Muir
02-05-13, 12:40 AM
Name: Muir Marin
Age: 24
Race: Human
Hair Color: Auburn
Eye Color: Green
Height: 5'8"
Build: Athletic
Occupation: Poisons Consultant
Personality:
Upon first impression, one might deem Muir an utter waste of space. He always seems to be "on" something, lacks many social graces befitting a young gentleman (worsened by an astoundingly creative colorful vocabulary), and doesn't seem to care much what others think. He is, however, a fairly brilliant person when he wants to be, resourceful and clever to the point of great success in his line of business. It's just difficult to see that when there doesn't generally appear to be much more to him than a self-destructive thrill-seeker.
Appearance:
The young man dresses in the manner of an exotic pirate, wearing various articles of clothing he collected while globetrotting, many of them from his current home in Fallien. He has vibrant auburn hair that is generally overgrown somewhere between short and medium length, forest green eyes, and he is very tan from living largely in the desert, causing his freckles to darken and grow. This gives a mottled appearance to his skin which, combined with his numerous nautical blue tattoos and scars, makes him a rather striking individual. He is built quite lean and doesn't seem like a big guy, but he's tougher than he looks.
Skills:
• Poisons: Muir has an encyclopedic knowledge of most known poisons, including their effects, dosages, sources, methods of production and administration, antidotes, and more.
• Varmakkalai: Halfway through the ten year course of training in this style of combat, Muir was ejected from the academy. He makes use of what knowledge he came away with, though incomplete and at the chagrin of his mentors. This includes advanced training in the long staff and moderate training in pressure points and other non-lethal techniques of incapacitation.
• Chemistry & Alchemy: Muir's learned to apply science and pseudoscience to the production methods of various poisons-related substances (coughdrugs), keeping him ahead of the curve.
• Language & Culture: On top of Tradespeak/common, Muir is fluent in written and spoken Fallien. He has spent enough time there that he can travel the country relatively inoffensively compared to most outsiders in the xenophobic society.
• Survivalism: Life in Fallien has given Muir excellent survival skills, especially in those climates.
• Seamanship: Having spent several years working mercantile vessels, Muir is an adequate seaman and capable of performing most positions to satisfaction.
Abilities:
• Empathetic Healing: Like his sister, Muir has a knack for magic. His training in Varmakkalai helped him tap into an innate ability to heal illnesses and injuries through an empathetic bond with the individual in question (including himself). It is not something he always does knowingly, and is limited to several small (or one significant, but not immediately lethal) injuries/afflictions per day. More grievous situations require more time, so in the context of battles, he can not make a quick comeback from a serious injury.
• Enhanced Constitution: At 2x that of a normal human being, Muir discovered at an early age that his body could handle a noticeable amount more stress than most everyone else's. He has used this to survive a hard life at sea, Fallien's deserts, and has lent to…
• Poison Resistance: After years of deliberately building his body's tolerance to various substances, results are showing. This includes alcohol, common street drugs, and the poisons listed here (http://www.althanas.com/world/showthread.php?18792-Rough-Guide-to-Fallien-1st-Ed&p=144363#post144363). He is not immune, but it takes twice the usual dosage to take effect. (This is a stacked ability.)
Flaws:
• Niphena Addiction: Fortunately he generally has access to more than enough to feed his addiction, but if he were to run out, he'd be in sorry shape, indeed. He is very cautious and controlled with this habit, managing his dosages well and hiding it cleverly in various forms on his person, but thus far has been unwilling to go through the trials of quitting.
Equipment:
• Glaive: This weapon is made of hardwood and steel and the blade is coated in sugar glass, allowing it to absorb various poisons for use in confrontations. The pole arm component is somewhat heavier and shorter than the typical weapon of its sort so that it can double as a staff. The blade is removable.
• Needles: Muir has a small set of variously sized steel needles with hollow centers that can be used to discretely administer different doses of poisons. They are kept in a specially made leather holder for safety.
• Portable Lab: Similar to how his sister carries a toolbox of scribe supplies, he has his own miniature lab with which to produce products. This includes beakers, piping, tablet molds, a stock of binders and fillers, etc.
• Poisons: Muir generally has a modest stock on him at all times of at least three different poisons. He currently has a stash of mallaku'akta, vadha’manikkali, and niphena.
History:
The second eldest child of the large Marin family, Muir visited his big sister Luned in Radasanth when he turned sixteen and hasn't been home since. He signed on as a deckhand with Captain Curie, Resolve's mother, and after several years at sea, settled down in Fallien where he studied varmakkalai and established himself in the poisons trade.
Age: 24
Race: Human
Hair Color: Auburn
Eye Color: Green
Height: 5'8"
Build: Athletic
Occupation: Poisons Consultant
Personality:
Upon first impression, one might deem Muir an utter waste of space. He always seems to be "on" something, lacks many social graces befitting a young gentleman (worsened by an astoundingly creative colorful vocabulary), and doesn't seem to care much what others think. He is, however, a fairly brilliant person when he wants to be, resourceful and clever to the point of great success in his line of business. It's just difficult to see that when there doesn't generally appear to be much more to him than a self-destructive thrill-seeker.
Appearance:
The young man dresses in the manner of an exotic pirate, wearing various articles of clothing he collected while globetrotting, many of them from his current home in Fallien. He has vibrant auburn hair that is generally overgrown somewhere between short and medium length, forest green eyes, and he is very tan from living largely in the desert, causing his freckles to darken and grow. This gives a mottled appearance to his skin which, combined with his numerous nautical blue tattoos and scars, makes him a rather striking individual. He is built quite lean and doesn't seem like a big guy, but he's tougher than he looks.
Skills:
• Poisons: Muir has an encyclopedic knowledge of most known poisons, including their effects, dosages, sources, methods of production and administration, antidotes, and more.
• Varmakkalai: Halfway through the ten year course of training in this style of combat, Muir was ejected from the academy. He makes use of what knowledge he came away with, though incomplete and at the chagrin of his mentors. This includes advanced training in the long staff and moderate training in pressure points and other non-lethal techniques of incapacitation.
• Chemistry & Alchemy: Muir's learned to apply science and pseudoscience to the production methods of various poisons-related substances (coughdrugs), keeping him ahead of the curve.
• Language & Culture: On top of Tradespeak/common, Muir is fluent in written and spoken Fallien. He has spent enough time there that he can travel the country relatively inoffensively compared to most outsiders in the xenophobic society.
• Survivalism: Life in Fallien has given Muir excellent survival skills, especially in those climates.
• Seamanship: Having spent several years working mercantile vessels, Muir is an adequate seaman and capable of performing most positions to satisfaction.
Abilities:
• Empathetic Healing: Like his sister, Muir has a knack for magic. His training in Varmakkalai helped him tap into an innate ability to heal illnesses and injuries through an empathetic bond with the individual in question (including himself). It is not something he always does knowingly, and is limited to several small (or one significant, but not immediately lethal) injuries/afflictions per day. More grievous situations require more time, so in the context of battles, he can not make a quick comeback from a serious injury.
• Enhanced Constitution: At 2x that of a normal human being, Muir discovered at an early age that his body could handle a noticeable amount more stress than most everyone else's. He has used this to survive a hard life at sea, Fallien's deserts, and has lent to…
• Poison Resistance: After years of deliberately building his body's tolerance to various substances, results are showing. This includes alcohol, common street drugs, and the poisons listed here (http://www.althanas.com/world/showthread.php?18792-Rough-Guide-to-Fallien-1st-Ed&p=144363#post144363). He is not immune, but it takes twice the usual dosage to take effect. (This is a stacked ability.)
Flaws:
• Niphena Addiction: Fortunately he generally has access to more than enough to feed his addiction, but if he were to run out, he'd be in sorry shape, indeed. He is very cautious and controlled with this habit, managing his dosages well and hiding it cleverly in various forms on his person, but thus far has been unwilling to go through the trials of quitting.
Equipment:
• Glaive: This weapon is made of hardwood and steel and the blade is coated in sugar glass, allowing it to absorb various poisons for use in confrontations. The pole arm component is somewhat heavier and shorter than the typical weapon of its sort so that it can double as a staff. The blade is removable.
• Needles: Muir has a small set of variously sized steel needles with hollow centers that can be used to discretely administer different doses of poisons. They are kept in a specially made leather holder for safety.
• Portable Lab: Similar to how his sister carries a toolbox of scribe supplies, he has his own miniature lab with which to produce products. This includes beakers, piping, tablet molds, a stock of binders and fillers, etc.
• Poisons: Muir generally has a modest stock on him at all times of at least three different poisons. He currently has a stash of mallaku'akta, vadha’manikkali, and niphena.
History:
The second eldest child of the large Marin family, Muir visited his big sister Luned in Radasanth when he turned sixteen and hasn't been home since. He signed on as a deckhand with Captain Curie, Resolve's mother, and after several years at sea, settled down in Fallien where he studied varmakkalai and established himself in the poisons trade.