Daq Bekkar
Posted: Wed Oct 17, 2007 9:24 pm
Name: Daq Bekkar
Age: 47 (technically)
Race: Humanoid Construct
Height: 6' 2"
Weight: 207 lbs
Physical Description: Daq’s form is well-proportioned, obviously crafted by someone with a fine eye toward human physiology. It’s tall enough to be practical, but not so tall that it calls attention to itself or encumbers its occupant. The musculature is nicely developed, but restrained, more suited for endurance and functionality than outright displays of strength. Its face is handsome in a traditional sense, with well-positioned, nicely-sized features and nigh-perfect symmetry. Altogether, however, Daq’s appearance is best described as mildly unsettling. Something about his form is just too finely-crafted, too perfect, such that its eerie artificiality becomes evident after just a few moments of observing it.
Possessions: Small alchemist's kit with six test tubes, eighteen smaller phials for reagents, a flint, and a miniature porcelain crucible. Also on his person are a leather lab-coat (somewhat too small), heavy workman’s boots, goggles, heavy gloves, and a sharp knife. His 'best friend,' Morax, has a fully-outfitted lab with every instrument an alchemist could possibly need to ply his trade.
Strengths:
Well-made body: Daq’s new body, unlike his old one, is well-suited for any sort of exertion. He can run with ease, lift heavy objects, and perform most tasks requiring great dexterity. Also, by Morax’s projections, the body should not age, or at least, should age less dramatically. Its healing is also slightly more pronounced. It takes the same amount of time for wounds to heal, but successful healing results in complete recovery with no scar formation.
Foreign Memories: Morax imposed most of his memories on Daq’s forming brain. Anything that Morax could know, Daq will also be able to recall. This encompasses nearly everything relating to the natural sciences and the field of alchemy, with some excursions into various other types of lore. Morax has, however, blacked out or distorted certain parts of Daq's personal history that would incriminate him and crafted new memories to make Daq believe they are old friends.
Lambent Knowledge: In addition to the memories imposed on him by Morax, Daq also possesses knowledge he was exposed to in the afterlife. This includes, most importantly, knowledge from souls of people who died in the chronological future. However, the memory is imperfect. As Daq describes it, it is like staring at a reflection on the face of murky, rippling water. Although he cannot actively recall what he's learned, relevant tidbits surface from time to time, and his muscles remember a technique used to compose complicated molecules from what seems like thin air (see below).
Powers:
Molecular Crafting: By sitting quietly and meditating, Daq can begin to fashion any conceivable molecule. The initial work takes several hours to create functional groups, but once the first components have been formed, they can be duplicated rapidly to piece together a larger unit. Full molecules can be duplicated in a similar fashion, so that Daq can create 2-3 moles of the molecule within a day. As Daq works, he appears to be knitting without tools or yarn. Although this ability is based on presently undiscovered alchemical science, a well-trained scryer might detect it as a sort of telekinesis.
Weaknesses
Untrained Body: Although Daq’s body is suited for most activities, he does not necessarily possess the know-how to perform them. Most importantly, he has no experience as a fighter, which makes him ill-suited for combat, despite his physique.
Memory-loss: In being transferred to his new form, Daq lost all of his memories from his previous life. Daq has no knowledge of anything that transpired before he met Morax, and anything that has eluded Morax’s experience will have eluded him as well. Morax’s awkward social graces have also been imprinted on him, though Daq has more aptitude toward learning how to get along.
Limited Understanding: Daq cannot understand any of Morax’s memories regarding the magical and the occult, especially Morax’s memories regarding his existence as an extra-planar creature. As a coping mechanism, Daq has shut away these memories and disregards them completely. Some of Morax’s alchemical talents rely upon magic, so Daq is not able to perform many of his reactions, specifically those that force non-spontaneous processes to occur.
Command Word: To better control his 'creation,' Morax has ingrained a phrase that he can use to make Daq obey any order he wishes to give. Daq has no knowledge of the word and no recollection of any time that it has been used. When following orders, his consciousness is simply shut off. Conceivably, anyone who learned the word from Morax could control Daq in a similar manner.
History:
Infested with a malevolent spirit and fleeing from the ghosts of his past, Daq arrived in the city of Marn a few years ago without much ado. He towed his disparate belongings behind him in a rusty cart. Using his remaining Bishani, he secured a large room in a dodgy inn for about two months, although the fat wife of the innkeeper constantly pestered him for more, claiming stake on money that wasn't rightfully hers. Her insistings were, with half-contained annoyance, largely ignored. She also complained about the smells.
Following a debacle with the innkeeper's wife, he was thrown out. He used the money he had earned from selling cheap potions to set up a small lab, and got a job producing drugs for some of the shadier elements of Marnian society (http://www.tharshaddin.com/rp/viewtopic ... 558#p14286).
On the way back from one of his jobs, he found that his lab had been destroyed in an unfortunate fire that the City Guard has simply deemed "accidental." In the heat of the moment Morax, the demonic spirit possessing him, managed to regain partial control (http://www.tharshaddin.com/rp/viewtopic ... =15#p17681).
When Morax regained control, he organized a plot to steal an item from a battlemage named Melagone. During this heist, Daq was badly injured, but Morax assumed complete control and escaped with the help of his brother Zapar and his host, Priscilla Malatrast (http://www.tharshaddin.com/rp/viewtopic.php?f=6&t=1875).
Upon arrival at Malatrast's mansion in the wooded foothills just outside of Marn, Morax briefly allowed Bekkar to die before recalling his spirit and trapping it within the stolen item, a phylactery. Occupying the alchemist's old body, Morax created a new, synthetic body into which he deposited Bekkar's soul. The painful, traumatic process of being ripped back and forth between life and death resulted in the loss of Bekkar's memory. Morax, eager and prepared for this occurrence, imprinted a tailored version of his memories onto Bekkar by carving his sigil upon the new body's breast.
Bekkar now finds himself in the service of a pair of selfish demons, Zapar and Morax, whom he regards as his best and only friends. In his spare time, he is searching for a way to recover his lost memories, though Zapar and Morax aren't about to let that happen.
Age: 47 (technically)
Race: Humanoid Construct
Height: 6' 2"
Weight: 207 lbs
Physical Description: Daq’s form is well-proportioned, obviously crafted by someone with a fine eye toward human physiology. It’s tall enough to be practical, but not so tall that it calls attention to itself or encumbers its occupant. The musculature is nicely developed, but restrained, more suited for endurance and functionality than outright displays of strength. Its face is handsome in a traditional sense, with well-positioned, nicely-sized features and nigh-perfect symmetry. Altogether, however, Daq’s appearance is best described as mildly unsettling. Something about his form is just too finely-crafted, too perfect, such that its eerie artificiality becomes evident after just a few moments of observing it.
Possessions: Small alchemist's kit with six test tubes, eighteen smaller phials for reagents, a flint, and a miniature porcelain crucible. Also on his person are a leather lab-coat (somewhat too small), heavy workman’s boots, goggles, heavy gloves, and a sharp knife. His 'best friend,' Morax, has a fully-outfitted lab with every instrument an alchemist could possibly need to ply his trade.
Strengths:
Well-made body: Daq’s new body, unlike his old one, is well-suited for any sort of exertion. He can run with ease, lift heavy objects, and perform most tasks requiring great dexterity. Also, by Morax’s projections, the body should not age, or at least, should age less dramatically. Its healing is also slightly more pronounced. It takes the same amount of time for wounds to heal, but successful healing results in complete recovery with no scar formation.
Foreign Memories: Morax imposed most of his memories on Daq’s forming brain. Anything that Morax could know, Daq will also be able to recall. This encompasses nearly everything relating to the natural sciences and the field of alchemy, with some excursions into various other types of lore. Morax has, however, blacked out or distorted certain parts of Daq's personal history that would incriminate him and crafted new memories to make Daq believe they are old friends.
Lambent Knowledge: In addition to the memories imposed on him by Morax, Daq also possesses knowledge he was exposed to in the afterlife. This includes, most importantly, knowledge from souls of people who died in the chronological future. However, the memory is imperfect. As Daq describes it, it is like staring at a reflection on the face of murky, rippling water. Although he cannot actively recall what he's learned, relevant tidbits surface from time to time, and his muscles remember a technique used to compose complicated molecules from what seems like thin air (see below).
Powers:
Molecular Crafting: By sitting quietly and meditating, Daq can begin to fashion any conceivable molecule. The initial work takes several hours to create functional groups, but once the first components have been formed, they can be duplicated rapidly to piece together a larger unit. Full molecules can be duplicated in a similar fashion, so that Daq can create 2-3 moles of the molecule within a day. As Daq works, he appears to be knitting without tools or yarn. Although this ability is based on presently undiscovered alchemical science, a well-trained scryer might detect it as a sort of telekinesis.
Weaknesses
Untrained Body: Although Daq’s body is suited for most activities, he does not necessarily possess the know-how to perform them. Most importantly, he has no experience as a fighter, which makes him ill-suited for combat, despite his physique.
Memory-loss: In being transferred to his new form, Daq lost all of his memories from his previous life. Daq has no knowledge of anything that transpired before he met Morax, and anything that has eluded Morax’s experience will have eluded him as well. Morax’s awkward social graces have also been imprinted on him, though Daq has more aptitude toward learning how to get along.
Limited Understanding: Daq cannot understand any of Morax’s memories regarding the magical and the occult, especially Morax’s memories regarding his existence as an extra-planar creature. As a coping mechanism, Daq has shut away these memories and disregards them completely. Some of Morax’s alchemical talents rely upon magic, so Daq is not able to perform many of his reactions, specifically those that force non-spontaneous processes to occur.
Command Word: To better control his 'creation,' Morax has ingrained a phrase that he can use to make Daq obey any order he wishes to give. Daq has no knowledge of the word and no recollection of any time that it has been used. When following orders, his consciousness is simply shut off. Conceivably, anyone who learned the word from Morax could control Daq in a similar manner.
History:
Infested with a malevolent spirit and fleeing from the ghosts of his past, Daq arrived in the city of Marn a few years ago without much ado. He towed his disparate belongings behind him in a rusty cart. Using his remaining Bishani, he secured a large room in a dodgy inn for about two months, although the fat wife of the innkeeper constantly pestered him for more, claiming stake on money that wasn't rightfully hers. Her insistings were, with half-contained annoyance, largely ignored. She also complained about the smells.
Following a debacle with the innkeeper's wife, he was thrown out. He used the money he had earned from selling cheap potions to set up a small lab, and got a job producing drugs for some of the shadier elements of Marnian society (http://www.tharshaddin.com/rp/viewtopic ... 558#p14286).
On the way back from one of his jobs, he found that his lab had been destroyed in an unfortunate fire that the City Guard has simply deemed "accidental." In the heat of the moment Morax, the demonic spirit possessing him, managed to regain partial control (http://www.tharshaddin.com/rp/viewtopic ... =15#p17681).
When Morax regained control, he organized a plot to steal an item from a battlemage named Melagone. During this heist, Daq was badly injured, but Morax assumed complete control and escaped with the help of his brother Zapar and his host, Priscilla Malatrast (http://www.tharshaddin.com/rp/viewtopic.php?f=6&t=1875).
Upon arrival at Malatrast's mansion in the wooded foothills just outside of Marn, Morax briefly allowed Bekkar to die before recalling his spirit and trapping it within the stolen item, a phylactery. Occupying the alchemist's old body, Morax created a new, synthetic body into which he deposited Bekkar's soul. The painful, traumatic process of being ripped back and forth between life and death resulted in the loss of Bekkar's memory. Morax, eager and prepared for this occurrence, imprinted a tailored version of his memories onto Bekkar by carving his sigil upon the new body's breast.
Bekkar now finds himself in the service of a pair of selfish demons, Zapar and Morax, whom he regards as his best and only friends. In his spare time, he is searching for a way to recover his lost memories, though Zapar and Morax aren't about to let that happen.