Apocalypse -> RE: ~*Getting To Know You*~ (It Lives Once Again) (10/10/2015 18:11:02)
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I think this may be a bit of fun. Name: Nilburke of Gulhorn Age: 39 Race: Goblin Class: Alchemist Appearance/Clothing: Height: 3'11'' Weight: 87 lbs Head/Face: Nilburke has no hair to speak of but instead has a coloration of bronze hide with a wrinkled ridge covering the top, back, and sides of his head. It is thicker than the rest of his hide and can give the illusion he is wearing a leather helm. However, this is all natural skin that provides some extra protection for his brain. The schlera of his eyes are a deep maroon rather than white, and the irises are a dull gold. His nose is crooked from being broken a few too many times and is long from unfortunate breeding. His rounded chin juts out below his thin lips with his sharp teeth. His ears are almost as long as his head and pointed. Body: His hide is the dull green of a crocodile or frogzard or other reptilian of your choice. Darker splotches of hunter green are scattered across his chest, arms, and legs. Skin and bones for the most part, though he looks a step or two from starving, but only that. He has five fingers and toes like more common races, but they end in sickly yellow nails with sharp points. One would call them claws had they been longer, but they still fall within the normalcy range of someone his size even if they are longer than most. Clothing: He wears a cherry-red, sleeveless tunic fitted with many pockets inside and out. Trousers are similar in pocket-design though are tawny in color. Nilburke wears no shoes but does have hickory, fingerless gloves that reach halfway up his forearms. Skills: As an alchemist, Nilburke is well-read and rather knowledgeable about a myriad of subjects and events. He is not an expert in anything but alchemy but may come across as so to those without adequate knowledge on the subject. His expertise lies in chemicals and their interactions with one another. Crafting potions is his specialty, though the majority of his are more beneficial as a projectile. He has a high knowledge of fauna and flora properties beneficial in the art of alchemy. Natural Abilities: Goblins, by nature, are notorious for being crafty creatures. They often can climb before they can walk and can step as quiet as cats when they run. They have surprising stamina when it comes to tests of endurance, and are quite wily. Catching one is difficult not because of their speed but their dexterity. Magic/Spells: Realization: A small and rather passive ability. Any alchemist worth their salt has this to a degree. When working with ingredients, Nilburke can draw out the latent magical potency within them. This, in turn, increases the potency of the concoction he is making. Using the same ingredients, a person making a Combustor would only set fire to a table while Nilburke's would set the whole room ablaze. Parrallel Alchemy: The transformation of one substance into any other one is complete nonsense, according to the the written word of Arvold the Ascendant. However, it is possible for a skilled alchemist to transition one substance into a similar one. For example, one poisonous type of berry may be transformed into another. The more skilled the alchemist, the greater the difference can be. Nilburke has an average grasp of this ability, allowing him to turn one poisonous berry into another if the effects of the poison are similar in potency and symptoms. If given a full day to perform Parallel Alchemy, Nilburke could transform a couple stone's worth of materials. Weapons: At any time, Nilburke carries nine vials of concoctions at the ready, all of which use alcohol as a main ingredient. Combustors: Uses a plant of fiery influence with a couple with soothing qualities. As the name suggests, it creates an explosion of flames. It carries just enough concussive force to knock the average individual down and enough firepower to light a small bedroom on fire. After the initial burst, the flames need to feed on natural resources to be maintained. Four of these vials are dedicated to this. Tanglers: Requires seven seeds of the plant to be grown along with fertilizer. When released, the seeds spurt forth and grow to full size within a matter of seconds. They will grow around and over anything in their path. Perfect for temporarily trapping an enemy. Due to their rapid growth, they will wither and die within the half-hour. Does not work with tree seeds or anything over eight feet tall at full height. Carries three fitted with rosebush seeds. Clouders: Only requires a plant carrying a nasty stench. Creates a dense cloud of a disgusting odor, stinging any orifice they enter and causing general discomfort. Used to disburse crowds and pursuers. Two vials are dedicated to these at all times. In addition to these vials, Nilburke wears a meteor hammer around his waist. His skill with it is questionable, but usually gets the job done. The definition of "job done" is typically something along the lines "bash people and things until they leave Nilburke alone". Possessions: He carries a large burlap sack on his back filled with bottles of pure alcohol for concoction creation along with ingredients to create one additional vial of each of his three main ones. Also has additional vials for such creation as well as a few soothing creams for general injuries and fruit he as picked along the way. He carries a water-skin and a small purse of curious gemstones that are worth a small fortune.
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