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Registration thread: version 2.0

Re: Registration thread: version 2.0

Postby Alric » Sun Feb 05, 2012 10:10 pm

Review: Dan'el Nal'sarkoth

Empathy is very powerful, but ultimately quite specialized especially for one as young as Dan'el is. Please narrow it down to either healing or the listed emotional control abilities. I also doubt that he'd be taught the Vanir and Hermione languages that way; both groups tend to be very hostile towards drow of all varieties. It's more likely that he would have been tutored in languages at the Nal'sarkoth fortress or on his travels to the surface later in life, should he make any.

Speaking of which, a trip to the surface such as that that Dan'el underwent would hardly be a minor matter, and would certainly not been undertaken just for educational purposes. Due to the lack of a mana pool on the surface, mana arts would be weaker and most fae would be exhausted from staying on the surface alone or in small groups for an extended period of time.

If Dan'el is an empath who specializes in healing, then blood high arts would be superfluous.

Throughout the entire background I didn't get a very good grasp of who Dan'el is; there's very little on his personality, motivations, and so forth. A little characterization and personality study would go a great way in making Dan'el a well-rounded character.
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Re: Registration thread: version 2.0

Postby Bamawing » Sun Feb 05, 2012 11:03 pm

Name: Cha'tia Beliet'th Kyorl'solenurn
Sex: Female
Race: Drowussu
Age: 128
Magic: sealing, nether gates, basic manipulation. She has no mana affinity.
Beginning city: Raveran (she was born in Chel)

The entire subhouse rejoiced when Dra'ane, head of the Order of Sharess' Hands and younger sister to the de'vess, conceived. The only question was whether the child was to be a warden or a templar. The rejoicing doubled when the child turned out to both: twins. Dra'ane postponed duties in order to raise them.

Cha'tia and her twin brother Tia'nir had little in common. Some of the house servants whispered that their personalities were too extreme for the Kyorl military. Cha'tia was hyper and flighty and Tia'ir was so gentle it was hard to imagine him harming even a demon. Dra'ane heard these whispers and banished those who uttered them.

Nobody was surprised when Cha'tia and Tia'nir were paired. But only Dra'ane was not amazed at how well they did together. Tia'nir acted as an anchor to Cha'tia's energy. They could read each other's actions and seemingly each other's mind. Assigned to the Order of Sharess' Hands under their mother, they patrolled Chel for several years. The Nidraa'chal war left them untained but slightly changed. Tia'nir confided to Cha'tia that he was deeply troubled by the violence he saw and inflicted.

Cha'tia asked for a transfer. She used her ambition as an excuse: she wanted to lead. (This had the benefit of being true.) Her dev'ess aunt got involved, and Cha'tia was allowed to create a two-person "order" of her own: the Order of the Moon's Eye.

Free to work to their own strengths, Cha'tia did more fighting than most wardens while Tia'nir did more sealing than your typical templar. They grew in skill and reputation. They eventually attracted three crusaders, and spent decades training and purging. Cha'tia was truly happy and Tia'nir was content. Then Tia'nir fell in love.

His mate was a woman who dedicated her life to beautifying the alters of Sharess. When she conceived, he had one thought: retirement. He never liked the battlefield, and he wanted to raise the child like his mother had raised him. He begged Cha'tia to tell Dra'ane that he died in battle.

Cha'tia supported him. She was (overly) confident in her own abilities, and she knew he how abhorred the unavoidable violence in Order life. But the lie sounded like something out of a bad novel. She Dra'ane told the truth: for years he served Sharess in one way, and now he was choosing to serve in another.

Dra'ane was furious. She threatened to disown them both.

Cha'tia transferred her crusaders to the Order of Sharess' Hands. Then she packed up her brother and his mate and left for Raveran. She has no doubt that she can find another Templar for her Order of the Moon's Eye. Between that and a grandchild, surely Dra'ane will calm down...

Skills: She has true talent with a sword and can handle simple demons and gates. She can also sing, and sometimes will write songs for herself. Sharess help you if she picks up a musical instrument, however.

Personality: Off-duty, Cha'tia is outgoing and cheerful. On-duty, her grins are filled with kill-the-demon sadistic glee. She is cocky and more naive than she realizes. She depends on her brother more than she knows, both in and out of battle. She can be impulsive and is not above a show of temper.

Equipment: She is on the "robes" side of the warden armor/robes combination. Her sword. She likes fancy clothing (quality over quantity) and prefers white and purple. She has several sealing stones in her wristguards and hip armor. She usually carries an ada or two on her.

Appearance: She has fuzzy hair that doesn't behave, so she braids it. It's as long as she thinks she can get away with. She has yellow eyes and a forehead tattoo. Her Order symbol is two crescent moons with a circle in the middle, giving the effect of a rounded Kyorl symbol. She is average height and thin build.

Notes: I've already arranged a templar via PM. And I'm pronouncing is "Cha-sha" for some reason. Cha'tia just looks better.
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Re: Registration thread: version 2.0

Postby Sy'rasri » Wed Feb 08, 2012 3:36 pm

Name: Shaya Sarghress

Race: Drowolath

Age: 85

Equipment:
Standard Skirmisher Gear
Light reinforced leather (Skirmishers armor)
Short sword
Daggers
Crossbow
2 sets of arrows
1 set of normal & poison blots
-poison blots are really meant to slow down attacker, since the poison takes awhile to take effect-

Everyday Outfit
(Dark Grey)Long sleeveless Tunic
Dark Leather Arm braces
(Dark Red) Knee-length pants
Dark Leather Boots
Two daggers (strapped to her thighs)
Over-shoulder bag

Magic:
Air Sorcery
Basic Mana Manipulation

Beginning city:
Val'Raveran

Clan:
Sarghress

Background:
Shaya was born into a small Relic Hunter group. Despite their lack of family ties, they small group of 7 worked together to support each other with each of their skills. This method of support flowed into caring for their newest member and thus after a lot discussions they decided to settle in Val'Raveran. From their shop they sold relics or offered their experience in exchange for ada to young relic hunters or those looking for new haunts. This along with the random guard job kept the small family a float and gave Shaya a comfortable living. As she grew older, each member took it upon themselves to teach her certain skills, one taught her how to read maps and how to track, while another taught her to use her sorcery and some basic mana tricks, and another taught her the arts of bartering and trade. However the tool she took the most joy in learning was the crossbow. By the time she was 20 she could load and aim a crossbow in less than a minute.

During all that time there had always been a underlying current of tension. Many of the their small family believed that once Shaya had grown a bit the group would return to their Relic Hunting days. Yet when the discussion was brought up her mother, the unofficial head of the family, rejected the notion. Her mother feared that by leaving a city like Val'Raveran where there would be a good pool of mana, that they would age and die. Yet the others kept at her for moons trying everything to convince her that it was time to go back to what made them profitable. Many pointed to the tainting scare, while another tried to sabotage the business. One of her two aunts tried to convince Shaya to side with them and think of it as a great adventure, like the ones they had told her as a bedtime story. Nothing would sway her mother however and finally the other simply left. Leaving Shayaya with only her mother and other aunt to care for her.

With out there extra fundings coming in, her mother and Aunt were forced to settle for a harsh life. They took jobs where they could though often they just ended up as hired guards for storage halls. Despite the difficulties, they still were determined to teach Shaya, though now her lessons focused more on physical training and the morals that guided as her mother stated "Strong women". She would often listen her mother speeches on how their family didn't bend the knee to anyone and would never be tamed by those Vals and their "high handed ways". As they stood guard, they would teach her how to wield a blade or fight hand to hand if needed. All the training and harsh words instilled a gravity and mellowness in Shaya, which contrasted from her mother hot blooded temper and rigidness. It appeared that life would continue like this and Shaya would eventually become just another guard. In till the Demonic Attack.

The events happened in such a rapid succession, that they seems to blur together. Yet they changed everything. While much of the city was in panic with demons and summoners wondering around like walking nightmares, many too the chaos as an opportunity to enrich their own pockets. Many guards had fled in panic, fearing the possibility of becoming summoner spawn or eaten by one. Shaya's mother and Aunt however stayed their ground, as did she a newly hired guards woman, against the many who attempted to sneak into the storage halls. Yet there were so few to aid them that soon they were overwhelmed. No sooner had her mother called for all of them to retreat, than her aunt fell victim to nether forces that filled the air. Those they had capture trying to break became her first victims, but when her mother tried to confront the beat to find her sister with in it she too was attacked. Shaya tried to drag her mother away from the beast, yet she couldn't save her mother's arm from being take. In a state of shock her mother didn't respond to the damage meanwhile Shaya broke open a crate filled with some sort of power crystal. Once in hand, she throw it toward where they kept their other captives. As the monster scuttled after it, Shaya tried to shake her mother awake. Finally in desperation, Shaya knocked her mother out dragging her away. She managed to get them away, though the screams of their other captives echoed after them.

They hadn't gotten away unscathed. Her mother had fallen into a coma like state, functioning just enough to care for herself and the city itself was still recovering shell shocked by the attacked. Yet she was scared to move; distant Chel was not only foreign, but ruthless and filled with tainted summoners and their evil spawn. The underworld itself was too strange for her to feel secure in taking her shell of a mother anywhere. Thus, swallowing her quiet pride and seeking to quell the nagging curiosity and anxiety about the world beyond her home city. She joined the Sarghress.

Description:
Shoulder blade length light purple hair, grey brown skin, purple eyes. She is about 6'6", with a modest figure and nimble fingers. Her hands are rather bruised from her years of marksmanship studies and her recent study in swordplay.

Time Zone/Activity:
Eastern Standard Time (EST)
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Re: Registration thread: version 2.0

Postby DeadPigeonGolem » Sun Feb 12, 2012 6:55 am

((After yet ANOTHER battery of tests, here is Wre'kesa version 3.0. Posted with approval from Django, who is pretty awesome for taking time out to help me))

((That last bit about the combat may or may not fly, and I'm willing to cut it if it will help my overall score))

--------

Name: Wre’kesa Sarghress

Race: Drowolath

Age: 117

Gender: Male

Equipment:
Armor:
Raider Skirmisher Armor with helmet-mounted filter mask ((Note: skirmishers = the archery people))
Medium weave spidersilk combat slippers
Armor-backed spidersilk gloves w/ sorcery source (friction based, located in finger tips of gloves)

Weapons:
Crossbow, max-range = 1,039 meters (when aimed @ 45 degrees @ full draw) (full draw weight = 200+ lbs; launch speed = 101 m/s)
Skirmisher Dagger (approx. 6 inches longer then normal)


Gear:
1 Standard Overworld Expeditionary Pack, contains food, soap, and other generic camping things, except for the tent.
1 firestone with small cookware set
1 Cloak
5 Spider silk two-piece leotards with a layer of padding for shock absorption at the vital areas.
7 mana stones, for general recharging of mana, usually outside combat
25 Ada on hand, several hundred in savings and back-pay


Magic:
Fire Sorcery, Moderate level of mastery
Wind Arts, Low-moderate level of mastery


Beginning City: Val’Raveran

Clan: Val’Sarghress

Background:
Personality: Fairly calm and focused, but will try to light you on fire if you get him really mad.

Key Life Events:
Wre’kesa Sarghress was born in Chel’el’sussoloth in a Sarghress-controlled province. His mother was a moderately high ranked member of the Sarghress Army; his father was an architect. At age 3, Wre’kesa began to manifest a talent in Fire Sorcery. He subsequently lit a chair on fire.

The next 40 years proceeded normally, if with somewhat more combustion then is usual in a child’s lifetime. During this time, he worked as an errand-boy for his mother and picked up a small amount of combat ability.

At age forty, Wre'kesa joined Basic Training, specializing in the Skirmisher Class. It was tough, but he got through it mostly unscathed. There was that one incident with the Mae'yukir and the chocolate and the Moon's End Festival, but nobody caught him so that was all good. Besides, it wasn't as if anyone got hurt. All told, his training took him twenty years to complete, after which he spent some time working with more experienced Sarghress and the odd bored Sullisin’rune or Illhar’dro to improve upon his fire sorcery and, eventually, picking up some wind arts as well. Overall, the magic training allowed him to supplement his training by putting more bang into his buck ((that was a pun)).

After about two years, Wre’kesa attempted to join the Highland Raiders. He was initially turned down, primarily due to a lack of experience. Operational experience in the form of skirmishes between Sarghress and Sharen forces along the border provinces eventually won Wre'kesa a place among the Raiders.

From age 70 to age 90, Wre’kesa spent his time journeying about the Overworld and obtaining treasures. A combination of loot and commissions netted him a modest income.

At age ninety, in view of the rising Nidraa'chal Clan and its disturbing application of demons in combat, Wre'kesa's platoon was recalled to Chel'el'sussoloth.

The Nidraa'chal War was preluded by small, freakish incursions of demons and rioting commoners/mercenaries/Nidraa'chal Soldiers that needed to be put down forcefully. This happened over the next year, before the War started in earnest. It was horrifying and mind scarring, but thank Sharess it was brief. During it, Wre'kesa won honor and glory for himself. In the aftermath, Wre'kesa was awarded a small medallion honoring his creative application of fire to destroy the enemy. With the Nidraa'chal threat neutralized, the Sharen and the Sarghress returned to Standard Operating Procedure (ie: giant boob measuring contest) and the Raiders returned to Raiding. He currently resides in an apartment in Val'Raveran when off duty.

Description:
Non-combat: Average quality spidersilk shirt and pants, black with dark red collars. Cloak of close-woven spidersilk, dyed “rosewood” color with slightly lighter Sarghress Emblem embroidered into back. Black tiktikki leather boots. Shortsword on left thigh.

Combat: Raider armor, modifed as outlined above, with deep red highlights reminiscent of flames and sparks lightly painted across the chest plate. Gloves and booties are black, as is cloak. Shortsword on left thigh, dagger above same.

Physical Description: Hair is white, with the Sarghress Blood Rite dyed in as if hurriedly combed through the hair rather than carefully applied. Hair is fairly short and generic, but long enough that it gets definite spikes when mussed. Average in height for a male, perhaps a bit shorter, with greater than average upper body strength from aiming crossbow while standing and climbing to better vantage points. Weight is 135 lbs.

Notes on Combat Tendencies:
As per his training, Wre’kesa tends to maintain a certain distance and vantage point to apply his crossbow to deadly effect. His accuracy is, of course, fairly high, given his inclusion with a Raider platoon. Due to his inevitable proximity to conflict in the event of a Random Event with wild beasties or other enemies, he has incorporated his sorcery and arts into his CQB style by using it as a sort of combination incendiary and high explosive device, lobbing fire balls at enemies while boosting their speed and effect with a gust of wind. When stealth is either not an option or not useful, Wre’kesa is capable of using his magic in a limited artillery capacity; although he is accurate within three meters, he cannot maintain a fireball larger than 1 foot in diameter beyond 100 yards. He is proficient with his dagger, but prefers using his crossbow and magic whenever possible.

Time Zone: US Central Time
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Re: Registration thread: version 2.0

Postby Thalar » Sun Feb 12, 2012 1:28 pm

Bamawing
Character: Cha'tia Beliet'th Kyorl'solenurn

  • Worldsetting accuracy - (4)
  • Mana arts - (7)
  • Abilities - (7)
  • Items - (6)
  • Total power level - (7)
  • Backstory cohesiveness - (6)
  • Plausibility - (7)
Conclusion: Refused.

There's really just one thing wrong here. You mention the Nidraa'chal war changing them, but after that you mention they've spent decades doing things after that war. We have not yet timeskipped ahead, and even post timeskip it's only a few decades since the Nidraa'chal war.

Perhaps they got involved in one of the earlier skirmishes, cleaning up after a Nidraa'chal (unknown at the time) assassination/attack/mass tainting in the ~60 years of troubles before the war, or perhaps they contributed their expertise to the Empress' Inquisition. The alternative is that they did not spend decades training after the Nidraa'chal war, but years. Currently it's just 15 years since the war.

Or perhaps you'll have another idea entirely! :) When you repost, if everything else is the same you can just post the background itself, along with the character's name. For your next character though, please follow the standard character sheet.


==


Sy'rasri
Character: Shaya Sarghress

  • Worldsetting accuracy - (7)
  • Mana arts - (7)
  • Abilities - (7)
  • Items - (5) - When including poison, you must describe the poison's effects
  • Total power level - (6)
  • Backstory cohesiveness - (7)
  • Plausibility - (7)
Conclusion: Conditionally Approved.

Post a description of the poison and what it does. I'll review that and get back to you on whether you can start playing or need to finetune it :)


==


DeadPigeonGolem
Character: Wre'kesa Sarghress

  • Worldsetting accuracy - (6) (I know who the Sarghress skirmishers are ^^)
  • Mana arts - (5)
  • Abilities - (5)
  • Items - (6) - Other than the manastones, which will have to go :/
  • Total power level - (4)
  • Backstory cohesiveness - (7)
  • Plausibility - (6)
Conclusion: Conditionally Approved.

Post that you remove the manastones from his inventory, and you can begin play. Unfortunately, given the recent information from Kern, there's no appeal to be had in this case.
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Re: Registration thread: version 2.0

Postby DeadPigeonGolem » Sun Feb 12, 2012 3:30 pm

Absolutely confirmed that mana stones are not in the inventory. I can't think of any sort of canon analog either, so we'll just assume that he has the mana capacity to do what he does....
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Re: Registration thread: version 2.0

Postby Sy'rasri » Sun Feb 12, 2012 5:45 pm

I'm not sure if I should re-post my entire profile or not.
So in till then, I will merely write down the poison.
The poison is more a sedative, which at high concentrations can kill. The poison normally causes immediate effects when either ingested or injected into the body. The effects will be slower and more watered down if breathed.
At a low level it creates light-headness, dizziness, a slight blurring of vision and slight fatigue.
At a moderate level it creates fatigue, sleepiness, inability to concentration, blurred vision and sluggishness.
*At a high level, which Shaya uses on her arrows, it creates nausea, vomiting, dizziness, confusion, possible lack of control over limbs, slurred speech, blurred vision, fainting.
At an extreme level, it causes seizures, black outs, loss of vision, lack of speech abilities, loss of muscle control, death.
Is this enough or should I include the plant name, its scientific uses and the background of the poison?
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Re: Registration thread: version 2.0

Postby Bamawing » Sun Feb 12, 2012 8:51 pm

Ack! I thought we had timeskipped. No problem! I'm reposting the entire sheet, though, for simplicity's sake. (I changed the "decades" to "years" and clarified who enjoyed doing what in the same paragraph, 5th from the top. That's all I changed if you don't want to re-read the entire thing.)

Name: Cha'tia Beliet'th Kyorl'solenurn
Sex: Female
Race: Drowussu
Age: 128
Magic: sealing, nether gates, basic manipulation. She has no mana affinity.
Beginning city: Raveran (she was born in Chel)

The entire subhouse rejoiced when Dra'ane, head of the Order of Sharess' Hands and younger sister to the de'vess, conceived. The only question was whether the child was to be a warden or a templar. The rejoicing doubled when the child turned out to both: twins. Dra'ane postponed her duties in order to raise them.

Cha'tia and her twin brother Tia'nir had little in common. Some of the house servants whispered that their personalities were too extreme for the Kyorl military. Cha'tia was hyper and flighty and Tia'ir was so gentle it was hard to imagine him harming even a demon. Dra'ane heard these whispers and banished those who uttered them.

Nobody was surprised when Cha'tia and Tia'nir were paired. But only Dra'ane was not amazed at how well they did together. Tia'nir acted as an anchor to Cha'tia's energy. They could read each other's actions and seemingly each other's mind. Assigned to the Order of Sharess' Hands under their mother, they patrolled Chel for several years. The Nidraa'chal war left them untained but slightly changed. Tia'nir confided to Cha'tia that he was deeply troubled by the violence he saw and inflicted.

Cha'tia asked for a transfer. She used her ambition as an excuse: she wanted to lead. (This had the benefit of being true.) Her dev'ess aunt got involved, and Cha'tia was allowed to create a two-person "order" of her own: the Order of the Moon's Eye.

Free to work to their own strengths, Cha'tia did more fighting than most wardens while Tia'nir did more sealing than your typical templar. They grew in skill and reputation. They eventually attracted three crusaders, and spent years training the recruits (Tia'nir's favorite) and purging (Cha'tia's favorite). Cha'tia was truly happy and Tia'nir was content. Then Tia'nir fell in love.

His mate was a woman who dedicated her life to beautifying the alters of Sharess. When she conceived, he had one thought: retirement. He never liked the battlefield, and he wanted to raise the child like his mother had raised him. He begged Cha'tia to tell Dra'ane that he died in battle.

Cha'tia supported him. She was (overly) confident in her own abilities, and she knew he how abhorred the unavoidable violence in Order life. But the lie sounded like something out of a bad novel. She Dra'ane told the truth: for years he served Sharess in one way, and now he was choosing to serve in another.

Dra'ane was furious. She threatened to disown them both.

Cha'tia transferred her crusaders to the Order of Sharess' Hands. Then she packed up her brother and his mate and left for Raveran. She has no doubt that she can find another Templar for her Order of the Moon's Eye. Between that and a grandchild, surely Dra'ane will calm down...

Skills: She has true talent with a sword and can handle simple demons and gates. She can also sing, and sometimes will write songs for herself. Sharess help you if she picks up a musical instrument, however.

Personality: Off-duty, Cha'tia is outgoing and cheerful. On-duty, her grins are filled with kill-the-demon sadistic glee. She is cocky and more naive than she realizes. She depends on her brother more than she knows, both in and out of battle. She can be impulsive and is not above a show of temper.

Equipment: She is on the "robes" side of the warden armor/robes combination. Her sword. She likes fancy clothing (quality over quantity) and prefers white and purple. She has several sealing stones in her wristguards and hip armor. She usually carries an ada or two on her.

Appearance: She has fuzzy hair that doesn't behave, so she braids it. It's as long as she thinks she can get away with. She has yellow eyes and a forehead tattoo. Her Order symbol is two crescent moons with a circle in the middle, giving the effect of a rounded Kyorl symbol. She is average height and thin build.

Notes: I've already arranged a templar via PM. And I'm pronouncing is "Cha-sha" for some reason. Cha'tia just looks better.
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Re: Registration thread: version 2.0

Postby Thalar » Wed Feb 15, 2012 8:22 pm

Sy'rasri
All you need is to describe the effects of the poison, which is what you've done. :) I'd like to ask you to create an intermediate between moderate and high, as high seems a bit overpowered for the DT rpg. Post that, and I'll look it over.

Alternately, post to confirm that it is the moderate level Shaya uses on her arrows, in which case you may begin play ^^

==

Bamawing
There we go :) You can set Cha'tia in play now!
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Re: Registration thread: version 2.0

Postby Eltharrion » Thu Feb 16, 2012 8:17 pm

Name: Car'rel Treimen
Race: Drowolath
Age: 74
Gender: Male
Equipment:

On self-
-Four heatstones and holsters for them on his waist
-Small one-hand crossbow & four bolts (no quiver, held on the side of the crossbow)
-Wide-bladed knife
-Simple scribe equipment: pergament, ink, pens, some chalk & fast-burning candles. Held in a small pouch on his waist
-Arm-guard on left hand
-A bone flute
-Heavy dark grey traveling cloak
-43 ada

-The cart: Metal-made, four-wheeled cart with reinforced axis. About 3 times 1,8 meters. Simple cubic desing, no carvings. Practical. Contains metal frame to be pulled up and to mount a large cloth into in case protection is needed from prying eyes or weather. Additional plates (around 0,4 meters tall) from below the cart can be pulled up to sides for small defense walls, leaving firing holes in corners and sides. Front is open, driver sits in the cart itself. No sidings unless additional plates are pulled up.
(The cart is purely "Scenario-requirement-based". It is not used in rpgs unless it has SERIOUS use, for example moving large bulks of items or people over more distance than few blocks. Mostly it's just a place to hold stuff in.)

At/in the cart-
-Two large lizards for pulling the cart
-Large crossbow (about 1,2 meters. Requires great effort and both legs & arms to reload) & bolts for it (well-sized quiver, around 50 bolts)
-Two large backpacks. Other contains cooking gear (pots, pans, dried ingredients, spices, cleaning equipment, sporks, bowls, cups and similar stuff), while other contains chemistry equipment for poisons (bottles, ingredients both herbal and chemical, stands, filting equipment, simple concentrators and purifier). Both backpacks have also two additional heatstones stored on their sides
-Tent with cloth made for the size of cart, able to cover it completely (Tent sticks themselves create tent sized for three). Has been pushed unevenly hard into small space and not straightened out afterwards, causing it to take ”rocky” form when spread instead of smooth cloth surface. Colored greyish with stone-like formations in it. Basic camouflage-style if used in low-light tunnels
-Six leather-made crude water containers, able to hold about 4 liters each. Usually two are filled with mead or ale
-Rations containing mostly dried mushrooms, nuts and dried meat for about two weeks if reserved (for one person that is)

Mana arts: Basic mana control

Starting city: Val'Raveran

Clan: none

Description: Car'rel is thin, tall man with constant small grin on face. Nose is small but bit longer than normally while eyes are large and have small hint of blue in them. Hair is cut short and nearly always covered with khaki-colored bandana, except for small stray on the left that always hangs over the ear. Both ears are pierced multiple times with small rings. Face seems to be frozen into a constant grin or small smile that just melts sadness away. Small shoulders, sleen waist and long thing legs seeming perfectly made for running. Usually wears simple grey silk-shirt with long sleeves, crude near-black cloth pants and long sleeveless dust-colored west that reaches below his knees.

Background: Car'rel was born on a moving cart. His mother was a trader part of a small caravan, and thus Car'rel traveled with her. It seemed odd at first to some, but really soon the small kid just blended into the whole large group, dashing around slow-moving carts with other few kids around the caravan and delivering notes and messages around. Yes, to these kids it was way of doing something fun. And they were praised of it. At camps, they would hear stories of wast world from the elder of the trading group. It was nice life. Harsh sometimes, but nice.

Car'rel was always a joker. He told funny stories whenever he could, tried to make everyone happy and just couldn't bring himself to not stop smiling. His world was too nice, and he enjoied its simple facts and small bits with wide heart. When he slowly grew older, he turned into open person, always cheering others to do their best and get over their harsh situations. He himself also made his best efforts in areas he just loved the most: cooking, music and tales.

Caravan's main cook started to teach Car'rel when he was around 16 years old. And boy, did he love cooking. It became his passion, his one most important fact he couldn't let go. But it wasn't all of his life, no no. Surprisingly the cook had quite wide knowledge in poisons, too. She only said that it was due to her background as ”former Val cook”. But who ever knows. She didn't really tell that many details about it. Still, she also taught the basics of poison-making to Car'rel, and even if he didn't like it the same as cooking, he still learned well the basics. He listened to the stories of the elderly, too, and actually started to tell similar kind of stories to younger ones, even inventing some himself. Music was also important to the whole caravan, as most members could play or sing at least in some degree. Car'rel himself got a flute from his mother, saying it was her old childhood flute. And with that, in few years it became a standard signal to the group that food was ready when high-pitched flute music started to play in fast rythm, as Car'rel played with passion whenever they were just finishing the meal.

Of course, life wasn't always roses and happy days. Many times some natural beast of dark caves or local bandits attacked the caravan. Mostly they weren't that big attacks, just nibbing on the sides of caravan. But they still taught Car'rel to shoot with crossbow, as he protected something that was very dear to him. As a non-combatant, he didn't usually end up in the front if something bad happened. But he got his share all right. Many friends spent time in his cart as wounded, some even dying on his arms in those days. But Car'rel accepted it, kept telling them happy tales and playing music to them even during their final hours. He wanted to see them off with a smile, so that their last face he remebered would be of happiness and joy.

This life continued for many, many years. Standard trade routes among larger cities and some outposts. But three years ago, there happened something drastic. A cave-in while caravan was in small side-cave for camp. Most of the group didn't make it that time, and pretty soon after happening as they made it into Val'Raveran the group just dissolved. Everyone went their own ways, to join other caravans or to live as traders in city. It just happened, nobody really said anything. Everyone just accepted they couldn't live on as a team when most of them had just died off. Not enough manpower. So, Car'rel was dropped on his own. His family had died in the accident, so only thing he had was his cart. No home, no promises of future, just survival as one. And he just smiled to it, thinking that everything would go on as good.

Thus, he continued to work as a cartman. Sometimes just transporting goods or people within city itself, sometimes cooking something on the street and sometimes boiling up some simple poison or two for unnamed sociates. But he never truly settled down. Always changing districts or even leaving with a trade group for months to go into some outposts, he always came back to Raveran. Somehow, he felt that he shouldn't leave the place without his group. His real, original family. And while he knew that day would never come, in his heart he still longs for those happy days. And smiles on the memories with heavy heart.
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Re: Registration thread: version 2.0

Postby Thalar » Mon Feb 27, 2012 2:16 pm

Eltharrion
Character: Car'rel Treimen

  • Worldsetting accuracy - (7)
  • Mana arts - (6)
  • Abilities - (7)
  • Items - (6)
  • Total power level - (7)
  • Backstory cohesiveness - (7)
  • Plausibility - (8)
Conclusion: Conditionally Approved.

Remove his ability to create poisons and you may begin play.

Alternately: Post a list of poisons he is able to make, and their effects. I will need to evaluate them before I can let you take him anywhere. Reposting of the background itself is unnecessary.
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Re: Registration thread: version 2.0

Postby Improbable odds » Tue Feb 28, 2012 12:26 am

Name: Veren’na

Race: Drowolath

Age: 80

Equipment:
Steel knife
Custom miniature crossbow
Cosmetics and Hair dyes
Poisons and drugs-
-Courtier's extract
-Yaegar extract
-Aphrodisiac
-Assassin's tincture

Equipment information:While Veren’na prefers to travel light and unobstructed when she can there are many items she simply never goes anywhere without, while all the rest is procured locally at either her own expense or the expense of the people she takes it from. Among the items she always has with her Veren’na carries-

A four inch knife made of steel with a leather wrapped handle is the only real weapon Veren’na employs on a day to day basis. The single edged blade and thin profile of the weapon make it great for when you absolutely need to hide a weapon on your person. It Is less of a weapon and more a last resort option or a tool of intimidation when the situation calls for the use of lethal force. While Veren’na does not promote the use of lethal violence she will –not- hesitate to use this weapon in self-defense if her life is on the line.

A miniature crossbow, complete with a set of replacement steel limbs, this weapon conveniently straps to her wrist and measures no longer than six inches long by three wide. Easily concealable in the long sleeves of her shirt this weapon fires incredibly small ‘bolts’, though they more resemble thin darts than anything else, up to a range of 15 feet accurately. While the size of the projectiles and the force they are shot with means that this weapon is almost impossible to directly kill someone with, even when the bolt hits a vital area, the fact that it fires nearly silently makes it great for dealing with people discreetly at a distance. The real use comes from the variety of poisons and drugs she coats the tiny projectiles with. She carries 3 bolts with her at any given moment.

Hair dyes and cosmetics of all colors and shades perfect for a woman of delicate features and great at parties or festivals. It also serves as a great way to quickly change ones looks without the necessity to procure a disguise on site. She neatly arranges these dyes and cosmetics in a separate compartment of her bag.

Poison and drug information:

Courtier’s extract: A mild drug made from the mixing of several common mushroom extracts and a certain type of flower found on the surface this mixture causes the one whom ingests it to suffer from a mild fogging of the mind and an increased suggestibility, similar to what one might call a roofie in the present day. While originally developed as a stimulant to help people sleep Veren’na finds the application of this to a mark’s drink to be a great way to coerce even the most stubborn individuals to listen to what she has to say. Due to the nature of the drug it must be ingested in either food or drink, and given that exposure to the air quickly diminishes the effects it cannot be applied to the bolts in her crossbow. However it will stay potent for a great deal of time when added to, say, a drink. Many attest that after having been given this drug they wake up with no memory of what occurred the day before.

Yaegar extract: A type of drug that commonly comes in the form of small brown pellets, this particular drug is more often than not used as a medicinal tool rather than in the arsenal of a con artist and thief. Originally created to help those suffering from food poisoning or indigestion this pellet is administered by way of eating and helps return bowel functions to normally by facilitating the rapid expulsion of whatever the consumer had in their stomach. A glorified laxative, this is best applied by crushing it and sprinkling on an unsuspecting parties food. Given the solid nature of this item, Veren’na cannot apply it to her crossbow bolts.

Aphrodisiac: One of many types of drugs created by those interested in the enhancement of certain activities of an adult or otherwise sexual nature, this particular drug is clear in color and smells vaguely of honey. This solution stays active in contact with the air and almost any other substance, though it is most potent if applied directly. The higher the dosage the greater the effect becomes. This solution works on those of either gender, inducing hot flashes and feelings of euphoria in those whom ingest or otherwise come in contact with it. Given how much she finds herself using this chemical Veren’na has developed a natural resistance to the effects of this particular drug and thus has come up with many clever applications for it. Chief among these is to apply this mixture to her lips or fingertips, and using friendly contact to apply the dosage over a period of time. Exposure via this method means that she can reasonably charm even the most stubborn individuals if she has enough time. Due to how resilient this chemical is it is capable of being applied to the bolts fired from her crossbow.

Assassin’s tincture: By far the most potent chemical in her arsenal Veren’na carries but a single small vial of this extremely potent concoction on her person at any given time. Made from the roots of a very rare variety of fungus infested mushrooms this poison is capable of paralyzing even the hardiest of warriors or animals for hours on end. Mere skin contact with even a drop results in a numbness that can leave a limb virtually useless for half a day, while greater doses can mean paralyzation for up to 48 hours should the entire vial be taken. Given the volatile nature of this chemical even Veren’na refuses to touch it directly or add it to anything, instead only using this poison as a potent addition to the bolts of her crossbow or even the edge of her dagger. Accidental exposure has left her paralyzed helplessly for hours, and learning from this she is careful when applying it. She finds the best and most common use for this chemical is for moving pesky guards or people from her path without directly killing them. With one vial she can poison 6 bolts or her dagger once. This chemical is rendered null when it comes in contact with water, though water will not help an individual who has come into contact with this mixture already.

Other minor items include:

25 Ada
A silken bag for carrying clothing and her personal effects (up to 50 lbs.)
Her clothing: black boots, black skirt, white shirt, black vest, gloves and her hat.
A set of steel lockpicks
A pocket sized mirror

Skills: Veren’na has had years or practical and hands on experience when it comes to the ways of those less inclined with law and order and more with doing what one needs to do to get by. She Is more than capable of picking a lock or picking a pocket, and her eyes are more than trained to scan crowds and pick out possible marks of opportunity. She is more than capable of hiding herself and skulking about as well, be it from the shadows where hopefully nobody is looking or right in the middle of a crowd by use of a disguise. By far her greatest skill however is her silver tongue. Veren’na is said to be able to talk the starving out of their last bits of food, able to sell paints to the blind and able to convince even the most prudish figures to follow her back to her Inn room. Anyone whom has ever had the misfortune of being singled out will tell you that rather than the blade she carries it is her honeyed and sweet words you should fear the most.

Magic: Basic mana manipulation

Beginning city: Val’Raveran

Clan: Veren’na does not associate herself with any clan

Background: Veren’na will never admit it, but she has lead a harder life than many. Like many commoners in Chel'el'sussoloth she found that very few people knew or even cared about the plight of the downtrodden. She never had the chance to meet her father, whom her mother insisted was a scoundrel and a crook anyway, and by the time she was 12 years old her mother had already passed away after she was robbed, beaten and drug away when returning home from the mushroom farm she worked on late on day. With no money, no family and soon no home as squatters quickly moved in and tossed her out Veren’na was left to fend for herself in what was essentially the biggest slum in the Underworld. For years she survived by stealing, begging, borrowing and doing the filthiest and most unappreciated labor she could find. From looting the dead or dying to stealing from the starving or the poor she never once stopped to question that what she was doing was wrong. To her it was merely what everyone like her did to get by. As she grew older however so too did her skills improve. Before one knew it she had moved up from pretty robbery to legitimate criminal activity, such as robbing business’ or stealing from those richer parts of this city. It was on one of these break-ins that she discovered the principal talent that would guide her into later life.

The job had been simple, break into an assumedly empty home and fleece the area for anything valuable the owner would be sore about missing. She had been acting alone and had she bothered to have someone watch the front door she would have heard the owner return. When confronted by the woman, a self-made merchant and former commoner herself, she immediately did the only thing she could think of. She burst into tears. She sobbed and whined and cried her heart out, shaking like a leaf in a storm as she pleaded with the woman to stay her hand. She told the owner of how she had been chased into her home by a group of thugs out for blood, and that if she went out now they would certainly find and kill her. So great was her performance that the home-owner was moved enough to drop the blade she had prepared to strike then young intruder down with and instead wrapped her in what she would describe later as ‘the most sincere hug I’ve ever felt’. She did her best to soothe the sobbing youth and invited the girl to stay at her home for a time. Such began the life of perhaps one of the most infamous con-artists and professional Rakes the Underworld would ever know. So also began the life Veren’na believed she had missed out on, and fully intended to live now. By the time she had moved in Veren’na was already 32 and she had become what many would call a natural beauty, graced with a graceful figure and a natural charm and wit. This look dramatically improved when she washed the grime off and managed to procure some decent clothing.

Veren’na would spend the next 18 years working in the shop of the woman who had so kindly taken her in, proving to be the most competent barker, greeter, and desk manager her new family had ever had. So popular was she, in fact, that many came to the shop to see the pretty girl with the charming smile and the humorous wit behind the counter. However while she excelled at her job she never once felt truly in her place. She was anxious and fidgety. She missed the old life of excitement, the chases, the stealing, yet on the other hand she also did not want to leave the life of relative luxury she had at the time. Eventually the feelings got the best to her and one day she was found by her adoptive parent packing her bags as she prepared to leave. She was 50 then, more than a grown woman, and more than capable of handling herself. Still her mother could not fathom why her precious adopted child would leave her. It was then she admitted to her mother than so many years ago she had not told the truth, that she had lied and taken advantage of her for so many years. While the news was quite the shock to her foster family the woman couldn’t bring herself to hate the girl she had come to adore all those years ago. So after what amounted to a firm scolding and a mountain of “I’m sorry’s” Veren’na finally departed, saying that she would one day return when she had seen enough of the world to know that she hadn’t missed out on anything life had to offer her.

For the next 30 years Veren’na has made a living at the expense of others. She had begged, borrowed or outright stolen almost all of her current possessions and has on more than once occasion ran afoul with the laws of the local ruling clan. In fact she is wanted by almost every major clan for some sort of offense or question, from crimes ranging from the insulting of local Sarghress guards to an apparent affair with a Sullissin'rune Val. Her offenses are so varied that many just assume that half of them are simply rumors spread by those who are ill-informed enough to make speculation as to what exactly it is she does. Some rumors even claim her to be an agent acting upon orders from one of the major clans, while others state that she is an assassin of the highest caliber, with her cover being the many acts she puts on. In fact Veren’na is none of these things, she considers herself a Rake, a do-er of foul and mischievous deeds for a living. She revels in the attention and excitement that comes for such acts. Of course she loves wooing the lads (and the pretty lasses too), and enjoys nothing better than sweeping some poor lass off her feet only for her to wake up in an empty tavern room the next day with naught but a note on the nightstand for a goodbye and her only possession remaining being her undergarments.

While she may have no qualms with stealing, debauchery, or even the occasional bit of banditry Veren’na makes it a point to never kill anyone unless she is given no other alternative. To her the only thing she cannot take without prompting is a life.

A note on the nature of Veren'na's gadgets, gizmos, doo-dads and equipment in general- There are many ways in which one might define the nature and characteristics of a singular being: some are known for their unflappable courage, others for their razor like wit, many still are known for their vast intellect and some are known for their strength of arms. Some people however are not naturally blessed with these talents, and instead they rely on the advancement of technology and a vast array of cunning tricks to see them through. While Veren'na is cunning and charming in her own right, perhaps to a degree that many would consider unhealthy or otherwise unnatural, she is still but a single woman born to the streets. She has never been formally trained to fight and thus falls back on a bag of tricks to see her through to the end of any encounter she might find herself wrapped up in. The variety of potent drugs and chemicals she carries with her are the product of many years of observing underworld activity, especially of the cloak and dagger variety. For each hard lesson learned or trick used on her Veren'na has adapted to strike back, and the natural progression for one who is most accustomed to avoiding direct confrontation is to employ any advantage that can swing a fight in her favor.

Among the capstone pieces of her arsenal is a small mechanical crossbow of her own design and crafted from only the finest parts a thief could get her hands on. The device took her no less than three years to engineer and gather materials for, and even then she frequently found herself consulting many of the shady types she had befriended over the years in order to finish the project. By the time she was finished she was left with a device that would make any Fallen Legion member just a bit jealous, a wrist mounted crossbow capable of firing small dart like bolts in near silence. Combined with nothing short of a small apothecary's worth of potent liquids and a knowledge of when and how to avoid contact with an unsuspecting mark this crossbow is a vital and central item in Veren'na's arsenal of devices.

Description: There have been many different descriptions that people have given Veren’na over the many years she has spent on the streets, most of which are varied and not all of which are given by people who believe that they would enjoy running into her again. Though subject to some measure of variation depending on where she is and how flamboyant or inconspicuous the situation calls for her to be there are several points on her figure and demeanor that she cannot readily hide or change. One notable feature is that Veren’na is often described as being a very ‘leggy’ lass and indeed her legs taper down into long extensions of her aptly described ‘womanly curvatures’. Given how long her legs naturally are and how she enjoys flaunting the assets that her gender bestows her it is no exception that she maintains a slender and generally well-toned figure and wears clothing that generally leaves very little of said frame to the imagination. She keeps her hair purposely very long, maintaining that it another one of her natural features that suites her look and demeanor very well. Long white strands fall down to just below the small of her back and are very rarely kept in any sort of order, sans the fact that she very rigorously combs and brushes her hair daily to ensure that it doesn’t get out of control. While she usually does not apply any sort of dye or accessory to her hair she is not above doing so if it means she can blend better into a crowd or switch her identity entirely, and she keeps a stock of dye around just for that reason.

Her clothing is a mixture of the practical and the extravagant, a style that befits the ever changing nature of her occupation and free time wonderfully. Why by no means does she wear the same outfit all the time, especially when she knows someone is on the lookout for her, she often wears a set of clothing she finds fits her best when not worried about looking over her shoulder. Her shoes are made from durable and flexible leather, perhaps the finest investment she had ever made from the clothier, who insisted that the surface material used to create them would last a lifetime. The dark black leather is worn and scuffed in places, but these thigh-high boots are great for most occasions, from flaunting them in a tavern to scaling terraced homes when nobody is looking. Her lower wear is more often than not a matching black silk skirt which, when not otherwise altered, extends down to just below her knees where her boots end. Her shirt is a white silk number whose sleeves flare out widely the closer they get to her hands, allowing for one skilled in subterfuge to hide small items inside without even raising the slightest amount of alarm. A black silk vest covers this and clings tightly to her chest, tied snugly so as to keep her posture upright and her chest puffed out. Matching the rest of her black attire are a set of black silk gloves which are delicate to the touch and do little to impede the movement of her lithe fingers. To top out her little number she prefers to flaunt her rather extravagant Hat, another number she picked up from a traveling merchant some years ago with her special five finger discount.

All in all Veren’na prefers to stand out in a crowd when it means that she can draw the attention of those she sees as potential marks or scores, though very much so conversely she is also not afraid to strip down into the dirtiest most tattered common garbs if it means throwing the local clan officials or bounty hunters off her trail.

Time Zone/Activity: GM -7 Mountain standard time
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Re: Registration thread: version 2.0

Postby Eltharrion » Fri Mar 02, 2012 3:29 pm

Thalar wrote:Remove his ability to create poisons and you may begin play.

Alternately: Post a list of poisons he is able to make, and their effects. I will need to evaluate them before I can let you take him anywhere. Reposting of the background itself is unnecessary.

Very well, here we are:
-Sleep poison: Digested liquid. Victim falls into sleep within a dozen or so minutes after digesting. Sleep is not heavy, however, so waking up requires nothing more than a kick to the leg, a loud noise or a glass of water. Mild sweet taste, no aroma.
-Paralysis toxin: Injected. Muscle the toxin is injected into is paralyzed within 20 seconds of injection, effect lasts around five to seven minutes. Note: it affects only one muscle (so hitting person's arm doesn't paralyze the whole arm, just hinders it's movement a lot. Hit to heart would only cause increased risk of heart failure, not automatic failure). Must use needles, darts or hollow crossbow bolts, can't be used as coating to blades. Smells a lot like iron and liquor and causes burning sensation on bare skin.
-Nausea poison: Digested. Within minute of digesting, person starts to sweat, have warm and cold waves and soon feel real nausea and need of vomiting. Poison's effects end nearly immediately if remains are removed from body (usually by vomiting), or in a minute or two by breaking apart. No real taste while eating, but aftertaste is horrible: rust, mud and oil-like.
-"The long wait": Weakening poison meant to kill. Victim must be either fed or injected with poison doses each other day over two to three weeks, depending on the body built. First person seems to be only sick and weak, but soon will succumb to internal organ failure. The poison itself breaks up extremely fast (detecting it needs a poison expert), but body's natural counter-reactions are the thing that kill you. Tastes like extremely bitter mint tea, while smell reminds of fresh soil.

Also, Car'rel is able to make extremely mild modifications to these poisons (nausea poison having delayed kicking in time, for example), and can cook most digested poisons into food so that they can't be really detected without real experience on poison-tasting. Most of the poisons take day or two for brewing, and can be stored for few months. He doesn't usually carry poisons around himself.
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Re: Registration thread: version 2.0

Postby Runes » Tue Mar 20, 2012 2:19 pm

I'm helping out as Thalar's review assistant!

Improbable odds
Character: Veren'na

Worldsetting Accuracy - (0) - She would already be dead at this point. You cannot insult Val clan guards or disobey whatever laws a Val clan enforces so blatantly without punishment. And no commoner would just take her in without an extremely good reason, not just because they feel sympathy for her.
Mana arts - (7)
Abilities - (4) - Her skills are far too exceptional. She can do whatever she wants and get away with anything in a worldsetting that is completely unforgiving of everything she is. No one is that smooth or perfect, especially at her age and without training.
Items - (2) - How did she engineer her own crossbow, without any formal training or education on the subject? There are no explanations on how she acquired any of the rare and deadly plants and mixtures she has.
Total power level - (2)
Backstory cohesiveness - (5)
Plausibility - (2)
Conclusion: Refused



Eltharrion
Poison List:
-Sleep poison: Digested liquid. Victim falls into sleep within a dozen or so minutes after digesting. Sleep is not heavy, however, so waking up requires nothing more than a kick to the leg, a loud noise or a glass of water. Mild sweet taste, no aroma.
-Acceptable

-Paralysis toxin: Injected. Muscle the toxin is injected into is paralyzed within 20 seconds of injection, effect lasts around five to seven minutes. Note: it affects only one muscle (so hitting person's arm doesn't paralyze the whole arm, just hinders it's movement a lot. Hit to heart would only cause increased risk of heart failure, not automatic failure). Must use needles, darts or hollow crossbow bolts, can't be used as coating to blades. Smells a lot like iron and liquor and causes burning sensation on bare skin.
- Not acceptable. Why would a cook teach him about a poison that is injected?

-Nausea poison: Digested. Within minute of digesting, person starts to sweat, have warm and cold waves and soon feel real nausea and need of vomiting. Poison's effects end nearly immediately if remains are removed from body (usually by vomiting), or in a minute or two by breaking apart. No real taste while eating, but aftertaste is horrible: rust, mud and oil-like.
-Acceptable

-"The long wait": Weakening poison meant to kill. Victim must be either fed or injected with poison doses each other day over two to three weeks, depending on the body built. First person seems to be only sick and weak, but soon will succumb to internal organ failure. The poison itself breaks up extremely fast (detecting it needs a poison expert), but body's natural counter-reactions are the thing that kill you. Tastes like extremely bitter mint tea, while smell reminds of fresh soil.
- Not acceptable. Seems extremely pointless for him to know something like this, also exceeds the supposed 'basics' of poison making he is supposed to know.

-Also, Car'rel is able to make extremely mild modifications to these poisons (nausea poison having delayed kicking in time, for example),
-Acceptable

-and can cook most digested poisons into food so that they can't be really detected without real experience on poison-tasting. Most of the poisons take day or two for brewing, and can be stored for few months. He doesn't usually carry poisons around himself.
-Not acceptable. He knows the 'basics' of poison making, but only the most experienced could taste his poisons? This skill is also too advanced for the purposes of RP in this forum. Brewing times are okay.

Post to confirm that you have removed the poisons which were not approved, and you may begin play. Modification or reposting of your posted background is not necessary.
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Re: Registration thread: version 2.0

Postby Eltharrion » Wed Mar 21, 2012 9:24 am

I understand an confirm these limits for poisons, as well as the "disguising" part. I'd like to point out, however, that the skill of cooking poison so that it can't be easily detected is a COOKING skill, not poisoning. It usually takes a lot of skill in art of tastes to disguise the poison's natural tastes (thus why chocolate was one of the most common poisoning tools. Its own taste covers nearly anything until it's too late). Funny fact, isn't it?

Still, I subdue to GM notes about this, and won't use it.
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