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Thread: Zalimaar

  1. #1

    Zalimaar

    ((Appologies for the poor quality, it has been a long time))

    Name: Zalimaar
    Age: Redacted
    Race: Human
    Hair Color: Black
    Eye Color: Azure
    Height: 188 cm
    Weight: 85 kg
    Occupation: Travelling trader, a peddler of everything from cooking utensils to clothes and even some not so legal ‘extras'. He acts as a travelling cobbler, blacksmith, alchemist, tailor and a range of other utilities for villages often too small to have these professions. He would never be considered a master of these trades but certainly a well-practiced hand which provided simple but effective merchandise.

    Personality: Zalimaar is slow to anger and remains calm under trying conditions. He would be called kind if he wasn't generally so distant from and jaded towards others. Certainly, he is kind and generous to customers. He prefers to go unnoticed when travelling, doesn't cause a fuss.

    Appearance: Zalimaar wears a rather non-descript dark grey (perhaps it was once black) robe with no discernable jewellery. The robe hides a surprisingly fit and athletic body which would be easily compared to a man in his late twenties or early thirties. His eyes are like staring into a glacial torrent of water, his eyes show a wisdom and sharpness that do not align with his age, a hint of sadness and loss are hidden deep.

    History: Zalimaar is widely travelled across lands of Althanas, or at least in most small villages. He distastes large cities and generally avoids them where possible. He has remained moving and selling goods for over five decades, seemingly never getting much older. Most who encountered him more than 40 years' prior would be hard pressed to identify any changes in him in the intervening years. While he is ageing, it seems to be at an extraordinarily slow rate. Zalimaar changes his name and appearance notably every decade or so, primarily to avoid awkward discussions and the curiosity of people who find such oddities fascinating.
    No records remain of how old he is, where he came from, or even what he did before becoming a peddler. Zalimaar answers with only vague and inconsistent comments when queried on the topic.

    Skills:
    Journeyman Tailor, Blacksmith, Cook, Cobbler, Alchemist and other assorted trade skills picked by necessity primarily. His work isn't good enough to be considered ‘sought after' but it is serviceable and he charges accordingly.
    He is a reasonably competent archer and tracker but his true skills are with swords and combat. Clearly formally trained. He practices ruthlessly in private to remain fit and capable, a seeming habit rather than for any specific purpose.

    Abilities: Has a strong grasp of both Fire and Air magic. However only localised, he is highly effective anywhere out to around 20 metres from himself, from there his power wanes exponentially until he is unable to influence anything further than 50 metres. This magic requires the base resource (Fire and Air) for him to amplify to his needs, easy with Air, not so simple with fire. He is able (given a few seconds) to create a flame in his hands however he cannot use that flame further until he has lit something on fire and then release the fire in hand and refocused onto the new task.
    He passively ages (physically) at a rate of approximately 1 year every 50 actual years.

    Equipment:
    General: A dual horse drawn wagon which contains a mass of raw materials, trade goods, foodstuff, basic crafting tools and his personal effects. Two draft horses to pull said wagon named ‘Krest' (Dark Bay) and ‘Alomar' (Black).
    Personal effects of note: Worn and faded black robe, a one-handed sword which he wields in his dominant (right) hand, a long dagger for his off-hand (left). Both weapons are military grade but with no special properties of their own, other than being carefully sharpened. A war bow with arrows, which he uses for hunting mainly but would have no trouble punching through armour at close-medium ranges. He has an ornately crafted walking stick with a bronze wolf's head on the top, due to its extensive use it is reasonably worn but is surprisingly master-crafted and remains perfectly straight and true. Clearly, it held some historical significance once but no longer.

  2. #2
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
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    Hysteria's Avatar

    Name
    Remedy Blue

    Hi, with your abilities, am I right in saying the only thing he can do is make a flame in the palm of his hand?

  3. #3
    Greetings Hysteria,

    In a way, I will try to explain a different way. He is only able to create fire in his palms. He is also able to manipulate all fire as per the restrictions previously noted. He is unable to both create fire and manipulate said fire at the same time, as a result he can either manipulate pre-exisitng fire unto itself or (when none is present) create his own then ignite a fuel source and then he can cease creating fire to then manipulate it.

    Hopefully that clarified.

  4. #4
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    Would you mind splitting air and fire under two abilities and defining what you could do for each?

    I imagine with air you could blow dirt in someone's face, or knock a bottle off a table. Can you do more?

    With fire, can you define how much he can manipulate fire in the environment? So could he turn a candle into a much larger blaze? Or move fire from a fireplace and engulf someone?

  5. #5
    Well, fire and air are seperate, given the guidelines I read previously. I'm am slightly confused about what you mean by 'what' you can do with them. There is only so much one can do with either.

    Fire: Create it, Move it, enlarge it (another branch of intensity), intensify it, snuff it out (Part of create it and intensity), change it's colour (Part of intensity), transfer it to another fuel source (still part of move it) and I am sure there are other things but I am reasonably confident that all of it could be grouped under: Creation, relocation and intensity.

    Air: Relocate it in various ways, increase/decrease density etc

    Only within the previous ranges noted.

    Does that clarify?

  6. #6
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    When we write abilities we give them fairly specific effects. For example, creating and throwing a fireball. The reason why I asked for the 'what' is to get an idea of how much you could do so I can compare it to other abilities. If you can set fire to someone's clothes, or set fire to a stick and then enlarge the fire to create a barrier, or a psudo-flame thrower then we will have to dial it back a bit.

    Perhaps an answer would be to limit the flame size for now. So a flame the size of a palm and hot enough to cause first degree burns. The other option would be to specify some more limited effects, such as throwing a fire ball or igniting things within 20 feet.

    We have a similar issue with the air manipulation. So if you can increase the density of air enough to slow someone down, or gusts of wind powerful enough to knock someone over, we will need to define the specifics as individual abilities.

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