[Verified by Chameleon] Vick

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Vick

Postby Vick on September 27th, 2010, 11:47 pm

Vick

Image


General Information
Full Name: Vick
Race: Nuit
Birthday: 23rd Spring 310 AV
Age: 207
Gender: Male
Height: 4'5 (Varies with body)
Weight: 50lbs
Profession: Wizard
Current Location: Alvadas

Fluent: Ancient Tongue - ”…I grew up around the ancient tongue. Anyone would be Fluent if they were…”
Basic: Common – ”…I have a great memory. I remember the common tongue from my life before I was a Nuit…”


Physical

Vick stands around 4'5 with murky pale blue eyes. Dark blue lips cracked with black remains of blood. His short black hair is messy like most kids. If one were to see Vick without a robe they would see that his thin frame looked underfed as his skin would cling to his unmoving chest and ribs. His finger nails would be dark blue almost like death if you were to look closely.

Personality
Vick is insane. A lot of people would say that if they met him along with other words such as creepy and crazy.

Yet Vick can be al or none of the things that people said about him. He was turned from a simple eight year old child into a nuit. His life was taken away from him as he was sent to Sahova to study the magic. It was a trick in the end but a promise and lie of power made him give it all up.

His life. His dreams. His family. For once his family saw that he was just a walking corpse they wanted to kill him on sight. So he had to flee. The island took him and molded him over time.

Vick takes children bodies even if he is far past a child in terms of age. He seeks to use male children bodies due to he wants to keep a grip over his life before it was taken away from him.

When it comes to Vick and his work he does take it very seriously. He will make sure he plans and researches everything he needs before hand.

While Vick is around other people he tends to skip, jump and sings/hums around them like a little child.

When is he alone however he does not move much if at all unless he has to work.

Vick enjoys games yet the games he enjoys are the type that cause harm to others. He has no care of his own body for he can switch it out so overtime this has caused him not to care about other bodies due to the life of nuits. Torture is one of the things he will do or watch on another or even killing to make his point.

Vick does suffer from mood swings. This can be due to the fact he was turned too early as a human, from magic, or even just from his life style. His mood swings can differ depending what is going on but they take a point for anger when he is told No as he still can't stand being told no.

This has only grown as he has moved up in the ranks of Sahova. As a Master of his craft he is not told often only dealing with figures equal him in status.

History

Eight years of age passed as Vick grew in a human home in a semi normal family. They gave him the needed things in life yet he always wanted something more. When he was six his parents wanted him to know more in light so they gave him art lessons in drawing then told him how to work on his organization skills with meditation as a side job.

At the age of eight years he found a old lady that lived near him yet she taught him three things that his parents did not teach him. Auristics, Philtering and Malediction. That changed his life for the better or for worst as he talked with her more and learned she was a Nuit and not a human. When he voiced his tastes for wanting to learn more she told him no but she did offer him something that he could learn. She gave him the life of a Nuit and told him to flee his family for they would kill him.

So he did. Yet as he was home getting his toys his father found him. The look he gave his child was the look of death as he walked out of the room before his old sister came and told him he had to run and never to return. She pushed a brown leather pack in his arms and made him run under the heavy weight of the pack which he saw only had one item. Gold Miza.

It took him a day to find the old lady once more but she told him just to take a boat to a island called Sahova and let them take care of him as she handed one a bottle of white fluid before sending him on his way.





Equipment and Possesions

 
Possesions
White tunic shirt
brown cotton pants
Black boots
Brown leather belt
1 bottle embalming fluid
Brown leather pack
Box of basic craving tools (Not new, semi old but working order)
Malediction necklace - Early Summer 310 av



Table of contents:


Last edited by Vick on December 7th, 2017, 3:48 am, edited 48 times in total.
Image
Credit goes to Ferrin Al'Mandrikan
User avatar
Vick
Master Maledictor
 
Posts: 414
Words: 355163
Joined roleplay: September 27th, 2010, 11:44 pm
Race: Nuit
Character sheet
Storyteller secrets
Scrapbook
Journal
Plotnotes
Medals: 3
Featured Thread (1) Overlored (1)
Donor (1)

Vick's Lores and skill history

Postby Vick on October 1st, 2010, 8:20 pm

Image
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Starting package:
Lore of the races in Mizahar
Lore of anatomy of races in Mizahar
Embalming 10RB
Philtering 5SP
Auristics 10SP
Drawing 5SP
Meditation 5SP
Carving 5SP
Malediction 15SP
Organisation 5SP



Learning is the first step
Lore of introspection
Lore of Sahova's Library
Lore of Master Boss Rubik
Lore of the soul and its layers
Lore of learning another language
Lore of improving how to read
Lore of a rabbit's anatomy
Lore of carefully making a circle
Lore of carving soft bones
Lore of maledicting a rabbit's skull

Writing 2
Research 4
Organization 2
Meditation 2
Malediction 4

Books books and more books
Lore of the basics of Magic
Lore of the three branches of magic
Lore of the different kinds of magic
Lore of the laws of Djed
Lore of Antimagic
Lore of Sahova's history (partial)
Lore of working alone
Lore of Master Rose
Lore of Palsa Hydrasa
Lore of Glassbeaks (partial)
Lore of carving circles
Lore of the relativity of time
Lore of Maledicting Glassbeak bones

Research 3
Writing 2
Philosophy 1
Auristics 3
Malediction 4
Carving 2

A need and time
Lore of the Basics of Glyphing
Lore of the Basics of Magecrafting
Lore of using Auristics to augment other magical skills
Lore of Drawing Runes
Lore of Making a Sigil
Lore of Focusing own Djed
Lore of Working Endlessly
Lore of Master Varubicht
Lore of Master Unknown Name (partial)
Lore of Areesa Tallshare (partial)
Lore of Being a Wizard's Apprentice
Calculating the costs of Magecrafted items

Research 1
Drawing 2
Glyphing 2
Auristics 3
Magecrafting 2

A lesson learned
Lore of being driven like a slave
Lore of runes for weapons
Lore of 99% perspiration 1% inspiration
Lore of improving a weapon using magic
Lore of the Anvil of Souls (partial)
Lore of the Zariath (partial)
Lore of enhancing performance by using tools
Lore of failing to magecraft an item
Lore of addressing minor wounds
Lore of using carving versus painting
Lore of color palettes
Lore of drawing a story within a magic circle
Lore of product testing

Painting 3
Drawing 3
Auristics 4
Glyphing 3
Magecrafting 2
Malediction 4
Surgery 1
Philosophy

Pushing the limits
Lore of Maledicting a Snake's Body
Lore of Maledicting a Jamoura's tongue
Lore of telling a story using Malediction circles
Lore of painting and carving into flesh
Lore of searing flesh
Lore of carelessness
Lore of minor Malediction acccidents
Lore of reliving another's pain
Lore of getting a hand smashed with a hammer
Lore of tattooing
Lore of minor putrefaction
Lore of soliloquy

Malediction 5
Painting 2
Auristics 2
Carving 1
Surgery 1
Intelligence 1
Philosophy 2

Mending the broken shell
Lore of being hypnotized to temporary sanity
Lore of hurting because of soliloquy
Lore of learning from a book
Lore of Sahovan fauna
Lore of what emptiness means
Lore of Maledicting a human hand
Lore of human hand anatomy
Lore of opening a Void portal
Lore of intense focus
Lore of manipulating a Void portal

Philosophy 1
Meditation 4
Research 1
Auristics 2
Writing 1
Botany 2
Glyphing 3
Voiding 3
Malediction 4

Halls of the dead -
How annoying humans can be

+2 Malediction
+2 Carving
+2 Intimidation
+1 Auristics
+1 Glyphing
+1 Painting

A time to understand -Is my Djed like a tree?
Maledictions early history
Maledictions true name: Zapatl
Lessons Learned: Drill first carve last

Auristics: 2
Drawing: 2
Carving: 3
Malediction: 3
Philosophy: 1
Research: 1

A time to focus -
Maledicton: Working with Human hands


Auristics 1
Carving 2
Drawing 2
Glyphing 3
Malediction 3
Meditation 2
Voiding 1
Writing 2

Road to power -
Canine Anatomy
Dogs of Mizahar
Repetition makes perfect
What I want: Power over Sahova
Malediction: Working with dog bones

Autistics 1
Carving 2
Drawing 2
Malediction 3
Meditation 3
Research 3
Voiding 2
Writing 2


Tools of Power -
To Fear One’s Creation
Malediction: Creating a Mask from a Human
Malediction: Combining Circles to Off Set Effects

Carving 3
Drawing 2
Glyphing 1
Malediction 4

Mistakes happen
Sahova: Pulsers Fear the Child’s Anger *Mod Note Pulsers of Sahova now obviously fear, or are uncomfortable/unease around Vick*
Writing a Book: Passing knowledge to the future
Malediction: How to choose your bone
Malediction: Differences between Rabbit and Human bones
Voiding: Feel Nothing

Carving 2
Drawing 2
Glyphing 1
Malediction 5
Voiding 1
Writing 3

Side track within the day -
Summer 11 421 -Midnight-
Drawing from Memory
Paint Brush Classifications
Anatomy of a Paint Brush
Void Vacuuming
Trademark Symbol: ‘V’ for Vick
Voice Activated Trigger



Drawing 2
Painting 2
Voiding 2
Glyphing 2
Malediction 1
Writing 1

Working with bones I Summer 12 421 -night-
Beating Other People with the Upper Hand
Three Dimensional Malediction Circles
Imparting Personal Djed into Malediction Circles
Using The Blood of the Creature Maledicted to Enhance Effects
Combining Bones to Create a Greater Artifact

Malediction 2
Meditation 2
Drawing 2

[url=http://www.mizahar.com/forums/post253583.html#p253583] Reading amongst the Dead [url]
42nd of Fall, 512 AV
Late Morning

Alchemy: Basic Transmutations
Alchemy: Don't Fight the Flow
Magical Technique: Clay Bones

Carving 1
Drawing 1
Alchemy 2
Auristics 1
Malediction 3



Working with Bones II
Summer 15, 421

Malediction: using blood instead of ink
Human body - hitting where it hurts
Torture - removal of body parts
Apprentice: Sam Young (lacking a finger)

Writing 1xp
Leadership 1xp
Intimidation 5xp
Malediction 3xp
Torture 5xp


Working with Bones III Summer 20, 421 av


Cryptography: Basic rules
Glyphing: Creating a Void Scroll

Cryptography - +2
Drawing - +1
Glyphing - +2

Fire and Ice Winter, 15, 513 Av

Miro: Master Reimancer
Malediction: Combining Bones for Increased Effects
Maledictoin: Bones in a set lose effect if one is missing

Auristics 1
Malediction 5
Investigation 1
Storytelling 2
Rhetoric 2


The Master of Bones 55th of Winter, 513 AV

Auristics 1
Malediction 2
Observation 1

Making a Sphere from Bones

Lost thoughts and lost dreams 10th Spring, 516 AV Night;


XP:
Observation +2
Meditation +1
Planning +1
Voiding +1

Lores:
Magic: A Dangerous Weapon
Void: Theory of Treacherous Beings Inside
Voiding: Opening the Void
Nuits: Slow Connection Between Body and Mind



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Last edited by Vick on December 2nd, 2017, 8:35 pm, edited 20 times in total.
Image
Credit goes to Ferrin Al'Mandrikan
User avatar
Vick
Master Maledictor
 
Posts: 414
Words: 355163
Joined roleplay: September 27th, 2010, 11:44 pm
Race: Nuit
Character sheet
Storyteller secrets
Scrapbook
Journal
Plotnotes
Medals: 3
Featured Thread (1) Overlored (1)
Donor (1)

Vick's Ledger

Postby Vick on October 1st, 2010, 8:25 pm

Ledger
To anyone looking, Back in 510 though 513 Sahova paid for any and all living expanses in exchange of not getting apid in work wages. It did pay small items however not much so that is why the expanses are a bit off. Vick Left Sahova in Spring 516 AV and paid for.

Spending Reason Date total
+ 600 Miza Starting package 310 Av 600
+ 8 Miza Learning is the first step 310 Av, Spring 13 608
+10 Miza A need and time 310 Av, Spring 80 618
ZERO Living fees Sahova 310 av-510av 618
-600 Paying off lab 511 1 fall 18
ZERO Living fees Sahova 511-512AV
N/A Living Fees 512AV-515 Inactive character
- - 516 18 GM
-9 GM Simple Inn 516 AV Spring 9 GM
-3 GM Blank book 516 AV Spring 6 GM
-5GM Living Expanses 516 Av Spring 1 GM
N/A Livng Expqanses Fall 517 AV Inactive
Last edited by Vick on December 9th, 2017, 6:49 pm, edited 10 times in total.
Image
Credit goes to Ferrin Al'Mandrikan
User avatar
Vick
Master Maledictor
 
Posts: 414
Words: 355163
Joined roleplay: September 27th, 2010, 11:44 pm
Race: Nuit
Character sheet
Storyteller secrets
Scrapbook
Journal
Plotnotes
Medals: 3
Featured Thread (1) Overlored (1)
Donor (1)

Housing and other large items

Postby Vick on December 12th, 2010, 9:12 pm

Home being rented for free at Sahova.

Image


His office:
Legacy Imaginarium of Artifacts
Image
Credit goes to Ferrin Al'Mandrikan
User avatar
Vick
Master Maledictor
 
Posts: 414
Words: 355163
Joined roleplay: September 27th, 2010, 11:44 pm
Race: Nuit
Character sheet
Storyteller secrets
Scrapbook
Journal
Plotnotes
Medals: 3
Featured Thread (1) Overlored (1)
Donor (1)

Malediction items

Postby Vick on September 20th, 2012, 4:45 pm

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One arm of a Jamoura cut in half

Upon applying the maledicted item it was discovered that the bones gave a flux-like effect to the body part it was attached to. In other words if it was attached to the left arm it would pull the strength from the rest of the body and apply it to that one arm. Because the bone was sawed in half the effects are slow and can take anywhere from 3-5 chimes to be fully felt. A time to understand Vick Kept the item


1 human right mage hand
The hand amplifies the wearer’s djed, specifically it heightens any strong emotions, especially negative ones. Only the wearer can remove it; if anyone else does the hand will clam on any part that it can. A time to focus

Vick Kept the item ; selling price 30-50 GM if very specific buyer steps forward.



One necklace that is made out of a spine

Those who wear the item feel a need to see after the well being of Vick, but the effects are especially powerful over the weaker minded races. Kelvics are the best choice. Canine Kelvics who wear the item will have a nearly insatiable need to protect Vick, almost to the point of utter exhaustion and death. The effects grow weaker with the higher life forms, becoming nearly non-existent on Jamoura and does not work on Nuits. An additional side effect of wearing the necklace is that it slowly saps the strength of the wearer. After a day the wearer will be easily winded, after three he/she will require extended periods of rest before further activities, and if the item is worn for more than a week it is possible to die from pure exhaustion. These effects are slower for Jamoura and those of higher intelligence, but those of the Kelvic race, especially canines, feel the full force of these effects.

Road to Power
*This item has no value but to Vick himself, so no profit can be made off of it.


Mage hand Left hand
The effects on the hand came out just as intended. The hand summons forth all of the mages energy to be used in one single burst. If the person is a reimancer it will come in the form of whatever element they most connect with. For Autistics it will be like their eyes have been opened to a completely new world, possibly giving them enough power to fully see and understand the aura of a God/Goddess at full strength. A Flux user will find their strength and power rises to a level almost inhuman. Leechers can suck the life out of anything, and at such a rate that rocks will crumble to dust. Hypnotist will find that their influence can, in an instant, be spread over several square miles. Morphers can perform the most drastic transformations despite level, changing any aspects of themselves, even to inanimate objects. Projectionist will be immediately thrown from their bodies, and their power and control in astral form will be stronger than ever before. Shielders can hold off attacks of any kind, nothing can pierce their barriers. Voiders will find that they can open portals several miles wide. Those who cannot focus their djed into some external form simply have all of their energy released at once, becoming a mini explosive that can leave deep craters in the ground. The item, however, is a one shot. It uses all of the mages energy all at once, taking even their very life force to fuel this last ditched effort. This item grants enormous power, but it will always end in death. Just as with its brother, this item will latch onto the person that picks it up. There is a lag of half a chime before the effects take place, soothe user has that long to get it off before they perish.

Tools of power| Stored in the Vault on Sahova

Mask that is made out of the front of a human skull

The mask emits a mild form of hypnotism that can affect anyone within about 30 feet of the user. It causes those around the wearer to suddenly feel a nagging sensation, as if there is something they have to do that is really urgent. Over time and exposure this feeling grows, becoming an obsession that can lead to wood carvers working until their fingers bleed, warriors fighting until they die of exhaustion, and dedicated scholars going days without sleep. [Please see thread for more details]
Tools of power Vick Kept the item
Notes for the mask power :
The mask emits a mild form of hypnotism that can affect anyone within about 30 feet of the user. It causes those around the wearer to suddenly feel a nagging sensation, as if there is something they have to do that is really urgent. Over time and exposure this feeling grows, becoming an obsession that can lead to wood carvers working until their fingers bleed, warriors fighting until they die of exhaustion, and dedicated scholars going days without sleep. This happens in stages:

Stage 1: Initial exposure. The wearer has to be within 30 the person form more than an 2 hours. The effects are a nagging feeling of forgetting something important that will last for another 2 hours after the wearer leaves.

Stage 2: The second exposure has to occur within 24 hours or the stage of effects will revert back to stage 1. The affected person now has an insatiable urge to do SOMETHING, and if they cannot find something they are fidgety and anxious. This occurs after at least an hour and a half of exposure. These effects last for the rest of the day, becoming quite annoying by the end.

Stage 3: The third exposure has to occur within 12 hours of the 2nd exposure of the effects revert back to stage 1. Stage 3 requires at least an hour of exposure, and it causes increased anxiety and urge to do something (at this point the person will most likey find something to do). They become obsessed with their topic, it becoming the only thing they think about or talk about. The effects last for 2 days, often leading to the person getting little to no sleep and eating very little as well.

Stage 4: The final exposure has to occur within 6 hours of the 3rd exposure, but this only requires 30 minutes of exposure for the full effects to take place. The person will finally become completely obsessed with whatever topic they are pursuing. They stop eating, stop sleeping and only focus on that one thing. These effects can last up to a week, but by stage 4 the target has already spent close to 10 days with little rest or food. In order to keep these effects ongoing one must regularly visit the person while wearing the mask, and eventually the person will waste away in their obsession.


Snake Charm with a leather string holding it

Snake Skull Charm-A small skull of a once poisonous snake with fangs still intact, laced into a charm with leather. The item holds a certain selective process for those who might use it, having a preference for warm hosts. If denied, the charm will find the fangs slowly corroding away both fabric and flesh resulting in a sharp stinging that slowly radiates outwards. However, if the host is accepted, the charm will sink its teeth into them and resist removal. An accepted host experiences a magical antivenom that offers some immunity to poisonous snakes and poisons crafted from their venom. When forcefully removed the once host’s immune system is weakened until the puncture wounds have fully healed. In this time risk of infection is high, in which case the negative effects can be prolonged indefinitely, possibly leading to death. Side track within the day | Vick kept the item

Warnuit - A full body armor made of metal. Helmet, right arm, left arm, right leg and left leg that fits Vick (child body sized) - Effect: These bones act as a set, only working when all the pieces are in place. They grant the wearer a competent skill (30) in unarmed combat even if the user has never fought before in their life. They work by pulling the knowledge and skills contained within the bones and funneling them into the wearers body, filling his/her mind with the experience to make quick decisions in a combat situation. The bones came from a man who excelled in hand to hand combat, and so this armor set does not give the wearer skills with a weapon. Those who face one wearing this set who are below the competent level in combat feel unease and unsure of themselves, making them more willing to flee if the situation allows.

Side-effects: While wearing the armor one's djed is confined to only combat usage. No magics may be used, including Auristics and Reimancy. Removing one piece of armor will break the link in the item and cancel out the item's effects. This armor also does not make up for normal nuit sluggishness.

Kept the item from - Here


B1R1 - Small skull of a rabbit

A clever artifact worked by a skilled hand. This rabbit head gives the one who holds it an increased sense of smell several times stronger than a normal human’s, though not as strong as say a canines. It makes the wearer extra sensitive to certain kinds of vegetation that a rabbit normally eats, but with practice one could tell a difference between peoples scents from several feet away.

Vick kept the item.
Mistakes Happen


Forearm Radius- A truly destructive device poorly crafted in a fit or rage. The simple command pulls dark emotions of anger and rage from the person who holds it, whipping any emotions into a frenzy and making any small frustration into a rolling rage in a matter of minutes. Those who hold this item tend to become violent, breaking things in fits of anger, and often they are very adverse to letting the maledicted item go unless bodily forced.

Vick kept the item.
Mistakes Happen


Bozderon Shadow Dog Skull

The skull of a Bozderon Shadow Dog well known for their ability to blend into shadows and see in Infravision. It has been carved with Malediction circles but is yet to be activated.

Vick kept the item from here


Hand Amulet

A human hand on a blood red string depicting a harsh struggle to survive in the wilderness while an undead child stands above him.

When a living human wears this amulet they feel an intense drive to avoid the dead at any cost whether they are just corpses or undead. However should they be somehow forced to be in the presence of an undead creature they will find themselves extremely easy to be manipulated. The effects of this amulet will linger for several days after it has been taken off and, in the case of extreme long term use, Necrophobia may be permanent.

Vick kept the item from here


This particular malediction item is unique compared to many of Vick's other creations. Each "part" acts on its own, and has its own drawbacks. In theory they could all be used as individual items, but their greatest use comes about when they are used together.

1st Human Finger: Because the circles were drawn partly in the flesh, the effects will weaken as time eats away at the tissue. If it is carefully preserved, and remains attached to the bones, the effects can be kept indefinitely. When worn this finger makes the wearer more alert, more aware of his surroundings. His senses work in overdrive as he can, with focus and practice, hear even a pin drop in a crowded room. Over time though it makes the wearer fidgety, unable to sit still and rather jumpy due to his hyper aware state. This can grow taxing on the mind and body, leaving the person more fatigued than normal when the item is removed. It also causes strain on the senses, possibly causing eyesight to go bad due to straining, and loss of hearing after prolonged exposure over years of use.

1st Wing: Because the circles were drawn partly in the flesh, the effects will weaken as time eats away at the tissue. If it is carefully preserved, and remains attached to the bones, the effects can be kept indefinitely. When worn the person develops something like a 6th sense. They can sense when the wind around them is blowing, and from which direction it is coming from innately and without trouble. They can also sense subtle shifts in the wind, and with practice can detect signs of oncoming storms, though there is at best a 50% likelihood of being right on this account. In order for this effect to work the person has to stand completely still, any movement or distraction throws off this sensing ability. Even small tremors can skew the results. This item is best used in conjunction with meditation, to increase its effectiveness.

Eye: The eye, being flesh, only works as long as the eye is in one piece. If well preserved, and kept in embalming fluid whenever possible, the eye can last up to a year from the time of its creation. When worn the eye acts like an enhancer to a person's sight, adding more definition and details to what the person sees. A person who has bad eyesight can wear this item and suddenly have near perfect vision. Someone with good eye sight already can suddenly see greater details in everything, picking up on small things that would normally be missed. The item causes severe strain on the eyes, and over time it will cause the worsening of eyesight until the person eventually goes blind. This effect would take several years, but each time the person wears it the eyesight gets just a little worse.

2nd Wing: Because the circles were drawn partly in the flesh, the effects will weaken as time eats away at the tissue. If it is carefully preserved, and remains attached to the bones, the effects can be kept indefinitely. When worn a person gains a sudden "sense" of the dangers around him. He can sense when a person has ill intent for him, and he also has an increase to the "hair raising" effect that comes when something just isn't right with the situation. Sometimes it is just a small feeling, other times it comes as an overwhelming shout. The effects strength is at random depending on the situation. When worn the person becomes fidgety and flightily like a bird, jumpy to the point of being considered a bit odd. If the necklace is worn for more than a bell the person begins sensing dangers that are not wholly real, increasing with each passing bell until the wearer constantly feels as if they are in danger. Prolonged use of the item over the years will leave a person permanently paranoid of the world around him, sensing danger around each corner even when none exists.

2nd Finger: Because the circles were drawn partly in the flesh, the effects will weaken as time eats away at the tissue. If it is carefully preserved, and remains attached to the bones, the effects can be kept indefinitely. When worn the person gains a better feel for their djed and its use. They feel confident in its manipulation, and they have an increased accuracy in its direction. This enables a greater ease of casting in all forms of personal magic, allowing the person to sense when they are coming close to overgiving and allowing them to stop long before they reach that point. The item can help nonmages as well, giving them better control over their bodily energies during combat. When removed the person suddenly loses touch with their djed, unable to effectively control or manipulate it and become more likely to overgive and cause harm to themselves and others. These effects last for a bell after the first use, but every time the finger is used the time it takes to regain control after removing increases by one bell.

Combined Effect: Though each piece can be used individually, when worn together they help to strengthen and balance out the effects. If even one item goes missing from the set then this balancing effect is lost and the user will not be able to use the items all at once unless the lost item is replaced. When worn together a person gains a greater awareness of the world around them. They can feel the subtle shifts in the wind, sense possible dangers in the area that are within 30 feet, and their senses are heightened so that they can hear and see better than the average man. Because of the 2nd fingers effects they can manipulate their djed to effectively react to nearly any situation, and with this new level of control comes a sense of confidence that helps them keep a cool head when under pressure. When removed it is like a blanket is put over the person, dampening all of their senses and making the world seem dull and colorless. During the first 2 bells after removal a person will find they have difficulty controlling their djed, even for the simplest spells, and their sense of sight and hearing are diminished to below average. When worn for the first time these effects only last for 2 bells, but each time the item is used the recovery time increases by 2 more bells until the person is completely blind and deaf, and unable to manipulate djed at all. This can occur if a person uses the necklace every day for an entire year, but could take many years if only used sparingly. With the diminish in the senses, and djed control, also comes an increase in paranoia which can become permanent after years of use.

Vick no longer has the item due to the age of them from here



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Last edited by Vick on April 18th, 2016, 6:23 pm, edited 4 times in total.
Image
Credit goes to Ferrin Al'Mandrikan
User avatar
Vick
Master Maledictor
 
Posts: 414
Words: 355163
Joined roleplay: September 27th, 2010, 11:44 pm
Race: Nuit
Character sheet
Storyteller secrets
Scrapbook
Journal
Plotnotes
Medals: 3
Featured Thread (1) Overlored (1)
Donor (1)

Vick Skills

Postby Vick on April 11th, 2016, 5:34 am

Image
Alchemy 2 Novice rank
Secret :
2



Auristics 33 Competent rank

Secret :
Auristics 10SP

3
3
4
2
2
1
2
1
1
1
1
1
1


Botany 2 Novice rank
Secret :
2



Butchy 1 Novice rank
[spolier]1
[/spolier]

Carving 27 Competent rank
Secret :
Carving 5SP

2
1
2
3
2
2
3
2
1
1
3


Cryptography 2 Novice Rank
Secret :
2

Drawing 27 Competent rank
Secret :
Drawing 5SP

2
3
2
2
2
2
2
2
2
1
1
1

Embalming 10 Novice rank
Secret :
Embalming 10RB

Glyphing 18 Novice rank
Secret :

Intelligence 1 Novice rank
Secret :
1

Intimidation 10 Novice rank
Secret :

Investigation 1 Novice rank
Secret :
1

Leadership 1 Novice rank
Secret :
1

Magecrafting 4 Novice rank
Secret :
2
2

Malediction 79 Master rank
Secret :
Malediction 15SP

4
4
4
5
4
2
3
3
3
4
5
1
2
3
5
2
3
3
4 season xp winter 512

Mathematics 1 Novice rank
Secret :
1


Medicine 3 Novice rank

Secret :
1
1
1



Meditation 19 Novice rank
Secret :
Meditation 5SP

2
4
2
3
2
1

Negotiation 3 Novice rank
Secret :
3


Observation 3 Novice rank
Secret :
1
2

Organisation 7 Novice rank
Secret :
Organisation 5SP

2


Painting 10 Novice rank
Secret :


Persuasion 1 Novice rank
Secret :
1[spoiler]
1


Planning 1 Novice rank
Secret :
Philtering 5Novice rank
[spoiler]Philtering 5SP

Philosophy 6 Novice rank
Secret :

Rhetoric 2 Novice rank
Secret :
2

Research 13 Novice rank
Secret :

Storytelling 2 Novice rank
Secret :
2




Writing 15 Novice rank

Secret :

Torture 7 Novice rank
Secret :
5
2

Voiding 11 Novice rank
Secret :

Image
Image
Credit goes to Ferrin Al'Mandrikan
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Vick
Master Maledictor
 
Posts: 414
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Joined roleplay: September 27th, 2010, 11:44 pm
Race: Nuit
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