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Arsenic Seer

Page history last edited by mesarthim@... 14 years, 4 months ago

This is the page for Arsenic Seer, Daybreak Caste in service to the Walker in Darkness, the Black Psychopomp.

 

Arsenic Seer (full title, the Arsenic Seer in Blight and Bane) does not clearly remember her mortal life, thanks to the nature of her "death." This, of course, may remind the Walker in Darkness of himself, and may have given the somewhat unpleasant Abyssal a "leg up" on life. Her original dwelling was in a plantation region in the Hundred Kingdoms, tucked away and inoffensive. Unfortunately for them, a group of what Arsenic Seer dimly recalls as beastmen passed through the lands upriver, camping for several days and leaving thorough befouling.

 

As the plantations struggled to avoid dying of what Arsenic's previous self thought was a combination of an unusually potent strain of cholera, some sort of internal parasite, and a new disease she did not recognize, Arsenic Seer watched most of the people in her immediate neighborhood die. She was infected late, and "crashed" while trying to tend to the few surviving slaves, who had become the only survivor.

She thinks she wept at the injustice of it all as she lay in her own filth; she is, however, not sure.

Six True Words, the old servant of the Walker who had been promoted upstairs into the training of novice and aspirant deathknights, was slightly puzzled at Arsenic Seer's behavior. She was, first, not as bloodthirsty as some might be, although when presented with mortals she had no real hesitation about killing them, and was a talented student at the Hungry Ghost Style. Six True Words was somewhat relieved when the topics of diseases and the promulgation of death came up, as Arsenic Seer took to this like some sort of horrible zombie duck to water; however, perhaps frustratingly, she expressed some disdain when some of the metaphysical elements of the historical Great Contagion arose. "Was that all it was?" she asked. She then sniffed, and said, "I hardly think that's very interesting." 

 

Perhaps it is opinions like this which explain why after her presentation to the Neverborn (who, it must be admitted, did not devour her and spit out her Exaltation, implying that she had indeed "had what it takes" in their sight) she was not given an enormous laboratory complex and a giant heap of fresh bodies to sew together. "Not that I would want them," she sniffed, or would sniff if asked.

 

Arsenic Seer operates from the Walker's military facilities in the general area of Denandsor now, although she is prone to roam in order to acquire new and exciting materials for her habit of developing poisons and diseases.

 

OOC Blather, And How I Want To RP With You Great People

 

I'm interested in RPing with people! (See, that was to the point.) I may not always have a good idea, especially since I am not terribly familiar with everything currently going on. I am particularly and specifically interested in scening with other deathknights working for the Walker, especially in the near future.

 

In the long term I intend to develop and deploy a wide variety of diseases and poisons so as to kill people in complex ways. Fortunately, these complex ways may well give you the time you need to SAVE THE DAY. If you have a city or town you want exposed to this kind of a threat, hit me up.

 

Stuff about personal consent

 

Since I've seen it discussed: 

 

Generally speaking I am OK with being foiled. My interest is to play in the setting of Exalted and have some good old gothy fun rather than figuring out how to perform some complex piece of mechanical trickery to kill you and take your lewts. (I may want to kill you and take your loots, but for narrative reasons. Completely different.)

When I am coming up with a wicked scheme, I will generally be building it so that I feel like I have somewhere between one chance in three or two chances in five to get away with it, or most of it. This of course is a broad guideline.

My approach when I am dealing with a plan is to usually try and figure out the exact details of what is going on and build up, working with the other guy, a more robust and detailed game setting. I do not plan, thus, to go "I release the New Cholera into your city's water supply! Wa ha ha! Make 2,700 Stam+Resistance checks to see how many townsfolk die!" 

I would probably instead ask, "So what are the medical resources in Solarville? How do people live? How do they get their water? What's the general hygiene level? Are there many local doctors - perhaps a particularly notable or renowned one? Relics, artifacts, or manses that might get in the way? What's their overall environment; is it a swamp or just a city on a riverside?" With the information you give me I will come up with a wicked plan, and we will go from there.

 

Naturally I also enjoy having these things be more character driven, even if the character interaction may be at some great remove.

 

Anyway, consent in general: 

I am totally OK with losing, even being completely and totally rebuffed. You do not really have to ask here, although I will generally assume it is to some extent "up in the air," and I will essentially always be willing to let you ameliorate it if I do come out on top really hard. (For instance, Super Cholera sweeps Solarville, but you undergo a staff-run thing to go collect five hundred tons of delectable healing herbs from the nearby meadows, thus greatly minimizing casualties... This may, of course, damage your nearby meadows, but so it goes.) 

I am also OK with having violence visited upon my person if it becomes relevant or having stuff I'm using (such as my exciting new plague zombies) get destroyed.

I will be somewhat leery about the big things like permanent mutilation or long term capture. For these we would have to talk about them, but I am explicitly willing TO talk about them.

 

I don't plan to have Arsenic die (although if I have a good idea or the chips come down in a large-scale plot, "so it goes," ) at any point in the immediate future. While I can understand the IC reasoning behind the argument I've seen that basically Abyssals are inherently dangerous to Creation and there is no solution to them beyond "immediate purge on sight," I also think it's kind of boring and I hope to prove it wrong, at least on a player level! 

 

Custom materials and pretty pictures

 

She looks like this but with more colors.

 

Well, somewhat more colors, she is an Abyssal after all. 

 

Panoply:  

*  Generic boring things borrowed from her boss which is too boring to state but includes like light armor or something

 

*  The merciful surgeon's scalpels  (shown in image). Stats:  

 

 

  • Base stats as Razor Claws, save for as follows: Attunement: 7. Note: These claws must be made out of Soulsteel.
  • Merciful Surgeon's Scalpels are treated as perfect equipment, adding 2 dice for the purposes of relevant Craft or Medicine rolls that benefit from the presence of preternaturally sharp and finely controlled tools (including, but not limited to: surgery, skinning, and leatherworking). These dice are added before any multipliers, and are multiplied as normal.
  • For an expenditure of 2 motes, and 1 Miscellaneous action, any filth, ordure, or other such matter currently resting on the claws is expunged (actually vacuated to the Void), and the claws become perfectly sterile for 1 scene or, when working on a long surgery or extended crafting session, for the period in which the work is being performed.

(thanks Orabilis)

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