The Warring States of NPF

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-   -   Parallel Universes: Signup 1: Alchemic Fantasy (http://www.nuklearforums.com/showthread.php?t=21967)

Ryu Kurai 07-07-2007 04:25 AM

Parallel Universes: Signup 1: Alchemic Fantasy
 
Alright, ladies and gentlemen!

Firstly, if you have not yet read the interest thread, go read it now.

Now then:

The planet Agamon was widely considered by its Astrologists to be the center of the universe until recently. The two red suns of Agamon, always close together, suddenly appeared on separate sides of the planet in 2304, meaning that the Astrologist Heizan's theories were false. One of the suns burst in a massive explosion in 2309, after Astrologists had mixed up the two suns. The blast sent meteors streaking towards the planet. The meteorites turned out to be made of lead, with a core made of a soft golden metal that had never been seen before. Alchemical tests revealed that it exuded an aura of heat when heated unlike any other metal, never rusted, and seemed strangely beautiful. This metal was called Auric, but the common people called it "The good metal", which eventually became simply "Gold". Kings wore gold, as well as nobles and wealthy merchants, and claimed it blessed them with good health and luck. Many Alchemists sought to create this mysterious metal, attempting to link it to lead, but none came close. It seemed gold was a limited substance.

Then, perhaps from a rumor started by a drunkard desperate for a Piece for his indulgence, there came talk of a miracle meteorite that had come down where seven rainbows intersected. Inside of the meteor was said to be the missing element in-between lead and gold. It was said to stop aging, and to be able to create practically anything from nothing.

From 2310 to 2568, alchemy received a massive boom, and it was rare for any other scientists to be trained. Alchemy replaced conventional medicine in utility, and was even used for warfare in some continents. Alchemists scoured the whole planet for the Philosopher's Stone. Finally, a small group of exploring alchemists known as the Great Survivors. The following is a journal entry by Amadeus Rical, head of the group:

2568, 9th month, 17th day.

My pen shakes as I write this, for we set out on this journey with little more than hope, an at long last we have found the missing element.

The Philosopher's Stone!

Imagine my surprise as Whimalt's sword sliced the Atriphan brush in half, to see a small boy standing nude on a small pillar in front of what looked like the remains of a rotted house. I reacted to him, shouting a greeting. He said nothing until my companions and I edged closer. At that point, the boy asked if we sought the Philosopher's Stone. I eagerly remarked yes, and that we would like some information about it.

Imagine my amazement when he asked very solemnly if we wanted it!

I once again replied yes, and the boy pointed to his chest. I will forever remember what he said.

"It's here, contained where my heart once was."

After much talk, the lad revealed that he had lived for over 250 years, and that he was ready for the end. He pried the stone out of his chest without so much as shedding a tear, and I swear with my own eyes, I saw his soul begin seeping out of his body. His last words were:

"It's a basic rule of alchemy; Nothing appears as it truly is. Not even gold or the stone."

I return to civilization ecstatic, but still a bit confused and sad. If the Philosopher's Stone is the truth, why did the lad desire death?

Perhaps he chose to sacrifice himself that all others might be happy as he had been.

That is the mark of selflessness shown by no mortal.

I shall reflect on this each time I experiment with the stone.

-Amadeus Rical, Head Alchemist of the Great Survivors.


After this point, each element became merely a small matter to acquire, even gold. In 2592, Amadeus was murdered by a rival alchemist who had gone insane seeking the stone. Despite this sad occasion, alchemy passed another point that day: experiments on forms of life began. Perhaps alchemists could find the secret to eternal life with the aid of the stone.

In 2671, it was revealed that the stone was growing. the stone was broken into equal size pieces, each of which had the power of the original stone but took longer to perform the transmutation process. Soon after, in 2678, new offshoot races of humans were created, The Sysril and Makhet.

In 2801, reptilian humanoids known as Nuilla confronted humans for the first time. Their powerful abilities resembled effects derived from potions, but were apparently completely natural. After many weeks of heated discussion, the Nuilla were allowed a position in the country/continent of Atriphas as a state. They also experimented using alchemy, revealing that many of their religious rites required an alchemical reaction.

Aside from the occasional war, much of the world is peaceful, and Alchemy makes new advances every day.

The current year is 1855. Month 4, Day 10.

Four Continents:
Atriphas: Known as the birthplace of modern alchemy, this massive grassland and jungle continent has a large mountain with a huge building on top known as Mount Huktei. Many alchemists gather there to compare formulas. The capital city of Atriphas is Gambran. The government is run via democracy. Have not had any recent wars. The current Chief of State is Olgardt Breamin

The inhabitants have lighter skin and often have slightly wavy hair. Their hair can be red, black, brown or blond. They wear clothing with short legs and sleeves, often alchemically enhanced to keep body temperature at a set amount.

Jusk: A desert continent ruled by kings, Alchemists from this region first developed firearms and explosives, as well as the Makhet. The Makhet were at first regarded as second-class citizens, but after quite a few proved their ability, they were given respect by most common citizens, although more rough people still give them a hard time. The current queen is Queen Wiankash the Second, who rules from her palace in Hijishul city.

Inhabitants usually have darker skin and very light or dark hair. They sometimes have small alchemical tattoos on their faces that shield them from a bit of the sun's heat and are considered fashion statements in some areas. Most of their clothing is loose-fitting and comes in light colors.

Gimbrad: A calm and hilly continent, the alchemy here is somewhat underdeveloped, although they created the Sysril through much effort. The inhabitants are fairly superstitious, believing that the land has small spirits watch over them. Gimbrad is ruled as a confederacy, although the term is used loosely. Most of the country's old tribal tendancies remained intact.

The people of Gimbrad are typically taller than other humans and have white, blond or strawberry blond hair. The women are just as muscular as the men, sometimes even more so. They are excellent weapon smiths and use primitive versions of alchemy to create potent poisons, which they are naturally resistant to. They dress in either heavy or light furs and leather, depending on if they are from the north or south part of the continent.

Leskra: A mostly uninhabited landmass toward the south pole of Agamon. However, the pole holds ruins from an ancient civilization said to be advanced in alchemy, and numerous veins of high-demand metals, like iron and silver. Liquid heat sticks were created just for the workers on this continent. Anyone flying a flag from another country is said to be working underneath that country's government.

The people who live here are all from other continents, but those not wearing furs will catch frostbite in around a half-hour of exposure, less at night. Many workers are missing fingers or ears due to holes in their clothing and unforgiving bosses. The few who grow up here are naturally hardy and resistant to harsh weather. You will never find a Nuilla in this region: their bodies freeze blood first if they attempt to stay for any length of time.


Races:

Human: As per his/her continent, as described above.

Makhet: A sub-human race created by exposing a Pangolin, Human, and weasel fetus to the philosopher's stone. The resulting creature has thick scales, stands around 7' on average and weighs 220 lbs. The face is weasel-like, and the creature has whiskers and small rounded ears, as well as a thick neck and a smooth body. Their arms are a bit short for their size, but have wide, sharp digging claws on their human like hands. Their feet are more designed to walk on the toes, and they have non-prehensile tails around 4 feet long. They are excellent at squeezing through tight areas and digging and climbing. They can also roll up into a ball to foil quite a few beasts and for a quick trip down a hill. They tend to be disorganized and overly honest. They have been known to make a soft humming chirp whenever they are exited or happy. Made in an attempt to make a human able to stand even hotter temperatures with ease, they also sweat below the skin, allowing it to be recycled for extra uses. They need no extra water due to sweat as a result. Most other races dislike them for their strange appearance and attitude.

Sysril: Created after surrounding the mother while she is with child with gold, silver, copper, bone, sulfur, earth, salt, and iron, and placing a shard of the Philosopher's stone on her belly. After a week of this treatment, the change will be complete. When the child is born, he will have small nubs on his forehead, from which he will grow horns stronger than steel. Their eyes are either yellow or gray, and their skin often has a tinge of either. The ears also point slightly. Otherwise they appear as other Gimbrad natives. They can identify any of the base elements their mother was surrounded with from birth with any of their senses. Many are also gifted with either the ability of battle rage or that of foresight. Both are usually unreliable, but can come in handy in desperate situations. Their blood also clots quickly to prevent them from bleeding to death.

Nuilla: These enigmatic lizard-men live in the rain forests of Atriphas. They stand about 5'6" tall and they weigh 180 lbs. Their heads are lizard-like, but their bodies down to the feet and tail are human-like, except for the short claws on their hands and the fact that they''re covered in green scales. The tail is wide and around 3 feet long, and their feet have wide clawed digits. Due to their ceremonies, they have various abilities. They have a strong sense of smell, and can climb most walls easily. They also have the ability to change their skin color to anywhere from blue to brown to black so they can blend in with the environment. Their cold blood means they only need a meal a day, and thrive in warm environs. They become sluggish and will die in the cold. Most of them wear as little clothing as possible, except for a few diplomats who dress like the other races. The other races view them warily.

Now then, alchemy will be outlined like so:

Transmutation: Changing one thing into another via the Philosopher's Stone.

Controlled Mutation: Exposure of a creature to a shard of the Philosopher's Stone in fetal stages.

Potion Brewing: Herbal alchemy used to create various effects. Often drank or rubbed on.

Healing Craft: An offshoot of potion brewing that uses specific poultices to cure a patient of his ails.

Poison Craft: Herbal alchemy specifically for poison.

Explosives: The creation of specific alchemical substances that explode.

Golem Craft: The new lead to gold, an attempt to make an unliving object become a living object. This craft is still being tested.

Metal Fusion: A skill most blacksmiths have. The skill of creating alloys.

Channeling Energy: Something an Alchemist does to help his reactions complete themselves.



Now then, at last, character sheets!

Name:
Race:
Gender:
Home: (Continent and City)
Appearance:
Skills:
Bio:
Personality:
Notes:

Try to detail them as much as you can.

Telephalsion 07-07-2007 05:50 AM

Name: Emmi Rembres
Race: Human
Age: 25
Gender: Female
Home: Gambran, capital city of Atriphas.
Appearance: Medium-short black hair, 4'10" tall, average stature, slightly tanned skin, some freckles on her cheeks, prefers to wear shades of green and brown. Usually wears a beret and a belt with a small sicle and a bag for holding herbs.
Skills: Herbal Alchemy and Potion Brewing. She has an eye for spotting usable herbs, she can with relative ease detect what herbs have been used in a specific ointment or potion.

Bio: Emmi was born in Gambran and has lived there ever since. Her parents, Barhan and Yanni, owns and are running a herbalists shop, selling various types of herbs, both common and rare, and the tools of the herbalist trade. The shop right across the street is a potion brewers shop, which they work together with, lending eachother herbs, vials and such.
Because of her parents line of work Emmi was quickly scholared in herblore, often being sent outside the city to look for herbs. She also found herself aiding their across the street neighbour, Ghomi, with his potion brewing from time to time. She lived a quiet life for the most, until she enrolled at the great University of Gambrad to further broaden her knowledge of herbalism. There she earned some small fame for her keen eye for herbs.

Personality: Emmi is a curious person, always wanting to know more about things that appear mysterious. She isn't afraid to speak her mind, but she tends to think first, lest she risks upsetting someone. She rarely gets angry, but when she does she doesn't throw a tantrum, but instead she is mroe prone to sit down and pout until someone comforts her. Even though that behaviour might come off as childish, she is no stranger to hardships, since her curiousity has more than once gotten her into trouble.

Notes: (none at the time)

Rhiya Ravenwing 07-07-2007 08:07 AM

OMFG WHAT'S THIS?! Rhiya's finally making a male character?!

Also, I wish to join this FMA spin off--- err, I mean... Alchemy parallel universe!
~~~
Name: Tizsm (pronounced Tism)
EDIT:Age: 25 /EDIT
Race: Makhet
Gender: Male
Home: Jusk

Appearance: Tizsm stands at 6’4”, smaller than the average Makhets of his kind. His scaly body is a gentle, rusty gold that are oddly-shaped compared to other Makhets, and Tizsm walks in a stooped fashion, so as not to make his height noticeable. His black beady eyes glitter with bright intelligence, and his whiskers twitch nervously now and then. Tizsm never speaks, but he does utter loud barks whenever he senses danger. His movements are very empathic, allowing for the vague ability to understand what he implies. Tizsm’s body is muscular, the unplated, smooth skin underneath the scales tinted dark yellow, darkened even more in some places by the sun. He keeps himself modest by wearing a pair of loose pants held up by a deep blue sash. The rest of his body is exposed, showing his well-formed body.

Skills:
Channeling energy – Tizsm is a natural amplifier and channeler. He carries about him an aura of amplification energy that is shed naturally off his scaly hide. His scales gather the desert heat (and essentially, heat from any environment) and essentially alter the heat to help accelerate and increase other alchemical processes. As of such, anybody in close or near his vicinity find their alchemical capabilities greatly improved. Because of this, Tizsm is a valued commodity in any alchemical researches.

Juskan Martial Training – Tizsm received a particular type of martial arts training under the tutelage of the Jusk army. The martial combat style uses the shifting sands beneath the fighter to their advantage, kicking and flinging sand at the opponent in the right places and focusing on the ability to change and flow between the opponent’s moves like grains of sand through your fingers. The Juskan sand is blistering hot, and like the sandstorms whipped up by the desert winds, so the martial arts focus on using weaponry to inflict damage in the same way, wielding a pair of bladed knuckle-dusters, or a pair of scimitars to slice away at the opponent like the hot desert sandstorms. Tizsm, trained for both army and bodyguard jobs, is versatile in both weapons, but prefers scimitars. If either are not available, Tizsm – being Makhet – is gifted with a pair of powerful spaded claws that do the trick.

Basic explosive alchemy – Tizsm has no real talent with alchemy. In fact, he’s downright ignorant of the art. However, because he had been employed by so many alchemists who utilized his natural ability to amplify alchemy, the Makhet has learnt to tell when somebody’s making something that’s dangerous or not by sight and smell. Telling the difference between explosive alchemy, however, is beyond him, and making them himself is also impossible.

Bio:
Tizsm was unfortunately born into the rougher side of the neighborhood in Jusk. At an early age, he was mistreated and as an ultimate humility, had his tongue removed through violent means at 13. When Tizsm neared maturity, it was discovered that his natural ability to amplify alchemical processes and accelerate reactions, and he became a valued companion to all alchemists, who sought to employ him as their apprentice. After a nasty incident between rival alchemists, he came under the tutelage of a veteran war hero who taught him the art of the desert martial style, in order to teach him how to defend his employers from unfriendly opponents. His inability to talk and therefore announce any kind of secrets he was privy to was a boon.
Tizsm is demanded of highly in some alchemist circles, and his pay is high, even though he doesn’t do anything but stand or sit around while the alchemists go to work. He has been able to afford some luxuries with his salaries, and is currently living a satisfactory life.

Personality: Tizsm is shy and humble, unwilling to stand tall and proud above other people. Because he is mute, Tizsm is very quiet, and prefers his body to do all the talking. It is hard to notice the Makhet, despite his ungainly height. Despite Tizsm’s size and muscular body, Tizsm is very gentle, albeit a bit clumsy, and always stands a bit awkwardly, as if not knowing what to do.

Notes: On duty, Tizsm adds a pair of sheathed scimitars tied loosely around his sash. He always carries a small sack of Juskan sand around with him.
EDIT: Tizsm's amplification ability is passive. He doesn't know how to turn it on and off.

Supernatural Counterpart: Bison!

Loki, The Fallen 07-07-2007 09:51 AM

Equivalent Title™
 
Name: Jericho Van Asgard, "Van"
Race: Human
Gender: Male
Home: Atriphas mining colony, Leskra
Appearance: Massive by human standards, Van stands at 205 centimeters, weighing 130 kilograms, all muscle. He is very well built, His skin looks dark from the years spent working in the forge, his hands and arms scared from bits of flying debris and burnt from the hot metal he worked with. Now that he is away from the forge, he keeps his red hair about shoulder length and tied back. He tends to wear some sort of metal on him at any time, be it a bracer, belt, metal hair clip or necklace, usually with alchemy array's etched into them.
Skills: Metal Fusion, Transmutation, Channeling Energy.
Bio: Van does not remember much before he was nine years old. His adopted father claims he just showed up at the forge one day, pale as a ghost and shivering. No one in the colony had seen him before, or anyone who may be related to him.
As soon as he was well enough to lift a hammer, Van helped in the forge. He seemed to have a knack for work in the smithy, melding and shaping metal with ease. Some of the local Alchemists took an interest in him and began training him in the use of Alchemy. With the manual and alchemical methods combined, Van began to eclipse his adopted father's workmanship. Eventually Van decided he wanted to learn more of alchemy, and left his home to study in Atriphas.
In Atriphas, he learned more skills that he could use in his work as a Smith, and correct applications and methods. While he learned, he paid his way by working locally. Van was always curious, and loved to learn new things, and was eager to work long hours toward making money and helping others.
Personality: Van is curious, kind and good natured. He is always smiling and joking around. He appears to not take anything seriously, even his own life. He enjoys everything about his life, the hard work, the constant learning. Of all the things he enjoys or finds amusing, he seems to like his failures the most. Whenever something doesn't quite work the way he wants, or comes out different, he laughs it off, sometimes poking fun at himself. Sometimes he doesn't even see it as a failure.
Van treats combat as a game, even lethal combat. He finds it fun to exert himself, and to use his creations to beat his opponents senseless. He tries to avoid killing, typically preferring to incapacitate his opponent and bring them in for justice.
Van has a few dreams. While he lived at the colony, on the clear, bitter cold days, he always dreamed of flying like the gulls that live near the town. Van dreams of becoming a famous smith also, but flying is his passion.
He has few things he dislikes, one of them being pessimism, another being small fragile things. His dislike of fragile things isn't really a dislike as much as it is an aversion, his immense size and strength usually lead to such item's destruction.
Notes: Well, perhaps my only note is I could just as well wait for the wild west if someone would rather play this one. But if there is more room in this one, here is my hat.

Ryu Kurai 07-07-2007 03:46 PM

Tele: Atriphas and Gimbrad are separate continents. Your background indicates that your home is Gimbrad. Change that, otherwise OK.

Rhiya: FMA... I hate you. Go perform human transmutation. Approved.

Loki: Just so you know, actual transmutation is impossible without the Philosopher's Stone, but you can still carry out basic alchemical reactions (think chemistry class). Approved.

Three spots to fill. For anyone interested, I'm beginning work on the second thread now.

musicmage4114 07-07-2007 09:42 PM

Name: Slate Albris
Race: Sysril
Gender: Male
Home: Gimbrad
Appearance: Slate's skin has a slightly black tinge to it, and his horns are black with tiny flecks of gold. They spiral upward and are about 1/2 an inch long. He is short and slender, with short red hair.
Skills:

Transmutation: Slate focuses mainly on battle transmutation. He constantly focuses on changing matter as fast as possible to aid in battle situations. He delights in engineering new and creative styles of transmutive attack.

Golem Creation: Slate has always dreamed of creating a personal servant for his defense and safety. To this end, he began studying the budding field of golem creation. He has not succeeded in creating anything to date, but is in the process of building a man-sized guardian golem that he will soon attempt to animate.

Bio: Slate has always enjoyed surprising people with his heritage, as in other lands, his horns are often met with at best, curiosity, and at worst, distrust. He has a habit of tapping or stroking them when deep in thought. As a sixteen-year-old, he took a very early interest in the art that brought about his birth, but does not wish to duplicate his creation. As a measure of protection, he dreams of creating a "shield guardian," a golem solely loyal to him for him to use as protection. He relishes battle, and is constantly honing his rapid-fire transmutations to test against new opponents. Like many others of his race, he possesses limited foresight abilities, but they have never manifested anything beyond a glimpse a few seconds into the future to avert a large explosion due to experiments.
Personality: Bubbly and playful, yet young and naive. He is knowledgeable far beyond his years, and approaches everything with a youthful, almost childish curiosity. He delights in discovery and creation, and battle to him is a mental exercise, not a life-and-death struggle.

SrixPyra 07-07-2007 11:17 PM

Name: Carrak Vlöruun

Race: Sysril

Gender: Male

Age: He is assumed to be 45 by both those who know him and even himself. However, since no one survived his birth, his true age is a lost secret...

Home: The hamlet of Tlön presumably located in Northeastern Gimbrad. He is currently wandering about the countryside of Gimbrad near another village known as Náströnd.

Appearance: Rather short for one from Gimbrad, he stands only 5 foot, 8 inches tall. He is fairly muscular, but does not look it. In fact, most would say he appears hunched, lithe, and gaunt. His unnaturally pale skin fades from white to gray towards his chest and upper legs (with white at his extremities). The horns on his forehead had once grown to be blackish steel, but he has since had them forcefully removed and flattened to about an inch. His greyish blond hair grows raggedly, and the back is kept in a small bun, while the front he lets hang free to cover the stumps of his disgraced horns. His neck and face are scarred and his left ear is torn. There is an brand on his right shoulder, but it has since been scratched out and cut over to prevent it from being read. These cuts have since healed and scarred over.

His clothes are mostly tattered and ragged. Well-worn and permanently mud-stained boots cover his feet, and his dark leather leggings are torn and mud-flecked, as well. He wears a studded leather vest, and a too-small, dark grey jacket over it. Torn leather gauntlets allow his fingers to remain out and free, and he wears a ragged green scarf to cover his mouth and protect from the biting cold of the region. It often flows free off his shoulder, but he is really content with its position and adjusts it often.

Two curved, single-bladed daggers are suspended from belts on his vest on his upper waist. The blades are well-worn, from both battle and general use, and they are chipped and slightly blunted near their hilts. A longsword is fastened to his left side at his belt. The sheath is far too long for this worn blade, for the sword had it's point broken off long before Carrak encountered it. It is a sturdy, if somewhat mundane blade, that well suits its owner's intentions. A thin wool blanket is fashioned into a sack and slung diagonally across his back, fastened tightly so that he can still maneuver. This warm blanket doubles as both extra protection from the cold and a container for his torch, flint, food, and alchemical supplies, as well as the the very minimal amount of currency he carries with him. A few jewels with questionable properties and dubious origins are also contained here.

Skills: As a being born from alchemy, he is a natural catalyst to alchemical reactions and is very adept at channeling the necessary energy for such reactions. However, he rarely if ever utilizes this power.

His alchemical nature also ensures that he is somewhat resistant to certain forms of alchemy, though not immune completely.

He once dabbled in almost all fields of alchemy, but has since abandoned his studies. By far, he is more than expertly skilled in the fields of explosives and poisons.

However, subtle intelligence along with the occasional (and necessary) brute force are his general courses of action.

He has an affinity towards iron, gold, copper, cobalt, mercury, sulfur, and silver, which he believes were the elements used in his creation. He also experiences visions which he believes are a manifestation of either foresight or visions the past. Unfortunately, not a single one has ever truly helped him in any way.

Then again, the best way to solve a conflict is to not get involved...

Bio: While many of his kind are now accepted into society (and why shouldn't they be? society created them), Carrak was one of the first to be marked as an abomination. The majority of Sysril births go without a hitch, and even in the worst case scenario, the mother may die from the poor medical care available in some of the remoter areas of Gimbrad. However, on the day Carrak was brought into the world, everyone in his village was taken out of it. Therefore, it is no longer a surprise to Carrak that no one can help him find out about his past and his origins. All he can remember is based from the day his horns were broken off. This severe beating marked the day he was abandoned on Leskra, left to die, alone. His intelligence and adaptability allowed him to survive, and here he delved into the world of alchemy. He worked as an assistant to one of the most influential and progressive of private alchemists within the barren tundra of Leskra. The alchemist had him work with everything from basic transmutations, to alchemical/technological grafts, creating golem husks, and even new experimental species creation. However, all of that experience came at a price. His master brutally beat him and forced him to take memory-supressing drugs in an effort to prevent his secrets from being leaked to rivals. In the end, his master was found decapitated in the snow a few miles from his laboratory. Carrak took the fall for this murder, but whether or not he has never revealed. He was then imprisoned on a mining chain gang for 3 years before he managed to escape. He has since taken to the roads in search of his past, his memories, and the life that was stripped from him.

Personality: Secretive, quiet and brooding, he is cold and practically unresponsive to others. He is not self-obsessed as some may think based on his outward personality. He just prefers to associate with only certain types of people. Also, he does not wish to talk to others because he may have something to hide...

Notes: Very little is what it seems with this character.


EDIT:

I had spent an hour or 3 contemplating this character, after noting the absence of Sysril characters. And just a bit before I post, what do I find but another Sysril character made right before mine... lol great

EDIT 2:

I felt like adding his clothing and equipment as well as a disclaimer on his age to his description.

Rhiya Ravenwing 07-08-2007 03:59 AM

Quote:

Originally Posted by Ryu Kurai
Rhiya: FMA... I hate you. Go perform human transmutation.

OK! Although, I feel like I've gone wrong in the formula somewhere...

Wait wait wait... let me fix it with a dash of silver...... oh dear Lord what have I done?!

Telephalsion 07-08-2007 05:07 AM

Uhm, should we make an age for our characters? Or mention who's our paralell?

Astral Harmony 07-08-2007 08:15 AM

Name: Jatalia Kalstrein
Race: Human
Gender: Female
Home: Gambran, Capital City of Atriphas Continent
Appearance: A stunningly beautiful nineteen-year old blond woman with blue eyes, standing at 5' 3" and weighing 113 lbs. Her hair is styled into a single ponytail that hangs in front of her right shoulder to waist length. Her build is voluptuous. She wears a white cotton bodysuit beneath a royal blue sleeveless robe with dual legs splits and matching pumps. A pair of simple, tan framed glasses sit upon her nose.
Skills

Healing Craft - As a house-to-house doctor, Jatalia's worked hard to produce various concoctions to cure a variety of syptoms and has been working with her clients to find out how she could always improve her craft. She's crafted numerous potions that can be imbibed or mixed with other potions to produce aerosols, both to great effect. Her cures have healed wounds, stopped stomach aches, and relieved pain and fatique.

Advanced Archery - More often than not, Jatalia has an errand boy who hunts her the materials she needs to do her job. All the other times, she goes and hunts those items herself. Trained in archery before she even became a certified doctor, Jatalia is a very accurate archer who can nail three or four out of every five moving targets on the first arrow.

Solution Appraisal - Jatalia's experiments and career as a healer have helped her learn a lot about the things around the world that eventually find themselves in potions, and she's become quite good at determining what the components of a solution are and, if she's familiar enough with them, what the solution's effects will be and how they will produce those effects.

Bio: Jatalia is one of those resident house-to-house doctors for the common people, though she has served quite a few nobles as well. Working from an easily accessed tavern since she was fourteen years old, she's spent a lot more time at the residents of her patients than she has in the tavern. With no living family that she personally knows of, Jatalia has mostly raised herself with good morals and learned the healing craft from the father of the tavern's current master, Jogan Heimsblood. Her practical skills and years of experience make her very trusted, and her smile and warm customer service have spread her name around.

Personality: Kind and empathic, Jatalia genuinely likes to care for people, even if they are the kind of people most others wouldn't even socialize with. She's optimistic and supporting, and her words of encouragement combined with her heartwarming smile seem to make her medical concoctions work even better.

Notes: Jatalia's experiments in healing craft have often spawned results that she never intended to, and hasn't reproduced since, like the time she created a powerful aphrodisiac. Jatalia may have five years under her belt, but there's always something new to discover in alchemy.


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