Personality In an attempt to summarize, Mhassai is an enigma as far as personality goes. He can be loud and comedic, calm and collected, or apathetic and sad. Rumors from those that know of him say that he has some form of undiagnosed bipolar disorder or schizophrenia. The reality is that he’s neither of those things, using the odd personality fluctuations only as a front.
Those that truly understand him know that he’s instead deliberate, critical, and mad. He’s a very calculating and hardworking individual with unmatched determination. That he does care about others, and is willing to try any means for those he cares for.
Height 5’10
Weight 170 lbs
Notable Features His ever-changing skin color.
Hair Varies in style from bushes to braids, retains being lightly colored unless he were to cast an illusion on himself.
Eyes Hazel
Voice Phil LaMarr Vocal Range Most common: Phil LaMarr’s “Vamp”
Languages Many, some human, some ethereal. Most common: English, Spanish, Elvish-- the ones you learn in school.
Biography ????? -
Powers An Actual Magician?? - Anansi is, in a sense, a jack of all trades when it comes to magical prowess. Having been in the business of hunting the supernatural for some time, it is no small feat to say he’s grown powerful in that time. However, not all that he’s learned comes naturally to him and some he still needs a special phrase or action of sorts to complete. Considering his mortal human state, if overused, magic takes a toll on his body and mind, the extent of which varies with the ability he is using.
(Mastered) Illusions - All forms, his longest standing practice.
(Adept) Teleportation - Short-Range teleportation of objects and up to human sized beings requires no words or extraordinary actions. Long range or multiple being ports require hand movements. Dimensional travel usually requires a sort of ritual, unless he’s in dire situations, in which he needs to focus all of his energy to do it on his own.
(Adept) Telepathy - Medium-scale telekinesis, astral projection requires focus and protection of his unattended body, magical senses, can use mind wipe spells on weak willed individuals and those without magical resistance.
(Adept) Exorcism - High calibur supernatural entities are immune to his compulsions, moreover, he must know where the creature is from to banish it.
(Amateur) Elemental Control - Manipulating fire, ice, wind, lightning, and earth require verbatim and bodily gestures.
(Amateur) Summoning - Can only summon weapons, not magically enhanced ones however. The only times this is possible is when he’s anticipated fighting without his abilities beforehand, which isn’t often. Even so, high level enchantments outside of illusionary trinkets, are not in his bag of tricks yet.
Fighting Style His fighting style, surprise, often relies on some form of deception, be it through clones, misdirected movements, quipping humor, and other means along those lines. Although his style is often mid-range, his competence with conventional human weaponry allows him some flexibility.
To rank it: Mid-Range > Close-Quarters > Long Range
Combat Abilities Oriental Martial Arts Elements Intermediate Level Marksmanship Anticipation & Adaptation
Name: Norville Rodgers Nicknames: Norv, Norvy, Shag, Shaggy Alias: Shaggy Age: 54 Birthday: February 2nd, 1966 Gender: Male Species: Werewolf Ethnicity: Caucasian Nationality: American
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Personality: Shaggy is a very laid back type of guy on a daily basis. He is the kind of person that moves at his own pace. He is a smart, but fairly cowardly man. He will sooner run from a fight than stand his ground. The only exeptions to his norms are when he has been drinking, when the alchohol makes him fearless, and if his friends are in danger, his feral (but very loyal) side will kick in. Height: 6'3" when standing straight. Roughly 6' even when he stands in his normal slouched position. Weight: 165 LBs Notable Features: Small tattoo on his left shoulder of a great dane with a small banner that reads "Scoobert, 1970-1986" Hair: Medium length sandy brown hair that always looks like he just got out of bed. A small goatee the same color. Eyes: Green Voice: Calm and laid back, gives a "stoner" vibe when he speaks. Appearance: Norville is a tall and lanky man. Physically he is fit, but it is a runner's build. He wears baggy brown pants with plain shirts, normally green. His face is fairly average and he holds himself with a slight slouch. Languages: English Biography
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Powers: Wolf form - Norville's wolf form is roughly twice his size, he bulks up a bit and grows roughly a foot taller. This comes with increased hearing, smell, speed, strength, durability, and hunger. Fighting Style: Norville is not a trained fighter, he mostly relies on instinct and reactions to keep himself alive. He has a fast reaction time which does help alot. Combat Abilities: As human fighters go he is not very strong but he is quick and fairly unpredictable. In Wolf form he is savage and wild when forced to fight. His claws and teeth can be very deadly. Daily Skills: Amazing driver, great mechanic, decent cook, and fairly good detective.
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Equipment: Old and beat up green Volkswagon van, a black Dodge Charger that is heavily modified. Weapons: Norville has a small Ruger 9mm handgun with two clips. One filled with normal lead and the other with silverbullets.
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Likes: Food, drinking, animals, being with friends. Dislikes: Scary monsters, mean people, food going to waste. Fears: Most monsters that would be considered scary or creepy. Exeptions are few, even for other werewolves. Aspirations: To remember his past and hopefully find happiness. Quotes: "Like, I don't know about you guys, but all this driving is making me hungry!"
Name Ashe Williams Nicknames Lil-Hare Alias Guardian Hare Age 27 Birthday October 13th Gender Female Species Viera Ethnicity American Nationality American/Texan
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Personality Kind, loud and physically affectinate, Ashe does her best to smile at every opportunity, as well as make others smile. Generous, and always up for a good time, she finds herself attached to people rather quickly, becoming protective to the point of being physically violent if they may be at harm. Quick to fight, Ashe has no qualms about taking a life, monstrous or otherwise, for most any reason including to simply make herself feel better.
Height 6ft6 Weight 199lbs Notable Features When visible, the large rabbit's ears protruding from her head. The stark contrast of her white hair, to her dark skin. Her sheer height
Hair White, extremely long hair rolling down to roughly her mid back.
Eyes Crimson, calculating, ever moving.
Voice She speaks with a southern accent Though her voice is soft it carries an authoritative tone, demanding respect without shouting.
Appearance Tall, dark skinned and fairly well built, Ashe is what people would often call 'amazonian' She always has some sort of sly grin on her face, and her incredibly long, white hair gives her a sort of 'wild' look. Calculating, inquisitive, sultry, terrifying, her gaze could come across as any one of these and more, and depending on the situation, perhaps multiple. Due to her Fey ancestry, coupled with the natural illusion based magic that came of it, some parts of her features change every so often. Her eyes change color, her hair always seems perfect and untangled, she always gives off some sort of appealing floral scent. How much of her appearance is illusion few really know. Although secretly, she has little real skill with illusion magic outside of the basics, and simply takes very good care of herself. The most striking of her appearance however, are the two long rabbit ears that rise from her head, lord help anybody who tries to touch them to confirm they are real.
Languages English, Spanish as well whatever one might call the Fey language
Biography Born in South Texas close to the Mexican border, Ashe grew up knowing she was different, that much was obvious, though she embraced it however she could. Homeschooled until she could use her illusion magic well enough to hide the stranger bits of her appearance. She barely bothered to pass high school, immediately spending a good chunk of her teenage years during that on a farm, as well as right after. Ashe only comparably recently joined in the "monster hunting" business after the kidnapping of her mother turned out to have been performed by more than simple criminals
Her Father, a relatively normal man who had lived a life of farming and ranching his entire life, willingly ignoring the supernatural side of the world his wife had come from, was all but broken by the news. Ashe however, a young woman of only 19 at the time, would not let her life crumble around her without a fight. Having stolen her father's shotgun, something he had told her was 'a gift from your mother's mother.' Ashe went after those who had stolen the most important woman in her life. Though too late to save her life, Ashe wiped every trace of the kidnappers off the face of this planet. It didn't take her long to realize she had a knack for killing things, and though she has been content with simply getting by, her skill is not something to be ignored due to her mediocrity. After all, she has survived this long while essentially fist-fighting monsters.
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Powers Fey Illusions - Born distant ancestry to the Fey, she inherited more than just an allergy to iron and an amusement for ironic punishment. Able to naturally cast several minor forms of illusions, she mostly uses this power to aid in her physical appearance, however it has been known to be used in her favor during a fight, making her seem 'blurry' in the eyes of others, and hard to look at.
Mana Wards - Never a very subtle person, Ashe's favored brand of magic involves the creation of semi transparent barriers of magical energy. These barriers are extremely durable, fueled entirely off the energy her body provides them. Durable, able to be created on a whim, and capable of providing mobile cover, or preventing entry or exit from an area, these wards come in handy with her very specific method of approaching a fight.
Fighting Style Once again, never a subtle person, Ashe's entire fighting style consists of the use of her barriers to become a tough, front-line presence, protecting her allies and inching ever closer to her foes. With little magical offense in her arsenal, she relies on hand to hand combat as well as the shotgun she often makes great use of.
Combat Abilities Physical and Magical durability informal hand to hand training (street fighting) informal marksmanship training (self taught / handguns, shotguns, lever action/bolt action rifles)
Daily Skills Cooking - Her favorite being pies and cakes, she takes very well to the stereotype of loving carrots, and makes a rather good carrot cake. Though she also has a love of stews and roasts, and will constantly offer to help cook.
Fey Boozemaking - Rather for one very specific kind of booze, Ashe knows the needed incantations and ingredients for converting most alcohols into her favorite brand of Fey 'whiskey'
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Equipment Silver rings - A ring, simple, and engraved along the inside with a name, it's on a chain around her neck alongside it's counterpart. Both rings have a mild enchantment that gives the wearers a vague sense of the well-being of the other ring wearer.
Weapons
Sawn-off shotgun, two barrels, often discharged together. Capable of drawing on the wielder's energy to fire shots capable of damaging foes that can ignore typical weaponry. Short range, wide spread, slow fire rate. Hits very hard, very suddenly, and very loudly.
Mostly done, just some tweaking and I'll wrap up the background in a hot second.
Name Karolina Sergeyevna Kuzmina Nicknames Kara to her friends, Kalya to her close friends and family. Alias Age 25 (prior to death) Birthday December 7th Gender Female Species Undead (Human) Ethnicity Russian-American Nationality American
Personality
Kara is a bundle of bitter anger and desperate longing wrapped in the cold shroud of undeath. Her jealousy towards the living is buried beneath a carefully cultivated aloofness.
Beneath the fearless confidence of the undying, Kara hides all that she has lost and all that she desires. Her memories twist and fade. Her past seems unimportant. She can feel her emotions unraveling, each thin thread of humanity becoming undone. With the growing night, her thoughts darken, and her heart dims. Death offers no mercy and she remains bound, chained to life, and driven by a greater understanding that she's not done and she's not free.
Height 5' 7''
Weight 130 lbs (when corporeal)
Notable Features
Hair
Black, shoulder length
Eyes
Gray
Voice
Soft, with the hint of an East Coast accent.
Appearance When not floating around as a spooky ethereal figure clad in a floor length white dress, Kara looks like nothing more than a normal mortal woman. Unassuming in her gracefulness, she has an elfin build and pale skin touched only little by the passage of time. Although no longer necessary, she keeps her hair in a fashionable shoulder length cut. Her gray eyes burn with a light as cold as the grave and reflect precious little of the warmth they did in life. A generous mouth that once offered a brilliant smile, now moves little, as if her own existence is a burden she only reluctantly suffers.
A pragmatic dresser, Kara favors black jeans, monochrome t-shirts, and canvas sneakers when assuming a corporeal form. As cold bothers her little in her undeath, she has found jackets or sweaters to be unnecessary.
Languages English, Russian, Ukrainian, and various dialects of undead (corporeal and ethereal).
Biography
Powers
Ethereal Undead - With one foot in the grave and a soul tied to the ethereal plane, Kara dances across the heavy line that separates life and death. Paradoxically although Kara exists as a ghost, she appears to retain her corporeal body, and is able to turn fully tangible when she chooses.
Speaker of the Dead - As one of the undead, Kara has the gift of gab when conversing with others of her kind.
Resurrection Specialist - Having returned from death once before, it's unlikely that Kara will stay dead in the event of future fatalities. However, recovering from death takes some time.
Arcane Artificer - In life, Kara was a prodigious artificer, an arcane specialist dedicated to the invention and creation of wonderous magical items. In death, freed from the distractions of the flesh, Kara has only had more time to further her arcane art.
Trained Hunter - Kara retains many of the skills she acquired in her short, mostly successful career as a hunter of the things that go bump in the night.
Fighting Style
Kara fights from the shadows, shifting between her ethereal and corporeal form, and striking where her enemies least expect it. For a ghost, she has a marked dislike for grime, and prefers to fight at a distance.
Combat Abilities
While Kara possesses a professional knowledge of the finer elements of physical combat, she considers herself a specialist in the use of firearms and arcane devices of her own construction.
Daily Skills
Equipment
Gold Pocket Watch - Fond of old things, Kara's prized possession is an antique gold pocket watch. Of Swiss make, the watch dates from some time in the early 1800s.
Weapons
Silver Needle and Thimble - Tucked in a pocket Kara has a needle and thimble wrought out of pure silver.
Stechkin APS (Avtomaticheskiy Pistolet Stechkina) - For dealing with monsters, Kara carries a Stechkin APS, a Soviet designed selective fire machine pistol chambered in 9x19mm Parabellum and fitted with a wooden shoulder stock.
Likes
Dislikes
Fears
Aspirations
Quotes
"The dead do not have wants. The dead are simply dead."
Personality At rest, Knoll appears lackadaisical or apathetic; filling his time with reading novels or writing, if not maintaining his equipment and daydreaming all the while, or pondering questions he may never get the chance to ask. Without outside stimuli, he's the sort to drift and zone out into one fantastical idea or another. His posture is often slouched, with a tired expression.
When active, he's a chatterbox with a somewhat foul mouth and a dark sense of humor that tries to get others to laugh or banter with him. At heart, a warm and caring individual, Knoll revels in the presence of people he trusts, enjoying just being near them in either state. However, he flinches when people get too close and is quick to ready his stance when an unexpected loud noise happens.
A man of passion, capable of great shows of anger and affection alike. Holds his personal freedom as his highest priority and is quick to remind others of his choices. Similarly, he holds nothing personal against others should they make their own decisions.
Height 5'11"
Weight 178lbs
Notable Features -Occasional bouts of bright light emissions, particularly through veins, eyes, and about the torso. -Eyes have a constant glow, like low-burning embers. -Is always warm to the touch. -Tends to emit visible smoke in colder temperatures. -Curses by fire and things related to it, originally used as a way to get over cussing under his father's roof (eg. "fire/flame" instead of fuck).
Hair Red
Eyes -Blue, naturally -Yellow-orange, when the flame within is stoked
Voice Gruff, guttural. Picks up breathy traits when raised. Primarily lacks an accent by North American standards, but occasionally slips into an Irish one.
Appearance Red hair pulled back in a short tail. Broad, somewhat toned build, fitting for one used to hard labor. Light, freckled skin with the texture near to being leather. Clothing preference leans toward a dark undershirt, black T-shirt, leaf-green jacket over work jeans and brown work boots. Keeps a pair of black leather gloves with him for labor and combat. Wears a leather cord on his neck ending in a badb catha made of pewter.
Languages -English - because it's just that common. -Irish/Gaelic - sounds best with a bottle in-hand.
Biography
Being born to a couple of Irish immigrants came with some perks. The first being that their natural language is quite charming in its way, the second is the accent. Third is their way of handling the drink. Well, maybe that came to Knoll naturally. Another perk, perhaps more due to their superstitions, was Knoll's knowledge of Gaelic lore.
His father was a preacher and a grave digger for a backwater town in the middle of the boonies. In his off-time, he ran a communal farm with local men and women that helped supply the small town's food market and brought in some extra cash that he often put towards the church. Though a superstitious man, he was a god-fearing one that had plenty of stock in Catholicism. Had a habit of putting back the alcohol led to a dangerous reputation among townsfolk when he got to a dark place. The role he played to the people however, earned him enough respect to keep his privacy.
His mother was a quiet woman, lacking in both presence and power. She lived a life of being held to the standards of the preacher's wife, upholding ideas both religious and virtuous. Behind the curtain, she took the brunt of her husband's rage for reasons instilled in her upbringing. It was not a happy life, but she lived it with a silent vigilance. In her own way, she was admired by others for the solidarity she presented herself with.
Knoll was raised up simultaneously fearing and admiring his father, whom he sometimes believed to be some kind of holy warrior who kept demons at bay, and other times believed had a demon inside himself. During those times, his mother was the closest thing he had to a hero. When she could, she put herself between the two whenever she thought her son risked being on the receiving end of his father's beatings.
Outside of school, Knoll spent much of his life working the farm, studying Gaelic lore, reading books, or even out and about among the woods and graves with a small group of friends. As he grew, he began to care less for the church and stayed out more with his friends. And, as friends do as they age, gradually they took up one bad habit or another together.
In his father's words, Knoll was beginning to live a sinful life. The response was, as you'd expect, one fierce beating after the old man had enough drink in him. The youth wasn't able to put up much of a fight in the process. Given time to heal in the weeks after, Knoll packed a bag and, with his mother's quiet blessing, left home and the town to pursue a different life.
Over a decade passed wherein Knoll lived, letting his own demons out. He spent it working, drinking, and fighting one day to the next. No consistent job held him in one place for the longest period of time, but there was always one way or another to make cash without legitimate employment. Enough to get him to tomorrow and possibly another place to set himself up.
Somewhere along the way, he met one interesting character that introduced him to the world as it really was; fey, monsters, half-breeds, humanoids, magic and more. He took it in stride at the time, with slow realizations coming as time went on. Selective knowledge of Gaelic mythology had helped him pick out creatures that derived from it, and opened the doors to seeing more of the world than he ever thought logically possible. As time went on, he began to wonder if there was more to his hometown than he thought at the time. What if his father had had his own reasons for being what he was?
It would be another year before Knoll made his way out that way, taking with him skeptical theories and a deeply-hidden wish that perhaps his old man wasn't quite the monster Knoll remembered.
With few roads actually going that direction, Knoll's hitchhiking would only get him so far. So it was with a somewhat eager heart that he exited one last truck and wished its driver farewell and thanks that he made his way into the forest surrounding the town. At least this way, he'd be able to see the world that lay hidden under the old town with his own eyes.
Nightfall settled as he ventured inward. With hours past, he'd spotted some supernatural creatures, but refrained from making contact with any. The last time he'd lived in this area, they'd never made to talk to people that he was aware of, why change that now? But in the dark there was a particular figure that seemed to approach him almost directly, if only from afar. A nightly mist had settled among the trees and obscured his way, leaving it difficult to navigate.
Knoll's eyes found a light in the distance. Yellow-orange, like that of fire, contrasted sharply against the fog. He called out to the light source, though it gave no response. Assuming it must've been a campfire, he made for it. Though he crossed the land and shrubbery and forest floor to it, it came no closer to the man. Perhaps there was something more to it. A flame in the distance, guiding a lone traveler? Gaelic lore spoke of this one.
Stingy Jack and his jack-o'-lantern of infernal embers. Will-o'-the-wisp. Knoll called out to the wisp, telling it he wouldn't be fooled. The wisp remained quiet, though Knoll believed he made out a small shiver of its form. Perhaps that was as much response as he would get. The mist thickened, and Knoll's only sense of direction came from the flame in the distance. His only options would be to follow the light or not. In his stubbornness, Knoll chose to sit on the ground. He refused to be led astray while this fog blocked his way, and to follow the wisp could be dangerous. What else could he have done?
Hours passed. Knoll, tired and hungry, laid out his bed roll and ate his rations while he daydreamed, eyes never leaving the curious flame. It flickered in the distance where it lingered, he somewhat imagined it to be watching him too. A sort of stalemate ensued, or so he believed. Hard to determine when you have a creature you didn't understand in a tie.
Boredom settling in, Knoll began to talk towards it. It never responded, but he questioned it and spoke at length. He talked about his travels and the people he met, even talking of the creatures seen and sometimes fought. Did the wisp know how hard a human-looking troll could punch? Knoll had learned the hard way when one stepped into a fighting ring with him. Cost him a good pay out that day, too. Did it know of the fairies that lived out in the forest? Were they their own community? Had the wisp traveled far, or stayed here its entire life? Knoll told it about his life, not start to finish, but why he'd wanted to leave, and why he was coming home now with little bits in-between. A one-sided conversation, for sure. But it kept him from losing his mind amidst the fog.
More time passed this way, between questions and conversational points, though Knoll remained the only one talking. The mist endured for however long it was that he spoke to it, until finally he decided to sleep. Whatever happened, would finally happen. Whatever the wisp did to him, it would have its chance.
Knoll awoke later on, having slept peacefully, in the forest. No mist, in a familiar portion of the forest that didn't quite match where he had been. No sign of the flame lingered in the distance, nor did he observe any other creatures around. He gathered his bedroll and garbage and headed towards the town, following old once-thought-forgotten memories of his way home.
Entering the town from a familiar edge was much the same as he remembered. The farm had grown, the church bell gleamed, the graveyard behind it had more plots than Knoll remembered. Among the gravestones, a familiar face wiped sweat from its brow, shovel in hand, dirt piling next to him, a head of hair with far more gray than red; Knoll's father. He called down to the old man, an excited grin on his face.
The presence of the creatures in the forest gave him hope that his dad was definitely a warrior of sorts who protected people from the dangerous ones that might live among them. Like that wisp. The reunion was gleeful, if awkward. Son and father returned to the old home, where Knoll met his mother again. She looked less like a wilted flower than he recalled, maybe there had been something that changed between them in the years before.
Days that followed were happy. Catching up with old friends, getting to know them all again, learning of events that transpired in his absence was all a thrill. He shared his experiences in turn, talking of his travels and what he'd gotten to experience. Pointedly, he left out much of his day-to-day activities. Certain things just didn't make for good table talk.
Then a night came in which son and father went out to the pub together. They drank their fill, laughing loudly and having a grand time. Old Warren could hold his drink better than his boy, they said. Knoll proved them wrong and slammed their expectations. Questions were thrown his way, and in his drunken fun, he told tall tales of his life. Tales that did include some things he probably shouldn't have spoken of. Fairies, trolls, goblins, and more. Even the wisp in the forest on the way in. He tried to make it sound grand and interesting, the way one of his books would tell it.
Even pubs close after a while, though. Knoll and his old man stumbled back to their home, the elder grumbling under his breath in what sounded like frustration. The young man dismissed it as drunken rambles and just nodded his head along. As they made it into the house, Knoll got his man into his old recliner and took a seat on the couch, still happily abuzz and near to passing out.
Something seemed out of place. A creak of wooden planks. A heavy breath. Angry voice that raised to a roar. Eyelids parted just in time to see his father standing over him. Fist raised, coming down to meet Knoll's face. He took it in the cheek, shook his head as wakefulness started to come to him.
Caught the next swing with his forearm and raised his leg to push the old man off, missed and had to block another swing by his father. He raised his leg again, this time bringing it down to shift his weight forward. Knoll rose, shoving the old man back with his shoulder and trying to get his stance. Still drunk, however, he stumbled uselessly. More flashes of fists as he took more punches, one to the jaw and another to the eye socket. More came after. Followed by yet more.
Between each contact, he barely heard his father's words. Something about "them", the "monsters", "shouldn't talk about'em." The meaning was lost between each blow. Knoll couldn't understand.
He remembered blood and pain. Being almost blind in his left eye. Flashes of the floor having droplets of blood. His father had walked off. Distantly, he could hear voices, an exchange between father and mother. Father won, as he always did. Knoll tried to get up on his arms. Legs wouldn't work.
Heavy footfalls. Couldn't turn to see. Up on one arm, had to move. Didn't get the chance.
A kick to his gut made him curl and roll. On his back again, he saw his old man bending down over him, a glittering knife in hand. A muttering of the word "monster" right before the tip sank into his breast. Pain beyond pain that he knew. Couldn't move. Blood rose. Choking. Black fog rolled over his vision.
Was that the end of his life? Was that how death came for people? A feeling of numbness slowly took him from the spot in his chest where the knife pierced.
A gravelly voice, like ash in a man's throat, met his ears. "Dealraíonn sé mar shaol peaca, domsa. Ní bheadh an domhan thuas ag iarraidh an ceann seo riamh, sílim. An iomarca díobhála. An iomarca cac." With it, a faint yellow-orange light came to the edges of Knoll's vision, though he couldn't move his eyes. That voice spoke in Irish?
"Sé cad?" The voice asked. Who was it talking to? "Hee hee, bhuel is cosúil gur spraoi é sin." The light was coming into focus. A yellow-orange orb emanating a light not unlike a flame hovered over his face. The voice had come from elsewhere, not this thing.
"Bhuel, gan mórán ama. Deirim go n-éirí linn leis seo." A face, pure darkness with features that remained indistinct peered into the edge of his vision, looking over the paralyzed Knoll. "Dealraíonn sé gur thaitin duine de mo pháistí leat. Deir go bhfuil siad ag iarraidh dul leat. Ní féidir an fhoraois a fhágáil, áfach. Náire, nach bhfuil? Páiste nach bhfuil in ann an domhan a iniúchadh. Is féidir leat comhbhrón a dhéanamh ceart?"
A question. One Knoll understood, mostly. The light above him was giving something off, an impulse, an impression. Something about excitement? Did it depend on his answer? But, he couldn't take it anywhere. He'd be dead.
"Ó an rud beag seo? Ná bíodh imní ort faoi, socróimid tú i gceart. Mar sin, an déileáil é?"
The man understood. And, Knoll would be alive if he accepted? Then yes. Yes! My life doesn't need to end here! I'll take the wisp anywhere! Just bring me back!
"Ansin mar sin a bheidh. Mar chuid den chomhshocrú seo, tugaim duit cuid de mo mhallacht. Bíodh na seomraí seo ionat. Lig dóibh imbue tú lena lasair. Dófaidh an saol as an nua, go dtí go bhfaighidh an lasair bás leat. An áit a dtéann d’anam ina dhiaidh, ní bheidh a fhios agam. Siúil an talamh le chéile."
The words echoed, the wisp seemed to have taken a cue from it. Its glow dimmed, the core of deep black embers lowered itself to his wound, where the knife no longer seemed to be. Bit by bit, the embers fed their way into the open flesh. Warmth and pain alike arose inside of Knoll.
Black fog vanished, his vision returned, his father had just lifted the knife. In his chest, Knoll felt a burning sensation like none he'd ever felt. He screamed and cried, curling into a ball as his father screamed obscenities in the room.
A sensation of heat and awareness burned Knoll to wakefulness. He got to his feet with some stumbling involved, the sensation growing more and more as the seconds ticked forward. His father, his attacker, abuser, murderer leered at him with silver knife in hand. Behind eyes that glowed with their own radiance, he saw fear in the man. Didn't know what he was seeing? Fair. Knoll didn't know what he was feeling, just that it was better than dying.
He charged. All signs of intoxication had faded in lieu of this heat. With a more focused movement than he had any right to, his hand wrapped around his father's wrist and twisted. A disgusting snap followed as the knife fell from his grasp. Knoll swung a fist out and met his father's cheek. It had felt so fragile in the moment of contact...the sound it had given was that of bone shattering.
Old Warren was on the ground, unconscious, seared flesh on his concave cheek where he was struck. His wrist was twisted at a bad angle and burned from Knoll's grip. Painful groans came from his throat. Knoll stepped forward, hand outstretched to his father, but his mother arrived first. She placed her body over his, getting between them, just like she had in his childhood.
Mixed emotions began to rise in Knoll's throat. There was no relief, no joy, no elation among them. He roared something animalistic at the man on the floor. Whatever sound came out carried with it pain; from being killed by his father, from his mother still standing beside him, and from the extreme heat that burned within. It felt monstrous. He felt monstrous.
He ran from a home that wasn't a home for the second time in his life.
The rest of that day is a blur in his memory, as are the next few that happened after. Knoll still remembers his meeting with that figure with the will-o'-the-wisp. After coming to his senses, some ways down a road, he came to the conclusion it must've been Stingy Jack. Jack had been a figure from folklore who, in one way or another, had gotten the better of the Devil on more than one occasion. On the day he truly died, Jack hadn't been able to enter Heaven nor Hell, and the Devil gave him embers from Hell to help light his way as he walked Earth for eternity. Those embers had become the foundation for jack-o'-lanterns and will-o'-the-wisps. The man Knoll met in that space, between life and death, had referred to the embers of the wisp as one of his children. Folklore didn't have all the answers, but it provided clues as to what he was dealing with. Maybe.
For now, he couldn't deny that there was a heat in his chest where the knife had stabbed him. There was a wound that hadn't closed up all the way even days later. It caused him pain, but the wisp within let him know to just keep going. It would heal over time. While the being within didn't speak to him in any words, it had thoughts of its own that Knoll identified separately from his. It was an odd sensation.
Part of his pact with "Jack" meant bringing this wisp of his around to see the world. Which absolutely meant that getting the hell out of town had been good for him in more ways than one. He'd need to scrounge up money, get far away from town. Maybe a new identity if things called for it. There was a lot of living left to do, and this wisp was new to it all. For now, they'd start by enjoying a nice, long bus ride West.
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Host of an Infernal Flame aka "Phoenix/Nix"- The wisp within Knoll has merged with him on a biological and spiritual level. Though they retain their individual wills, Knoll is able to receive impressions and thoughts from the wisp, which has a personality all its own. As a result of this symbiotic relationship, all powers that Knoll possess stem from his fiery little companion.
Having formed from "Stingy Jack's" essence as he walked through the forest who-knows-how-long-ago, it has lived its entire existence bound to the forest surrounding Knoll's hometown. Hearing of Knoll's travels ignited within it a sense of curiosity, and was drawn to remain near him during his time there. In his dying moments, it refused to let Knoll die, having deemed him a friend. In the space betwixt life and death, it used its own warmth to keep Knoll alive until "Jack" officiated their pact. Post-merge, Nix is a steadfast little companion that shares the risk of entering combat with Knoll every day of its life, as well as enduring all the living between those moments.
Nix is somewhat childlike in the thoughts it gives. Occasionally, it urges Knoll to perform a prank or say something unusual for its own enjoyment, regardless of how it makes its partner look. While patient enough to find pleasure in relaxing day-to-day activities, it is incredibly excitable and tugs on Knoll's emotions to higher heights when he gets more active; it enflames his passions, but finds it hard to distinguish between them. Whenever its presence causes surges of emotions, Knoll's eyes and skin react accordingly; flaring up with orange-red light and raising his body heat to very high proportions.
It enjoys sensations brought by Knoll's interactions with the world both mental and physical. When its partner reads, for example, Nix easily becomes invested in the stories and becoming engrossed in the characters with its natural curiosity. What Knoll tastes, so does Nix, and it has discovered that it loves pizza with lotsa veggies!
Powers
*"Jack's" Seal/Pactbound - Due to the nature of their bond, Nix and Knoll are entwined deeply with one another with "Jack's" power adding an extra layer of security from removing one from the other. Should it ever happen, however, Knoll would die quick and painfully from his heart wound, whereas Nix's coals would eventually lose their flames and crumble without a new link to a person or place to sustain it.
*Ignition Factor - Nix brings with it power birthed directly from Hell, and it delights in getting to use it through Knoll. At the start of battle, Nix willingly "ignites", providing extra physical attributes to Knoll and improving his mental faculties. As combat wears on, adrenaline and rage fill Knoll's heart, with Nix gradually increasing what it can provide, goaded by its partner's body and will. All the while, the partner's body heat will gradually rise to fiery proportions. After use, Knoll needs to cool down or find a way to disperse the thermal energy.
*Thermal Dynamics - Under Ignition Factor, Nix can trade some of its heat to gradually close Knoll's injuries. While it lowers Knoll's overall combat effectiveness until he can regain the heat, it's an effective method of healing that helps to reduce excess build up in long fights and allows Knoll to cool down. If no injuries have been taken, Thermal Dynamics can't take effect.
*Hellborne Endowment - Gathering heat under Ignition allows Knoll to imbue fire into his weaponry, heating edged weapons to intense degrees or changing the bullets of firearms to have a pyrotechnic effect.
Name: Brian Yu Nicknames: N/A (Was never much of a nickname guy) Alias: N/A, used to be known as The Slugger Age: 22 (prior to death) Birthday: May 18th Gender: Male Species: Undead (Specifically a zombified Human) Ethnicity: Asian-American Nationality: American
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Personality: Brian is typically a pretty lazy and sleepy guy, though nowadays it'd be hard to tell whether it's a side effect of being undead, or simply just how he is. Because of that, he has a 'go with the flow' kind of attitude, which usually helps him to avoid confrontation or conflict. However, underneath his low-effort front, he can be quite energetic and competitive when he really gets into something, like sports or video games or monster hunting. Height: Roughly 6 ft., but he slouches a lot more as a zombie, so closer to 5'10 at most times. Weight: 190 lbs., most of which is musculature. Which sadly won't be developing any further due to his zombification... Notable Features: Pale green skin-tone, small parts of his body with exposed flesh, and one of his more standout features, his eye color being a sharp white with a deep black sclera. Hair: Pale black, unkempt and uncombed. Eyes: White eyes with a black sclera. Voice: Deeper than you'd expect from someone this young, but has a definite degree of low-energy and chill vibes attached to it. Rarely gets loud. Appearance: Brian is tall and broad-shouldered; or at least, he'd look that way if he wasn't always so slugged-down by his low energy, usually staying slouched and making minimal movement. Physically fit build, and well-balanced too, from a combination of sports and a decent training regimen. For clothing, he wears the green, quad-pocketed parka he woke up in, alongside a somewhat torn up black t-shirt and pants, as well as fairly thick-soled brown leather boots. Languages: English, mostly. A fair bit of Japanese too, but don't push it... Biography:
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Powers: Undead Fortitude - Brian is incapable of feeling pain anymore, as those nerves died off once he zombified (though he somehow kept his taste buds; sweet!). As such, he's able to shrug off even bone-shattering hits without a second thought. It also means he can lose limbs, and miraculously even his head, and still function like normal! This is beyond your average zombie, however, so whatever Brian is, he certainly isn't your average brain-eater...Still, like other zombies, any severed body parts can also act on his will, and if reattached, it'll be like they never left!
Unlimited Stamina - Another sweet bonus of being dead is the lack of energy required to run his body. While Brian likes to eat, he doesn't actually need to, so he could do whatever he wants for as long as he wanted to with no worry! Presumably this should mean that he doesn't need to sleep either, but good luck pushing that on him...
Necrotic Curse - While it's not something he really thinks about, Brian is a carrier of the necrotic curse just like any other zombie, and can spread it through biting or clawing into creatures. It is a potent magical curse that zombifies the infected individual, usually over the course of a few days to a week. However, other minor effects such as dizziness, nausea, and weakness can kick in within minutes, but this all varies from case to case.
Regeneration...? - It isn't quite regeneration in the sense most people look at it, but if Brian, say, had his arm hacked clean off and simply stuck it back on the stump, it'd knit itself right back onto him! So this power is less like full-blown regeneration, where they create whole new parts of their body, but rather reformation; the ability to put himself back together, as long as he's got his pieces.
Unhinged Strength - Due to losing the ability to feel pain, it also means Brian lost those natural human limitations that kept them from pushing themselves too far, since that would normally break bones and muscles. But with this new body, it can care less! As such, physically, Brian functions quite far ahead of the average human...Even if it means he might snap apart a bit every now and then.
Fighting Style: Even before biting the metaphorical bullet, Brian's fighting style could've been best described as reckless; charging headfirst into battle and figuring things out from there, utilizing brute strength and quick thinking in equal measures. If anything, dying just made this strategy way more preferable for him, due to a lack of pain and the ability to bounce back from near anything. Combat Abilities: While his actual memories of learning things have left him, his muscle memory is still very much there. He was well acquainted with hand-to-hand combat, typically fighting akin to a boxer. Beyond that, his aforementioned enhanced strength is a great combat asset, and is skilled in the use of two-handed weaponry, like his weapon of choice mentioned later. Daily Skills: Generally competent at sports (especially football and dodgeball), decent cook, excels at video games.
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Equipment: Parka - While his parka might look rather ordinary at first, it's been laced with silver and iron to protect against a sortie of monsterkind, and has been reinforced with studded leather to help defend him from attacks...Though nowadays he could care less. Weapons: Nail Bat - His signature weapon, the nail bat is exactly what it says on the tin; a bat with a bunch of nails stuck into it for extra hurt. On closer inspection, one could tell that some of the nails are silver, while some are iron, in order for maximum effectiveness against most creatures. It also has a sigil of sorts engraved near its handle, which has magically enhanced its durability.
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Likes: Reading/Music/Video Games/Sleeping/Competition (occasionally)/Eating (he loves to eat good food, and considers it a hobby of his) Dislikes: Making hard decisions/Wasted food/Dealing with others for long periods of time Fears: He pretty much left those in the grave when he died...Besides, if there was something he feared, he's sorta forgotten about it Aspirations:He aspires about as much as a snail moves Quotes: "Meh."
"Yeah, I know; I've probably looked better..."
"Huh. Didn't even know my arm could bend like that..."
"Urgh...Best two out of three, alright?!"
"Yeesh, my reflexes used to be awesome. Guess death couldn't just be all perks..."
Name - Delilah Ann Shipton Nicknames - "Lilah" usually, "Lil" occasionally. Alias - "Sage" Age - 24 Birthday - Feb 13th Sex - Female Species - Human Witch Ethnicity - White Nationality - American
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Personality - Gentle, sometimes timid. Very empathetic and compassionate. Typically serene and collected. Height - 5'6" Weight - 140 lbs Hair - Naturally blonde but maintained at an artificial bubblegum pink Eyes - Green Voice - gentle and soothing, with an Northern American accent Languages - English Biography - Delilah is the direct descendant of one of the most prominent clairvoyants in history; a woman who predicted the plague, the Great Fire of London, inventions of iron ships and internet, as well as the fates of many distinguished leaders. Mother Shipton's lineage brought her greatness as well as similar gifts down her bloodline to Delilah and her mother and brother. Many hid their talents for the most part, including her mother.
Delilah's mother began her teachings to her children when they were very young. It was almost unheard of for the men to receive a Gift, but Delilah's brother was not exactly "blessed" with his. His gift limits him to seeing and communicating with those who are no longer living. Not all entities are considerate or pleasant and Finn quickly abandoned advancing his skills in favor of attempting to suppress them or cope with them. Around the same time, he stopped joining his sister and father on their hunting expeditions. He doesn't talk about it, but the two seem related.
Delilah usually experienced her abilities when touched or prompted and with high focus or aids. When she turned 23, she had been out celebrating with friends and her brother when she experienced her first unprompted vision. That of an accident involving her mother. Delilah and Finn quickly contacted their father in an attempt to prevent the tragedy but it transpired just as her vision had showed her. Soon after, their father found living in their family home much too painful to endure. He tried listing the home but couldn't bring himself to sell it, much to Delilah's relief. Her brother spiraled downwards quickly and their father leased an apartment for himself and his son to live in and allowed Delilah to live in and care for the home they grew up in, per her request. He tries to meet her in neutral places but still has to visit on occasion to help her with maintenance. Finn hasn't seen his sister in months now and Delilah is most often alone at home with her cat, Nox.
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Powers - ~ Clairvoyance - able to envision the past, present or near future when prompted and occasionally unprompted. Touching significantly increases the likelihood or intensity of her sight. ~ Healing - an unnatural gift for healing abilities, she can heal wounds that would normally take a few days in several hours, or assist in healing things that would normally require intense correction from a specialist but the healing process is not as short as with wounds. ~ Protection spells and minor witchcraft when she has proper tools and time to follow rituals Fighting Style - Throughout her life, her father often took her hunting. She is most proficient with a bow or shotgun but will most often be using a compound crossbow and prefer to keep a distance from enemies. Combat Abilities - She does not possess any combat training but what she lacks in experience she makes up for in spirit. She also tries to avoid what she can with her sight. Daily Skills - Cooking is a skill of hers and cleaning is a frequent habit as it makes her feel more at peace. She is also able to field dress animals if it is needed or ever useful.
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Equipment - Several spiritual knick-knacks may make an appearance at any given time. Her house is filled with them as well as a large assortment of plants and herbs she's grown herself. She normally carries an assortment of salves and balms as well as wraps and dressings for wounds. Weapons - Compound crossbow and two knives for personal protection. Both are locking switchblades.
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Likes - plants, insects, animals, heping others, cooking and cleaning Dislikes - people touching her without warning or asking as it often prompts visions, mistreatment Fears - hurting others unintentionally, somehow becoming useless Aspirations - help her community, make her family and ancestors proud Quotes - "I can't be your hero, I'm not even my own protagonist." “The future isn’t set. I can see all of them.” Theme Songs - youtu.be/Uc0cq4Au0_g
Name: Jade Rose Nicknames: N/A Alias: N/A Age: 21 Birthday: 8th March Gender: F Species: Demon - Scubus Ethnicity: Mixed Nationality: British
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Personality: She is normally well in control of her emotions and as a result is normally quite level headed. She can have a tendency to form strong bonds with others leading her to become insanely protective over them.
She may occasionally go on a hunger strike and stop feeding if her food sources are limited. Especially if her only food source are her friends and companions she will temporarily starve herself so she does not kill those closest to her.
She aims not to kill the innocent despite the chaos and destruction it would cause.
Height: 6ft 4 Weight: 185.6LB Notable Features: Demon form: claws and talons, sharp teeth, tail and bat like wings. Most of which she keeps hidden. Sexuality:Bi-sexual Hair: Red hair Eyes: Violet eyes (Changes to yellow slots when hungry) Voice: Soft but eerie voice. Can come across as flirtatious. Appearance:
just with talon like feet and long talon like fingernails and red hair.
Languages: English, Spanish, Demon language and Fey. Biography: She was raised by her parents mostly. Her parent are ones who taught her to glamour herself. Once she was old enough how ever her father an incubus, was sent away as succubus and incubus matured fast and cared little about family relations. (she most likely will not understand why intermate family relationships are bad)
At the age of 17 she was deemed mature enough to live life on her own and find her own way into the world. She learned a great deal many things. Most did not like succubi, almost all deemed them evil.
She made it her life mission to change that perspective while being hidden by her glamour and not seeking recognition. Those who recognised what she was were thankful but still wary of her. She would soon see that someone was hiring mercenaries and would decide to join. Hoping to change everyone's biased thoughts on her species.
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Powers: species abilities/powers, - Flight - she has wings she keeps hidden and is capable of flight - Glamoring - makes her appear less threating and more mundane. - Arousing Touch: A simple touch to the bare skin can make her subject focus on her and recipient to her questioning or advances. Making the subject almost willing to do anything to please the succubus. This ability can weaken even fail if she is too hungry. - Sexual chi: Feeding off it and sensing it. She notices different chi on the way it tastes and can tell the species if has tasted it before. Can also kill by draining all the chi. This she can use in a victims, sleep or while they are awake. While asleep though it causes the victim to have vivid sexual dreams. By feeding on another's chi she can heal and wounds she had previously. Supernatural chi fills and heals her quickest. - Healing Chi - by sharing a small portion of her chi she can minorly heal someone, or stabilize them. - Back to life Chi - By sharing almost all her chi she can bring someone back from the brink of death. If the person is already dead this will Not work. There is a downside however as it will severely weaken her. To the point that her healing factor will be reduced to that of a humans and she will need to feed relatively soon before all her chi is depleted or instinct will kick in and she could kill someone. This something she will very rarely do let alone suggest because of the danger she poses others afterwards. (if this is to op I am happy to remove it) Powers, - Telepathy - Elemental Air Magic - Empathy - something she can't turn of in the sense that she can always feel another's emotions. She has full control of manipulating the emotions of others though. Fighting Style: Vicious, will happily switch between blades and talons and claws. Combat Abilities: 1.)Aggressive Telepathy- She can forcibly invade another's mind cause crippling pain and go though their memories and thoughts. She can mess up a person's thought process and even distract someone from casting spells. 2.)Elemental Air Magic - can use this ability to pin opponents, block or redirect incoming projectiles. Works best when she is flying. 3.)Empathy[Emotion Manipulation] -can perceive understand and even manipulate the emotions of others 4.) Daily Skills: Cooking, Cleaning, Hunting, Tracking, Meat prepping
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Equipment: Armour, 10 needles full of a special serum that will nullify her sense of hunger for 6 hrs. Sword, x2 Daggers Weapons: Daggers, Sword, Collapsible scythe
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Likes: women and men, relationships, chaos, sex, arousal, Cooking, Hunting. Dislikes: Abstinence due to religion. Abuse from men or women. Fears: Comrades hating her once they see her true form. Herself, Her hunger.
Aspirations: - To be Good - To not kill or harm an innocent - Change the peoples opinion on succubus. - To have people who see her true form and do not fear her. Weakness: - Religion and religious sites. Check Nello' Character Sheet for more info.
Those who have expressed interest and are still working on their characters are free to post them whenever they're ready, but we're not accepting new applications, for now.
@Shard Here she is, most of the important bits anyways
Name Avery Sylvaine Age 27 Birthday June 23 Gender Female Species Human? Fey? confusion Ethnicity Unknown Nationality American
Personality
Avery was always a pragmatic woman, but one who always tried to see the best in any situation. However, making peace with your death, moments before it becomes meaningless, does things to a woman. In her case, the magic of her transformation also formed new neural pathways in her brain, giving her some of the reflexes and muscle memory she needs, while at the same time inuring her mind to the horrors of what her new form forces her to do, leading to occasional sociopathic tendencies. But really, she's just a sweetheart who is still trying to figure out her new life, and her new place in the world. Avery tries her best to do good, and to protect those close to her, and will put anything, including her life, on the line to save people.
Height around 5'7" Weight Varies, always looks fit Notable Features Avery is incapable of holding a perfectly human form, always having some minor supernatural trait, such as odd eyes, fangs, claws, etc. Her eyes also slowly but constantly shifting color and iris shape. Hair Usually Brown Eyes Multicolored Voice Scratchy/Smooth Alto Languages English, Latin, German Biography
Avery spent her early years in blissful ignorance of her family's secrets, enjoying school, living life, and always visiting the Family Friend once a month. She even enjoyed these visits, although she didn't always remember what happened. This went on after learning of the Sylvaine Family Curse on the day of her fathers death when she was 13, that her family never lived past 40, when the Family Friend comforted her, and taught her little ditties and chants that made her feel better, or when it showed her how to really see a forest. When Avery was diagnosed with terminal cancer at 27, the Family Friend was one of the first visitors, and was the last.
On that last visit, the Family Friend had been absent for an especially long time, with an entire 3 weeks passing between its last and current visits. It also looked different than the last time Avery had seen it. "Let me help you, please." it asked with a sibilant hiss, similar to the wind through leaves. "Your family and I... our association goes far back, into ancient times. They sealed most of me away in that locket you wear around your neck, but we both, your family and I, knew that it was only a matter of time. So, they kept track of me, visiting to renew the seal once a month, to the point that the visit itself was part of the seal. Over the centuries, your family has always hoped to become close to me, to perhaps keep me controlled via sympathy or some such, and they were succeeding, by simply making sure their children grew up around me, ignorant and carefree. So now, here I stand. Willing to help the descendent of my nemesis, for a small price. I can save your life, but to do so I will need to remake you." It says, a distant but concerned look in its eyes as it speaks, before holding its hand out like one would when offering a deal.
Avery looks at the being she considered family, that she grew up with, with growing confusion and concern. It was like puzzle pieces were falling into place, each one explaining more, and asking more questions. It explained so much, why the Friend wasn't in any pictures, and why nobody remembered a time without it. Even its little lessons made more sense now. But, did she really have a choice? If she wanted to live to see the end of the month, let alone her next birthday, she would have to trust her Friend. After thinking it over, and with wariness battling hope for control of her facial expressions, she lifted her weakened hand and place it in the Family Friends hand, wrapping her fingers around its hand as best she could, before rasping out "I accept. I want to live."
The moment the words left her mouth, the wind picked up in the room, carrying the scents of the forest even though the lone window was closed, and the Family Friend started to glow slightly with the greens and blues of the forest in summer. Then, the pain hit. The worst pain, far worse than she any she had even imagined, wracked her body and mind as every piece of her was reworked; body, mind, and soul, before she eventually passed out. When she awoke, her Friend was sitting next to her bed, blood slowly dripping onto his nose from... the ceiling? And, were the walls always that shade of red?
"What... What happened?" Avery said, then stopped, shocked by the sound of her own voice, how different it was from the weak thing she had been mere moments? before.
"I remade you, but... it seems the process was messier than I remembered. And, there are going to be some hospital staff waking up with unknown injuries sooner than later. Thankfully, I think I was able to purge their memories of what you became, although I suppose it is lucky that you were able to hit them from across the room. Although, perhaps I should fill you in on the way" It said, picking itself up and gesturing for Avery to do the same.
"On the way? Where are we going?" Avery replied, still getting used to sounding like she was speaking with two voices at once, one rough the other smooth. "Besides, All I've got here is this hospital gown. I can't walk around like this! Not to mention the blood coating both of us. How much of that is mine, by the way?" As Avery said all of this, her mind was racing. Blood? Attacking people? I should be freaking out about this, but I'm fine. Why is that? And why does my body feel so... so changeable?
"Worry not, I will take care of everything when we get to your new hideout. There are safe places for those like us, places where the mundies don't look. We'll bring you there eventually, but first we need to work on your control. Take my hand, and we shall be off." it said, holding out its hand once again.
What have I gotten into this time... And, mundies? I guess that probably mean mundane people, like m- like I used to be. Avery thought to herself, as she took the Family Friends hand, and vanished from the blood-soaked hospital room.
Powers
At their core, Avery's powers revolve around extreme body modification and weaponized shapeshifting. That is, she can rapidly form her body into whatever she needs, and can even use the transformations themselves to attack, such as rapidly lengthening limbs to grab an enemy or a part of the environment, or shooting barbed tentacles out of herself to impale an opponent. These techniques and abilities also give her greatly increased defensive abilities, allowing for the rapid regeneration of damaged body parts, hardening her body for attack and defense, and even moving vitals out of the way of incoming attacks in the worst case. She can also assume just about any humanoid form , as long as it holds to the general human shape.
She is also able to consume biological matter extremely rapidly through any part of her body, due to the ability to form orifices where they are needed. This incudes poisoned or tainted matter, as her biological modification abilities allow her to neutralize the harmful stuff quickly if desired, and she must eat meat to survive, the fresher the better. Human meat is the best, but other meats will work, she would just need to eat more often in that case.
She is susceptible to cold iron, contact with it causing her to slow and weaken, with extended exposure forcing her back into her default human form.
Fighting Style
Averys fighting style can only be described as calculated ferocity. She attacks relentlessly once a target is in her sights, using her full suite of biological prowess no matter the level of her opponent. If possible she tries to end the fight quickly via vital strikes or consuming her opponent whole, but if that doesn't work, or isn't an option, she wears them down with persistence, being able to keep fighting long after most opponents would have collapsed with exhaustion.
Daily Skills Avery is a capable analyst and strategist, able to think through a situation quickly. She is also a competent [undecided profession]
Likes to be revealed Dislikes to be revealed Fears losing herself to her powers Aspirations To build a new life beyond the veil. Quotes "What do I need to be this time?" Theme Songs
Name Kristopher Flynn Collins Nicknames KFC / Kris Alias N/A Age 20 Birthday April 1st Gender Male Species Vampire / Kindred of the Arcane Ethnicity American / Children of Asclepius Nationality American
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Personality Pride in his own abilities, lack of trust in the abilities of others. Sheer suspicion for those around him, Kris is not one typically for social visits. Brutally honest in terms of health and death, and what he is capable of, Kris is as said before, not one for social situations in the typical sense. However under the facade he puts up, a young man resides, terrified of the world around him and grasping at whatever he could perceive as reality and fact. Height 5ft9 Weight 170lbs Notable Features Nothing specific at first glance, as he simply looks like a very tired medical school student. However, his lack of a heartbeat at times, his cold skin and the fangs in his mouth are all telltale signs. However, if one can peer through the curtain of hair, the bags under his eyes are rather concerning as well. Hair Brown Eyes Red Voice Monotone at the best of times, and eternally tired. However hard he tries though, emotion slips through, betraying the mask he puts up for others. Appearance Around average height and build for a young man his age, becoming a vampire has changed very little about that. He lets his long brown hair grow and fall where it pleases, often resulting in a curtain of hair covering his eyes. His eyes are a piercing crimson, calculating and downright unsettling. He often prefers simple clothing, the most intricate object in his wardrobe a handcrafted plague doctor mask modeled after the visage of an owl. Languages English
Biography Born under pressure, Kris was always under constant scrutiny his entire young life. The very best always expected of him, the young man spent most of his life pleasing his parents, including by going to medical school. However, there at the school his life would soon change. His best friend, somebody he trusted above all else had wanted to speak to him. Kris had known this girl his entire life, and never once caught onto the signs of her affection, far too busy to bother himself with something like that. However when she stopped him on the way home and wordlessly pulled his lips into hers, his heart skipped a beat, and a confused joy he had never felt before filled him head to toe.
This however, much like his time at the medical school, would not last long. The girl would survive yes, but Kris would sacrifice much for it. Over the last two years the boy had been watched, stalked by a creature of the night hellbent on examining the boy's capabilities. On the night the bullet struck the young man's newly caught lover, the creature struck, emerging from the shadows in a plague doctor's mask clutching an offer in it's aged fingers.
Kris accepted, that much was certain "Trade your life, for hers. Servitude, knowlege and the ability to help others, for the life of this young woman." There was no real choice, there never really was, no matter how much he would be told afterwards that there was. Kris was left dead on the pavement instead, his young love waking in terror just to find his body.
With those who knew him thinking him dead, and his body brought back from the brink into the shadows, Kris became a vampire barely a year ago. In this year, his studious habit has been extremely useful, acclimating to the vampiric lifestyle and abilities rather quickly, at least outwardly. However time is ticking, and his superiors think him ready for something, though what exactly he is supposedly ready for, has yet to reach his ears.
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Powers Vampiric Senses: Slammed into overdrive, taste, smell, touch, sight and hearing all enhanced to the point that when using blood to even further enhance these senses, he has proven capable of monitoring a body much in the same way one would use an x-ray or other medical equipment to peer into the body without cutting it open.
Arcanist's Magic: Well known for it's almost singular use among his clan, an Arcanist's magic relies on the caster's knowledge of the magical and non-magical world around him. With the right materials and the right incantations and motions, an Arcanist is capable of nearly anything, though more often than not this results in magic that heavily deals with the body and biology.
Raising or lowering a body's temperature, mending wounds by magically accelerating cells in the body, or even performing the opposite, and causing a body's cells to attack eachother and themselves, an Arcanist is, in laymen's terms, a bio-weapon.
However, manipulating the body is not the extent of an Arcanist's abilities, and skilled Arcanists, often known as Scholars or Summoners, are capable of drawing on the latent magic of the natural world in order to create, summon and make pacts with supernatural creatures including minor fey and magical constructs known as Carbuncles.
These pacts are constricting deals between the summoner and the summoned, preventing either from breaking the pact save for in a professional if rather ritualistic manner. Arcanists often carry tomes of the knowledge they have obtained, aiding in the casting of their spells and abilities.
Fighting Style Preferring to strike and aid from afar, he uses bolts of created necrotic energy to maim and injure his enemies. Making it difficult to breathe, move or even see, as well as inflicting searing pain. However, he often refuses to strike a killing blow, leaving that instead for his allies. He hides behind his summons when alone, relying heavily on their distraction for his own escape or survival.
Combat Abilities Summoning of wind-type "Emerald" Carbuncle Pact with minor Fey - Skilled in healing magic Crippling single targets at a time in combat
Daily Skills Minor Computer Programming skills
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Equipment Arcanist Tome - A large tome, brand new as it is with every new member of the Children of Asclepius. Backed with a suspiciously unspecified leather, dyed a startling white and coated on it's cover with runes. Said runes will cause extreme muscle atrophy for anybody not biologically attuned to the runes who attempts to touch it.
Weapons Arcanist Tome - A tool for recorded learning, and a weapon in and of itself. This tome is magically reinforced, making it difficult to damage or destroy by normal means. This however, also means that Kris has used it in a more physical way when magic will simply not cut it. Few people expect to take a magically reinforced book to the teeth. Fewer still expect it to hurt so much. -
Likes Animals / Silence / Naps Dislikes Couples / Public Displays of Affection / Non-Medical physical contact Fears Emotional Attachment Aspirations Success to the point that he can finally sit around and do absolutely nothing, and worry about absolutely nothing. Quotes "If you would be kind enough to sit still, the needle won't be that damn bad."
"Yes, the carbuncle is cute. No you can't touch him, get your own.... oh wait.. heh"
"Yes, if you want me to fix the bones I have to reach the wound physically.... no I don't have painkillers."
"You will not be allowed to die, make no mistake. Your crimes have made sure of that. You will beg for release as all the others have, and your cries will fall on deaf ears."