Yo, all. Just a heads up about its going to go on the first day. I've already finished up a rudimentary IC post to blast you all with but I'm still waiting on yáll to finish your CS's so I can fine tune the details.
Anyway, just a reminder that the due date is February the 2nd, 10 PM EST. Try to make it on that time.
Yo, all. Just a heads up about its going to go on the first day. I've already finished up a rudimentary IC post to blast you all with but I'm still waiting on yáll to finish your CS's so I can fine tune the details.
Anyway, just a reminder that the due date is February the 2nd, 10 PM EST. Try to make it on that time.
Sounds good to me Bork! Since I slipped in after you gave everyone else feedback, is there anything I need to change about mine?
Sounds good to me Bork! Since I slipped in after you gave everyone else feedback, is there anything I need to change about mine?
Nothing really major that would be considered objectively terrible. Just minor spelling errors in your CS and so forth that could use a second look. Otherwise, anything else I have issue with is just a subject of taste.
I'm having a tough time with the mutations because I originally intended Kly'tar to be a True Kin.
It might be kind of dull if too many of us are True Kin. My advice would be to make a biological mutation version of whatever technological cybernetics you were going to give your character!
... And with that said, here's the human I started writing last week when I thought I'd be the only one 😅
11 | F | Mutant (Esper) | Soothsayer
_______________________________________
Attributes Haruspicy: Ongü-Sarishai is skilled in analyzing and interpreting the metaphors seen in her dreams, thanks to the tutelage of the tribe's Far-Mother.
Stealth: Wherever she goes, she quickly develops a reputation for sneaking off where she shouldn't.
Blowgun: As a last resort, her father gave her a small reed, and six bone darts to shoot through it. It makes for good entertainment on the road.
Mutations Ongü-Sarishai is immune to some poisons, and resistant to most others.
By ingesting a type of hallucinogenic vent-worm, women from her father's lineage are said to be able to scry the future in their dreams.
As a result of some kind of stress the dream-fevers place on her nervous system, Ongü-Sarishai is regularly subject to debilitating headaches.
Equipment Ongü-Sarishai has taken along two friends with her: a woman from the tribe (serving as interpreter) named Bogavhaana, and a poisonous frog she named Khurkhee.
A rawhide pouch filled with dead vent-worms, for ingesting as part of the fevering ritual, or for feeding to the pet frog.
A blowgun, with six iron darts. Probably scavenged from somewhere else, as there is no metal on the Black Shelves.
Misc. traveling comforts like a blanket, dried provisions, warm clothes, and a second pair of shoes.
The girl has her father's teeth, but not his smile; his tattoos, but not his skin; his hands, but not his eyes. The missionary woman returned the next winter and gave her to him in a bundle, saying the girl did not belong in that breast-shaped palace where she and the other pale ones dwelt like milk. A long journey for such a venomed gift; for the tribe didn't particularly want her, either. She sliced tender feet on their bladed black hills. She squirmed in their geothermic heat. They wasted precious hides fashioning shoes and cloaks for her. And when she should have been old enough to eat from the algae pools like the others, it made her stomach writhe, forcing them to feed her from the sacred parts of the glass-stepper: those parts which remained after the women received the ribs and the legs, the men received the lungs and shoulders, the elders their liver and head, the children their kidneys and marrow. The beast's heart belonged on the blood-altar, returning to the earth to nourish the next brood and fecundate the next hunt. Instead, because someone pitied the odious little creature only half-formed of their blood, that meat went to the girl's mouth. Soon, blasphemy issued from every noxious eye and every murmured threat. They began to whisper that they were doomed. They whispered that she doomed them. An instrument of the evil god Enkhorpaa, devouring the earth's flames, cooling the obsidian slabs, and smothering the village in neverending winter.
Though children in the Yüülün tribe were named for lucky things, prosperous things, things which would bring blessings, the names they reserved for the girl were snide and hateful. Only her father, bearing his bastard's shame with a quiet strength, gave her an auspicious name, one which filled their yurt with warmth: Ongü-Sarishai, "Ever Favored." She would realize, as she grew, that the name was a promise: no matter how far she drifted and wandered, no matter how big she grew, she was welcome in that bone-and-rawhide tent tucked away in the black glass. She was always loved. Somewhere.
She also believes in the name's power. It was the name, she will tell you, which saved her on the day she was marked for death.
Like many times before, Ongü-Sarishai had waddled down into the valley, where the black pans collected sulfur-blue waters; and the waters, in turn, spawned life. She poked at the furry worms which waggled under the surface. She snatched frogs from the edges of the pools, and splashed after their tadpoles. Beetles, swaying salt-drunk on the pungent air, were no match for her deft hands. She tried to make friends with most of them, though most would squirm away once she let go.
That day a group of four lean, furrow-faced hunters from the village approached the pools. Ongü-Sarishai thought they might finally want to play with her until she saw that they held their long, crooked tubes; the ones they carried out onto the dunes when they wanted to eat meat. Every time they squeezed the throats on those tubes, the long metal snouts belched fire and bellowed like a thundercrack, echoing far over the mountainside. If the sound was deafening it meant they would be back in a few minutes, but if it was a small, muffled sound from far away then the men would return hours later with the animal carcasses desiccating on their shoulders, strung up by their hooves, splayed, glistening-red. Either way they'd then return to their yurts and wait for their wives to turn the meat brown and succulent over the glow-pools. Ongü-Sarishai didn't want to become limp and sad like those animals so when the men leveled the tubes and pointed them at her, she covered her ears and squinted her eyes shut. She heard her froggy friend hit the ground; she had been holding him and was very sorry, and would apologize later. She wondered why the men would want to eat a little girl, though.
When she opened her eyes, however, they weren't paying attention to her; they argued between themselves, pointing fingers at the frog, even seeming afraid of him. Two of them were saying something about how the frog's poison should have killed her by now, but she rose to her friend's defense, saying he would never hurt her. They ignored her and continued with their argument; the other two said the Far-Mother would want to see her, and killing her would get them killed. Ongü-Sarishai didn't understand anymore, and that's when they picked her up, and they were too strong and too many for her to wriggle away.
She was brought back to the village, but to a part of it she had never seen before: a certain tent. Children were forbidden from entering, and the adults hesitated as well. But those four hunters shoved Ongü-Sarishai inside, without following past the curtains, and introduced her, for the first time, to the Far-Mother.
The crone (she could not have been younger than eighty) listened intently, and as the hunters reached the part of their story involving the frog and its poison skin, her rheumy, jellied eyes slid down toward the girl's hands; the skin which had touched the frog's. Ongü-Sarishai couldn't tell amusement from annoyance in the woman's gaze, but the words whistling through her lips and past the curtains let the tribesmen know they had made the right choice bringing the girl to her. And now that they had, training could begin.
As she would learn over the next year, hers was a rare and highly valued mutation within the Yüülün. It meant she could not die from bites, stings, or from another tribe's blowdarts; she would not brush up against a venomous snake or eat poisonous berries and meet her end thereby. But, more importantly, she could ingest the dreamworms she had innocuously noticed inside those aquamarine pools so many times before; and the worms, said the woman, would show her the future. Bedu Nersi was her name, and she sent Ongü-Sarishai the way she had come, back to the sulfur pools, to retrieve some of these worms. When she returned, she was shown how they are speared on a skewer and held over a dung-fire to burn off the hairs; placed in a bowl; ground into a paste; flavored with blood or diluted with ash, should one need it; and finally, swallowed. The girl thought she suffered all this to finally be accepted or appreciated in some way. She couldn't have predicted that she would become pivotal in the tribe's entire fate, as the dreams developed (and worsened) in her mind's-eye.
Ongü-Sarishai's first dream-fever showed her their home, the razor-black slopes of the mountain they called Tsercheg ("The Smoldering One"); whereon a great horned animal gored one of the huntsmen as he went to fire his weapon and found he had depleted its battery. Sputtering ineffectually, the long metal cylinder produced no fire, no thunder, and no deterrence for the beast which charged head-down. The girl warned her mentor, who, impressed, passed this warming along to the hunters. A few days later they came back with the beast gutted and lashed to a spit, celebrating a hard-won victory, but a bloodless one.
By the time of her thirtieth dream, Ongü-Sarishai had seen a short hairy creature with big ears, a long black snout, and a bushy tail. It walked on two legs and wore clothes like a person, and it hacked a path through a damp, green hell overgrown with all manners of vines and drooling fruits. This creature was fighting for its life; and if receiving this vision was of any significance, he may have needed her help to get where he was going in one piece.
Men weren't allowed in the Far-Mother's tent so she hadn't seen father in a long time, but he was there to kiss her forehead and weep from his eyes and watch her departure from the slopes. He gave her biltong and a shaggy hide blanket for comfort on the road. He made sure someone else from the tribe would be going with her, for protection and for translation. He'd heard his daughter's screams as the poisons coursed through her veins and melted her insides; as the headaches throbbed through her eyeballs. Father knew the pain she'd already endured for others. And when he couldn't persuade her to stay, he then assured Ongü-Sarishai that although she would always be his little girl, he suspected she'd be a woman when she returned.
She knows the dream was significant somehow, as was the person she met inside it. Now she must only find him, and aid him in his strange foray deep into the heart of this world's most terrible mysteries.
Genotype (Unavailable for Robots): Mutant (Genetic Mutation)
Morphotype (Only Available for Mutant): Chimera
Expedition Position: Guide
//YOUR SOUL
PERSONAL GOAL:
<Snipped quote> LIKES:
<Snipped quote>
Technology & Intricate Machinery.
Fresh Fish.
Learning New Things.
Making Friends.
DISLIKES:
<Snipped quote>
Snapjaws & Goatmen.
The Putus Templar
QUIRKS:
<Snipped quote>
Kly'tar refers to himself in the third-person perspective instead of saying "I'm" or "Me", so he calls himself by his name when speaking.
//YOUR PAST
<Snipped quote>
//YOUR PERSON
ATTRIBUTES:
Survival Skills:Living off the land since birth Kly'tar knows plenty of survival skills.
Hunter:Kly'tar has hunted with a spear in hand since he came of age, and wields them with skill.
Tinkerer:For years Kly'tar has learnt new ways to tinker with machinery in minor ways.
CYBERNETICS (Only For True Kin): N/A
Mutations (Only for Mutants):
Infravision:Kly'tar can see into the infrared spectrum at a short range.
Tough Hide:Kly'tar's hide is tough enough to lessen the impact of punches, as well as reduce the impact of blunt weapons and cutting weapons.
Heightened Senses:A highly developed sense of smell and taste, but poor perceptibility.
ZFHX2 Gene:This genetic mutation alters part of the genes protein sequence, causing Kly'tar to have unusually low sensitivity to pain.
AS3MT Gene:
Equipment: (Self-Explanatory)
Dumb Me Double Posted
//YOUR NAME
Age: 29
Gender: Male
Race: Bipedial Reptilian (Lizardfolk)
Genotype (Unavailable for Robots): Mutant (Genetic Mutation)
Morphotype (Only Available for Mutant): Chimera
Expedition Position: Guide
//YOUR SOUL
PERSONAL GOAL:
"Kly'tar trying to learn new way of life in big wide world! Kly'tar wish to become artificer and build great machines!"
LIKES:
"Kly'tar like people who nice to Kly'tar as well as tasty fish!"
Technology & Intricate Machinery.
Fresh Fish.
Learning New Things.
Making Friends.
DISLIKES:
"Snapjaw bad and Goatmen worse but Kly'tar fears scary genetic purists most of all!"
Snapjaws & Goatmen.
The Putus Templar
QUIRKS:
"Kly'tar is quirky so Kly'tar interesting."
Kly'tar refers to himself in the third-person perspective instead of saying "I'm" or "Me", so he calls himself by his name when speaking.
//YOUR PAST
"Kly'tar lived near Joppa with other Lizardfolk. Snapjaws came and kill many of Kly'tar's people so all Lizardfolk decide it best to find new homes. Kly'tar wanted to find Grit Gate where Kly'tar hear bear-men know machine knowledge so Kly'tar went but got lost. Kly'tar realize world have more knowledge to give then Grit Gate so Kly'tar going to travel world and learn as much knowledge that Qud can give to smart Lizardfolk like Kly'tar! World comes first then Kly'tar see if go to Grit Gate.
//YOUR PERSON
ATTRIBUTES:
Survival Skills:Living off the land since birth Kly'tar knows plenty of survival skills.
Hunter:Kly'tar has hunted with a spear in hand since he came of age, and wields them with skill.
Tinkerer:For years Kly'tar has learnt new ways to tinker with machinery in minor ways.
CYBERNETICS (Only For True Kin): N/A
Mutations (Only for Mutants):
Infravision:Kly'tar can see into the infrared spectrum at a short range.
Tough Hide:Kly'tar's hide is tough enough to lessen the impact of punches, as well as reduce the impact of blunt weapons and cutting weapons.
Heightened Senses:A highly developed sense of smell and taste, but poor perceptibility.
ZFHX2 Gene:This genetic mutation alters part of the genes protein sequence, causing Kly'tar to have unusually low sensitivity to pain.
You can put your character sheets in the CS tab. I'm just making adjusments to the IC post as needed and correcting stupid mistakes. Congratulations on making it.