View Full Version : Approved Nevin Aimaparapoiitis, Blood Alchemist

10-20-2017, 10:47 AM

Edits in Red

Name: Nevin Aimaparapoiitis
Nickname/Alias: Nev,
Age: 21
Race: Human
Height: 5’11’’
Weight: 175 lbs
Occupation: Alchemist
Personality: Easily bored, slow to interest - obsessive about things that DO interest him.
Born to two human parents, who were obsessed with a minor blood cult that had come from a foreign land. Since reaching adulthood, Nevin has wondered if the cult was actually started by a vampire for some reason, but he has no way of knowing.
Nevin, as the first child born to members of the cult, was subjected to multiple rituals that he has never been able to find documents of since. These rituals…. Warped the child, and imbued in him a skill and affinity for blood based magics. However, due to the rituals he was subjected to, Nevin has an almost pathological hatred of sacrificial blood magics, and refuses to even consider human sacrifice for any magic he might one day be able to use. Instead he wants to create a different view on blood magic - as something that is useful and beneficial to people, completely separate from sacrificial magics.
Despite this desire, he knows that common people fear and despise blood magic in any form, so he does his best to keep his abilities concealed until he has built up a positive reputation. Currently, he works as a traveling merchant, searching for a place to set up a shop as an alchemist. Nevin has found a shop, and currently runs Herbal Magick in Stonevale, selling primarily healing tonics, but also candies, medicines designed for Kenku, and Miner’s Delight - a potion that reduces the damage done to lungs by breathing in stone dust.
Revealed Info: Nevin is actually an amalgamated individual, two souls that have been shoved together, and the trauma to the souls has left a lasting impression. One soul was the child who was a part of the cult growing up - this child has left some marks on Nevin now: Nevin uses the language of the cult in his ‘spells’; and in fact Nevin using his blood magic at all is because of the strange comfort he feels from that part of his soul. The second part was a wanderer, who was abducted by the cult and used in a sacrificial ritual - to give a child experience and life force beyond his years. Due to the cult’s fear though, and refusal to actually sacrifice a member of the cult, Nevin came about - someone who did NOT agree with the cult and its desires. He managed to distort and twist the final ritual of the cult; this prevented the actual goal of the ritual from being accomplished, and instead eliminated almost all of the cult members in the process. Nevin suspects, but does not know for sure, that the ritual was intended to make him into a vessel for something Other.

Level One Quests/Threads
Off the Trail:
Nevin, a new arrival to Scara Brae, had gotten lost in the woods outside of Stonevale while gathering medicinal herbs. He was happened upon by the Elf, Elthas, who not only was kind enough to show the alchemist the way to the mining village, but also helped him find a smithy to work at temporarily.

A Bloody Good Time:
Nevin decided to relax for an evening at one of the local pubs, enjoying the ‘nightlife’ of Stonevale, when a rather different stranger came in. This individual, a Kenku known as Stare, drove Nevin to working on alchemic formulae which would be better suited for an avian-humanoid race, which drew the Kenku’s attention as he was not entirely silent as he worked. This led to Stare coming over to question him, which after a short time and one of Stare’s unique traits, brought one of Nevin’s two big secrets to the fore. He fled the tavern to his shop, telling Stare he would explain about his damaged soul, just not in public.
Nevin revealed to Stare that he had originally been two people - one a wanderer that he still does not talk much about, the other, a young boy who grew up in a demented cult. A sacrificial ritual was used on the two, merging them together in a terrible, bloody union of blood and soul, years ago. He also revealed to her - feeling a kinship due to her own less than pleasant past - that he was in fact a Blood Mage: leaving her one of the few {and her master} who know of his true talents.
Spoils: Essence of Soul Sight {Stare’s Blood -Donated}
LINK: http://www.althanas.com/world/showthread.php?427-A-Bloody-Good-Time-(Open-Tavern-)

Catnip’s an Herb, Right?
Nevin is managing his shop when a frazzled, strict mother comes in, with her daughter. Both are felinoid humans, or is that humanoid felines? Chaos ensued as the distracted Nevin didn’t realize that a cat-woman who drank catnip would hit a high before a crash - worse, her daughter began to experience a sugar rush. The mother ended up behind his counter, trying to investigate some potions he had on display (blood potions created with his Blood Alchemy though Nevin fights not to admit it to her) and he was trying to get her out from that spot when customers came in - a notorious gossip, who assumed that the two girls were Nevin’s family, spawning a rumor that hangs around him.

A Sanguine Start:
Nevin goes hunting in the woods for blood to use with his magic. His first target ends up a small rabbit, but the situation goes wrong when he meets a strange overgrown lizard trying to melt through a rock with an acidic bile. Nevin is seized by his obssession for new or unique blood, and fights the lizard - being injured in the process, but managing to take it down. He harvests blood from this thing as well, as well as some acid and the lizard’s tough scales - though he has yet to get them worked into an armor.
Spoils: Essence of Vitality: Low Grade Healing Potion {Rabbit Blood}
Essence of Acid: Low Grade Combat Potion {Acid-Lizard Blood}
Weak Acid {Acid Lizard} 3 pints
Tough Scales {Acid Lizard}
LINK: http://www.althanas.com/world/showthread.php?434-A-Sanguine-Start-(Solo)

Ebb and Flow of Economics in Stonevale:
Nevin is enjoying a peaceful day in Stonevale, reading an alchemic text he found in a second hand shop. The situation spirals upwards as he sees Elthas, meets a strange, white haired individual known as ‘Ezra’ who unsettles the alchemist to a large degree though he cannot place just why, and when ‘Hurricane Elthas’ as Nevin affectionately refers to the Elf offers to pay for food and drinks at the tavern, Nevin also meets a story teller who asks for help with sleep - as his sleep is currently disrupted due to sentient nightmares plaguing him.
Nevin is pondering this, and making small talk with the other three, when an injured guard is brought into the pub (why, Nevin has no idea), and reveals that a local Goblin clan has begun attacking the mining settlement. Elthas tries to rouse the others to go to the miner’s aid - and Nevin recognizes a poison in the wound as most definitely not locally sourced, so he tells the others to go on without him as he is not a fighter, and instead wants to work on preparing the medicines and antidotes necessary to combat this poison. Things are not quite as they seem though…

Level 2
A Bond Forged in Blood:
Nevin is distracted as he works one night by loud noises and shouting from outside of his shop. He goes to investigate, and learns that a strange, overly large corvid has escaped from a traveling menagerie, freeing several other animals in the process and causing chaos. While he is watching, the bird homes in on him, claiming to have “Found him!” in words that only he can hear, conveyed by flute-like notes that none other present seem to notice. Nevin learns that this bird is from a race of magical corvids that bond with others through magic - normally staying to themselves, this one’s magic linked with Nevin’s despite considerable intervening distance, prompting her to search for him. The bond has now been formalized through the corvid - whom Nevin is calling either Aphrael or Flute - consuming a special blood potion that Nevin created from his own blood.
NPC ADD: Aphrael, small eagle sized crow/raven. Non-combat character.
LINK: http://www.althanas.com/world/showthread.php?455-A-Bond-Born-in-Blood

Nevin does not have good luck with non-humans. Not because of antagonism on either part - in fact, Nevin tends to feel more positively about non-humans than he does about other humans. However, his training in Alchemy did not include making medicines for other races, and this has led to problems in the past (ABGT, CaH,R?) and this makes another appearance here, more potently than before. Nevin is working in his shop when a small child comes in and asks for flea medicine for his ‘mutt friend’. Nevin does not note that the child is not human at first - he is rather distracted by the fact that there is a full-grown dire wolf outside of his store, slobbering on the glass.
It is when the child mentions that the past Nevin originally recommends for flea bites will likely freeze that he realizes the child is not human - he is in fact, a Frost Fae. The child immediately states he is not an Elf, and is surprised when Nevin does not even think that was the case - unknowing that there is an Elf or two running around in the town. Nevin begins working on medicine that won’t be affected by dropping in temperature, while the child asks about his ‘Nekojin daughter’ - a rumor from when a cat-woman and her daughter came into his shop and customers thought they were his family - while taking a honey candy.
However, Nevin has been adding a mild numbing agent to the candies - a surprise and mild fun prank on the kids who typically thoroughly enjoy having their mouth feel weird and tingly afterwards. Unfortunately, the numbing agent acts as a hallucinogenic to Snow Fae - and the child, Fenn, had a problem with impulse control and shoveled multiple candies into his mouth while Nevin was distracted by the problem of non-freezing medicine. As the child began experiencing the effects, the alchemist tried to get him to spit them out - only for the child to spitefully swallow the sugary mess, worsening the results on his body. Nevin tried to make an emetic that would help the child purge what he could from his system, but he isn’t sure Fenn will drink it. Thankfully the child did, and survived the encounter, greatly relieving Nevin.

A Huntin’ We Shall Go:
While traveling through Corone, on his way to Raeiria to investigate rumors of a ‘blood forest’, Nevin is knocked out. When he wakens, he is being examined by an unknown man, who apparently recognizes Nevin as a bounty from the ‘tattoos’ running across his skin. As the only people who know about these marks fall on an extremely short list, and none of them would involve themselves with kidnapping the alchemist - he’d help them if they asked - this means someone Nevin doesn’t know about knows Nevin’s past.
He is carried into a cell and thrown in, the guards having taken his tools and gear. Within the cell is another bounty of theirs, one who has apparently been giving them problems - and they feel that either the other prisoner will kill and eat Nevin, giving them one less mouth to feed, or they will have two bounties to turn in. Either way, a win for them.
Unfortunately, the other bounty is Nevin’s friend, the Kenku Stare. The two work together to effect an escape - each revealing to the other that their innate powers have grown since last they met.
Danger waits for them though, as a powerful mage, capable of removing the cuff that connects Stare and her master Vitruvion, is present somewhere within the facility. They will likely have to deal with the mage before they can truly escape their captors - and Nevin wants to find out what information these men have on the person who told them about the blood lines on his skin: the only people outside of his friends who would know, would be a survivor of the blood cult that turned Nevin into who and what he is now. And Nevin is not okay with there being survivors of that despicable group out there....


Short cropped dark red hair, eyes with irises that looks black except upon close inspection, which then reveals that they are an extremely dark red except in direct light.

Wears a dark green hooded cloak, keeping the hood up most of the time. Wears a brown leather vest over a long-sleeved shirt, close fitting gloves, and long trousers. While he will take off the cloak if it gets too hot, he always keeps the long sleeved shirt and gloves. This conceals the blood red sigils and markings on his skin below his neck.

Nevin’s hair has begun to grow out as he tends to be distracted from maintaining his appearance, and now hangs about his shoulders.
Wears a chestplate of crimson drakescale armor, acquired from bounty hunters who thought it would be a good idea to capture him and Stare.

Has a decent knowledge of medicinal plants and minerals, and how to make them into healing salves and tonics, as well as how to concoct simple poisons and antidotes. Takes time and resources to make anything.

Ingrained Sacrifice:
Due to close personal experience and subsequent study, Nevin can recognize sacrificial blood magics and rituals. This knowledge does not extend to his personal style of blood magic - as his does not involve human sacrifice (except those that leave the donor living) he has to make it up as he goes.

Magical Aptitude
In the course of his alchemy, Nevin has been studying magical symbols, as they often show up in recipes in places where a mild infusion of magical power is required to bring out the full power of the recipe, and can now recognize a fair few on sight.

Minor Smith:
Nevin has trained as an apprentice smith for some months, giving him a basic (very basic) understanding of the trade. He can make, given time and resources, simple items (Daggers, arrows, nails, horse shoes).

Blood Alchemy:
Nevin’s primary ability, the one he discovered how to use first, and the mainstay of several other of his abilities. Nevin takes a portion of blood and refines it through his innate power into an ‘Essence’ potion. These potions capture a quality of the source of the blood and that can either be consumed, or utilized in another aspect of Alchemy to bestow the quality upon another item via a transmutative effect. Potions that have been drunk last only a short time before fading, and items that have been imbued with the quality last for a longer duration, but it is restricted to the item itself.

Can be used to make: Healing potions, combat potions, transformative potions (at higher levels of power) and Ability Potions when blood is donated. Uses per day: Four

Examples of possible potions:
Low Grade potions based off of natural qualities (minor healing/wound restoration, combat potions from poisonous/acidic/venomous animals)

Special Grade Potions:
Ability mimic potions (Currently undrinkable)
These potions, obtainable only from donated blood (or blood won in combat) can grant an ability to the drinker - currently no one can drink them. When used to work an item, grants a low level variant of the ability to the item - at the cost of binding the item to the person the blood came from, so that only they can use it.

Potion Duration:
Low Grade Potions last for three posts when drunk.

Ability Potions last for Four Posts when drunk.

Item Duration:
Low grade potions cannot affect items alchemically.

Special Grade/Ability Potions last for two weeks on an item - but can only be used by someone who's blood is used to bind the weapon.

Blood Crafting:
The reason behind his forays into learning smithing. Nevin can take free form blood and temporarily ‘forge’ it into another item. However, this is limited to blood that is within approximately half a foot of him, and he actually has to know how to make the item he is trying to mimic. As such, it is used primarily to create simple tools for his alchemy, or a dagger if his normal weapons are missing.
Current crafting limits: a maximum of two items at a time, which lose cohesion fifteen meters away from him, which have a limited lifespan of only a few minutes at most - though their innate durability currently rests just below iron equivalents. Uses per day: 4

Nevin has, through experimentation with some donated blood, learned how to manipulate the blood in his body into accepting Essence Blood that contains a power from another sentient being - something that before was impossible. This only works for Nevin, as another person who tried to imbibe a Sentient Essence, as Nevin calls them, finds their body rejecting the magic. Usable Twice per Combat thread, allows temporary usage of the Ability that is contained in the Essence.

-Allows Nevin to drink Ability Mimic potions without his body rejecting the Ability. Mimic'd abilities last only a few minutes and are weaker versions of the natural ability of the person. (lasts a few posts, only one Mimic'd ability currently)

-Any ability gained from consuming a Special Grade/Ability Potion is reduced in strength to at least one level below Nevin's current level.
-Abilities Consumed can only come from characters two levels above Nevin's - higher than that level difference will cause a violent rejection that heavily injures Nevin.

From the Skin:
Nevin has learned to summon threads and bands of blood from the ‘veins’ that run all across the surface of his skin. These ‘hungry’ threads come forth from a point he has decided - currently he is most skilled with summoning them from his hands - and depending on his desires, band together into a whip or remain as individual threads. This blood whip is quite clearly forged from blood, and has tearing/adhesive properties (The whip will stick to things and try to tear them free, causing strange wounds if landed on unprotected skin). This quality can be disabled if Nevin is not actively trying to hurt someone. Usable 3 Times a Day. Current approximate strength/length: steel, can extend to six feet long.

Like Calls to Like:
Wounds dealt by weapons crafted from blood by Nevin (Either via From the Skin or by Blood Crafting) cause excessive bleeding compared to what they should do - as the blood that Nevin uses has a strangely ‘attractive’ quality to it, and pulls more blood out of the wound than should normally come forth.

-Come To Me The magic of Nevin’s blood lines now pulls loose blood towards him, until it begins to collect by his feet. This blood can be used for Blood Barrage.

Bloody Gift:
Nevin can sacrifice some of his own life energy to create a ‘dose’ of healing blood. The problem is, this blood must be injected via a thread similar to those created in “From the Skin”, meaning the recipient must be comfortable with a blood needle emerging from Nevin’s skin to dose them.
Can only be used 3 Times a Day. Maximum Range: 6 Feet
Cannot be used on Nevin himself.
Current level of effect: One dose can heal mild to moderate lacerations or abrasions - flesh damage. 2 doses are required for severe flesh wounds, broken bones. 3 doses are required for grievous injuries - using all three doses causes Nevin to pass out if used in rapid succession, as he is sacrificing his own life to heal.

Blood Barrage:
Nevin creates a blood ‘ball’ about six inches in diameter above one hand, using either free standing blood or his own blood. This ball then fragments depending on Nevin’s goal - either many small units, or progressively larger, and fewer, units. In either case, the results are then shot at Nevin’s target/s. These bullets/spikes of blood also possess the quality from ‘Like Calls to Like’, meaning that wounds that are caused by them cause excessive bleeding. Usable 4 Times A Day. Using his own blood for this technique rapidly drains Nevin, and each usage without free standing blood of some kind makes him progressively weaker, if he uses his own blood four times Nevin will pass out after the last usage of the ability.


Primary Weapon:
Oak Staff: A six foot long oak staff with an iron band on the bottom, and an iron cap on the top four inches of the staff. Primarily a walking stick, he can use this for self defense as well.

Crossbow: Simple wooden crossbow with an iron arm used mostly for hunting. Equivalent draw to a short bow, not capable of piercing armor - though it can dent it. Current bolts: wooden with stone

Dagger: Short, simple dagger. Six inches of iron, simple bar cross guard and a leather wrapped hilt.

Quiver: Round container with an open end for holding crossbow quarrels. Can hold twenty bolts.

Bag: Large traveler’s bag, covered in pockets and straps.

Mortar and pestle: used in alchemy or cooking, iron pestle and stone mortar. Grinds up plants and minerals.

Mixing kit: small wooden box holding several spoons, rods, and a few simple knives, as well as measuring and pouring tools.

Vial box and vials: small iron lockbox with a padded interior, to keep glass vials safe inside. Can hold ten small glass vials (one dose) safely inside. Current count: four empty vials, one vial filled with clear clean water.

Pans: strapped to the outside of the traveler’s bag are two small pans and a small pot. The small pans have divots in the side for pouring the contents out.

Drakescale Armor (Tier 3) - A chestplate of drakescale hide, not quite an exact fit but Nevin is slowly developing to fill it out more fully. Covers the front and back of Nevin’s torso, providing moderate protection from attacks to his body.
LINK: http://www.althanas.com/world/showthread.php?487-Scale-Armor

[b]Current Essences:
Low Grade

Essence of Acid:
A capable acid that can dissolve through materials up to a toughness of rock or weak metal (Iron/Below). Not to be drunk, as it is a corrosive blood that will damage whatever it touches until it runs out. Only a few ounces. {3 OZ}

Essence of Soul Sight:
Blood donated by Stare. This Essence captured the capability of her eyes to see an individual’s ‘aura’ or ‘soul’. Currently cannot be drunk by anyone but Nevin, as a person’s innate magic will reject magic from another sentient individual. {Circumvented by Nevin via ‘Able-Blooded} This granted ability only lasts for a few minutes at most, and all of the current vial must be consumed to activate it. {One Usage.}

Associated non-combat NPCs:
A large, intelligent corvid that is roughly half-way between the size of a large raven and an eagle. Glossy black feathers, which change to a dark red (can be confused for rust red) approximately halfway down. Aphrael has an intelligence approximately equal to a young child. Communicates via flute-like notes, which only magically active people can hear. Currently, only Nevin can actually understand her, due to their bond.

10-20-2017, 11:47 AM
Hey there mate.

Is Aphrael useable in combat?

I think that is all my questions. The rest looks pretty reasonable, so I will take a look over the next couple of days and get you approved when I can.

10-20-2017, 11:48 AM
Negativo, she is not, edited in to clarify that.

10-20-2017, 12:00 PM
Roughly how big is the ball of blood?

Also is there any negative effects for Nevin using too much of his own blood at all? Or can he sustain it?

10-20-2017, 12:22 PM
Using his own blood for the blood barrage is not good for him, he cannot sustain it without weakening himself. If there's blood in the area that is out, from another injury or person, it increases the viability of using the ability.

10-21-2017, 03:21 AM
Is there a size guideline for the ball of blood? A tennis ball, for instance, or are you going for a football?

For the healing blood also, to what extent will it heal? Does it knit bones back together in seconds, or just heal a paper cut?

10-21-2017, 07:39 AM
Uh, hmm. For the orb what I was seeing is a spherical object six inches in diameter at any point. More like a tennis ball than a football, but I think bigger than a tennis ball would be.

For bloody gift I'll edit in what kind of stuff it can heal, sorry!

10-21-2017, 07:46 AM
Great :) thanks. I'll get this finished up for you today.

10-21-2017, 11:55 AM