Post by Khaster on May 23, 2006 22:09:15 GMT -5
Name: Khaster
Occupation: Apprentice
Nationality: Former Eastern Germany
Age: 37
Appearance:
Khaster stands just over six feet tall, with raven hair and dark blue eyes. He wears sombre clothing, often as dark as his hair, in a variety of styles. He often wears robes that are too large in at least one manner, giving him an often awkward appearance. His eyebrows are thick and wide, hovering above cold, unforgiving eyes. His facial features are sharp and harsh, his expressions often making him appear either insane or crazed. He never combs his hair, preferring to let it do whatever it pleases. Upon his right hand is set a gold band, with ancient words etched into its surface. It reads, in the ancient script, "Shattered dreams, lost love, prolonged mourning, mental inability, slavish desires... To these I hold you."
Personality:
Khaster often exhibits contradictory personalities. At one moment, he is passive to the point of being apathetic. At another, he is wrathful and willful. He embraces his contradictory elements, loving the response he often receives from guests and friends. His more sombre aspect adores alcohol and abuses drugs, while his wrathful aspect loathes them. He often uses drugs and alcohol to dull the pain of loss, whether real or imagined. His alcohol abuse is far more profound than anything else, but his love of alchemy often leads to him creating new drugs -- and experimenting.
His constant experimentation with things that wouldn't be safe under any circumstances has altered his mind and his perceptions. At one point, he would have preferred to let others lead the way. Now, fortified by yet another of his illegal brews, he charges headlong into combat. He often finds himself unable to function without something to get him going. He hates himself for his faults, but embraces them, forcing himself to accept that he's too weak to let go.
History:
Khaster was born into a wealthy German family that had all but been destroyed by the Second World War. His father was an alcoholic, his mother so high on pills that she could barely talk, and his family was often plagued by epilepsy and other mental ailments. Surprisingly, Khaster avoided these, but the fear of them haunts him to this day.
Style: Illusion*, Alchemy
Illusion magic is the art of creating or altering perception, and is often limited to affecting just the mind. Depending on how well crafted the illusions are, they can very realistic affects. Alchemy and Illusion schools overlap when it comes to potions of the sort -- both tend to claim that territory.
Illusion magic is often used by mages who adore freedom and the ability to make choices. Due to the nature of the spells, it is difficult to attack a foe directly, which is why melee weapons are often employed, or an ally waits until the most opportune time to intervene.
Alchemy is the art of creating potions that range from poisons to remedies. Or potions that blow things up. Alchemists are often viewed as crackpots who know nothing of the real world, who sit in their rooms and function as pseudo-philosophers. The idea of turning lead into gold was never truly thought possible by any of the skilled alchemists, who shunned those who thought it possible. Alchemy often played a key role in Astronomy, where some alchemists saw the planets as being representations of metals and elements. The Earth is earth, Mercury is fire, Neptune is water, and Venus is air. The other planets are seen as being related to metals, rather than elements.
* = Illusion is primarily used because it suits my character. Most of the "spells" are based around alchemy.
Strengths:
What little Khaster can do, he can do adeptly. Whether it's brewing a potion or making someone think their mother is calling for them, he's good at what he does. Having been conscripted into the Red Army shortly before it collapsed, he also has a firm understanding of firearms and their employment. He is currently experimenting with the idea of elemental bullets.
Weaknesses:
Khaster is an angry, narrow-minded, and sometimes unstable fool. He often lacks subtlety in just about every aspect of his life, preferring to devote his time and energy to being brutally honest. He considers it faster.
Spell List:
Alchemy
Etropia's Curse: Etropia is a drug harvested above the treeline in the Austrian Alps, and is nearly impossible to find. When used, it expands the perceptions, fighting off any intoxication wrought by alcohol for a period of time. The drug remains a favorite of Khaster, which has far more potent powers than the spell he designed after it. He mostly uses the spell in alchemy, when he desires to create a potion similar to one with the drug present. Too much Etropia has been known to cause the user to go insane, or tear out his/her eyes in an effort to avoid seeing the 'shadows.'
Aqua Vitae: A direct Latin translation of "Water of Life," or Brandy, the spell is more of a recipe that Khaster designed to avoid paying for his alcoholic habits. It ranges in potency, from weak to overwhelming. It has very real properties, and can kill if used in excess.
Sanctify: Hangovers aren't pleasant. This little potion is designed to fight them off, though it isn't always effective.
Sanguine: This potion sends the user's adrenal glands into overdrive, increases the heart rate, and cripples the ability to think critically. It reduces the user to a feral state of mind designed purely for fighting.
Holy War: This potion functions in a matter similar to Sanguine, but focuses on enhancing perceptions rather than strength. The only downside to the potion is that many people think God is speaking to them when they hear something they can't explain.
Wrath: Simply titled, this potion is designed to explode, sending sharp fragments of glass and metal in every direction. In addition to that, the core of the explosion is alight with burning flame, resulting in harsh injuries to anyone foolish enough to stand near it. The explosion is surprisingly large, considering the size of the vial, but rarely exceeds 10 meters in size.
Judgement: A potion that heals moderate wounds, and dulls pain, but tends to be useless with major wounds. It is virtually incapable of repairing any damage done to organs, and is completely useless against psychological damage.
Auferstanden aus Ruinen: This potion obtained its name from the Eastern German anthem. Much like the song, the potion is designed to rally a person's spirit, and fill them with courage and desire to act. It fortifies the will better than any liquor.
Pyromaniac's Dream: As the name suggests, the potion burns things. It functions like napalm -- it will cling to a target and burn it completely. When used properly, it can make an unsuspecting person go up like a box of dry tinder. However, the potion cannot be carried in anything larger than a test tube, as it is unstable. It is also limited in what it burns -- it doesn't burn metal, for instance.
Window Breaker: This potion, oddly enough, has nothing to do with its name. The liquid contained in it, when exposed to open air, quickly turns into a solid resembling ice. It was perfectly stable until exposed to the open air. The vial it is in is easily identified, as it is incredibly cold. It covers an area approximately 5 meters long and wide.
Lockheart's Desire: A potion invented by an insomniac. The potion is a sleed aid, and puts the user into a sleep so deep it is often hard to get out of.
Shock and Awe: This potion functions much like Wrath, but is electrically charged and encompasses a much smaller area. It is incredibly potent, and easily short-circuits almost anything electronic.
Death's Clasp: This potion exhudes a cloud of darkness that drowns out all light inside of it. It makes it virtually impossible to see. It often fills the entire room, though, because it is smoke-based, can be whisked away by a mere fan.
Acidic Ruin: This potion is designed to be poured into locks to burn through the locking mechanism, enabling even an idiot to break into a locked room. The vial contains very little acid, much of which evaporates upon contact with air, and can't break through silver.
Living on a Prayer: For some reason, named after the song by Bon Jovi. This potion is the polar opposite of Death's Clasp, exhuding a brilliant light that negates spells that function similar to Death's Clasp.
Alchemy, of course, is not limited to these potions. There would be poisions and remedies for the poisons, minor versions of the ones listed above, etc. In order to avoid an even longer post, I'll omit them, but don't simply assume they don't exist.
Weapons:
Telkontar: A silver-plated pistol, designed by H&K, made custom for a Russian officer who was slain during the fall of the Berlin Wall. It is chambered to fire .357 rounds with armor piercing qualities. It was enchanted by Khaster's friend, guaranteeing that the gun would be suitable for any crazy experiments Khaster opted to use it for.
Items:
Seeker Ring: The ring worn upon his finger. It has no real value beyond its sentimental or market value.
Strength: 10
Dexterity: 7
Endurance: 13
Intelligence: 18
Wisdom: 7
Energy: 10
Notes: I believe that's everything. I imagine I forgot something, however... Bah, records.
Record
Fights:
Wins:
Loses:
Ties:
Fight EXP:
Class EXP:
Mission/Event EXP:
Total EXP:
Occupation: Apprentice
Nationality: Former Eastern Germany
Age: 37
Appearance:
Khaster stands just over six feet tall, with raven hair and dark blue eyes. He wears sombre clothing, often as dark as his hair, in a variety of styles. He often wears robes that are too large in at least one manner, giving him an often awkward appearance. His eyebrows are thick and wide, hovering above cold, unforgiving eyes. His facial features are sharp and harsh, his expressions often making him appear either insane or crazed. He never combs his hair, preferring to let it do whatever it pleases. Upon his right hand is set a gold band, with ancient words etched into its surface. It reads, in the ancient script, "Shattered dreams, lost love, prolonged mourning, mental inability, slavish desires... To these I hold you."
Personality:
Khaster often exhibits contradictory personalities. At one moment, he is passive to the point of being apathetic. At another, he is wrathful and willful. He embraces his contradictory elements, loving the response he often receives from guests and friends. His more sombre aspect adores alcohol and abuses drugs, while his wrathful aspect loathes them. He often uses drugs and alcohol to dull the pain of loss, whether real or imagined. His alcohol abuse is far more profound than anything else, but his love of alchemy often leads to him creating new drugs -- and experimenting.
His constant experimentation with things that wouldn't be safe under any circumstances has altered his mind and his perceptions. At one point, he would have preferred to let others lead the way. Now, fortified by yet another of his illegal brews, he charges headlong into combat. He often finds himself unable to function without something to get him going. He hates himself for his faults, but embraces them, forcing himself to accept that he's too weak to let go.
History:
Khaster was born into a wealthy German family that had all but been destroyed by the Second World War. His father was an alcoholic, his mother so high on pills that she could barely talk, and his family was often plagued by epilepsy and other mental ailments. Surprisingly, Khaster avoided these, but the fear of them haunts him to this day.
Style: Illusion*, Alchemy
Illusion magic is the art of creating or altering perception, and is often limited to affecting just the mind. Depending on how well crafted the illusions are, they can very realistic affects. Alchemy and Illusion schools overlap when it comes to potions of the sort -- both tend to claim that territory.
Illusion magic is often used by mages who adore freedom and the ability to make choices. Due to the nature of the spells, it is difficult to attack a foe directly, which is why melee weapons are often employed, or an ally waits until the most opportune time to intervene.
Alchemy is the art of creating potions that range from poisons to remedies. Or potions that blow things up. Alchemists are often viewed as crackpots who know nothing of the real world, who sit in their rooms and function as pseudo-philosophers. The idea of turning lead into gold was never truly thought possible by any of the skilled alchemists, who shunned those who thought it possible. Alchemy often played a key role in Astronomy, where some alchemists saw the planets as being representations of metals and elements. The Earth is earth, Mercury is fire, Neptune is water, and Venus is air. The other planets are seen as being related to metals, rather than elements.
* = Illusion is primarily used because it suits my character. Most of the "spells" are based around alchemy.
Strengths:
What little Khaster can do, he can do adeptly. Whether it's brewing a potion or making someone think their mother is calling for them, he's good at what he does. Having been conscripted into the Red Army shortly before it collapsed, he also has a firm understanding of firearms and their employment. He is currently experimenting with the idea of elemental bullets.
Weaknesses:
Khaster is an angry, narrow-minded, and sometimes unstable fool. He often lacks subtlety in just about every aspect of his life, preferring to devote his time and energy to being brutally honest. He considers it faster.
Spell List:
Alchemy
Etropia's Curse: Etropia is a drug harvested above the treeline in the Austrian Alps, and is nearly impossible to find. When used, it expands the perceptions, fighting off any intoxication wrought by alcohol for a period of time. The drug remains a favorite of Khaster, which has far more potent powers than the spell he designed after it. He mostly uses the spell in alchemy, when he desires to create a potion similar to one with the drug present. Too much Etropia has been known to cause the user to go insane, or tear out his/her eyes in an effort to avoid seeing the 'shadows.'
Aqua Vitae: A direct Latin translation of "Water of Life," or Brandy, the spell is more of a recipe that Khaster designed to avoid paying for his alcoholic habits. It ranges in potency, from weak to overwhelming. It has very real properties, and can kill if used in excess.
Sanctify: Hangovers aren't pleasant. This little potion is designed to fight them off, though it isn't always effective.
Sanguine: This potion sends the user's adrenal glands into overdrive, increases the heart rate, and cripples the ability to think critically. It reduces the user to a feral state of mind designed purely for fighting.
Holy War: This potion functions in a matter similar to Sanguine, but focuses on enhancing perceptions rather than strength. The only downside to the potion is that many people think God is speaking to them when they hear something they can't explain.
Wrath: Simply titled, this potion is designed to explode, sending sharp fragments of glass and metal in every direction. In addition to that, the core of the explosion is alight with burning flame, resulting in harsh injuries to anyone foolish enough to stand near it. The explosion is surprisingly large, considering the size of the vial, but rarely exceeds 10 meters in size.
Judgement: A potion that heals moderate wounds, and dulls pain, but tends to be useless with major wounds. It is virtually incapable of repairing any damage done to organs, and is completely useless against psychological damage.
Auferstanden aus Ruinen: This potion obtained its name from the Eastern German anthem. Much like the song, the potion is designed to rally a person's spirit, and fill them with courage and desire to act. It fortifies the will better than any liquor.
Pyromaniac's Dream: As the name suggests, the potion burns things. It functions like napalm -- it will cling to a target and burn it completely. When used properly, it can make an unsuspecting person go up like a box of dry tinder. However, the potion cannot be carried in anything larger than a test tube, as it is unstable. It is also limited in what it burns -- it doesn't burn metal, for instance.
Window Breaker: This potion, oddly enough, has nothing to do with its name. The liquid contained in it, when exposed to open air, quickly turns into a solid resembling ice. It was perfectly stable until exposed to the open air. The vial it is in is easily identified, as it is incredibly cold. It covers an area approximately 5 meters long and wide.
Lockheart's Desire: A potion invented by an insomniac. The potion is a sleed aid, and puts the user into a sleep so deep it is often hard to get out of.
Shock and Awe: This potion functions much like Wrath, but is electrically charged and encompasses a much smaller area. It is incredibly potent, and easily short-circuits almost anything electronic.
Death's Clasp: This potion exhudes a cloud of darkness that drowns out all light inside of it. It makes it virtually impossible to see. It often fills the entire room, though, because it is smoke-based, can be whisked away by a mere fan.
Acidic Ruin: This potion is designed to be poured into locks to burn through the locking mechanism, enabling even an idiot to break into a locked room. The vial contains very little acid, much of which evaporates upon contact with air, and can't break through silver.
Living on a Prayer: For some reason, named after the song by Bon Jovi. This potion is the polar opposite of Death's Clasp, exhuding a brilliant light that negates spells that function similar to Death's Clasp.
Alchemy, of course, is not limited to these potions. There would be poisions and remedies for the poisons, minor versions of the ones listed above, etc. In order to avoid an even longer post, I'll omit them, but don't simply assume they don't exist.
Weapons:
Telkontar: A silver-plated pistol, designed by H&K, made custom for a Russian officer who was slain during the fall of the Berlin Wall. It is chambered to fire .357 rounds with armor piercing qualities. It was enchanted by Khaster's friend, guaranteeing that the gun would be suitable for any crazy experiments Khaster opted to use it for.
Items:
Seeker Ring: The ring worn upon his finger. It has no real value beyond its sentimental or market value.
Strength: 10
Dexterity: 7
Endurance: 13
Intelligence: 18
Wisdom: 7
Energy: 10
Notes: I believe that's everything. I imagine I forgot something, however... Bah, records.
Record
Fights:
Wins:
Loses:
Ties:
Fight EXP:
Class EXP:
Mission/Event EXP:
Total EXP: