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Mutant_Lorenor
07-15-08, 02:34 AM
((Updates in Purple))


Statistical Data

Name:Lord Lorenor V'Halkulus

Age: 27

Gender: Male

Hair: Black (Dreadlocks)

Eyes: Purple glow.

Height: 5.0

Weight: 160

Race: Fledgling Spider Magi

Occupation: Spider Magi, Hunter/Assassin for St. Denebriel’s Cathedral, Member of the Cult of N'Jal/Member of The Gol’Bron (Red Hand)/Blacksmith/Industrialist/Salvarn Lord

Alignment: Lawful Evil (LE)


Psychological Profile


Level 5:

With the past having come full circle, Lorenor has now become the man he would be for the rest of his days. As a follower of the dark goddess known as N'Jal, Lorenor has begun to dwell deeply into the secrets of the Cult. He is obsessive over the dark goddess. Lorenor has dedicated himself mind, body, and soul to the teachings of that dark Thayne. Having become a member of the Cult of N'Jal, Lorenor has developed a paranoia regarding the natural enemies of the Cult of N'Jal. The Knights of Dawn. Always watching his back, Lorenor doesn't stay in the same place for very long. He has grown to hate Corone and everything that the Empire stands for. Due to his membership in the Gol'Bron, the Empire has ordered the Knights of Dawn to pursue all members of the sect and persecute them. It is in these troubled times that Lorenor attempts to practice his religion in secrecy. Having become a fully fledged Spider Magi in training, Lorenor has developed a naturally more aggressive tendency. He is more fearless than ever, and his actions boarder on the psychopathic. Lorenor is a dangerous individual motivated by greed.


Level 4:

A greedy, manipulative son of a whore. Lorenor has grown considerable since his first nights out as a ghoul emerging from the caves of Haidia. Now he has revealed himself as a deeply religious follower of the dark Thayne known as N'Jal. Having been created with the markings of N'Jal, the ghoul is yet unable to complete his transformation into a Spider Magi. Unable to remember much of his past, Lorenor had made himself a new history through conflict and warfare. Many potent memories now filled the ghoul's head of recent failures and accomplishments. Serving his time as a cultist following N'Jal has yielded both rewards and tremendous pain. Lorenor has become a hardened warrior through many trials and tribulations in the name of his chosen deity.

As a loyal member of the Gol'Bron, Lorenor has also gained and won the trust of the dual leadership body of Sorahn Un' Ronameh and Ranger Nailo. He takes his relationship with those two individuals extremely seriously. He has also obtained more knowledge of the Endless, and better control as he's gotten stronger and grown more familiar with the symbiote armor bonded to him. And more recently, his Familiar known as Figment.

Level 3:

No change.

Level 2:

No changes.


Level 1:

Problem Solver Thanks to the tampering at the hands of the Golems, (See below) Lorenor has become much smarter than he once was. He hasn’t reached the full capacity of his Intellect just yet so there is room for growth. However, he is now much better at finding the answers to problems and thinking quickly on his feet. These are the basic requisites for future Leadership skills. Lorenor is smarter but is by no means no Einstein. That will come in due time.

Level 0:

1--(Id) Arrogant--Lorenor is overly sure of his own survival skills. He thinks of himself as much more than he really is due to his insanity.

2--(Ego) Gullible--Greedy to a predictable fault, Lorenor oft believes promises made by idle strangers in the heat of the moment. Even if someone merely PROMISES him something Lorenor might commit that act against potential victims. In this way clever Adventurers can manipulate the wretch to great effect. However, even under the employ of a wealthy contractor the wretch might not complete a task EXACTLY as the employer intended. Employing one as Lorenor might be a play upon who is the more gullible the wretch, or the wretch hiring one as despicable as Lorenor? Using the wretch for a task maybe a recipe for disaster.

3--(Super-Ego) Survivor--Granted his many faults Lorenor is nothing if not a survivor. Trained many ages ago in the harsh wilderness of Concordia, Lorenor's training lead him back to native Haidia. The birthplace of most of Althanas' Vampires. Though even the Elders questioned if in fact Lorenor was their Chosen One. Lorenor will put himself in great personal risk to ensure his own survival and those he deems allies.

4--(Unconscious Trait) Broken Psyche--Due to tremendous stress that death/undeath/reincarnation causes Lorenor's psyche is broken. Truelly a blight upon this world Lorenor has very few memories of his original (Once glorious) existance. Now he exists as but a shadow of his former self.

5--(Vice) Greed-This one trait motivates Lorenor to commit any possible act without remoarse. Lorenor is truelly a despicable individual. The hint of reward will cause the wretch to go upon any suicide mission on request.

6--(Virtue) Fortitude-The one trait within the wretch that is note-worthy. This predator will seek out and accomplish any task he is appointed to until the very end. Lorenor will fight with every last breath of his pain-torn body.



Appearance



Level 0:A small wretch of a man Lorenor appears (In this incarnation) as a pitiful creature wearing torn up rags. The rags are layered upon layers around his person making them appear as overly baggy clothing. His person is hunched forward due to atrophy in his muscles. A shredded, hooded cload and cowl adorn his person. A fowl stench follows Lorenor where ever he goes, the stench of death from a thousand hunts. Lorenor has deeply inset purple eyes that seem to glow with energy. His face is sunken in from the effects of undeath. Lorenor's limbs are very skinny but surprisingly strong for such a wretch. His person is build for stealth and speed.

Level 1: (The same as level 0 but with the following new changes and further explanations) Thanks to the Golems’ tamperings, Lorenor has started to look somewhat like his former self. He won’t regain his former glory until much later on, but he’s starting to scratch the surface. He no longer looks like a diseased monsters. Instead, he appears as a gray skinned Drow. He’s obtained a somewhat lean and athletic physique. He still wears his hair as dreadlocks and has glowing purple energy for eyes. Lorenor no longer hunches but was short to begin with. The biggest physical changes is the fact that he looks considerably healthier now. His musculature has filled out just a bit making him look more appealing to the eyes than what he looked like before.

The other important appearance changes are that his face has filled out slightly giving him a bit of a rounder look. He has tasted
the blood of the monsters and experienced the craft of the Golems first-hand. They’ve started the process that unlocks Lorenor’s genetic potential. Eventually, the ghoul will achieve his former greatness. But for now, this is a sampling of the great things yet to come as a War with the Thaynes lurks on the horizon. Also, on a treasure hunt in Haidia, Lorenor lost his right hand and most of his forearm thanks to a device he found called the Aegis Bracer. This device now completely replaces his hand and functions just like a regular hand would. (See Aegis Bracers below) Lorenor has no eyeballs, no ears, no nose ((He has slits where a nose should be)) and a hideously scarred face. He bears all of the markings of an N'Jal Spider Magi. He has a scar that runs down the middle of his face and has no tongue. He speaks in a deep raspy voice.

Level 2: No changes.

Level 3: No changes.

Level 4:

*Normal Form: Lorenor appears as a short, well physiqued warrior. He has dreadlocks that are kept in that state constantly and colored black. He now wears Vlince clothing. He wears a cloak with the symbol of the Red Hand on it to showcase his loyalty to that cult. Lorenor has eye sockets that contain no eyeballs, but instead, he has a deep purple glow of energy that flows from them. He wears all black. His cloak is also made of Vlince and the ghoul now dresses like a lord would. He obtains his clothing from the town of the gol'bron and his newly acquired Fiefdom in Salvar.

*Endless Form: A second epidermis that completely surrounds the ghoul when he summons it. It appears as almost a black ninja's outfit but writhes and moves with organic movements. The suit now has a green glow to it where once it was completely black. Spikes and other protrusions now stick out of the armor at key location which function as teeth. These teeth are deadly when exposed to bare flesh.

Level 5:

No appearance change.




History

0 (http://www.althanas.com/world/showthread.php?t=5378)

1 (http://www.althanas.com/world/showthread.php?t=8671)

2 (http://www.althanas.com/world/showthread.php?t=9859)

3 (http://www.althanas.com/world/showthread.php?t=11278)

4 (http://www.althanas.com/world/showthread.php?t=11560)


Level 5

(Links in the inventory section below)

Hunter's Eve 1. During a trip to the Concordia Forest, Lorenor encountered a witch named Alexandria Lamia. During that encounter, the duo came across a local tribe of forest goblins and were assaulted in the process. A battle took pace between the brave duo and the goblin horde.

Hunter's Eve 3. Lorenor, venturing through the Concordia Forest came across a strange lad named Jacob Zachary Buhrkheardt. The man impressed Lorenor with his sharp wit, keen intellect, and incredible skill with spoken verse. The two decided to duel and became fast friends in the process.

Ordo Iuris. Xos Xilanthe ventured into The Citadel and constructed a dastardly battle arena. The arena was meant to be the eye of the universe and revealed a machine responsible for all of the elemental forces within the universe. The machine took an immediate hostile reaction to Lorenor's presence and sent its minions after him. Xos and Lorenor had a brief altercation that ended in dynamic fashion. During the process, Lorenor had a meltdown at seeing such a machine that made him question the very nature of reality.

Book 1. Lorenor initial escape from the caverns of Haidia. After stumbling across a group of haphazard adventurers, the mutant made his way to a temple ruins located nearby one of the many Haidian villages. Lorenor took his party to the depths of the temple and encountered a group of invading goblins. The goblin leaders had some Cave Trolls with their horde and were capable of causing great torment to Lorenor and his party. The adventurers fought their way towards the depths of the temple where the vault within lay in wait. A final confrontation took place between Lorenor and the leader of the goblin horde.



Skills/Abilities:



Reflexes level 0-(New!!!)Having mastered his capacity for movement, Lorenor has unlocked a new genetic enhancement. This ability is a ghoul innate that allows the mutant to move gracefully and with a fair amount of agility and speed. Lorenor can move at roughly 20MPH's and has twice the normal reflexes of an average human being. This ability is always active.

Regeneration-This ability is a magnificent power that allows Lorenor to recover wounds quickly and without the assistance of healing devices. The power is a genetic ability and functions as a racial trait. Lorenor can summon it at will.

0-*Regeneration at level 0-((Unlocked from level 1)) Regeneration sphere lvl 0 At will, Lorenor can regenerate small wounds and bruises once a quest. This is not usable during battle but he can use it AFTER battle. Lorenor has to sacrifice some of his Blood Pool for this to work. The more serious the injury, the more Blood Pool is required for his Regeneration to work. A deadly injury will cost large amounts of Blood Pool and will leave Lorenor weak and hungry afterwards. Also, the more serious an injury is, the more time it takes to heal up. Missing limbs can take months to heal so Lorenor just replaces them with clockwork machinery obtained by the Golems if necessary.

1-*Regeneration level 1-((Unlocked from level 1)) At will, Lorenor can now regenerate medium sized injuries with greater skill than before. The injuries still take time to regenerate but they heal with a greater degree of skill. Small wounds, cuts, and scrapes heal much more quickly than before.

2-Regeneration level 2-At will, Lorenor can now effectively regenerate small wounds within a matter of moments. Medium wounds take a few turns to regenerate. Critical injuries require at least a full day to regenerate and Lethal injuries require a full month of time to pass before they recover. Missing limbs take a week to recover.

3-Regeneration level 3-(Update)At will, Lorenor can now effectively regenerate small wounds, scratches, basic bruises, within a matter of seconds. This depends on the size and complexity of the injury. Medium wounds take up to five turns to regenerate. While critical injuries take at least a full day to regenerate. Lethal injuries require a full month to pass before they recover. Missing limbs take at least three days to recover.


Swordplay-Lorenor's skill level with bladed weapons. This includes cutleryblades. Everything ranging from a small dagger to a claymore, Lorenor can wield with a certain degree of skill. He can dual wield the same type of swords and daggers effectively. For example, he can dual wield two of his damascus swords, or his mythril daggers.

Level 0-Swordplay sphere lvl 0. Thanks to some training he's received at the hands of the Monks of Ai'bron, the ghoul has started to learn the Trade of Swordplay. A requisite of the Gol'Bron, one of Lorenor's trades is the trade of Swordsman. He's achieved the basic training level of someone who is a competent Swordsman. He trained with wooden swords for a long time and favors using Longswords.

Level 1-Swordplay level 1-Lorenor is now skilled with the sword. He prefers using long swords/short swords and small daggers and knives.

Level 2-Lorenor is now Highly Skilled with the sword.

Level 3-Lorenor has obtained a significant amount of training with the blade. He has achieved a great deal of steady knowledge and practice with his favored weapon. He now considered deadly with the sword. His movements are fluid and accurate.

Level 4-(Update)Having acquired significant knowledge with his favored set of weapons, Lorenor has now become an expert with the weapons. His movements are flawless and without hesitation. He knows how to expertly kill individuals around him and will kill without remorse. His movements are fluid and dynamic.

Auspex

Level 0-(Ability/Passive) An invisible sphere around Lorenor's body. For a radius of about six inches Lorenor's senses can fairly pick up subtle changes in his environment. Currently this skill is only useful to detect Hidden Hunts. (Like rabbits or monsters hiding in shrubbery. This Ability is always active)

Level 1-lvl 1 Now Lorenor's sensory grid surrounds the ghoul for about 12 inches all together. His senses are his greatest capacity and functions similar to a bat's might. All of Lorenor's senses are acute within the sensory grid. Now, Lorenor has learned to use Heat Vision with his eyes.

Level 2-Lorenor now has a two foot sensory grid all together. No other new changes take place.

Level 3-Lorenor now has a three foot sensory grid all together. No other new changes take place. Effectively 1 yard.

Level 4-Lorenor has now obtained a four foot sensory range all together. His general accuracy level with his senses has increased greatly. Now he can find hidden objects in the ground and other areas around him with greater ease than ever before. His senses have gotten supernatural in their skill. ((Range editted to four feet sensory range))

Level 5-(Update)Lorenor's senses have evolved greatly from his first nights as a derelict ghoul out of Haidia. Now, Lorenor has an effective sensory range of [b][color=purple]eight feet. That's a rough total of around fifteen feet all together, in every direction. Within his sensory grid, Lorenor can accurately sense the physical world through vibrations in the air, the traveling breeze, and many other natural phenomenon. He can hear a quiet whisper on the other end of the room, and he can focus on a single pin dropping down in a noisy Radasanthian street. This effectively allows him to focus on individual heartbeats in a noisy crowd and stalk them with ease. Lorenor also has an acute sense of smell thanks to his sensory grid, all of his natural senses are boosted up to supernatural tendencies. He is now capable of interacting with supernatural phenomenon (Such as ghosts and spirits) and tell them apart from his hallucinations.

(Edit amended to 8 feet)

H2H Combat

Level 0-Lorenor has below average skill with hand to hand combat since he is an untrained warrior. His attacks are random and lack any sort of discipline or training.

Level 1-lvl 1 Thanks to some training with The Monks of Ai'bron and his own combat training, Lorenor has reached the skill level of a Competent fighter. His strikes and parries are no longer undisciplined and have acquired as certain edge to them. Lorenor now fights with greater skill and has the potential to become a devastating fighter in the later years of his career. This is just one of the many building stones to a great house. ((Locked until level 2))

Level 2-Lorenor is now a skilled fighter with his hands and feet. In close melee range, Lorenor is a sight to behold indeed.

Level 3-Lorenor is now a Highly Skilled fighter with his hands and feet. In close melee range, Lorenor fights with deadly accuracy.

Level 4-Lorenor has now reached a peak understanding of using his body as a weapon. He has grown in knowledge and has learned to fight with his own unique combat style. He has achieved supernatural movement with his body and has grown to new level of skill heights than ever thought possible. His skill with his hands and feet is now incredibly skilled. Lorenor still has to achieve many rankings of skill in order to become a Master, but he will get there. Lorenor has started to develop his own unique way of fighting that he will eventually be able to teach to other followers. ((Edit lowered from deadly to incredibly skilled))

Level 5-(Update) Lorenor is now a deadly individual with his hands. He can effectively kill armed or unarmed.


The Endless

Level 0-The Endless (Symbiotic Armor level 0)--Due to the Endless War in Haidia, Lorenor went missing. At some point during that time of isolation the true nature of The Endless and Lorenor's importance to the balance of Althanas was revealed. For every bright light there must be an equal and cunning shadow cast. Lorenor's Symbiotic Armor revealed its true nature to him in his time of darkness. Currently The Endless resides underneath Lorenor's skin, existing as one with the poor wretch. The Endless has equivalent armor rating to Leather Hide but only opts to protect Lorenor at its own choosing. So far the whereabouts of the ancient Blood Sword are unknown rumor states it resides somewhere in Haidia. Lorenor's original symbiote mutated as a result of contact with The Endless.


Level 1-
lvl 1 Now The Endless is equivalent to Iron hide. Lorenor seems to have developed a greater sense of control when to calling The Endless to aide him battle. The Endless is still a sentient being and Lorenor has to wear other armor if he expects to survive on his own. Often times, The Endless doesn't want to get hurt so chooses to help Lorenor out only when its own life is in danger. The Endless has to keep the host alive. It appears as a thick black layer of living organic residue that surrounds the host completely. So far, Lorenor can't make The Endless appear at will, but it can obey his command if he asks it to nicely enough. Eventually, Lorenor will gain greater control of The Endless as he understands them better. The purpose of Lorenor's particular symbiote has revealed itself now as Lorenor's Protector. A secondary Endless has spawned from the original creature and serves Lorenor as a pet of sorts. However, it follows the same code of conduct that the original Endless follows. ((See Figment below))

*Familiar-Figment. The secondary Endless that spawned from V'halkulus as a sort of offpsirng. This creature follows Lorenor around and the stipulations are listed in the above text, linked to the appropriate quest. So far the creature just follows its own agenda. It is a typical Endless standing at a few inches high and looking like a living pile of black sludge. It has a mouth with sharp teeth and no visible face. Just a head plopped on top of an amorphous body. The thing moves in a very agile sort of way and can take over hosts just like most normal Endless can. However, Figment has a special function that will be revealed one day in the future if Lorenor lives that long.

Level 2-*The Endless Level 2-Even more control of the Endless obtained. His symbiote armor now responds better in stressful situations. He still can't summon his armor at will, but it reacts to save the host from dangerous situations more quickly. Armor is now equivalent to a full suit of Steel in strength. No more defense upgrades will occur for a while.

Level 3-Level 3-Now Lorenor has developed a considerable amount of control with his symbiotic armor. At will, the ghoul can summon his armor up and about 90% of the time, the armor will choose to respond. No change to its defensive capabilities yet.

Level 4-Finally, Lorenor has developed a complete bonding with his symbiotic armor. At will, he can summon it up to defend him from most attacks and it will respond with a nearly flawless command. The Endless has gotten tougher now and is the equivalent of Plynt in nature. It is just as hard as the third tier mineral is. And even the Endless itself now has a particular green glow to its epidermal surface.

Level 5-(Update)A symbiotic organism that has bonded itself to Lorenor due to past events in Haidia. This creature is a vile organism that is somehow connected to N'Jal. It develops a genetic bonding to the host organism and enhances certain key features. It also imbues the host organism with its unique set of weaknesses and racial quirks. Currently, Lorenor has mastered commanding the endless. The endless obeys Lorenor's every command.

V'halkulus Form (Armor)-(Update)Lorenor can bring up his second epidermis at will. The armor has matured and effectively updated itself to the same tier rank as damascus. It will become more tempered over time.

Figment Form (Familiar)-(Update)Figment has supernatural agility that allows it to move towards host bodies quickly. Its preferred method of possession is through the mouth where it will enter and remain within a host. When the host body is killed in action, Figment cannot take another host for the remainder of the day. This is true for all endless. They attempt to keep their host body alive as long as they possibly can. Figment is bonded to Lorenor via a complex hive-like mental bonding. Lorenor can command Figment through this thought speak process. Figment's main attribute is its small size, and its capacity for moving at two timesthe reaction time of an average human being.


Technovirus

Level 0-(Innate Ability can potentially be transfered to a victim from a bite) The true nature of Lorenor's undeath. Hidden deep within his DNA lurks the mechanations of a potentially deadly otherwordly plague. Small nano-machines lace the wretch's DNA making him potentially interesting to any tech-heavy nations or PG's. Currently set to default programming, the nano-machineries are designed to just keep Lorenor's hemo-globin/plasma levels and mitochondria active enough to keep him in a state of JUST being alive. No other functions of the Techno Virus has been found yet, except it can be transfered from the carrier (Lorenor) to a victim, the effects cause random mutations. (Completely up to the rules of Althanas and of course the owner of bit Characters but basically mutated Characters become Ghouls similar to Lorenor) Thanks to his time within The Endless Lorenor's Thecno-Virus has taken on an interesting aspect that allows him to bond with The Endless and potentially control them. This is an unforseen mutation of the wretch's inner strength. So far Lorenor has no conscious control of the Techno Virus but one day this may change.

Level 1-The Techno-Virus has become more dangerous at the hands of The Golems and further exposure to The Endless. Now Lorenor has a greater chance of transferring the techno-virus to a living host. The host becomes infected with the contaminating nano-machinery and turns into a hideous ghoul. These ghouls, in turn, attack everything that poses a threat to Lorenor or themselves. Ghouls retain a level of sentience and self awareness based on the strength of the host. Minor enemies become mindless and are completely overwhelmed by the nano-machinery. The Techno-Virus can be viewed as a form of Necromancy. In this way, Lorenor can infect an entire population with several well placed ghouls. So far, Lorenor can only transfer the Techno Virus to one victim at a time. But the ghoul(s) can do the same which is how the ghouls are able to multiply so quickly. Lorenor can command his "offspring" to a degree. But usually they follow basic mode functions anyway, like the need to feed.

Level 2-Now the virus has matured within Lorenor significantly as Infection has spread. Mutating in strength as Lorenor has become stronger, the virus has become more deadly and contagious. Lorenor can now spread the Infection to two victims per thread. He has a 30% transfer rating of the virus. Eventually this will become greater. All bit victims become a ghoul like Lorenor and exhibit some of Lorenor's traits. Some of Lorenor's powers can be passed down into a victim and transfered in this fashion of virus exchange.

Level 3-Lorenor has gained a 40% transfer rate of the virus to victims. Mutations are completely random and based upon the rules of Althanas. Some powers can be transfered between the host and the victim through genetic transferring. Lorenor may infect three victims per thread and potentially contaminate them. No other changes.

Level 4-No changes.

Level 5-(Update)Lorenor has now acquired a 60% transfer rate of the virus to victims. The technovirus has now matured significantly and rapidly bonds to the victims that it interacts with. The virus is not curable except for the death of the host. Lorenor can now infect up to five victims per thread. The transformation rate once the virus is transfered is instant. Infecting PC's requires permission.

Teeth & Claws-Lorenor's claws and teeth are now as sharp as plynt.





Inventory

Level 5-

The Necronomicon. Now Lorenor has completed the entire three volume series of books and is well on his way to becoming a devout follower of N'Jal.
With the three books in his possession, Lorenor can take his religious fanaticism to new heights and obtain powers from the codex that he thought was previously unobtainable. For now, the books serve as a religious guide to Lorenor and offer him the daily rites and and prayers he needs to strengthen his relationship with N'Jal. As he acquires knowledge of the books, he will obtain its secrets, and thusly, new powers down the road. The books function as a codex of knowledge and have a series of secrets within its pages that are meant for only the most loyal of Spider Magi.




Requested Spoils-

Hunter's Eve 3 (None). (http://www.althanas.com/world/showthread.php?t=9713)



Hunter's Eve 1 (http://www.althanas.com/world/showthread.php?t=9553)-A Masterwork Steel short sword enchanted with an ability to give off a cold aura. The cold aura adds ice elemental damage to the basic sword attack but does nothing else. The weapon is dangerous to fire elemental creatures. Eventually; the enchantment will grow stronger. Masterwork matching scabbard.

Alex's Wind Charm. Counts as a wand. A charm blessed with the elemental powers of Wind. Can summon three small bursts of wind lances a day. Power is equivalent to an iron sword.

Ordo Iuris-Dark Crystal. A raw elemental ore crystallized into physical form. The ore is about the size of a basketball and weighs a few pounds. It once represented Fire Energy, but due to contact with Lorenor's darkened state, has become darkness based energy. The ore can be used as a catalyst for forging enhanced equipment down the road. For now though it is a building material for Lorenor's blacksmithing career. It is currently useless to the ghoul for the time being. It is an unrefined ore, and extremely valuable to the nature of the place it was located in. The ore gives off potent darkness based energy and will probably be used to forge great weapons one day in the distant future. Quest Item. Cannot be sold.

Clarification, it wasn't a fire crystal Lorenor picked up. As is clearly stated by he himself in post two, it was a raw magic crystal. Fire crystals don't taint. only raw crystals do, because their not yet sealed against alignment in a process that was left under described because this was a battle, not a tour of Ordo Iuris. His won't change again, it sealed itself, and is a normal average dark magic crystal, of larger than normal size.

I felt it was neccessary to clarify that little point. sorry.

Book 1-A pair of masterwork Mythril daggers. Matching masterwork scabbards. The blades glow with a blue hue whenever a threat to the wielder of the blade is present. The glow has no other purpose other than a sort of external danger sense. It cannot detect threats that are using advanced sorts of magic to hide their presence. They are only used to detect immediate threats.


002-The Horns of Power. A helmet of unknown, masterwork quality. The device was used by the goblin horde as a sign of rank and file for goblin leadership. Intricately connected to the dark powers of N’Jal the helmet was said to grant the bearer supernatural strength that grew in time. When passed to a new host, the helmet was said to synchronize with the new bearer and develop a sort of symbiosis with it. The bearer develops two times the normal strength output for an average human. This applies to force of swings and max carrying capacity. This also applies to the max lifting and press of dead weight. The bearer can press twice his max body weight. The helmet currently has three charges a day. The horns are made of plynt.

003-The First Book of N’Jal. The first volume of three masterwork tomes written long ago by unknown authors. These tomes were meant for the followers of N’Jal. Bizarre funerals rites, incantations, invocations, and other sorts of rites dedicated to the teachings of N’Jal lurk within the pages of the Necronomicon. By themselves, each tome posses unique knowledge about the Thayne known as N’Jal. They also posses knowledge based on the All-Thayne and the rest of the Thaynehood. Owning the Necronomicon makes the host of the books an extremely dangerous individual. The Inquisition marks each owner of the Necronomicon as a hated enemy. Thusly, owning the books carries with it a certain amount of privileges and risks.



Earned Spoils-



Hunters Eve 1-Lorenor receives 1,805 EXP (reduced due to spoil requests) and loses 500 gold, gains his wind charm as requested.
Bewitched receives 642 EXP and 500 gold, gains a Vlince cloak.

Lorenor’s new sword is of Awful quality and is badly damaged, chipped in several places due to the goblin boss’s heavy use of it over the years. It must be repaired in the bazaar, as any use of the item in its current state would likely cause it to break and lose its enchantment permanently. After repairs, it will be a Below Average quality short sword with the ice enchantment.


Ordo Iuris-Mutant_Lorenor gains 1650 EXP and his spoil. It is useless until you give it special properties as a spoil or at a level up.


Book 1-Other Rewards

Lorenor receives all of his requested spoils. Keep in mind though that the book, for now, is just a book and will not lend Lorenor any powers until he obtains them in other threads. Also, the powers of the Horns are subject to moderator approval at your next level up.



*Level 4-Necro's Lab Spoils:

Requested Spoils:

(First spoil was the fee required to hire the mercenary that assisted Lorenor)

002--First book of N'Jal. A mysterious tome written by the followers of N'Jal that is part of a three book series. The book has many incantations, rituals, and rites written by the followers of N'Jal for the followers of N'Jal. To obtain the secrets stored within the text, followers must first learn how to decipher the N'Jallian text stored within. The book is extremely valuable and not sellable. The text is a masterwork volume written in human blood and made from human flesh. ((Props to Evil Dead right there))

003--Antioch tomes and documents. Including a work that has maps leading to the region of Antioch. Mentions a Necromancer named Morian. Some rituals and rites recorded from the time of Argus' training with Morian lurk within.

004--Argus' Necklace. A necklace made out of pure gold that is enchanted with the markings of a Necromancer. Thrice a day, Lorenor may use the powers of the amulet to call a Zombie familiar. The Zombie counts as a weak enemy with basic statistical data. However, since it is summoned from Lorenor himself the zombie retains some of the characteristics from the would be Necromancer. It is able to bite and pass on the zombie disease to individuals that it comes across. The individuals must be living and must be some sort of humanoid in nature. The control Lorenor has over the zombie is minute to say the least but will one day grow with time and studies. Eventually, he will be able to summon powerful zombie warriors to his aide.
Masterwork in quality.((Not sellable)) ((Edit: Can be called twice a day))

Level 5 Update-Lorenor can now summon average quality zombie warriors. Lorenor can call these humanoid warriors from the corpses of dead warriors as well. The zombies retain some of the skill they possessed when they were alive. Lorenor can now call a zombie int his fashion five times in one day. The calling takes one turn to prepare.

005--Argus' Ring. Also enchanted with a spell. The ring allows Lorenor to fly for a brief amount of time. He can only use this ring once per thread for the time being. Flying in this fashion exerts Lorenor a lot and drains considerable energy. The more weight he has on his person, the more rapidly he is drained as well. It is a gold ring that is well encrusted in the center with a magnificent piece in the middle made of obsidian jewels. Masterwork jewelry in quality.((Not sellable))

Ring Notes: The ring must be activated and can only be (So far) activated once per thread. The ring allows Lorenor to fly at will for the rest of the thread, or as stipulated by an ROG Mod. ((To put on limits requested by Shyam))

Edits: 5 minutes at 20 mph for now, 1 minute and 5 mph shaved off for every 50 pounds of stuff he's carrying. The further he pushes himself in the beginning the more exhausted he gets. Flying takes a lot of effort and he can only fly once per thread for the time being.

Level 5 Update-During each activation, Lorenor can fly for a maximum of 10 minutes at 30 mph's. He now has two charges of flight with the ring.

Earned Spoils:

Mutant Lorenor gains 2955 EXP and 847-500= 347 GP and his spoils. However, the flight ring is somewhat vague. I would like you to talk to an RoG mod about the exact specifics for it. If a judge feels that you have used it to powergame, they reserve the right to penalize you for it.

Time of Prophecy Spoils:

Requested Spoils:

001-Second Book of N'Jal. An extremely rare volume written in human blood and carved in human flesh. Masterwork in quality. It is written in an ancient dialect of the Spider Magi and is the second volume in a three book series that Lorenor must acquire to complete the transformation into a full fledged Spider Magi. The text contains many incantations, rituals, and spells that are meant to further the power of N'Jal and the individual Spider Magi studying the text. Mastery of the verses within the text requires a lifetime of study. The book is not sellable.

002-N'Jal's Talisman. An amulet necklace encrusted with pure gold and of Masterwork quality. It was forged with the secret arts of the Spider Magi and imbued with the powers of the Spider Magi. The necklace has the mysterious symbols of the Spider Magi written upon the amulet's pendant section meant to invoke some of the powers of the Spider Magi. With a carefully spoken incantation, (The written verse etched upon the surface of the pendant) thrice a day, Lorenor may conjure a cloud of venomous poison that can cause some sickness to an individual. The poison cloud is considered as a blight of infectious substance. The cloud is roughly a foot across in diameter, and not very potent for the time being. For right now, the poison cloud merely causes weak reactions against an opponent such as stinging the eyes, irritating the skin, and causing stomach aches and headaches. The infections are not permanent, but take a while to dilute. It takes a full turn for Lorenor to conjure up this venomous cloud. ((Extremely valuable, not sellable))

Level 5 Update-The cloud is now two feet in diameter. The poison cloud is now capable of causing dangerous reactions upon contact. The cloud has been upgraded to that of a neural toxin. It cannot yet kill. Lorenor has the ability to call this dangerous cloud twice a day. It simply remains in the area until it is dispelled or dilutes on its own after a few days.

*Level 3-001--Fiefdom. A port city called Y'hanz Zaar now is the official headquarters and property of the Red Hand. AKA the Gol'Bron. They have full power and authority within the fiefdom as lords of the city. With the fiefdom comes the full workforce and access to any lurking industry within it. Also, they have full access to trade open and black market industries. The fiefdom is a handsome prize that the Red Hand earned during its involvement in the events of the day.

002--Lordship in Salvar. Lorenor has now obtained the title of a Lord in Salvar and has considerable influence therein on his own as well as a member of the Gol'Bron. With the title, Lorenor has earned a size able estate to his name for his involvement with the Cathedral's coup attempt.

003--Damascus Masterwork Longsword. A well forged weapon by the Agents of the Cathedral. Lorenor obtained this weapon during the confrontation with the deadly Spider Ninja. Which turned out to be an Agent of N'Jal. The weapon is a fancy longsword and comes equipped with a Masterwork scabbard. Lorenor wears this weapon on his hip.

004--John Mattis' longsword destroyed. A burst of acid webbing destroyed Lorenor's long favored weapon. Obtained during a battle with Joshua Cronen.

005--Masterwork Crossbow. Obtained during the fighting against the Spider Ninja, Lorenor quickly learned how to use this weapon with some degree of effectiveness. The metal parts are made out of Plynt and the wooden parts are made out of Liviol. It is an intricate weapon with an auto-loading feature equipped on the weapon. It has a distance of several yards. Accuracy lessens after that. ((Subject to a moderator final approval)) The crossbow comes equipped with a container of several bolts, fifty in all. The bolts are made of plynt and each of common quality. The quiver is also made of common quality.

Approved Spoils:

The Gol’Bron gains: Lordship and the Y'hanz Zaa fiefdom! These spoils are granted, but you’ll have to deal with those in charge of Pgs for the final say. I have also deducted from your gold earnings to grant you this.

Lorenor V'halkulus gains: the Damascus Masterwork Longsword. It is, however, heavily damaged from years of unimaginably-abusive use by its previous wielder, which explains his eagerness in giving it to the ghoul, favoring his newer, shinier weapon. It will need to be repaired soon, lest it shatter and be forever lost!

Lorenor V'halkulus does not gain: the Masterwork Crossbow. The weapon was reclaimed by its original owner, but he instead gave Lorenor an older, less efficient one. It is made of yew and plynt. It also comes quit a ten-bolt quiver, each bolt made of cyper and plynt.

Lorenor’s John Mattis' longsword destroyed.

*Level 2-*Ornate Cathedral Dagger- Decoration. Not Sellable. Blade is made of Damascus but the Dagger is not suitable for combat. It is an item of prestige and influence. All official Agents of the Cathedral bare such a Dagger in their possessions. ((Awarded during Legend of the Dark Hero))

*Senchen's Longsword-A Masterwork Damascus Longsword. The handle is also of Masterwork quality. Not sellable. This weapon was lifted off of Senchen's body. Comes with an ornate Scabbard and is worn at Lorenor's back. ((Awarded during Legend of the Dark Hero))

*Ring of All Shadows-Obsidian Ring. The Ring of All Shadows. A ring made of pure obsidian. This ring was long ago crafted by the Wood Elves of Concordia. The ring will imbue the host with a terrible darkness. It is a living entity. Functioning just like a wand, the ring can fire off 3 small bursts of dark energies upon a single target. Eventually, these terrible bursts of energies will become stronger. They can cause minor burns upon a target. Or push a target back. The ring also generations darkness and Lorenor may use it, optionally, to recharge his own energies if he's lost them somehow. Using the ring in that fashion nullifies his 3 blasts for the day as it takes considerable amounts of energy to recharge. ((Awarded during the Typheus quest))

Level 5 Update-Lorenor can now call forth five of these dark energy bolts. Their strength has increased and the blasts now have the same destructive force as Iron.

*Level 1-*Aegis Bracer A device discovered during Lorenor's trip to Haidia. This device attached itself to Lorenor's right arm and consumed it all together. It now replaces his forearm. The device functions exactly as a hand. With its latent archaic power, Lorenor is able to summon an aegis shield. This can be used to block hits as stipulated during the quest it was obtained. Eventually it will grow more powerful. The Bracer of the Aegis can block two low-impact hits or one medium-impact hit before it shatters. It can be used three times a night, but not in a rapid succession. Is a part of Lorenor.

Level 5 Update-Having become much stronger, Lorenor's primary defensive measure is now more powerful. Once a steel masterwork device, the device has now upgraded to the level of plynt. The summoned shield can now effectively withstand two powerful hits, four low impact hits, and two medium impact hits before a single shield shatters and must be called again. The shield takes a full turn to call. Lorenor can now call the shield three times per day.

(Amended note cut back down to three times a day as per request)


*Blood Stone-Also found during his adventure in the temple in Haidia. The Blood Stone seems to be an artifact left behind by the besieged Vampire Nation. Lorenor discovered it can clean up impure samples of blood so that Lorenor can feast upon it. This is useful to clean blood of poisons, blights, and other impurities so that Lorenor might feed upon it. Can be used once per quest. Cannot be sold.

*Data Cube-Given to him by the Golems, this cube contains a visual holographic database of Lorenor's past adventures with the Golems. It also contains an archive of all the past genetic information that the Golems had on Lorenor person. As of yet, Lorenor has not studied this archive so he has no idea what information lurks there. Eventually, the Data Cube will become necessary for Lorenor's growth and survival. A detailed account in holographic form of Number 5,325's life. It also contains the visual records of Lorenor in his past historical form. Eventually this will allow Lorenor to learn about his past. Cannot be sold.

*Plasma Discharge Gun-A gift received by the Golems. This weapon functions just like a wand. Stipulations are linked above in the appropriate spoils section listed. (However, due to power limitations of the gun itself and the comparable force it produces, the strike surface and kinetic force will be no more than a light punch. Effective Range of only 10 yards. You may have this reviewed by the RoG for power output upgrades.) Cannot be sold

*Level 4 Update: Effective range of 11 yards. Now strikes with the force of well timed blow. It strikes with the kinetic force of a steel sword strike.

*Level 5 Update: Effective range of 12 yards. Now strikes with the force of a sword strike. The blast can be summoned as either a radial attack or a projectile attack. The blast now has the kinetic force of plynt sword strike.

*Universal Anti-Sunlight Uniform-Given to him by the Golems. This suit basically allows the ghoul to walk out in the daylight hours without being burned. Fragile. Can be broken if pierced. Made with a combination of rare Golem fabrics, this suit (When worn) attaches itself to Lorenor's person and allows him to act in the daylight. The suit MUST be worn for it to work in this way. The suit functions by creating a bio-field around Lorenor that wards off U/V light and the harmful effects of sunlight. Note: this does not make Lorenor immune to attacks that use UV Light or Sunlight effects in battles and quests. It only allows him to be out in the daytime. Note also in the daytime, Lorenor is 50% weaker than normal. All his abilities and power is reduced by 1/2. If the suit is somehow removed or damaged, it must be repaired immediately or Lorenor will puff up into ash. ((This suit functions separately from any Endless functions))

*John Mattis Longsword-Won during his encounter with Joshua Cronen. It is a Masterwork Longsword made of Plynt. Lorenor wields it with some skill and hasn't named it anything yet.

*Mysterious Stone-Found during his encounter with K. This stone has all of the properties listed during that particular adventure.

*Level 0-The Endless (Symbiotic Armor level 0)--Due to the Endless War in Haidia, Lorenor went missing. At some point during that time of isolation the true nature of The Endless and Lorenor's importance to the balance of Althanas was revealed. For every bright light there must be an equal and cunning shadow cast. Lorenor's Symbiotic Armor revealed its true nature to him in his time of darkness. Currently The Endless resides underneath Lorenor's skin, existing as one with the poor wretch. The Endless has equivalent armor rating to Leather Hide but only opts to protect Lorenor at its own choosing. So far the whereabouts of the ancient Blood Sword are unknown rumor states it resides somewhere in Haidia. Lorenor's original symbiote mutated as a result of contact with The Endless.

Claws--Lorenor's primary weapon. On his feet and hands all his nails extend and retract to BONE SHARP claws that can pierce ONLY un-protected flesh at the level of atypical average humans of Althanas. No more no less than this at this point. Currently, his claws only extend to about half an inch in length.

Teeth--Lorenor's second weapon. He uses his teeth to clean the flesh off slain victims. Lorenor must periodically consume the flesh of his fallen hunts in order to keep his undeath going. Lorenor will only bite victims that he is certain of consuming. It is said that the virus that keeps Lorenor alive can sometimes pass from Lorenor to his victims. Sometimes this causes his victims TO TURN. (As long as anyone bit by Lorenor is acceptant of this) All of Lorenor's teeth become sharp but are only as sharp as bone.

Old Rags--Layers of rags old and blodied are all that clothe this sad soul.

Worn Boots--Nothing but worn hide that offer little protection from the elements.

Witchblade
07-15-08, 10:27 AM
Lorenor, I have to say that I hate the way you do your profiles. Instead of listing all of your skills and abilities in one profile, you'll cut some out and just say no change so that I as an approving mod have to go back and read about three different level updates just to understand all of your skills.

Cut down the Aegist Bracer back down to three times per day. Cut down the Sensory grid to 8 feet, which is double what you had before.

Mutant_Lorenor
07-15-08, 03:21 PM
Ftr, I listed everything. Edits made as requested. Anything else you need me to edit?

Witchblade
07-15-08, 08:50 PM
Approverized!