Carna

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Carna (Scenesys ID: 974)
Quote
You underestimate what I would do to reach my goals.
Profile
Full Name: Carna
Gender: Female
Species: Dead
Theme: (OC) Asher-1
Function: Lantern
Status: Active
Factional Information
Faction: Concord (4-Partner)
Groups: {{{Groups}}}
Other Information
Physical Age: 30s Actual Age: 3 billion
Still Aging? No Voice Actor: Gillian Anderson
Height: 5'9" Weight: 190
Hair Color: Red Eye Color: Red
Theme Song: https://www.youtube.com/watch?v=so8V5dAli-Q

Profile

Carna is a resident of a world of death known as Lumiere. She is a form of undead called a "Lantern", with damaged memory and sense of self, a predatory instinct to seek out power, and a drive to discover her own origins. She tempers this with enlightened self-interest, aiding those who aid her in turn in order to secure further cooperation, but at the end of the day, her true focus is her own wants and needs. Skilled at stealth and the usage of various ancient weapons such as swords and bows, Carna emphasizes subtle tactics and quiet take-downs over direct combat. Though she can potentially return from death if slain, this carries with it dangers and consequences, and it is something she prefers to avoid.

Advantages

Defining

Lantern:

Carna is an undead-like entity driven by unseen forces, with a self-resurrecting body strengthened by gathered spiritual energy.

Hint: Carna's connection with the Darkness alters her perception of reality to sometimes see visions of strange beings that may be lurking in the area, hear whispered suggestions for self-preserving actions, and experience echoes of past events as though they were occurring in the present for insight or context.
Immortality: Carna can potentially come back from being slain. When this occurs, she suffers physical and mental decay, and if killed again shortly after, will permanently die or go irrevocably insane. If she gives in to despair or otherwise loses the will to come back, she will not return.
Superhumanity: Carna has become superhumanly fast, tough, and strong through her undead nature and absorbing the spiritual energy of many defeated foes.

Predatory Undead:

Carna is an experienced hunter of dead foes, and has developed skills for stalking and eliminating them using archaic weapons at various ranges.

Stealth: Carna has developed a high degree of skilled and instinctive mundane stealth ability, sufficient to avoid notice by unaware targets, bypass some types of traps or alarms, and potentially to evade even alert subjects actively looking for her with mundane senses depending on the environment and circumstances.
Weapon Mastery - Archaic Ranged: In addition to her melee prowess, Carna favors and is skilled with stealthy, silent projectile weapons, such as bows, crossbows, throwing knives, etc.
Weapon Mastery - Short-Hilted Hand Blades: Carna's predatory instincts and long experience in hunting the dead translate to expertise with archaic, short-hilted hand blades, such as swords, daggers, hatchets, sickles, etc.

Significant

Blue Scholar Sorcery:

Enark is the last survivor of the Blue Scholars, and uses a mix of water magic and time magic for support and healing. The efficacy of his spells is increased by associated elements having to do with water and time, such as oceans, the Moon, blood, snow, and temporal distortions.

Damage Reduction: Enark can uses water shields to buffer some of the damage taken from attacks.
Heal - Self: Enark can heal himself with his spells, either through direct "instant" healing or heal over time effects.
Share Power: Enark can cast his shields and healing spells on others.

Corruption and Purity:

Carna, like all of her kind, has a connection to a local power or element known as the Darkness. Among its influences are decay, corruption, and insight into dark aspects of reality. Enark can apply part of this corruptive principle to altering mundane objects into mimics, but his water magic also has the capacity to purify poisons as well.

Attack List - Ranged:Stealth: Enark can corrupt an object he touches to transform it into a variety of hostile entities called mimics that are essentially a mobile trap that activates on anyone, even himself, who goes too near, and otherwise utilize stealth to remain hidden. He can also launch poisonous projectiles of various types by spell casting.
Cure: Enark's water magics can negate poisons, wash away acids, and attempt to cleanse some magical curse effects.
*Destruction: Carna has access to cursed metal shards that can be used as arrowheads or as knives to deliver an extremely potent decaying effect that rots its target regardless of if it is organic or inorganic.

Crow and Enark:

Crow and Enark are allies loyal to Carna, though with their own agendas and perspectives.

Improbable Defense: Crow and Enark are able to defend themselves oddly: Enark can attempt reversals through short time rewinds most useful against discrete melee attacks. Crow can halt physical projectiles using their cast shadows, if present.
NPCs: Crow and Enark are a pair of allies who support and fight alongside Carna. Crow is a living shadow with divine heritage and an amorphous body, and Enark is a scholar and wizard specializing in water magics.
*Remote Viewing: Enark can use water as a medium to scry distant locations provided they are physically viewable by normal means and have significant quantities of water, ice, blood, wet paint, or snow in them. He can only perceive visual information, does not hear sounds or pick up other sensory impressions, and can not follow any targets that move out of range or are not near a water source.

Shadow Powers:

Crow is a living shadow as well as having divine heritage. It possesses properties inherent to its form or extrapolated from it.

Debilitation: Crow can attempts to seize an enemy and halt their movements temporarily by grabbing their shadow.
Entry Methods: Crow is a living shadow, has no mass, and can pass through, under, over, and around any surface or object capable of supporting a shadow. It can hide in the shadow of another person to gain entry, and other methods of accessing restricted locales that utilize its nature as a shadow.
Wildcard - 1: Crow registers as a shadow to all senses, unless seen or heard doing something unlike a shadow.

Minor

Dead Properties:

Carna has certain qualities to her, either inherent to being dead or only possible due to her nature as a walking ghost-corpse.

Agelessness: Carna is a dead woman in the afterlife. She does not age in any way.
Disguise: Carna can remove all her skin to completely mask her identity, without meaningful inconvenience.
Low Intake: Carna is dead and thus she does not need to eat normal food, drink, or sleep. Instead, she is able to drain the spiritual energy of dead or dying beings, to sustain herself and gradually increase her physical parameters over time.
Debilitation: Carna can project her bottomless hunger towards others, in an attempt at intimidation. It is similar to what some might term "killing intent" except it has to do with an overwhelming desire to feed rather than merely the immediate impulse to kill.

Lantern's Kit:

Carna's long existence in Lumiere has helped her to accumulate the tools and skills needed to avoid further deaths, and to be adapted to operating in darkness and distinguishing between the living and dead, as well as identifying strong souls.

Conveniences: Carna possesses a book used to record data on enemies and locations, as well as her own memories. Information not recorded is lost. If the book leaves her possession then so does all knowledge and memories contained within. A new book does not replace what was in the old one. The book does not run out of pages.
Extraordinary Senses: Carna has a higher sensitivity to the scent of living beings and non-dead environments than most, but only within her standard olfactory range. She also is more accustomed to low-light environments and sees better in them, but only within her normal visual range.
Survival Skills: Carna has sufficient familiarity with Lumiere, and to a lesser extent potentially dangerous environments in general, to recognize hiding places, likely ambush points and traps, how to navigate based on terrain and landmarks, and how to salvage from her surroundings.

Disadvantages

Tattered Mind <Trouble>: Carna's badly fractured memories and shaky sense of self lead her to behave in an unstable and frequently hostile way. She is poor at communicating her thoughts to others, is emotionally closed off, has trouble understanding the living, and often causes problems by leaping to violent courses of action first. Her long term memory essentially doesn't exist, and she will forget everything she doesn't write down. Further, her sense of morality is skewed, and self-interest usually takes priority over altruism.

Predatory Undead <Significant>: Carna instinctively pursues sources of power, particularly spiritual power, desiring to eat them. Powerful beings are a strong draw for her, and she has considerable difficulty resisting trying to kill or feed upon them. Only self-preservation generally acts as an adequate deterrent, and she still usually plans in the long-term to eventually eat particular individuals.

Limited Resurrection <Significant>: When Carna resurrects from death, she loses her grip on sanity and her physical appearance deteriorates towards that of a corpse. This results in even more fractured judgment and recollection, inhibits her ability to control her hunger, and otherwise reduces her capacity to function as a person, pushing her closer towards the Unlit she originated from. If she repeatedly dies, she may lose her mind entirely.

Darkness <Significant>: Carna is almost completely controlled by a force known as the Darkness and does not realize it. Worse, she thinks she has been ignoring it all this time so she is not inclined to question her decisions or thoughts, such as pursuing objectives that are not necessarily beneficial to her but further the agenda of the Darkness. Its influence continues to grow as it guides her towards its ends, and this induces hallucinations of things that aren't there, such as horrific visions, bridges over empty space that don't exist, and signs of allies betraying her that are really just in her head. Further, if she detects the presence of strange beings through visions, whether she thinks they're real or not, they are alerted of the fact she can detect them and may become hostile as a result. This inability to differentiate real from false chews at her already-frail sanity, both in and out of Lumiere.

Deathly <Minor>: Carna is identifiable as an undead monster on sight by anyone who sees her, regardless of her appearance, even if people do not have any special senses for it. Those with more developed soul-sensing or exotic senses can tell she is a shell of rotting darkness with stolen soul fragments inside.

Dead <Minor>: Lanterns are Dead. They do not heal naturally, requiring secondary sources of healing or treatment at specific locations in Lumiere. If they let their wounds sit, they won't improve.

Logs

Title Date Scene Summary
An Unlikely Silver Tongue May 4th, 2018 Pending
Portrait April 29th, 2018 Pending
Lookshy: The Aftermath April 23rd, 2018 Pending
Shadow Boxing March 22nd, 2018 A spate of disappearances, lead to an entire legion of the LDF being corrupted by a Trojan Horse virus.
Mouse Hunting February 27th, 2018 Friends and allies of Tiny visit her workshop in Hoonah, Alaska to recover something of significance to bring her home.
Chasing The Sun (1) February 3rd, 2018 Investigators follow up on reports of missing Elites.
Then The Morning Comes (1) February 2nd, 2018 Just another day in Emblem City.
Good Night, Moon - Act V January 26th, 2018 A play in five parts. Part five.
Ghosts In The Machines January 25th, 2018 A scholar and an inventor have a chat.
Good Night, Moon - Act IV January 13th, 2018 A play in five parts. Part four.
Good Night, Moon - Act III January 6th, 2018 A play in five parts. Part three.
Good Night, Moon - Act II January 1st, 2018 A play in five parts. Part two.
Good Night, Moon December 22nd, 2017 A play in five parts. Part one.
WANTED: The Conductor (2) November 27th, 2017 The Conductor appears.
Chains and Blood (Finale) November 20th, 2017 Choices are made. Monsters are slain. And fates are woven tightly together, as the Second Marble Guardian appears.
When The Gutters Bleed November 17th, 2017 Elites challenge their second Mausoleum, and the Marble Guardian within.
Scholarly Pursuits November 15th, 2017 Count Kord has a theory. That it was mimics. And they are walking with us, such a total nightmare.

Enark has a theory. That it was paintings. And he's a real boy, wait, something isn't right there.

Exploration: Chopping Grounds (3) November 13th, 2017 More mysteries of Lumiere are revealed, providing as many questions as answers.
WANTED: Wormfeast (2) November 10th, 2017 The monstrous Wormfeast returns for a final showdown.
Exploration: Chopping Grounds (2) November 9th, 2017 Choices are made during a further exploration of the Chopping Grounds.
WANTED: Executor 13 (2) November 3rd, 2017 Boss fight time. Executor 13 faces a crowd of powerful Elites in a chamber full of custom-made torture equipment.
WANTED: Executor 13 November 2nd, 2017 A monster that worked for the Crimson King must be put to rest, or so the bounty filed at City Limits says. Elites take up the task.
The Bloody Throne October 31st, 2017 Another Halloween passes uneventfully in Lumiere.
Exploration: Chopping Grounds (1) October 27th, 2017 Priscilla and Finna have a super team-up of ultra friendship to investigate the underground horrors of Barrowville.
Chimes October 20th, 2017 Clues are sought about the mysterious Chimes and perhaps where to find Crow, in the lower reaches of the Library of Murdered Knowledge.
Layers October 13th, 2017 Carna has been tracked down to a place tied to the myth of Atlantis... In an area once sealed off by an ugly black mold and deep, black waters.
Lost Light October 11th, 2017 Clues are sought about how to find and save Carna after a mishap at Confederate HQ's ruins.
Hands September 29th, 2017 Elites come across a most worrisome clock.
Nine Of Crows September 29th, 2017 In an underground tunnel, fakes battle the real thing, with lives hanging in the balance.
Depths August 23rd, 2017 After escaping a horde of Unlit, the explorers find themselves in worse shape. But at least they gain reinforcements.
Names August 22nd, 2017 The underworld train reclaimed previously has been cleaned up and made usable. Time to see where it leads.
A Forge Left Cold April 7th, 2017 An attempt to explore Umberdark Tunnels further deposits everyone at a very different place instead.
WANTED: The Conductor April 2nd, 2017 A madman known as The Conductor is said to be controlling a flaming train in the tunnels beneath Lumiere. A bounty has been sent out to eliminate him.
WANTED: Wormfeast March 25th, 2017 In Tacet Sanctos, the civilian Lantern community, a monster is hunting the helpless. Time for the hunter to become the hunted.
When The Sun Goes Out January 13th, 2017 The first Marble Guardian awaits in a dungeon beneath the headquarters of the Stone Devils.
The Nature of Darkness December 23rd, 2016 After the Multiversal reordering, the fall of the Super Factions, and many other changes, a return to Lumiere occurs to decide what to do about the Stone Devils.
Hallowed Estate October 31st, 2016 A vision of the past is brought to the present, and Elite party-goers use this opportunity to learn more about the Lumiere of the past.
Building A Better Deathtrap October 15th, 2016 Attempts to build a community for the civilian Lanterns in Lumiere run face first into an obstacle known as the Stone Devils.
Stone Devils Cometh October 12th, 2016 Temporal shenanigans involve a subway that recursively repeats temporal shenanigans that involve a subway that recursively repeats temporal shenanigans that involve a subway that recursively repeats temporal shenanigans that...
Contact: Hookcloaks (1) October 5th, 2016 Oh my god what the hell is this horrific [spoiler]
The Way of the Everlasting Dragon September 14th, 2016 The mendicant warrior-ascetics of the cult of the Everlasting Dragons show up on Anor Londo's doorstep. A disaster is narrowly averted when a dragon-ish idol shows up to demand a stage performance instead.
Exploration: Guillotine Square (1) September 11th, 2016 The sewer level. It is awful. Also, mysterious Lanterns try to kidnap the :D.
tFSoK-The Wolf's Trail-2 September 4th, 2016 The curse is broken. The quad scaling greatsword of legend returns.
tFSoK-The Lion's Pride-2 August 26th, 2016 Sinh the slumbering dragon is engaged and slain. Ornstein is pleased.
Exploration: Pristine Plagueway August 19th, 2016 The Wall of Cruel Customs falls, explorers proceed, they meet :D on the way.
tFSoK - The Wolf's Trail August 9th, 2016 Curse experts examine a legendary sword.
tFSoK - The Lion's Pride-1 August 8th, 2016 Would-be dragonslayers explore the depths of the Shulva chasm.
Prayer For The Refugees July 17th, 2016 Those rescued from the Wall of Cruel Customs have temporary refuge at the Church of Bleak Mercy. But where will they go from now on?
The Four Symbols of Knighthood - 1 July 7th, 2016 The quartet of sidequests begins, courtesy of the famous Knights of Gwyn.
Unlit Boss (1) June 25th, 2016 The time has come to confront a powerful Unlit that terrorizes the Urban Decay.
Elimination: Urban Decay (3) June 18th, 2016 Efforts to remove the Unlit from the Urban Decay meet with continued success... And the access point for at least some of them is likewise located.
Exploration: Grand Gallery (1) June 14th, 2016 An attempt to put an end to mimics creating mimics results in an encounter that no one expected.
The Library of Murdered Knowledge June 11th, 2016 A tower supposedly containing the sum total of all human knowledge is being explored. The explorers are not alone.
Elimination: Urban Decay (2) June 4th, 2016 Further efforts are made to cleanse the Urban Decay of the Unlit that infest it.
Stone Devils (1) June 1st, 2016 Count Kord and Ebon Ribbon are called upon to help keep Lumiere broken by their new allies.
Contact: Escher (2) May 24th, 2016 Some matters are clarified by speaking to a survivor among the Lit within Escher.
Contact: Escher May 17th, 2016 Further exploration of the tower of Escher turns out to be confusing and hazardous.
Elimination: Urban Decay (1) May 11th, 2016 An attempt to reduce the threat level of the Urban Decay results in the discovery of a new sub-area of it. Confederates, Syndicate, and Union work together to eliminate the enemy!
Exploration: Escher May 7th, 2016 Exploration of a gore-soaked tower leads to an even more unpleasant discovery than might have been expected.
Exploration: Urban Decay (2) May 5th, 2016 The Confederates conduct their own investigation... And are led by dark powers to new allies.
Exploration: Urban Decay (1) April 27th, 2016 Exploration of the area immediately outside the Church of Bleak Mercy, known as the Urban Decay.
First Rays of the Prodigal Dawn April 22nd, 2016 At long last, Gwynevere returns home.
Welcome To Barrowville April 17th, 2016 The first encounter with a world of Death, known as Lumiere.

Cutscenes

Title Date Scene Summary
No logs submitted yet.