Post by EloHim on Aug 16, 2018 21:15:15 GMT -8
Elorit Himarius, “The Crimson Salamander”
Blood Level:2
-Appearance
Age:Body of 30 years old
Sex:Male
Physical Description:
Elorit is a tall(6’2), somewhat muscular, yet thin man. His head bears an unsorted mess of raven-black hair with a little bit of stray ash-grey hair every now and then. His right eye is blue, while left is missing, replaced by a gem. There are a few small scars on the left side of his face.
Attire:
Dressed in a long hooded coat with a jacket underneath. Some well sewn pants too. Wears a red wool scarf around his neck. Leather boots on his legs with hooks on each of them. Same is with the leather gloves.
-Biography
Quirks:
+Man...No More -25% to Stress and magical influences/attacks targeting the mind, unless the latter made by an Eldritch type enemy. In case of an Eldritch type enemy this defence would only work on a first attempt by/for an individual enemy.
+Blood Within +50% resistance to Bleed effect. Should effect be inflicted it will be removed within the next two rounds of combat.
+ A Tinge of Red +20% to perception in the dim light and +10% to attempts at seeing in the dark
- Weak Bones - Bludgeoning damage is +20% stronger against Elorit
- Spend Thyself - the more blood magic Salamander uses, the weaker he becomes physically. Penalties to actions requiring feats of dexterity and strength are +10% for every spell used without consumption of blood.
- Light-sensitive - Bright light causes a stun and a measure of stress damage(unaffected by modifyers previous quirks).
Backstory Synopsis:
In the past - an alchemist, traveling in order to attain mastery over his craft. He came to the Hamlet with an ancient letter addressed to his father. Now - an otherworldly being inhabiting the gem embedded in the eye of a soulless body.
Full Backstory:
The memory within the Red was torn to shreds and reassembled...here is what remained.
Alchemist, hereditary.
Mother - nurse in the hospital owned by a church. Father - master alchemist, working under the guise of herbalist, owned a shop. Elorit chose the way of an alchemist like those in his family usually did. After losing his mother to sickness, he fully committed to improving in his chosen craft. Few years after working together, his father saw him as a worthy successor and after giving his his blessing to seek the title of master, he willingly committed suicide by poisoning himself. After selling off the property, Elorit traveled half the world by foot, horse, ship and cart as a part of his training.
He carried a book, the name of which has been now forgotten. Its content never will be, as long as Elorit is in the world of the living.
Gorhon was the first real challenge for him. A city of stone and wood placed in the middle of an endless Steppe, shrouded in fog, its air filled with the smell of blood and herbs.
Upon Elorit’s arrival, or some say a few days before...or maybe after… the city was hit by a plague that swallowed entire districts in a day, consuming lives by hundreds. As one could imagine this place didn't have a lot of medics fit to combat it. Elorit chose to fight it, despite many opportunities to leave provided to him. Twelve days he along with other chosen few fought against the sickness, whilst trying to find its root and cause.
The fight was successful, even though the town lost three quarters of its population. The cause was eliminated and the gratitude of the City stands eternal to this day.
After a good deal of traveling, Elorit stumbled upon the Hamlet...and everything that happened there...changed him for the rest of his life.
That's how the story goes, at least.
Misc. Notes: (Special items, notable scars, scents, how they walk, or talk, etc.)
He wears a small piece of Damascus steel on the leather string - Salamander wears it as a necklace. It is now the only physical thing left from his past. An heirloom...and a target.
Determination...without Compromise - Where others might get scared for their life and run, he would stand and fight. The Red grants a new perspective that makes Salamander more rational and detached from the fears that might affect his party.
But...He will partake in acts that most would consider amoral and repugnant. Grave-robbery, consumption of flesh and blood(human and...other…)...the list will go on. If there is a chance that those acts will save their lives in the end, he would not give a single damn about the party's opinion of him.
-Skills & Equipment
Weapons:
Curved kukri-like blade
A rusty dagger
Armor:
Red bloodied wool scarf.
A simple leather coat.
Leather gloves with two hooks on each palm.
Boots with a hook on each boot.
Other gear:
Leather Gloves with studded knuckles
Strengths:
+Salamander has access to the Realm of Red, in which he can store REAL TANGIBLE items from his person, safely into this plane to be retrieved upon leaving. The entrance requires Salamander to willingly cut himself off from the material plane, leaving the body to work only on the most base level (heartbeat,breathing).
+Salamander’s container is more resistant to wounds inflicted upon his limbs.
+Wounds which bleed shall clot rapidly, increasing one's resistance to and recovery from bleeding ailments.
+ Given a full Night's rest, most cut and bruise oriented wounds will heal, unless otherwise proclaimed (By DM or otherwise)
Weaknesses:
The Blood Ruby constantly consumes blood from the container.
The inhabited container is not immune to sickness and disease, only the gem is.
[Abilities]
Crimson Bargain
Vermilion Vivisection
“WICKED WILD VENGEFUL IRE, LOOSE THY SHACKLES, SLAY THEM ALL”
Blood Level:2
-Appearance
Age:Body of 30 years old
Sex:Male
Physical Description:
Elorit is a tall(6’2), somewhat muscular, yet thin man. His head bears an unsorted mess of raven-black hair with a little bit of stray ash-grey hair every now and then. His right eye is blue, while left is missing, replaced by a gem. There are a few small scars on the left side of his face.
Attire:
Dressed in a long hooded coat with a jacket underneath. Some well sewn pants too. Wears a red wool scarf around his neck. Leather boots on his legs with hooks on each of them. Same is with the leather gloves.
-Biography
Quirks:
+Man...No More -25% to Stress and magical influences/attacks targeting the mind, unless the latter made by an Eldritch type enemy. In case of an Eldritch type enemy this defence would only work on a first attempt by/for an individual enemy.
+Blood Within +50% resistance to Bleed effect. Should effect be inflicted it will be removed within the next two rounds of combat.
+ A Tinge of Red +20% to perception in the dim light and +10% to attempts at seeing in the dark
- Weak Bones - Bludgeoning damage is +20% stronger against Elorit
- Spend Thyself - the more blood magic Salamander uses, the weaker he becomes physically. Penalties to actions requiring feats of dexterity and strength are +10% for every spell used without consumption of blood.
- Light-sensitive - Bright light causes a stun and a measure of stress damage(unaffected by modifyers previous quirks).
Backstory Synopsis:
In the past - an alchemist, traveling in order to attain mastery over his craft. He came to the Hamlet with an ancient letter addressed to his father. Now - an otherworldly being inhabiting the gem embedded in the eye of a soulless body.
Full Backstory:
The memory within the Red was torn to shreds and reassembled...here is what remained.
Alchemist, hereditary.
Mother - nurse in the hospital owned by a church. Father - master alchemist, working under the guise of herbalist, owned a shop. Elorit chose the way of an alchemist like those in his family usually did. After losing his mother to sickness, he fully committed to improving in his chosen craft. Few years after working together, his father saw him as a worthy successor and after giving his his blessing to seek the title of master, he willingly committed suicide by poisoning himself. After selling off the property, Elorit traveled half the world by foot, horse, ship and cart as a part of his training.
He carried a book, the name of which has been now forgotten. Its content never will be, as long as Elorit is in the world of the living.
Gorhon was the first real challenge for him. A city of stone and wood placed in the middle of an endless Steppe, shrouded in fog, its air filled with the smell of blood and herbs.
Upon Elorit’s arrival, or some say a few days before...or maybe after… the city was hit by a plague that swallowed entire districts in a day, consuming lives by hundreds. As one could imagine this place didn't have a lot of medics fit to combat it. Elorit chose to fight it, despite many opportunities to leave provided to him. Twelve days he along with other chosen few fought against the sickness, whilst trying to find its root and cause.
The fight was successful, even though the town lost three quarters of its population. The cause was eliminated and the gratitude of the City stands eternal to this day.
After a good deal of traveling, Elorit stumbled upon the Hamlet...and everything that happened there...changed him for the rest of his life.
That's how the story goes, at least.
Misc. Notes: (Special items, notable scars, scents, how they walk, or talk, etc.)
He wears a small piece of Damascus steel on the leather string - Salamander wears it as a necklace. It is now the only physical thing left from his past. An heirloom...and a target.
Determination...without Compromise - Where others might get scared for their life and run, he would stand and fight. The Red grants a new perspective that makes Salamander more rational and detached from the fears that might affect his party.
But...He will partake in acts that most would consider amoral and repugnant. Grave-robbery, consumption of flesh and blood(human and...other…)...the list will go on. If there is a chance that those acts will save their lives in the end, he would not give a single damn about the party's opinion of him.
-Skills & Equipment
Weapons:
Curved kukri-like blade
A rusty dagger
Armor:
Red bloodied wool scarf.
A simple leather coat.
Leather gloves with two hooks on each palm.
Boots with a hook on each boot.
Other gear:
Leather Gloves with studded knuckles
Strengths:
+Salamander has access to the Realm of Red, in which he can store REAL TANGIBLE items from his person, safely into this plane to be retrieved upon leaving. The entrance requires Salamander to willingly cut himself off from the material plane, leaving the body to work only on the most base level (heartbeat,breathing).
+Salamander’s container is more resistant to wounds inflicted upon his limbs.
+Wounds which bleed shall clot rapidly, increasing one's resistance to and recovery from bleeding ailments.
+ Given a full Night's rest, most cut and bruise oriented wounds will heal, unless otherwise proclaimed (By DM or otherwise)
Weaknesses:
The Blood Ruby constantly consumes blood from the container.
The inhabited container is not immune to sickness and disease, only the gem is.
[Abilities]
Crimson Bargain
During his turn, Salamander can dispense his own blood to close wounds of one ally, removing [Bleeding] status. Salamander loses the 1d?(size of dice equal to the dice of healing) of hp, unless(!!!) he was wounded(cut or stabbed or otherwise has an opening allowing him open access to his own blood) in the same round of combat.(as wounds shall clot upon next round due to the benefits granted by Blood Ruby)
Vermilion Vivisection
“WICKED WILD VENGEFUL IRE, LOOSE THY SHACKLES, SLAY THEM ALL”
From Salamander's wrist he can quickly cast out many small but piercing ropes of blood at bullet-speed that liquify after striking their targets. Sacrifice a small/singular portion of health deal small damage to all targets in a 90 degree cone from the palm.
Targets must be identified before casting(seen visually).
The ropes act like a garrote wire of blood, each seeking(does not require any roll to hit) one target in the cone. The amount of ropes is equal to the amount of enemies in the cone. The damage is d1. Level ups may increase the size of the attack dice by 1.
Targets must be identified before casting(seen visually).
The ropes act like a garrote wire of blood, each seeking(does not require any roll to hit) one target in the cone. The amount of ropes is equal to the amount of enemies in the cone. The damage is d1. Level ups may increase the size of the attack dice by 1.