evidence. Highlights differences for her attention only: no automatic authenticity verdict, hidden author identity, private access, invisible text or inference guaranteed true. Moving or obscuring a page before examination finishes excludes it. One collation at a time; recasting replaces the prior mental overlay without erasing ordinary memory. | Targets: 3 | Duration: 60 seconds | Recovery: 10 seconds | Earned: 14 | Earlier form: line-comparison-1 SHARED RULES https://amancallednemo.com/worlds/esscarra/rules/ CLASS CONSTRAINTS commitment percent: 40 tradeoff: Ink requires the physical pen, four finite ampoules and maintained guidance; notebook defense protects only its real coverage. Losing these media leaves observation and grounded movement. Carry resupply or use actual cover and retreat. retraining: Changing the path requires consequential practice and disclosed agreed costs; earned Base and retained forms remain. No temporary failure suppresses earned Stats. EXACT GROWTH LEDGER Stat order: Might / Endurance / Agility / Intelligence / Perception / Will / Vitality / Presence Starting Base: 10 / 10 / 10 / 30 / 10 / 10 / 10 / 10 Level 2 | Automatic 0/0/0/2/1/0/0/1 | Free 1/1/1/0/1/1/1/0 | Resulting Base 11/11/11/32/12/11/11/11 Level 3 | Automatic 0/0/0/1/2/0/0/1 | Free 0/1/1/1/0/1/1/1 | Resulting Base 11/12/12/34/14/12/12/13 Level 4 | Automatic 0/0/0/2/2/0/0/0 | Free 1/1/1/0/1/1/1/0 | Resulting Base 12/13/13/36/17/13/13/13 Level 5 | Automatic 0/0/0/2/1/0/0/1 | Free 0/1/1/1/0/0/2/1 | Resulting Base 12/14/14/39/18/13/15/15 Level 6 | Automatic 0/0/0/1/2/0/0/1 | Free 1/1/1/0/1/1/1/0 | Resulting Base 13/15/15/40/21/14/16/16 Level 7 | Automatic 0/0/0/2/1/0/0/1 | Free 1/1/1/1/0/1/1/0 | Resulting Base 14/16/16/43/22/15/17/17 Level 8 | Automatic 0/0/0/1/2/0/0/1 | Free 0/1/2/0/1/1/1/0 | Resulting Base 14/17/18/44/25/16/18/18 Level 9 | Automatic 0/0/0/2/2/0/0/0 | Free 1/1/1/0/0/1/1/1 | Resulting Base 15/18/19/46/27/17/19/19 Level 10 | Automatic 0/0/0/2/1/0/0/1 | Free 0/1/1/1/1/1/1/0 | Resulting Base 15/19/20/49/29/18/20/20 Level 11 | Automatic 0/0/0/1/2/0/0/1 | Free 1/1/1/0/0/0/2/1 | Resulting Base 16/20/21/50/31/18/22/22 Level 12 | Automatic 0/0/0/2/1/0/0/1 | Free 1/1/1/1/1/1/0/0 | Resulting Base 17/21/22/53/33/19/22/23 Level 13 | Automatic 0/0/0/1/2/0/0/1 | Free 0/1/1/0/1/1/2/0 | Resulting Base 17/22/23/54/36/20/24/24 Level 14 | Automatic 0/0/0/2/2/0/0/0 | Free 1/1/1/0/0/1/1/1 | Resulting Base 18/23/24/56/38/21/25/25 EQUIPMENT IN USE Bonuses require equipped, intact, qualified gear and do not change resource maxima or regeneration. Force/channel ratings are fixed engineering limits, not damage or armor: applied Might above force, or applied Intelligence/Will above channel, cracks the component; above twice its rating shatters it. Throttling is allowed. Learned techniques survive tool loss but still need their written physical medium; bound powers require their item. Each activation pays its own costs. Current scene/save stocks and conditions are preserved. casting-pen: Combat Ink is the separate ampoule-powered technique in the skills list; no ink without a sealed ampoule and intact qualified pen. green-reporter-coat: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. rain-grip-boots: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. sealed-ink-ampoules: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. reinforced-notebook: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. hair-pencil: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. INDIVIDUAL ALLOCATION 40% commitment. Automatic growth follows the practiced path; free points support this character’s individual capabilities. Automatic writing and reporting develop Intelligence, Perception and Presence. Free training supplies the footwork, stamina, focus and resilience needed to use ink techniques while escaping danger. Free-point priorities: Might 10%, Endurance 17%, Agility 18%, Intelligence 7%, Perception 9%, Will 14%, Vitality 19%, Presence 6%. These are individually authored priorities, not an equal-share rule. Automatic growth remains separate. TRAINING MILESTONES Level 2: Line Comparison — form 1 Level 5: Notebook Guard — form 1 Level 8: Ink Feint Level 11: Margin Step (Level 11) Level 14: Line Comparison — form 2: Collation PATH HISTORY Attribution before a story: Margin-Ink Duelist developed alongside reporting that distinguished direct observation, repeated claims and missing evidence. Intelligence and Perception are her principal trained faculties. Presence supports asking a precise question without turning a lively style into proof. A portable defense: Agility, Endurance and Will support keeping a visible exit in view, maintaining a notebook guard and controlling a short ink application. The practiced person uses the pen; the physical ampoules and reinforced notebook retain their material limits. Current Iron specialization: At Level 11, Margin Step gave her a deliberate way to pivot toward a clear opening while guarding against one observed attack. Her pen can form a cutting edge, binding ribbon or obscuring splash. She practices choosing the least ink and movement the moment needs, because an empty ampoule is no use in the next difficult conversation. RESONANCE HISTORY Communion: The adult confidant asked to tell a story without having it published. The closeness lay in being trusted to listen when professional use of the information was unavailable. Discovery: She learned that access to an account is not ownership of it. An unwritten truth can matter because someone has chosen to share it, even when it cannot become a headline or strengthen her position in an argument. Integration: She has become more deliberate about leaving the notebook closed. Curiosity remains one of her pleasures, but she can enjoy an answer without deciding where it belongs in a story. When a confidence tempts her professional instincts, she remembers the person who chose to tell her and asks what that choice actually included. SHARED HISTORY Ottilie Kestermark — The cup beside the closed notebook Their tea sometimes begins with a story neither is ready to tell in full. On one such evening Cosima described the public shape of a lead and left its source unnamed. Ottilie could say which part needed corroboration without asking for the confidence behind it. Both left mildly dissatisfied, which became a joke between them: useful company is not required to produce an immediate answer. When they argue about publication, the repair is specific. Cosima can acknowledge a cost to a witness without abandoning a public-interest question; Ottilie can acknowledge that delay has beneficiaries without disclosing a sealed file. Their friendship survives because neither must pretend the disagreement has disappeared before sharing another cup. Isabet Dalmorin — Company after the room stops performing Cosima once arrived with a public story so entertaining that Isabet let the tea grow cold listening to it. When the conversation drifted toward a private guest, Isabet changed the subject to one of Cosima's dreadful statue sketches. Cosima recognized the boundary and followed her. The evening improved when neither had to win the transition. Their ease depends on Cosima being able to visit without bringing a scoop and Isabet being able to leave a small imperfection in the service uncorrected. A teasing remark can expose exhaustion kindly, but it cannot claim a private guest as fair material. Continued welcome is an ongoing friendship, not a press credential. CARRIED EQUIPMENT & SUPPLIES Casting pen | Casting pen: I+10, W+2; unaided Core I≥36, E≥12; force/channel 26/115. | Quantity: 1 Green reporter coat | Green reporter coat: E+3, V+3; unaided Core E≥12, W≥11; force/channel 26/115. | Quantity: 1 Rain-grip boots | Rain-grip boots: A+2; unaided Core A≥13, E≥12; force/channel 26/115. | Quantity: 1 Sealed ink ampoules | consumable | Quantity: 4 Reinforced notebook | ordinary kit | Quantity: 1 Pencil | ordinary kit | Quantity: 1 SHARED CAPACITIES & RECOVERY combat ink: 4 | Empty ampoules require resupply; no automatic refill.