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Nachturnus
01-28-09, 02:33 AM
Introduction:

Hey guys, This is Aegeus from Nationstates, not sure if any of you have the remotest clue who I am, but I got a PM on NS about this, and am very intrigued, as I’ve not done any good character rolepalying in a long while, so I’m eager to try my hand at it again. I’m pretty sure Christoph is the one who sent the message, at the behest of Indra Prime. Still, here goes:


Name: Shas-Hamet
Age: 42
Race: Human (Sand-Walker)
Skin color: Light olive
Hair Color: None. Bald. Salt and pepper body hair, when visible.
Eye Color: dark teal
Height: 6’1’’
Weight: 160 lbs
Languages: Common Trade-Tongue, Sand-Walker, Perfectorum (Medical language)
Occupation: Wandering Surgeon
Hand Dominance: Right
Totem: Plagued Vulture
Lunacy: 6 of 10
Aura: Desiccation, Decay

Personality:

The Somber, slow speaking, and tight-lipped Sand-Walker is known as a lesser-legendary figure in many tribes of the sandy wastes. His large base of medical knowledge has little effect on his ego, being counteracted by his destructive aura, which can kill his patients much more quickly than any malady. This realization that he is perpetually and unavoidably damaging to everything around him has led Shas-Hamet to develop a humble disposition, primarily exemplified by his refusal to accept anything for his services. Shas-Hamet does whatever he can to avoid harming those he comes across in his path, and when forced to defend himself, he attempts to only use the force necessary to incapacitate his foe. He often then either leaves medical supplies or even sets broken limbs as a means of apology. He can sometimes be found in sources of great life (wellsprings, sacred glades, life-magus chapels), which seems to slow the effect of his aura of decay. More often Shas-Hamet can be found roaming dead wastes, deserts, or massive graveyards. This solidarity has driven him onto a downward course of psychosis, however in recognizing the symptoms, Shas-Hamet has begun attempting to communicate with people more, through letters and other indirect mediums in an attempt to re-ground himself in reality. Due to prolonged usage of his goggles, Shas-Hamet avoids direct sunlight unless he is wearing them, as the undiluted light gives him a massive migraine.

Appearance:

Shas-Hamet’s skin is entirely covered at any given time, wrapped in layers of flax, silks, and other fibers that do not easily rot away. Around his forearms and legs, he has furs of animals bound tightly to his skin by cords, keeping his hands and feet warm in the bone-chilling cold of the desert night. His entire head is concealed beneath a hood, cloth mask, and loosely wrapped cloth, which prevents sand from getting blown into his orifices in the desert during storms. For this same goal, he wears finely polished quartz goggles, with rosy-brown lenses, which significantly cut down on the exposure his eyes have to light. He also wears a bag slung down near his left hip, with a double-shoulder strap, in which he keeps his surgical tools, food, and other travelling necessities.

History:


Moral Decay

Shas-Hamet was classically trained in medicine at one of the most advanced medical universities on the whim of a local sultan to who’s dislocated finger he had reset. This trifling service, performed at a young age, earned him a mandated free ride though his education, however none of the other students particularly liked Shas, and in reaction he became rather vain. He was convinced that the other students were jealous of his prodigious medical skills, which was partially true. He graduated and was moved into a small community of villages, where he served for a little under a decade as the local surgeon.

This humbling service helped to temper Shas’ feelings of superiority. In his service to these people, he came to know Ishna, a life-mage who was responsible for aiding in the growth of the crops for the same area. Slowly, Shas began to fall into infatuation, and then love, with Ishna. Unfortunately, though she admired him as a surgeon and even as a person, his love for her was unrequited. His love for her secretly grew for several years until finally he brought it to her attention. As might be expected, she rebuffed his advances, and even though she did so gently, it inevitably led to awkwardness and a desire for separation.

In an unfortunate event of happenstance, only a few days after they stopped speaking to one another, Ishna was gored by an enraged plow rhinoceros. She was brought, still breathing, to Shas, who, in a flurry, had her on the table, and was trying to stitch her shredded organs together. He worked tirelessly, even after she had died on his operating table. He continued, motivated by his dormant feelings of being a superior surgeon, his lover for her, and his desperation to keep the villages from the desolation drought. After three days of manic work, he passed out from exhaustion, his arms buried up to the elbows in her cold entrails.

Shas awakens more than twenty four hours later, to the feeling of maggots squirming against his skin, chewing through the carcass of the woman he once loved. Immediately horrified, he stitches the internally mutilated carcass together, and buries her in the grave yard. Within a few days, the body was discovered, and Shas-Hamet was imprisoned for his transgression. Over the next few weeks, as Shas-Hamet rotted in prison, the village crops began to wither and die, babies were miscarried, children grew ill, the wells ran dry, and the animals sickened and keeled over in the fields. Shas-Hamet was chased away from his home, narrowly escaping the mob that wanted to string him up and eviscerate him as some grim sacrifice to appease their gods.

Within a few years, Shas-Hamet had almost been completely forgotten, lost among the dunes, roaming the desert wastes, and scavenging what he could from wrecked caravans. Stories began to trickle in of a desert wanderer who seems to appear out of the howling sandstorms when someone is seemingly incurably ill, or born with a defect. He would perform surgeries of extreme delicacy and precision in record time. Just as suddenly as he appears, he walks back into the desert, taking no payment for his service. Over the last fifteen years, his legend has slowly grown, some even pronouncing him a minor deity. Though untrue, Shas-Hamet doesn’t counteract this rumor, as it means that they have at least forgotten about his unforgivable crime.

Skills:

Medicine:

Shas-Hamet is an incredibly skilled physician. His medical talents span the entire spectrum, from treating light wounds, counter-acting poisons, and to major internal surgery. He is also skilled at self-medicine, and can operate on himself without anesthetic. Strangely, none of his patients seem to develop secondary infection unless he stays within a few miles of them for more than six hours after he has finished sewing them up. This knowledge extends to most pack animals and beasts of burden. He is familiar with herbal remedies, and can fabricate medicines from some of the strangest things. Shas-Hamet can treat most common, and many uncommon non-magical illnesses.

Survival:

Shas-Hamet has spent just under two decades surviving off of the wastelands, an area that claims hundreds of lost travelers and city dwellers every year. He knows how to scavenge the best items from wreckage, make camps from almost nothing, and eek out an existence from the most desolate areas. He can maintain stealth, as is necessary in order to avoid murder at the hands of desert raiders and the vile creatures of the sandy wastes. This skill also applies to hunting and gathering in desolate areas. Shas-Hamet can also track very effectively in desolate areas as well, even if the tracks have been blown away by the whistling sand.

Dried Heart of the Desert*:

Shas-Hamet has survived many years being harried by the bandits and denizens of the wastes, as well as the natural elements present there. Sand has spent more time abasing his skin in the past year than many people experience in their entire lifetime. Such an experience has led Shas-Hamet to have a high pain tolerance, in addition to callused and sand-worn skin. He has seen creatures too terrible to bear names, and members of his own species performing desert atrocities on one another. Shas-Hamet is resistant to pain or terror that would immobilize, cause him to lose consciousness, or cause him to flee in horror, even if these effects are magical in origin.

* Night-sight:

Shas-Hamet has spent twenty-five years wearing goggles that reduce both the glare of sunlight and the amount of light that reaches his eyes. As the primary function of the glasses is to protect his eyes from blowing sand, Shas-Hamet has learned to see with nominal visual acuity wearing his goggles at night. This has given him the strange ability to see in pitch blackness when his goggles have been lifted or removed. This allows Shas-Hamet to see in no-light situations without the aide of lighting, even should the darkness be of magical origin

Weapon Proficiency: Pole-Arm: (Edited)

Shas-Hamet has spent years defending himself from the waste-land raiders and cursed creatures of the sands. In reaction to this, his walking staff has been modified with a piece of scrap metal to act as an improvised pole-arm weapon. This in-action training has given him a large amount of experience in using pole arm weapons for almost any conceivable task that can be performed by such a weapon. He strikes with surgical precision and never trips up on his own weapon. This experience includes improvised pole arms such as long boards, long bits of scrap metal, old curtain rods, and a myriad of other possibilities. Shas-Hamet is skilled in the use of any bladed pole-arm he picks up, even if he has never touched this particular weapon before.

*Aura of Infection:

Shas-Hamet bears a great curse, the tainted aura of his former love. This aura is always active, and may not be switched off by any means, magical or otherwise, it is thought that even his death will not disengage the blight that follows him. This aura causes everything around him to become infected with decay. Milk may sometimes sour, wine corks, bread goes stale, and animals flee before him just at his presence. With exposure of a day or two, open wounds may become gangrenous, diseases may spread more virulently, plants begin to droop and wither, and animals become lethargic and diseased looking. With even more prolonged exposure, measuring in a week or two, crops wither and die, animals become sick and waste away, pregnant women may miscarry, and open wounds always get infected with necrotic tissues. The area and severity of the the aura's effect increases exponentially. Shas-Hamet’s very presence can eliminate entire cities over the course of a couple of months, even if this city was a bustling capital of a powerful nation.

Equipment:

-Clothing-

Desert Garb- Shas-Hamet wears his desert garb at all times, hiding his face and skin entirely. This both protects him from sun damage, overheating, and the sharp grains of blowing sand.

Sand Polished Quartz Goggles- Shas-Hamet wears a pair of polished quartz goggles that drastically decrease the amount of light that reaches his eyes, and protects them from damage by blowing sand. These goggles lenses are almost unbreakable, and their surface can only be marred by harder materials (such as diamonds).

Rope Bandoleer- A bandoleer made of about twenty-five feet of rope, wrapped around his shoulder and waist. can be removed and used as roping if necessary.

Desert Satchel- within this double-strapped hip satchel, Shas-Hamet keeps all his worldly possessions, including his medical tools, food, a compass, and several other odds and ends. Survival items, such as flint, tinder, a small work-knife, a small pan, and tongs.

-Items-

Fine Surgical tools- Shas-Hamet has collected a compact set of surgical tools during his roamings. These tools are always razor sharp, purged of any infectious material due to the accelerated rot processes that surround him. These tools are also sand-polished, and are almost an extension of his body. The tools are made of steel, and could theoretically be used with flint to start fires. They include several scalpels, vice-grips, tongs, spreaders, sutchering needles, sutchering thread, as well as tourniquets and other small devices.
Fine Compas- Shas-Hamet has an extremely precise and accurate compass, presumably taken from the remains of a rich trader in the wastes. This compass is enchanted to always point to true north, and has several other hands that can be set to face specific locations, such as cities, or oases.

-Weapons-
Walking-Staff-Weapon- this weapon is a medley of nature and mankind’s efforts. A piece of scrap metal, sand polished and sharpened to a fine edge attached by hemp cord to the top of an oddly warped staff. This weapon bears a few cruel barbs in odd locations, used to penetrate armor bindings and weak points in animal hides. The weapon is unique, and cannot be replicated. It also doubles as a tent pole when the blade is un-knocked. The staff's blade is made of common steel, and the haft is made of extremely dense dry-wood.


Important Concerns: *

Dried Heart causes Shas-Hamet to appear emotionally distant and difficult to approach, in an almost supernatural way. People find it hard to speak directly to him, and frequently lose their train of thought, as his presence unnerves them. This effect also draws the attention of criminals and other under-lifers, as it signals him as easy prey, because he is always alone.

The presence of night sight causes Shas-Hamet to get really bad migraines if he removes his goggles in full lighting. This pain does not imobalize him, as descried in toughness, but it does blind him, preventing him from seeing. Bright lights in this state produce excruciating agony.

The Aura of Infection's exponential values are as follows, and apply to the beings within the radius for the duration spent within it, beings that have only just entered the radius suffer the lowest penalties:

. 1) 30 minutes - 2 days: People may generate small, common diseases, and food ripens and spoils roughly ten or twenty times normal. Range is around 10-15 meters

. 2) 2 days - 2 weeks : The effects worsen significantly. people with open wounds may find them infected within hours of the injury, plants begin to wilt, and fruit begins to spoil within an hour of when it enters the radius. Animals flee if able, and are agitated and ill if unable. Range is around 30-60 meters

. 3) 2 weeks - 2 months: open wounds almost almost always become infected, and the uninjured begin to have skin conditions and communicable diseases. Dead things desiccate and decay at a rate around a thousand times the normal, and animals will flee, or grow deathly ill. Food sours almost immediately. Range is 200 meters

. 4) 2 months - 6 months: The sick begin to die, the healthy begin to become ill with rather dangerous and crippling plagues. Farm animals keel over and die. plants and foods rot as soon as they come to harvest. At this point, if Shas-Hamet has not already left the location, he will be chased away. Range is one Kilometer

. 5) 6 months - A year: Shas-Hamet has never spent half a year in any one place other than the wastes since his ordeal. it is entirely possible that all natural life in the area would cease over the course of the year, possibly sinking the area into a desert area. It is thought that the range could be several kilometers.

The aura of infection is lessened fractionally by the number of uncorrupted living auras present in an area. If there is a single life-mage, druid, or other similar life-giver who maintains an aura of life, the effects of both auras are halved in their effects, doubling the time it takes for the Aura of Infection to take it’s course. If a second mage was present, their auras would be two thirds as powerful, and Shas-Hamet’s would be one quarter as powerful, taking four times as long to cause it’s despoiling effects.

Taskmienster
01-28-09, 12:19 PM
Welcome to Althanas, I'll be helping you out with this profile today. Forgive me if I'm a bit brief, I'm currently at school on my small break.

Medicine: If you could limit that down so that you can't cure anything non-magic. Keep it around basic illnesses, and such.

Toughness: If you could remove the note saying it doesn't affect him and change that to say that he has a slight advantage against Fear and Terror, including magically generated spells of that nature. However, should a person a level higher than you cast a powerful spell with the same type of nature as Fear and Terror the chance of resisting it is diminished greatly.

Pole-arm proficiency can be average for now, not mastered.

I'm going to have to ask that Aura of Infection be either removed, or you make it so that people just feel uneasy around you... not that being around you does anything to them.

As for the goggles, please do not sell them, nor the compass. And I need to know what kind of materials the surgical tools and pole-arm are made of: iron/steel and a yew/oak for the shaft.

Nachturnus
01-28-09, 01:11 PM
Several items updated. Pm sent to Task

Taskmienster
01-28-09, 02:30 PM
PM noted, responded, though won't be home till after 5:30 est (that being in about 2 hours). I'm tutoring, and when I get home I can get on AIM to discuss, or you can send a PM and we'll go back and forth to discuss.

I'm more making this note so after we figure it out and edits are made then you can post again...

Nachturnus
01-28-09, 07:12 PM
Further updates. PM sent

Taskmienster
01-28-09, 07:24 PM
Alright!

For now, healing should cure only common sicknesses, and probably nothing akin to 'incurable' diseases for some time.

Dried Heart: please make it 'slightly resistant' for now.

Pole-arm proficiency should be average for now, not expert.

Still need metal's assigned to the surgical tools and the blade of the pole-arm, as well as what the pole arm's shaft is made from.

And finally the infamous one, lol.


The Aura of Infection's exponential values are as follows:

. 1) Seconds- 6 hours: People may generate small, common diseases, and food ripens and spoils roughly ten or twenty times normal. Range is around 10-15 meters

. 2) 6 hours- two days: The effects worsen significantly. people with open wounds may find them infected within hours of the injury, plants begin to wilt, and fruit begins to spoil within an hour of when it enters the radius. Animals flee if able, and are agitated and ill if unable. Range is around 30-60 meters

. 3) two days- A week: open wounds almost almost always become infected, and the uninjured begin to have skin conditions and communicable diseases. Dead things desiccate and decay at a rate around a thousand times the normal, and animals will flee, or grow deathly ill. Food sours almost immediately. Range is 200 meters

. 4) A week- a month: The sick begin to die, the healthy begin to become ill with rather dangerous and crippling plagues. Farm animals keel over and die. plants and foods rot as soon as they come to harvest. At this point, if Shas-Hamet has not already left the location, he will be chased away. Range is one Kilometer

. 5) A month- A year: Shas-Hamet has never spent a year in any one place other than the wastes. it is entirely possible that all natural life in the area would cease over the course of the year, possibly sinking the area into a desert area. It is thought that the range could be several kilometers.

1) Please make it 30 mins to 2 days

2) please make it so fresh wounds would have to have spent the time in order to become infected... not wounds instantly gained. As well as 2 days to 2 weeks

3) 2 weeks to 8 weeks; anything exposed that long would begin acting that way, though the area would basically have to start over the affects from the beginning for people just coming to the area.

4) 8 weeks to 6 months; same as above.

5) 6 months to a year; same as above

Nachturnus
01-28-09, 07:41 PM
Edited, Expanded, and clarified. Changes to Aura of Infection are located in the table in the bottom section. PM sent.

Taskmienster
01-28-09, 08:08 PM
Bright lights in this state produce excruciating agony, which is the only recorded thing that always penetrates Dried Heart's pain resistance.

The Aura of Infection is an integral part of Shas-Hamet, the aura is impossible to remove, cleanse, despell, decurse, or otherwise "Get rid of."


Please change the last line in that description, so that it's not the only thing that can bother your slight resistance to immobilization and fear and all the other ones.

Please change that it is impossible to cleanse and all that, since I can't allow that. It may be a little difficult, but not impossible for someone who has spells to do such and is at least a level or two higher.

Nachturnus
01-28-09, 08:16 PM
Edited.

Taskmienster
01-28-09, 10:52 PM
Splendiferous. If you need any help with anything feel free to PM me, and I apologize for how long this all took... just had to get it all level and whatnot. ^^

Approved!