Iven Basker EULA foundation 1.01 · Level 18 Iron Iven Basker is a 29-year-old human man who works as a courier and small-route dispatcher. He has warm-brown skin, a tawny rain cape, and a front tooth repaired in gold. He knows how to keep a promise realistic when weather, traffic, or a clerk has changed the route. Institutional contact: Mercantile, Bronze authority for local deliveries and modest transport contracts. Adventurer: Level 18, Iron; the specific kit and limits below define it. His parcel-floating equipment handles ordinary loads under its established limits and does not grant unrestricted flight. He repeats destination, recipient, and deadline before accepting a job. Under pressure he becomes brisk, not reckless. He knows routes, dispatch times, and the handoffs he witnessed; a sealed parcel's contents are not automatically his knowledge. He refuses to promise that a schedule can defeat geography. Away from work he competes in amateur street chess and loses patience with spectators who offer moves. Voice: quick, practical, lightly teasing. Hook: two dispatch records place the same parcel on different routes; both recipients insist their delivery is the urgent one. HISTORY Iven learned his trade through small routes whose difficulty never appeared in their distance: a counter closing early, a flooded turning, a recipient who had moved without telling the sender. Reliability meant remembering the handoff as carefully as the address. Dispatch work followed because he could explain where a promise became impossible and propose another route while there was still time to choose it. He is twenty-nine and has neither an unlimited fleet nor the money to absorb every failed delivery. His parcel rig is part of his livelihood, which is why Dema’s repair bill matters. Paying it in honest increments preserves a working friendship more securely than pretending he will settle everything tomorrow. He brings news into her workshop; she gives him the unwelcome certainty that an unsafe fitting must wait. Rainline Runner training grew from keeping both person and cargo intact. He chooses usable footing, balances a carried load, and uses a short burst of movement to get out of an exposed position. His carbine and baton protect an escape. Being quick does not make a sealed parcel his business, and a floating load is not a license to fly over the city. Street chess gives him a contest with a visible board and no customer at the end. He dislikes spectators supplying the move he was about to find, especially when they are right. In friendship, his brisk humor is welcoming until it becomes a way to disguise fatigue. He needs people with whom a revised arrival time can be an honest answer, and an afternoon can have no destination at all. One of Iven's hardest early deliveries was short enough to seem beneath preparation. He had checked the address and failed to check the receiving hours. Carrying the parcel back was easy; returning to the sender and explaining why it had not arrived was not. Afterward he began treating the handoff as part of the route, with a name, a closing time and a fallback that the customer actually understood. He learned load discipline in the same unromantic way. A parcel that was light enough to carry could still pull him sideways when he turned too quickly. He practiced the turn again with the straps adjusted, then with an uneven load, until protecting the contents no longer depended on remembering to be careful after he was already moving. Parcel Brace expresses that trained attention. Windstep can shorten an exposed crossing, but it cannot choose the turn or make a bad fitting safe. The adult companion to whom he admitted a failed promise did not insist that the failure was harmless. They gave him room to say what had happened and decide what a repair could honestly include. That mattered more than an easy pardon. He still dislikes arriving late; he has become better at sending a true revised time while there is something useful another person can do with it. PERSONAL LIFE Iven uses a brisk joke to keep embarrassment from becoming someone else's burden, then risks concealing information they actually need. Trust means admitting the missed turn or overdue payment early. He likes companions who propose workable alternatives rather than call caution cowardice. Off duty he is competitive at street chess, capable of losing badly and returning tomorrow; his courier competence does not make him universally clever. Familiarity lets him ask for a walk with no destination or a day without carrying anything. He respects a refusal and never treats a rescued parcel as a romantic debt. When wrong, he gives the real revised arrival time. WANTS / FEARS Keep a modest delivery business dependable and repay the people who kept it moving. Having to admit too late that his confident arrival time was never possible. PATH Rainline Runner Iven reads a visible forward and return line, settles carried cargo and moves between real cover. He chooses the cheaper first forms when the route and load allow. Windstep can cross a short clear stretch, but its three charges do not last forever. His seven-round carbine needs ammunition and both hands; the floating parcel rig occupies a guiding hand and must be secured before a dash. Commitment 40%. Future automatic growth: Agility 60%, Perception 25%, Endurance 15%; free points remain a separate allocation. RESONANCE Resonance Stirring: Admitting a failed promise to an adult companion, and being allowed to repair it, made an honest return more valuable than a flawless arrival. CONNECTIONS Aletha Dunsford: Iven brings Aletha misdirected papers and she untangles his forms. He gets her outside when preparation has become another excuse to wait; she catches the deadline he tried to make sound easy. They tease about her enormous packs until the joke makes her feel like cargo, when he needs to stop and listen. Introduction: A courier booking or scribe appointment; sealed parcels and clients’ papers remain private. Dema Flint: Dema kept Iven’s parcel rig running and he is steadily repaying the bill. His honest small payments matter more to her than a grand promise. He brings her news from outside the workshop; she notices when his brisk jokes conceal another overloaded day and refuses to certify an unsafe rig. Introduction: A priced bench appointment or reliable delivery booking; friendship does not erase the outstanding bill. STAT COMPONENTS Might: Base 22 | Class ×1 | Resonance ×1 | Core 22 | Gear +0 | Temporary ×1 | Effective 22 Endurance: Base 35 | Class ×1.15 | Resonance ×1 | Core 40 | Gear +5 | Temporary ×1 | Effective 45 Agility: Base 75 | Class ×1.25 | Resonance ×1.03 | Core 96 | Gear +13 | Temporary ×1 | Effective 109 Intelligence: Base 35 | Class ×1 | Resonance ×1 | Core 35 | Gear +0 | Temporary ×1 | Effective 35 Perception: Base 45 | Class ×1.15 | Resonance ×1 | Core 51 | Gear +4 | Temporary ×1 | Effective 55 Will: Base 19 | Class ×1.1 | Resonance ×1 | Core 20 | Gear +1 | Temporary ×1 | Effective 21 Vitality: Base 26 | Class ×1.1 | Resonance ×1 | Core 28 | Gear +3 | Temporary ×1 | Effective 31 Presence: Base 13 | Class ×1 | Resonance ×1 | Core 13 | Gear +0 | Temporary ×1 | Effective 13 MAX HP/MANA/STAMINA/AURA 198 / 173 / 260 / 114 Recorded flat crossing bonuses (HP / Mana / Stamina / Aura), already included: 0/0/0/0 EQUIPMENT Route carbine: A+13, W+1; unaided Core A≥48, E≥20; force/channel 31/49. Tawny courier cape: E+5, V+3; unaided Core E≥20, W≥10; force/channel 31/49. Windstep boots: P+4; unaided Core A≥48, E≥20; force/channel 31/49. 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 Route Defense | Cost: Carbine: 1 cartridge and 2 Stamina per shot; baton: 2 Stamina per strike/block | Range: Carbine: clear sightline up to 40 m; baton: 1 m | One aimed shot takes 2 seconds with two hands; lever cycling takes 1 further second. Seven-round capacity. Loading each available cartridge takes 2 seconds with both hands; no free reload or ammunition. Aim uses Perception/Agility, recoil control Endurance; damage depends on cartridge, impact and actual armor, not the equipment engineering rating. Baton actions take 1 second and use Might/Agility against actual resistance. Cover, bystanders, obscured sightlines, disarmament and occupied hands constrain use. These ordinary weapon methods grant no guaranteed hit or suppression. | Targets: 1 | Duration: 2 seconds | Recovery: 1 seconds | Earned: | Earlier form: Windstep (boot power) | Cost: 1 of 3 boot charges; 0 Mana, Stamina or Aura | Range: Ground dash up to 3 m | With intact qualified boots, dash along a visible clear ground route in at most 1 second. One user only. No cooldown beyond completing the movement. Usable footing, traction and room to stop are required; obstacles, grapples or missing ground can interrupt it. Agility controls landing against actual surface conditions, not extra distance. No teleport, flight or collision immunity. Ten calm minutes restore three charges. Stop and secure the parcel rig first. Losing the boots removes this power, not route expertise; a simultaneous learned brace pays its own cost. | Targets: 1 | Duration: 1 seconds | Recovery: 0 seconds | Earned: | Earlier form: Route Read — form 1 | Cost: 4 Stamina | Range: One visible route segment up to 10 m | Spend 3 seconds studying one visible 10 m ground segment to pick out exposed trip points, traffic openings and usable cover. Retain the observed route picture for 20 seconds; 5-second cooldown after the study. Perception tests actual visible cues, not hidden traps or future movements. Smoke, new traffic or an altered surface can invalidate it. It adds no speed or evasion bonus and cannot certify an unseen corner safe. | Targets: 1 | Duration: 20 seconds | Recovery: 5 seconds | Earned: 2 | Earlier form: Load Settle — form 1 | Cost: 4 Stamina | Range: Self and one hand/strap-carried load up to 10 kg | Spend 2 seconds setting grip and balance, then steady one carried load against ordinary jostling during the next ground movement of at most 2 seconds. Five-second cooldown after movement. Actual hands/straps bear the weight; Might and Endurance still govern carrying. Violent impact, broken straps, a forced fall or loss of grip can overcome it. No levitation, damage immunity or parcel-rig control. Failure spends the cost. | Targets: 1 | Duration: 2 seconds | Recovery: 5 seconds | Earned: 5 | Earlier form: Corner Step | Cost: 6 Stamina | Range: Self; up to 2 m on connected ground | In one second pivot up to 2 m around one visible corner or cover edge while keeping balance. Five-second cooldown. Requires free footing, room and awareness of the destination; Agility contests actual traction and opposition. Does not pass through bodies, dodge unseen attacks or extend boot range. A held tether must be set down first. Windstep may be used separately, with its own charge and completed movement. | Targets: 1 | Duration: 1 seconds | Recovery: 5 seconds | Earned: 8 | Earlier form: Covered Sight | Cost: 6 Stamina plus 1 cartridge for a shot | Range: One visible target within 30 m | Brace at a real cover edge for 2 seconds, then fire one deliberately aligned carbine shot within the next 3 seconds. Five-second cooldown after firing or letting the aim lapse. Perception and Agility support alignment while actual cover shields only what it physically covers. Requires two hands, loaded intact carbine and clear firing lane. Movement before the shot breaks the setup. No extra projectile, homing, armor bypass or automatic hit; target movement, smoke and return fire can defeat the aim. | Targets: 1 | Duration: 3 seconds | Recovery: 5 seconds | Earned: 11 | Earlier form: Route Read — form 2: Return Line | Cost: 7 Stamina | Range: One visible route segment up to 20 m | Spend 3 seconds studying one visible 20 m ground segment and identify one forward line plus one visible retreat alternative. Hold the two observed lines for 30 seconds; 5-second cooldown. Evolves Route Read’s 10 m/20-second single line at higher cost; form 1 remains usable. Perception assesses current visible footing and traffic; no unseen-map access, guaranteed escape or future sight. A blocked return or new hazard invalidates that line. Cannot stack both forms to extend range or duration. | Targets: 1 | Duration: 30 seconds | Recovery: 5 seconds | Earned: 14 | Earlier form: route-read-1 Parcel Brace (Level 17) | Cost: 8 Stamina | Range: Self and one carried load up to 20 kg | Brace one hand/strap-carried load against jostling during one ground movement lasting at most 3 seconds; 1-second grip setup and 5-second cooldown afterward. Evolves Load Settle’s 10 kg/2-second limit at higher cost; the cheaper earlier form remains usable, and both cannot stack. Might/Endurance and actual hands/straps still bear the weight. Violent collision, broken straps or lost grip can defeat the brace. No flight or damage immunity. Windstep separately spends one boot charge. This affects carried cargo, not the parcel-floating rig. | Targets: 1 | Duration: 3 seconds | Recovery: 5 seconds | Earned: 17 | Earlier form: load-settle-1 Parcel Low Lift | Cost: one service charge per sixty active-lift minutes; no Mana/Stamina | Range: held tether ≤2 m; lift height ≤0.5 m above load-bearing route | Guide one secured nonliving parcel or tied bundle, at most 40 kg including lashings, no higher than 0.5 m above a continuous load-bearing route. Hold the tether within 2 m and walk with the rig; one hand stays occupied. Requires an intact inspected regulator, sound tether, secured cargo, operating instructions and accessible emergency latch. One service charge supplies sixty minutes of active lift; setting the rig down pauses consumption without refilling it. Ten uninterrupted minutes at a suitable workbench restore the charge; physical faults need repair first. Overload, tether loss or ordinary depletion ends normal lift, leaving cargo to settle or fall under gravity. Stop and secure it before Windstep. Parcel Brace affects a separate hand/strap-carried load, not this rig. No riders, independent flight, wall climbing, gap crossing or cargo immunity. A reversed return circuit can defeat these normal limits: the damaged rig in The Parcel That Would Not Land follows live utility conduits and climbs at breaks, no faster than a running adult. That malfunction is not a safe operating mode. | Targets: 1 | Duration: Sixty minutes of active lift per service charge; paused while set down | Recovery: Ten uninterrupted minutes at a suitable workbench; repair physical faults first | Earned: | Earlier form: SHARED RULES https://amancallednemo.com/worlds/esscarra/rules/ CLASS CONSTRAINTS commitment percent: 40 tradeoff: Routes need actual connected footing and visible exits; occupied hands and cargo preparation trade immediate firepower for safe movement. Set down the rig or cargo to free hands; boot charges never replace scouting. 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 / 30 / 10 / 10 / 10 / 10 / 10 Level 2 | Automatic 0/1/2/0/1/0/0/0 | Free 1/1/0/1/1/1/1/0 | Resulting Base 11/12/32/11/12/11/11/10 Level 3 | Automatic 0/0/3/0/1/0/0/0 | Free 0/1/1/2/1/0/1/0 | Resulting Base 11/13/36/13/14/11/12/10 Level 4 | Automatic 0/1/2/0/1/0/0/0 | Free 1/1/0/1/1/0/1/1 | Resulting Base 12/15/38/14/16/11/13/11 Level 5 | Automatic 0/0/3/0/1/0/0/0 | Free 1/0/0/2/1/1/1/0 | Resulting Base 13/15/41/16/18/12/14/11 Level 6 | Automatic 0/1/2/0/1/0/0/0 | Free 1/1/0/1/1/1/1/0 | Resulting Base 14/17/43/17/20/13/15/11 Level 7 | Automatic 0/1/2/0/1/0/0/0 | Free 0/1/1/2/1/0/1/0 | Resulting Base 14/19/46/19/22/13/16/11 Level 8 | Automatic 0/0/3/0/1/0/0/0 | Free 1/1/0/1/1/1/1/0 | Resulting Base 15/20/49/20/24/14/17/11 Level 9 | Automatic 0/1/2/0/1/0/0/0 | Free 1/1/0/2/1/0/1/0 | Resulting Base 16/22/51/22/26/14/18/11 Level 10 | Automatic 0/0/3/0/1/0/0/0 | Free 0/1/0/1/1/1/1/1 | Resulting Base 16/23/54/23/28/15/19/12 Level 11 | Automatic 0/1/2/0/1/0/0/0 | Free 1/1/0/2/1/0/1/0 | Resulting Base 17/25/56/25/30/15/20/12 Level 12 | Automatic 0/1/2/0/1/0/0/0 | Free 1/1/1/1/1/1/0/0 | Resulting Base 18/27/59/26/32/16/20/12 Level 13 | Automatic 0/0/3/0/1/0/0/0 | Free 1/1/0/1/1/0/2/0 | Resulting Base 19/28/62/27/34/16/22/12 Level 14 | Automatic 0/1/2/0/1/0/0/0 | Free 0/1/0/2/1/1/1/0 | Resulting Base 19/30/64/29/36/17/23/12 Level 15 | Automatic 0/0/3/0/1/0/0/0 | Free 1/1/0/1/1/1/0/1 | Resulting Base 20/31/67/30/38/18/23/13 Level 16 | Automatic 0/1/2/0/1/0/0/0 | Free 1/0/1/2/1/0/1/0 | Resulting Base 21/32/70/32/40/18/24/13 Level 17 | Automatic 0/1/2/0/1/0/0/0 | Free 1/1/0/1/1/1/1/0 | Resulting Base 22/34/72/33/42/19/25/13 Level 18 | Automatic 0/0/3/0/1/0/0/0 | Free 0/1/0/2/2/0/1/0 | Resulting Base 22/35/75/35/45/19/26/13 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. route-carbine: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. tawny-courier-cape: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. windstep-boots: Windstep is the separate three-charge power in the skills list; gear bonuses and charges are distinct. folding-baton: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. carbine-ammunition: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. parcel-rig: Parcel Low Lift and the recorded regulator malfunction are preserved unchanged; the malfunction is not a learned or safe alternate mode. rig-tether: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. rig-emergency-latch: No separate activated power; physical use remains subject to actual material strength, coverage and occupied hands. rig-bell-and-ribbon: 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 running practice supplies speed. Free training supports route judgment, observation, impact tolerance and carrying an actual delivery load. Free-point priorities: Might 12%, Endurance 15%, Agility 4%, Intelligence 24%, Perception 17%, Will 9%, Vitality 16%, Presence 3%. These are individually authored priorities, not an equal-share rule. Automatic growth remains separate. TRAINING MILESTONES Level 2: Route Read — form 1 Level 5: Load Settle — form 1 Level 8: Corner Step Level 11: Covered Sight Level 14: Route Read — form 2: Return Line Level 17: Parcel Brace (Level 17) PATH HISTORY Delivery as a complete route: Rainline Runner grew through addresses, receiving windows, changing conditions and reliable handoffs. Perception supports noticing the condition that makes a route unusable before speed commits him to it. Will supports following through when an explanation is awkward. Movement with a load: Agility is the central practiced amplifier, reinforced by Endurance and Vitality. Balanced movement is not the same as moving an unburdened body quickly. Carried weight, actual straps, usable footing and his remaining stamina all continue to matter. Current Iron specialization: At Level 17, Parcel Brace brought his practiced load discipline into a short, deliberate bracing technique. He uses it to keep a carried parcel from being thrown about during a ground movement. Windstep remains a separate aid in his boots, and he plans a route with the knowledge that their three charges can run out before the work does. RESONANCE HISTORY Communion: His adult confidence began with an admission of a failed promise and the chance to repair it. Being heard did not excuse him from responsibility; it made responsibility possible without a performance of perfection. Discovery: He separated a person's trust from the idea that he must always arrive untouched by fatigue or difficulty. A truthful delay could protect someone else's plans better than a reassuring time he already knew was impossible. Integration: The lesson is still new enough that he sometimes makes a joke before giving the difficult answer. When he catches himself, he returns to the answer rather than trying to improve the joke. His trust in an honest return is growing through those ordinary corrections, one kept promise at a time. SHARED HISTORY Dema Flint — The bill and the return visit Iven sometimes brings a small payment with a much larger account of the day's absurdities. Dema lets him finish before asking whether the new rattle he mentioned halfway through has become worse. They both know the visit is easier if he admits the fault before she has to find it. Their humor works best when it leaves enough room for a straightforward answer. The repair bill is still being repaid in honest increments. She does not reward friendship by signing off an unsafe rig, and he does not turn her caution into a claim that she wants him idle. When a repair has to wait, he needs a usable explanation and she needs him to carry it back accurately. Neither promises a free repair or a deadline the other has not agreed to. CARRIED EQUIPMENT & SUPPLIES Route carbine | Route carbine: A+13, W+1; unaided Core A≥48, E≥20; force/channel 31/49. | Quantity: 1 Tawny courier cape | Tawny courier cape: E+5, V+3; unaided Core E≥20, W≥10; force/channel 31/49. | Quantity: 1 Windstep boots | Windstep boots: P+4; unaided Core A≥48, E≥20; force/channel 31/49. | Quantity: 1 Folding baton | weapon | Quantity: 1 Carbine ammunition | consumable | Quantity: varies with supplies Parcel-floating rig | Parcel Low Lift | Cost: one service charge per sixty active-lift minutes; no Mana/Stamina | Range: held tether ≤2 m; lift height ≤0.5 m above load-bearing route | Guide one secured nonliving parcel or tied bundle, at most 40 kg including lashings, no higher than 0.5 m above a continuous load-bearing route. Hold the tether within 2 m and walk with the rig; one hand stays occupied. Requires an intact inspected regulator, sound tether, secured cargo, operating instructions and accessible emergency latch. One service charge supplies sixty minutes of active lift; setting the rig down pauses consumption without refilling it. Ten uninterrupted minutes at a suitable workbench restore the charge; physical faults need repair first. Overload, tether loss or ordinary depletion ends normal lift, leaving cargo to settle or fall under gravity. Stop and secure it before Windstep. Parcel Brace affects a separate hand/strap-carried load, not this rig. No riders, independent flight, wall climbing, gap crossing or cargo immunity. A reversed return circuit can defeat these normal limits: the damaged rig in The Parcel That Would Not Land follows live utility conduits and climbs at breaks, no faster than a running adult. That malfunction is not a safe operating mode. | Quantity: 1 Parcel-rig tether | rig component | Quantity: 1 Parcel-rig emergency latch | rig component | Quantity: 1 Rig bell and trailing ribbon | rig component | Quantity: 1 SHARED CAPACITIES & RECOVERY windstep boots: 3 | Ten calm minutes restore the boot charges. parcel rig service: 1 | Ten uninterrupted minutes at a suitable workbench restore one service charge; physical faults need repair first. Setting it down pauses remaining active time without refilling it.