Personality In an attempt to summarize, Anansi 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 heâs neither of those things, using the odd personality fluctuations only as a front.
Those that truly understand him know that heâs instead deliberate, critical, and mad. Heâs 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 5â10
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
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 heâs grown powerful in that time. However, not all that heâs 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 heâs 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 heâs anticipated fighting without his abilities beforehand, which isnât 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
Equipment Silver Medallion - Enchanted by his former teacher, designed to protect him from harmful magic.
Weapons
This mysterious staff is a little over five feet long, and is used as a means of shortcutting Anansi's abilities in situations where quicker measures are necessary. It can also double as a blunt force weapon as it has some weight to it. Also belonged to his master, and he suspects that it holds more power than he is able to tap into currently.
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Likes Why Dislikes Donât Fears You Aspirations Ask Him?
Nicknames Xiao, Monkey, Xiaoxiao, The Chosen, Tatted Monk, Chinatownâs Dragon, Double X
Alias Yang-Yin
Age 27
Birthday February 12th
Gender Male
Species Human
Ethnicity Chinese
Nationality Naturalized Chinese-American
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Personality Xiao more often than not, generally keeps to himself. He doesn't have many friends but many acquaintances. This is mostly an outer shell that he's developed due to his past. He'd be more classified as reserved opposed to simply not liking people, as he's very active in his community.
When one gets to know him, he's a kind, silly, and thoughtful sort of guy. Xiao is a very musically inclined person. Nearly any kind of music can resonate with him and he can find something to appreciate from it. After regaining himself, he's slowly trying to branch out and try new things, but he takes one thing at a time.
It is clear that he sometimes lacks in some areas of the code which was instilled in him at a young age. However, in memory of his old temple and brothers, he still holds strong to those virtues. He won't kill unless he deems it necessary, or if he is putting someone out of their misery.
Xiao would do anything in his power to protect families, in which case, he won't brutally injure those whom he knows have family depending on the circumstances. Under no circumstances would he kill children. Serial murderers, be them human or supernatural however, make the list of those who die painfully.
His senses of honor and courage are likely his most defining aspects. He is typically very honest but he isn't fully against lying when it feels necessary. He's very respectful toward most and especially toward the elderly.
When he puts his mind to something, he's going to find a way to pull through with it. If he makes a promise, he will follow through with it, no matter what it is. Under no circumstances would he even attempt to break or even slightly dishonor it. He despises cowards and chronic liars. That said, he is most certainly someone that anyone wants on their side. He'd fight to the death for those whom he cares about and work hard to make their dreams come true.
Height 6â0â
Weight 190 lbs
Notable Features His rather long hair, as well as the tattoos spanning his entire body from the neck down.
Hair Black, usually in ponytails or queues but will style it up for special occasions.
Eyes Jade Green
Voice Brian Tochi
Languages Chinese, English, Japanese, Limited Italian, Limited Spanish
Biography âI was brought up in one of the hidden temples of true shaolin monks from generations within the past. I knew nothing of my mother or father. Instead, I was looked after and trained more specifically by Grandmaster Xuan Liang and Sifu Gohu. It was not easy, growing as I was. Apparently I was chosen at birth; âThe Mortal who could challenge the Immortal. A warrior chosen every 100 years to defend our people from destruction.â Being this supposed Chosen One, much expectation was placed upon my shoulders.
As a child, I was both looked up to and envied by many of the young students. Besides making a laughing stock of my âbulliesâ, I spent much time training, meditating, or studying scrolls. I was impatient, wanting to rise through the ranks as quickly as possible. I wanted for Grandmaster to be proud of me and to trust me. Trust enough to let me explore the world outside of the temple grounds, as my requests were often denied.
The Grandmaster and Sifu Gohu conflicted often on actions relating to my prophesied destiny. Grandmaster Liang felt that to enter peace was to remain isolated as the warrior monks were traditionally, ignoring the corruption of the outside world and the problems with it. Sifu Gohu wanted me to go into the bowls of the Diyu, to destroy the demons of hell.
While seeming noble on the surface, Sifu Gohu was not exemplary. He was too quick to anger, brutal in punishment. He was smooth with his tongue and thus, swayed many of the others to his side even some of the elders. At times with deception and fear. A warlord within our midst, brought upon by the hardships of his past. Even still, I used to believe that while I did not particularly agree with the things Gohu had done, getting more involved with the world outside would be better for us.
However, the Grandmasterâs word as Abbot overruled Gohu. In these matters, the two remained at an impasse. Though, this wouldn't be for long...Two tigers could not reside on the same mountain for too long, an old story went. I didnât want the temple to tear itself in two, battling one another for a fate that I didnât truly believe in. So, I fled under the cover of darkness, never to return.
Selfish? Unbelievable? Perhaps, but it is the life I lived."
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Powers Chi Manipulation: Xiao has the ability to manipulate Chi or the laten inner energy of all living creatures. Although trained humans can gain the potential to control their inner Chi, his connection to the divine allows him to further this ability to supernatural levels. In which case, he can draw energy from Yin and Yang.
Yin - The darker half invokes physical enhancements to himself through the use of Chi. This ability is most prominent in peak-humans, such as his mother. It enables him to become stronger, move faster, react quicker, enhance his senses.
Yang - The light half of abilities enable him to use Chi externally for a variety of different effects. This allows him to construct varying shields or blasts of kinetic chi energy. He could also use it to enhance his punches and kicks. When this ability is in use, a vibrant yellow aura radiates around his body, and his tattoos glow golden energy.
The Sleeping Dragon - A mysterious state of being that triggers in highly stressful or dire situations. It is considered to be directly correlated with his Yin based abilities as a fight or flight response. One can tell that he has entered this condition, due to the color of his eyes, becoming a clouded ash. In it, his physical capabilities far exceed his limits when consciously using his abilities. The cost is that his body goes into an autopilot of sorts and he canât remember what happened until long afterwards. His limits within this state are currently unknown.
Weaknesses: Xiao can only use one side of his Chi abilities at a time as Yin and Yang clash quite violently in his mortal body. If he were to attempt to, heâd begin seizing and lose consciousness for several days. Moreover, his Yang abilities are quite physically taxing, thus he must learn to concentrate and gauge his stamina when using that side. Furthermost, his training was designed to suppress the Sleeping Dragon, not control it. Yet, it is still very much a part of him and will surface should the circumstance present itself.
Fighting Style Xiao is a capable fighter. His prowess lies in hand-to-hand combat as his most proficient skill, being taught in particular the Animal Styles of Wushu to harness his chi. He is also skilled in his use of blending the other forms together into his own style. Because of this training, he has a heavy preference to get up close and personal with his opponents. He'll evade and taunt them, effectively playing with them to gauge how it would be best to defeat them.
When Xiaoâs Sleeping Dragon is âawakenedâ this playful/clever manner is nonexistent. This results in a much brutal style of combat that could be more likened to Muay Thai. Should his Dragon target someone, it will stop at nothing until the threat is eliminated and will attack allies inadvertently to achieve this.
Combat Abilities Well-Rounded Melee Combatant Mystical Martial Artistry (Chi) Force of Athleticism
Duality (Yin Vs Yang) Morality (Fidelity Vs Fatality) Mortality (Natural Vs Supernatural)
Daily Skills Athletic Training Counseling Musician Translation Public Speaking
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Equipment Cell Phone Minimal Hair Care Objects Prayer Beads
Weapons Enchanted Gauntlets and Leg Guards - Conduits in which to focus his yang based chi through. Must be fixed/replaced after every battle.
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.
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."
Name: Norville Rodgers Nicknames: Norv, Norvy, Shag, Shaggy Alias: Shaggy Age: 54 (looks 25) 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: 1- Shag and friends as kids play detective in their hometown of Chicago Illinois. 2- Shag and friends as adults become actual private investigators. 3- shag is 23 and gets bit and turned into wolf man. 4- friends search for cure. 5- year later friends find "cure" in form of old witch in south louisiana (voodoo and sheet). 6- Shag wakes up 10 years later (2001) in hospital with records saying he was in a coma for 5 years. 7- 5 years of recovery and self learning. 8- finds out that no matter what happens to him, the next morning he is perfectly fine, he doesnt age, cant put on weight, and cant remember what happened during the 10 year gap in memory or what brought him to going into a coma. 9- Becomes Private Investigator for supernatural crimes/mysteries, always tries to avoid fights and the big scary beasties. barely makes ends meet and travels alot. 10- ends up in new york, body is still 25 years old but he has been alive for 54 years. figured out how to avoid turning wolf on full moon nights (dont go outside or look at the moon), he is in full control of his wolf form now unless he loses his temper. still investigator type of guy, drinks heavily and is a literal bottomless pit when it comes to food. group found him drunk in the bar and just spent his last dollar on alcohol. 11- He deeply regrets not knowing what happened to his friends Elizabeth Shipton and Nathan Princeton. He assumes they are dead because of him and it eats away at him constantly. He smokes and drinks to escape the thoughts.
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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. Curse- Doesnt age, any damage or illness that befalls him will be cured the next morning (excluding death). His body is in a constant state of no progress, he cant gain weight, he always resets back to his baseline. 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 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.
Underneath 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."
Knoll generally appears as a mild individual, preferring the company of books and stories to people. An escapist at heart, with an overactive imagination, he loves delving into a fantasy novel and losing himself amidst the plots therein. His free time is often spent reading or writing short stories of his own.
âGotta get this done first, Nix.â
In spite of this affection, Knoll tries to be a responsible individual. If heâs not head-deep in a story he can be found taking up chores around the Flower Shop. A life spent on the streets doing odd jobs and frequently performing less-than-legal work to survive has given him a sort of pride in the shared living space he has now. Darn him if it isnât going to be a fine place to live. Clean, spiffy, and well-represented. In regards to the job, Knoll can be a strongly task-driven hunter with a single-minded focus on the objective; regardless of the prerogative, the job will be done with less thought about the larger picture, barring emotional interference.
âPleasure to meet you, proper.â
Polite when meeting new people, those who know him will find a much more casual sort beneath. Lonesome by nature, but friendly overall, Knoll enjoys prodding his friends for reactions or to try and get a laugh. Self-deprecating remarks are common, but so are the playful barbs towards others. While he enjoys testing others and their defenses, thereâs a deep-seated sense of respect where he draws the line. Those he feels ingratiated towards will have his loyalty as well as admiration.
âDidn't mean to turn on you. [...] I'm twitchy about touch.â
Stemming from his fatherâs heavy-handed rearing, Knoll is predisposed to avoiding sudden touches from other people. Taps, pats, hugs and most other contact can make him flinch initially, but continued familiarity lessens how uptight he can be about it. Itâs something he sees as an issue and strives to get over.
âYouâre a wolf chasing sheep. Weâre the shepherdâs dogs.â
While a compassionate soul, Knollâs lived a life of fighting. Whether it be in an underground fighting ring or against a supernatural subject, combat is where he comes to life. Itâs about the only time he feels free of social bindings and mental blocks, able to take out his pent up aggression and be the brutal combatant he is. For a hunter, violence is part and parcel with the job, making it probably the biggest aspect that he looks forward to, aside from the paycheck. If asked about it in more polite company or a relaxed setting, Knoll tends to deflect it with stuff along the lines of protecting innocents. Itâs not untrue, itâs just peripheral to the focus.
Height 5'11"
Weight 198lbs
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. -Natural body temperature stays around 102â°F. -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). -Flinches noticeably under unexpected or unwanted physical contact. -Known by his alias among mundies.
Hair Red
Eyes -Blue, naturally -Yellow-orange, when the flame within is stoked
Voice Gruff, guttural. Picks up breathy traits when raised. Primarily speaks with North American accent, with some Irish vernacular and the occasional slip into an Irish accent.
Appearance Red hair slicked back. 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.
Knoll has some scars dotting his body, accumulated over his short career. Most notable are the scratches on his left cheek and eyebrow. On his torso, there remains the puncture scar left from his father's dagger, followed by four thin, criss-crossing scratches on his right abdomen, and a half-inch gouge mark on his right shoulder blade.
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.
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, beyond even his Gaelic roots. 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 dad into his old recliner and took a seat on the couch, still happily abuzz and drifting to sleep in moments.
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.
Knoll caught the next swing with his forearm and raised his leg to push the old man off, missing, he 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. It only took a few hits before he lost his footing and fell to the floor. He remembered blood and pain, remembered being almost blind in his left eye. Flashes of the floor showered in 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. He 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 heart. Pain beyond pain that he knew flared like fire inside of him, before a degree of numbness started to take over the area. Was that shock? Knoll raised his arms, weak though they were. He grabbed the hilt in one, tried to swing at his father's face with the other.
It didn't do anything. Old Warren gave the knife a sharp twist to finish his work. Again, Knoll felt that pain before it numbed again. He didn't scream this time, just flinched beneath it before letting go of his last breath. The last thing he felt was something rising in his throat as a dark fog covered his eyes.
Was that the end of his life? Was that how death came for people? A numbing sensation before ones' body became like lead? Did it take away everyone's vision like it had his at the end? Did it take away their strength and rage, as he felt his go?
A gravelly voice, like ash in a man's throat, met his ears. "DealraĂonn sĂŠ mar shaol peaca, domsa. NĂ bheadh ââan domhan thuas ag iarraidh an ceann seo riamh, sĂlim. An iomarca dĂobhĂĄla. An iomarca cac." The dialect wasn't expected, it'd taken Knoll a second to realize what it was. Irish. Too much shit? Me? With it, a faint yellow-orange light began to illuminate Knoll's vision, though he couldn't turn to see it.
"What?" The voice asked. "Hee hee, you want to have some fun then!" Who was it talking to? 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.
"Well, not much time. Say goodbye to him, child." A face, one of pure shadow that seemed so simultaneously distinct yet unknowable, peered over Knoll's eyes. It seemed to examine the young man, weigh him behind that face. "Maybe not. That was you, I heard a second ago. Yes, too much shit. Too much wrong with you. They'd never have you up there, same as they never had me."
The flame remained hovering over Knoll's body. It made no sound, but seemed to catch the figure's attention, as the shadowed man looked up to it. "Think so, do you?" He asked it. Another moment passed before the man looked down at Knoll again.
"You seem to have garnered this little one's interest. Says they want to go with you. However, they can't leave forest themselves. Shame, isn't it? A child who is unable to explore the world. You can do sympathy right?"
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. This had been the end of his last trip. I can't go anywhere.
"From this little thing?" He seemed to chuckle at Knoll's wound. "My lad, stop acting the maggot. I'll offer you a deal. What would you say? Take my little wisp out to see the world. Let the child live a life, and you'll have yours."
And I'd be alive if I accept? Then yes. Yes! My life doesn't need to end here! I'll take the wisp anywhere! Just bring me back!
"Then so be it. As part of this arrangement, I give you some of my curse. Have these coals in you. Let them imbue you with their flame. Life will burn anew, until the flame dies with you. I don't know where your soul goes, but know it goes with you. Walk the earth, together."
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 East.
Host of an Eternal 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.
Believed to have formed from "Stingy Jack's" essence as he walked through the forest who-knows-how-long-ago, in truth, Phoenix is a fire elemental. 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 his 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. 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.
It has shown the ability to understand much of humans and their ilk, but certain limitations remain. Nix is incapable of speech, but makes its thoughts and feelings known to Knoll through emotional impressions, physical sensations, and the occasional image coming to mind.
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 becomes engrossed in the characters with its natural curiosity. What Knoll tastes, so does Nix (and it's picked up a couple favorites of its own).
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 of pure fire, 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. Also burns any intoxicants out of his system and can be used to attain a wakeful, alert state. While Ignition Factor is active, Knoll gives off an aura of harmless embers that increase in intensity as heat builds.
*Heat Deficit - Mismanagement of heat (ie. Expending too much too rapidly) can place Knoll in a state of heat deficiency, wherein Nix struggles to maintain Ignition. During this state, Knoll is cold to the touch, prone to shivers and can't properly coordinate his body's movement. Given a few minutes, it will wear off as heat generates, but more quickly goes away as Knoll takes action that boosts his heart rate.
*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. Using it for lost limbs can rush the process, but takes so much heat that it's not a reliable method of recovery in a fight. If no injuries have been taken, Thermal Dynamics can't take effect.
*Fireborne Endowment - Gathering heat under Ignition Factor 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.
*Exhaust - Allows Knoll to dispense built up heat in the form of gradual heat radiation or flame from his body, allowing him to serve as a source of warmth for others, or project flames from any portion of his body. Concentrated blasts of fire made using Exhaust allow Knoll to maneuver or propel himself.
*Elemental's Host - Nix's bonding with a human vessel brings with it a number of benefits. Knoll is largely immune to most diseases, has an incredibly high kindling point, can regrow lost body parts (given about a week), and never quite feels cold unless submerged in a cold substance or out in very low temperatures.
Fighting Style A man with a big sword and a pistol whose powers make him stronger under duress, Knoll knows the frontline is the best place to be for him and makes sure to meet aggressors head-on. With Ignition Factor boosting his physical abilities, his broadsword becomes usable one-handed and his swing speed increases drastically as time goes on. Able to close most wounds and being capable of surviving most attacks can make one dangerously self-destructive in a fight. Knoll isn't above letting himself take a hit in order to deliver one, with Nix helping to dull the pain. What we have thus is a berserker with a chaotic drive to cause harm while occasionally healing his own.
Before Ignition Factor really revs up, however, Knoll has to use his sword two-handed. While he's learned to carry the momentum from one swing to the next, going on the offensive makes it difficult for him to guard properly early on due to the weapon's sheer weight.
Knoll tries to keep enemy attention on himself and off of his allies, and uses his pistol primarily to catch foes' attention or provide a little suppressive fire.
Combat Abilities -As combat drags on, strength and speed continue to increase. -Informally trained in how to use a big sword. -Limited self-heals. -Experienced unarmed combatant, using a mix of punches and grapples to subdue or harm foes. -All attacks, armed and unarmed, have the potential to deal incendiary damage
Daily Skills -Cooks -Warms -Toasts -Also keeps a clean apartment and does dishes.
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Equipment -Old cheap flip phone, cuz even broke people need to stay in contact. -Three magazines of .22LR, each carrying 16 rounds. -Motorcycle. A reliable old vehicle Knoll managed to purchase and restore to functional condition. The design is reminiscent of a 1950 Vincent Black Shadow, but a closer look reveals it to be a frankensteined knock-off. Seat sits one comfortably, two only if the passenger is brave. Preferred method of travel for a literal hot mess.
Weapons Tempered Maeve: A reliable broadsword used by Knoll. With targets as big as these, sometimes you need something with as much weight as you have! The Tempered Maeve was forged with magic in mind, and its materials are highly sympathetic to its effects, allowing Knoll to easily imbue this sword with less heat than he would have to otherwise. Obtained from a mysterious wizard, who was clearly quite well-off, for the payment of a particular job.
Tolus TX-22: A handgun chambered in .22LR. Widely considered to be subpar in dealing with humans, even worse against creatures more durable. Knoll uses it primarily due to the cheap cost of its ammunition and ease of maintenance. When imbued with Hellish Endowment, the bullets fly faster, burn hotter, and tend to shatter on impact, providing impromptu hollow-points.
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Likes -An ice-cold drink -A good fantasy novel -Outdoor walks or drives at night -Occasional incense burning -Occasional hand throwing -Writing short stories -Feeling cold (as it's nice to not be warm all the time)
Dislikes -Physical abuse -Unexpected close contact -Unexpected loud noises -Being the center of attention (tends to feel awkward with more sets of eyes on him) -Unwanted attention
Fears -Becoming physically abusive -Dying, due to the uncertain nature of his soul -Being disliked by others -Drinking too much
Aspirations/Bucket List -Good job (check) -Have a family (unlikely) -Write something publishable -Meet "Stingy Jack" again -Die peacefully (not happening)
Quotes "This is my choice."
"Burn you!"
"The infernal coals keeping me alive would like to order a burrito, no sour cream or tomatoes."
"Coffee, please. Lots of cream, lots of sugar.'
"You want me in front; a wisp to light your way."
"If you're lost in the dark, just look for my flame."
"I swing a sword, and the world makes sense! I burn my fears away so you don't have to."
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: Noire Winsten Nicknames: None. Alias: Golden Eye Age: 22 years old Birthday: November 2nd Gender: Male Species: Human Ethnicity: French Canadian Nationality: American
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Personality: Noire is outwardly flirty with anyone he thinks is attractive. He usually has a smile on his face as he jokes around with others. Despite everything that has happened, he tries to stay positive about his situation in honor of his late best friend Connor. When he is in the presence of a demon, Noire becomes cold and blunt with little care for who is around him.
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Height: 6'1 Weight: 190lbs Notable Features: Wears an eye patch over his right eye Hair: Black Eyes: Dark Yellow/Gold Voice: Deeper that is a bit gravely Appearance: Noire has slight overgrown dark hair that is usually in a mess. He wearing a white eyepatch over his right eye but it partially covered by his hair. He wears a thick black jacket over a long sleeves shirt with a pair of black jeans and black boots. He wears a gold chain necklace around his neck with a locket. Languages: English, French
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Biography: Noire comes from the state of Washington on the west coast. He went out with his best friend Connor one day deep into the woods after his friend stole an old book from an abandoned church. When they opened it, they found spells and rituals to summon demons on command. At the time, Noire didn't believe in anything supernatural so he encouraged Connor that they should do the ritual. A few hours later gathering supplies and some googling later they were ready to summon a demon at dusk. With Latin words spoke and the offering lit on fire, the pair never thought that a demon would be summoned before them. The demon was furious that some teenagers had summoned him as a joke and lashed out at Noire and his friend. In the heat of the fight, Noire had lost one of his eyes and Connor lost his life. In mourning of losing his best friend, Noire managed to take out one of the demon's eyes as payback. An eye for an eye. Noire managed to escape the woods of Washington and end up in New York City where he was learned to become a hunter. His one desire in this life is to avenge the death of Connor by killing that demon.
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Powers: Nothing. Fighting Style: Noire likes to use mid-range guns and keep a safe distance from his foe when it is possible. Combat Abilities: Noire has training with different types of firearms to be prepared in case he needs to use a different type of gun while he is on a hunt. Daily Skills: Noire can reading through books fast and is good at researching. He is also good at picking up tracks that people would normally miss.
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Equipment: A small first aid kit, cell phone, extra eye patches, holy water, and a cross Weapons: A pistol on his hip, knives on both of his ankles, and an old hunting rifle
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Likes: Dogs, Hunting, Reading Dislikes: Sweets, Chocolate, Demons Fears: Xylophobia - Fear of wooded areas Aspirations: Avenge Connor's death and kill the demon. Theme Songs:Woodkid - Run Boy Run
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 - 135 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." âThe future isnât set. I can see all of them.â Theme Songs - youtu.be/Uc0cq4Au0_g
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 them more often.
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 bartender.
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: 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.
Name: Rekin Kyne Nicknames: Rek, Ky, Theif Alias: Whip-tail Age: 10 Birthday: Feb. 3rd 2010 Gender: Male Species: Skiv Ethnicity: New York Brown fur. Nationality: New York, Manhattan Sewer Warrens.
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Personality: Calm and Very calculating, Rekin can seem stand-offish at first, once he opens up he is a loyal friend and very kind. He is also very obsessive, once his mind is set on something, it may be the only thing he thinks about for a good while. Height: 2 feet Weight: 24 pounds Notable Features: Looks like a giant bipedal rat. Small scar on the right side of his snout. Hair: Brown Eyes: Black Voice: Raspy and soft, gets squeaky when excited or stressed. Appearance: Standing at two feet tall, with a harless pink tail just as long, Rekin is the smallest of his 24 siblings. His chestnut brown fur is thick and coarse, but soft to the touch as he tries to keep it well groomed. He is usually barefoot and in dark tight fitting shorts with a matching shirt. He has a coat with many buttons, pockets, and hidden compartments that he wears when he goes out, or on a job. But when tinkering or lounging around he is normally nude. Languages: English, Skivish, Skivish sign-language, American sign-language, Italian, Mandarin.
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Powers: Minor magic, mostly focused on enchanting items. And a single cleaning spell that works on up to 4 square feet of surface, perfect for cleaning a workstation/item/or his fur and clothes. Fighting Style: Hit and run. He prefers to avoid conflict and escape dangerous situations, but when unavoidable, he will fight just enough to be able to run away. Combat Abilities: Sharpshooting. He has very good aim with any form of firearm, bow, or crossbow. In close range, his only advantage is his small size makes him harder to hit and he fights dirty in close range. Going for tendons, joints, eyes, other sensative areas to give him the upperhand. Weaknesses: Physically weak. He cannot overpower anything larger than himself, no matter how hard he tries. Daily Skills: Mr. Fix-it. He is an amazing tinkerer amd can repair/patch/refurbish nearly anything. If he doesnt know how to fix it by looking at it, give him some time tinkering on it and he will know how it works inside and out, and how to make it better.
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Equipment: Coat filled with gadgets and gizmos galore, most of them useless but a few can be very useful. Given enough time he can throw something together to make something work for the given situation. Weapons: Small gun he made himself, he can take it apart to change the barrel, chamber, adding a scope and an extended stock to change the gun between a long ranged rifle and a handgun. He also has a folding compound crossbow and a handfull of bolts in his coat at all times. He keeps one dagger on his person that is appropriately sized as he made it himself.
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Likes: Tinkering and taking things apart to figure out how they work. Dislikes: When one of his creations break, or malfunction. Being pestered while he is working. Being treated like an animal instead of a person. Fears: Being in a situation where he is helpless, going bald, drowning. Aspirations: To be the best inventor ever.
Cold and placid sums up Koli pretty well. Despite often coming off with a warm and inviting exterior, deep beneath that shell - when the mask is removed - Koli lacks good amount of the ingredients that are part of the recipe called humanity. She is not completely without emotions however. Satisfaction, anger, and even the slight happenstance of entertainment grace her mind from time to time. But these instances are very rare, and the stimulation that do result in those reactions can often be less-than pleasant for many in Koli's company. Koli is quite sadistic, and her sense of humor reflects that mindset. Her long spells of boredom are broken by the torment of others, physical and psychological. Her occupation as a bartender was actually a means to have easier access to this hobby, enjoying the sights and sounds of others in drunken stupor. At the countertop she'll often goad patrons further and further into their addled state until their sense of self-control has all but left the mind.
⧠Notable Features
⧠Height 5â4
⧠Weight Go fuck yourself.
⧠Measurements 33-25-33 inches
Hair The mane of hair atop Koliâs head is fine and maintained auburn strands with bangs falling just out of eyeshot and a long centerbraid down her back.
Languages English, French, German, Spanish, Russian
⧠B i o
Learn through RP.
Powers
⼠Insects in your Ears
The woman's voice spews out cold and dry off her tongue. As the reverberations enter your ears and echo within your skull you come to realize that the subtle chittering of insects could be heard muffling the other sounds around you. Soon, it's difficult to hear anything other than her voice - your focus drifts further and further from your surroundings until all of your attention is on her words. "Do you understand?" she asks, and you respond "Yes, I do." without any thought of what you'd just agreed to.
⼠Apple of your Eye
As your sights come in contact with Koliâs something about her commands your immediate attention. The vision around her figure blurs, features of your surroundings muddle together and grow increasingly difficult to differentiate. Koliâs eyes intensify and the moment she blinks, you feel the spell of control suddenly lift.
Combat Abilities Sidearm at the Ready [Marksmanship Skills] Hand-to-Hand Combatant [Boxing/Kickboxing Skills] Knife Fighter [Paranza Corta Skills]
Daily Skills Highly Educated [History/Law/Psychology] Medical Knowhow [Intermediate Knowledge] Mixologist [Master Bartender] Master of Transportation [Skilled Driver]
Equipment -------
Weapons MAB Brevette - Model R [Handgun] Frenksprinter - B1 [Switchblade]
Likes The simplicity of human interaction. Watching fail compilations. Subjecting others to torment.
-Unapologetically cheerful and casual under most circumstances, Art shows little fear when meeting people and is happy to integrate himself into any crowd that's not outright trying to kill him.
-Whimsical to a T, prone to acting the jester with jokes, gags, and puns in the same breath as a serious discussion. Not above throwing out compliments towards others frequently that sometimes come off flirtatiously.
-Hyperactive, and a little attention deficit, often spends his free time playing games on his phone (with a stylus to accommodate the prosthetic), tinkering with his gestalt, or dancing. Art has a slight habit of swinging from slightly good moods to extreme highs in an instant and back again, often in reaction to the level of energy from those around himself. Prone to wild antics in particularly high phases.
-Daydreamer. Has formed a definite habit of checking out from reality often in order to explore more creative ideas elsewhere.
Height 5'7"
Weight 132lbs. (Min of 66lbs., max of 198lbs.)
Notable Features -Talks fast -Caffeine addiction -Regularly stays awake for up to 36 hours -Ambidextrous, leans left
Hair Brown, long, sometimes worn in braids or tails. A small, tightly edged beard lines the jaw.
Eyes Blue.
Voice Excitable with an often playful or lighthearted tone to it. Reasonably deep, with some slight rasp.
Appearance Often appears pale and slightly sallow, Art suffers from a condition that regularly leaves him feeling weak. He's able to mitigate it by using the Vigor of Life to reach more healthy conditions. During them, Art has the appearance of a somewhat short but lithe individual with a fair complexion. His body is lean and muscular, with a bit of pudge around the hips and belly.
Art has a preference for long-sleeved shirts and baggy coats that help to hide the prosthetic left arm and hand, which he wears a glove on in public. Blue jeans, windbreakers, and flexible slacks are common legwear for him, along with a pair of tennis shoes whose grips have long been worn down.
Has three piercings in both ears. The tattoos that cover his upper right arm consist of "WIRE" along with a raven on either side of the word on top of a series of tribal art with small cogs and wheels mixed in the empty spaces.
Art's prosthetic/gestalt that makes up his left arm below the elbow consists of a metallic hand for its appendage, each finger is segmented and designed to be used much like a regular human hand. Has rounded fingertips to allow a softer touch without scratching others by accident. The forearm features a wind funnel surrounded by vertical fan blades that spin as Arnett channels his magic.
Languages English
Biography [WIP] -
Powers Druidic Magic: Arbor Scry â The ability shared among druids to leave messages where others can read them, and the ability to read such messages themselves. Using the Scry causes onesâ irises to take on an amber color, and their vision will be coated with a green shimmer. Messages appear as a gleaming, fiery orange sequence of letters that changes to suit the reader without losing its meaning. Leaving a message is often as simple as writing in thin air.
Communion â A meditation technique practiced among Druids. While different from tribe to tribe, or even individual to individual, Communion is very often begun with an offering. Offerings can be as simple as an exchanging of words, or can be more physical with items relevant to the Druidâs wishes. While in Communion, a Druid opens their mind to the feelings of natural forces and converses with them, exchanging information relevant to the environment. In this way, a Druid may receive knowledge of insect, bug, and animal lore, incoming weather patterns, and such factors as openings into other realms. Natural forces communicate via smells, sounds, emotions and sensations, but lack any grasp of actual languages. Where one may hear a natural sound such as leaves cracking, or the voice of an individual who recently traveled through, they would not hear any words said in a specific language through this method.
Living Machine â Channeling ambient aether allows a properly-trained Druid to control their prosthesis like it was a part of their own body. These prosthetics, dubbed âgestaltâ, are as good as any focus for magic and are frequently used as the primary tool for many WIRE Druids.
WIRE Pact Magic â Arnett has made pacts with the Surges of Gravity and Attraction, as well as Elementals of Air and Lightning, and a Vigor of Life. With a medium (the gestalt), the powers granted by these pacts find new uses.
*Surge of Gravity â Under their current pact, Arnett can freely change his own weight within the range of x0.5 to x1.75 normal gravity. He primarily enjoys going around at about half his normal weight, allowing him to be lighter on his feet and making it far easier to move using his gestalt. (Artâs Notes: Thought I'd still have to worry about my mass requiring the same amount of strength to move, but there's gotta be something else about these pacts. An elder once said âphysics is a series of agreements between friends.â Surges make deals with one another too?)
*Surge of Attraction â Enables a selection of two points to become attracted to one another in an effect akin to magnetism. For this to work, Art must be able to touch the first point, while the second has to be clearly defined within his mind for the connection to be established, if he canât touch it. The force of the attraction is highly dependent on the mass of the first object in relation to the second (or vice versa). Using this, Art can generally pull most small objects lighter than himself to his hand, or cause himself to be attracted to something larger, such as a building. Selecting a living being as the first point and binding them to a nonliving object can be quite effective, but binding them to another person can lead to some unusual results. (Artâs Notes: Study ongoing. For the current best effect, one point needs to be an inanimate or dead object. Dead, defined here as lacking its own will to resist the Surge. Binding two people is almost always weaker unless I can touch them both. A mental connection is uniformly easier to resist than a physical one, thatâs why itâs easiest to link a person Iâm touching to something inanimate that I may not.)
*Air Elemental â Under their current pact, Art has limited control over air itself. While capable of causing small gusts or filtering air around in a small space, the primary point of negotiation was allowing Art to maneuver himself freely while airborne. (Artâs Notes: Got pretty lucky with this one. Some might say itâs useless, but what kind of acrobat wouldnât like more control over their actions in the air?)
*Lightning Elemental â Under their current pact, Arnett can generate electricity through his body or redirect channels of it without causing himself deathly harm. The voltage is highly variable and, using the Fulminare, can be used as a defibrillator or used to charge devices. (Artâs Notes: Who said wireless charging was a bullsh*t gimmick?)
*Vigor of Life â An incredibly fortunate pact, for a WIRE member. In spite of the name, Art cannot use this Vigor to bring things to life. It does, however, give him the ability to transfer life force from one body to another. He is capable of extending the life of a dying individual by giving of his own or anotherâs, to an extent. To give or receive of life force, Art has to have direct contact with a giver and/or recipient and can safely serve as a conduit between two individuals. Art often uses this among passersby in order to keep himself in good health, stealing small bits here and there without pedestrians noticing. (Artâs Notes: It doesnât rez. It doesnât heal either, but it can give a person a chance to receive medical attention and possibly survive! I bound the wrong fucking Vigor and it cost me!)
Fighting Style Art approaches combat the same as a game, using flashy and fancy footwork to bob, weave, juke, and pivot his way through a fight while earthbound. The Fulminare's primary use will be to propel Art forward and upward through arcs to place himself in unexpected positions or to gain extra momentum for some actions. The Surges of Gravitation and Attraction find use as Art constantly use them to change the weights of enemies or cause them to be pulled this way and that among the environs, or to attract objects to them to provide obstacles. Whoops, hollers, and quips are common in Art's encounters as they're treated lightheartedly.
When stakes get risen appropriately, the playfulness drops and the knife comes out. Art takes the Fulminare to its full effect, becoming a storm of lightning and steel on the battlefield. In this, he favors single, well-placed strikes intended to do as much damage as possible while using the Surges to keep foes off-balance and open opportunities to capitalize on.
Combat Abilities *Gestalt/"Fulminareâ â Art's favored left arm and a priceless medium of Druid Pact Magic attached below the elbow. Using this glorious amalgamation of magic and machinery, Art can enhance and amplify the abilities granted to him by the Elements and Surges under pact. Sadly, this doesn't extend to Vigors.
--Air - Able to concentrate the gusts of wind, Art can launch and propel himself about at will at relatively high speeds and across distances up to a several yards at once. As an acrobat with a flair for the dramatic, Art likes to make his movements look flashy as he gets airborne, but his landings will always be solid and stable. The same gusts can also be used to redirect projectiles within range (Art's notes: DON'T TRY IT WITH BULLETS AGAIN!)
--Electricity - Manifests most often as a focused "shotgun"-like discharge from the palm that can push lighter foes away and cause severe electrical burns in the process.
--Gravity - Using this Surge, Art can make an instantaneous increase or decrease in the pull of gravity on a single body of mass through touch. Useful for forcing one person down to the ground under their own weight (up to x1.75 their normal), or making someone just light enough for tactical purposes (down to x0.5 their normal).
--Attraction - Attraction is a fun one with multiple purposes. Able to bind two points or bodies together, of which only one needs to be touched, Art can throw projectiles such as rocks and provide a slight homing factor to them by designating their point of attraction as a nearby person. Selecting two people as bodies to be attracted can often put them off balance, and increasing the weight of one while augmenting the Surge can lead to comically effective results.
Daily Skills Anything asked of him.
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Equipment *Smartphone - Comes loaded with a multitude of video games and numerous PDFs of manuals whose pertinent contents range from household utilities to tabletop RPG handbooks and the occasional E-book. Kept on person at all times, with suspiciously full battery.
*Multi-tool - A repurposed bracer styled after medieval armor. Within the layer between metal plate and leather cushion lies a jury-rigged mechanism housing a series of tools, to include screwdriver bitheads, lockpicks, and wrenches that can be unsheathed with a flick of the wrist and stored again with a second flick.
Weapons *Druid's Iron Edge - A short dagger with a thin, leaf-shaped blade. Druidic script on both sides read "It's a beautiful day/Watch someone mess it up."
*Gestalt "Fulminare" - See above.
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Likes -Dancing -Video games -Drawing schematics -Daydreaming -Coffee -Tinkering with machines
Dislikes -Sitting still -Having nothing to do -Being bored/understimulated
Wrought Iron Rebels (WIRE) âVita Propter Machinaâ â Official motto of the Wrought Iron Rebels, meaning âlife through machineâ
-Controversial among druids are a tribe of machinists. Mixing magic with mechanical aspects, these druids are notable for crafting false limbs that can act as good as any naturally-grown body part if not better. Sometimes called âJunkersâ, âIron Heathensâ, âFulguristsâ, âGrey Leavesâ, and âUnnaturalistsâ, they are not generally held in high regard by other tribes as a result of their mechanical leanings. Perhaps as a result, this tribe has a stronger sense of unity and acceptance about them. Willing to take on all sorts of individuals, but with a less than notable presence leaving their tribe forever smaller than most.
-The WIRE tribe's beliefs are of the idea that everything that exists is natural as it is part of the natural world. So what can be made, synthesized, and done with these parts must also be natural. With this in mind, the WIRE are as much a group of scholars and scientists as they are magic practitioners.
-WIRE is unusual about its tribesmen. With their mechanical inclinations, many take up businesses or jobs as mechanics, machine repairmen, engineers and the like. In theory, they are more like an organization that has an iron in every fire, using their name or motto as a way to recognize one another. In practice, WIRE acts like a series of distant relatives to one another, always with an open home, tasty meal, and a place to lay one's head in a bad time.
-Utilizing the copper alloy, orichalcum for their circuitry, mechanical prosthetics made by WIRE are devices capable as mediums for druidic magic and communing with natural forces due to being magically conductive. Any druid trained by WIRE can channel ambient aether or living energy to power their prosthetic at will (though not all of these tribesmen have or use these prosthetics), allowing them to be used the same as a living muscle like any other. Naturally, these druids have a habit of engineering extra functions into their arms that allow them to utilize their pacts in numerous ways. Prosthetics made and utilized this way are called "gestalts".
-Any member of the tribe that uses a mechanical prosthetic carries the unfortunate exclusion from shapeshifting, meaning that most tribesmen never have a spirit animal, further separating them from other druid tribes. Most WIRE members tend to pick up another form of magic to complement their particular series of pacts.
Unique Traits:
WIRE Pact â Likely a result of WIREâs more technological standpoint on Druidism, most members have difficulties making pacts with Vigors. However, their unique stance and use of machinery gives them a natural affinity for binding Surges, as well as Elements of electricity. Thus, WIRE druids often have pacts with several Surges and a couple Elements, one of which will always be electricity and another for something more relevant to their job or prostheticâs function. Very rarely will one have a pact with a Vigor.
Living Machine â A form of magic that resembles a Vigor, yet requires no pact to perform. The druid channels ambient aether at will into their gestaltâs orichalcum circuitry, allowing it to be used much like a living body part. For most druids, this provides a way to use their spells as though they were flexing a muscle, but limitations can exist as a result of contractual obligations. Somatic and verbal aspects are sometimes still required.
âI have no special talent, I am only passionately curious.â
Nicknames goes exclusively by âWinnieâ Alias âW-I-N-N-I-E, Winnieâ Age 26 Birthday Sept 24th Gender Female Species Human Ethnicity Mixed Nationality American
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Personality experiences a lot of emotions, which can be a distraction. Well educated but somewhat emotionally immature for her age. Lacks real-world experience. Used to getting what she needs or wants easily so can sometimes lack drive or take it personally if something doesnât work out the way she wanted. Though, she occasionally can surprise you with understanding and a level-headed approach when absolutely necessary which she learned from working with others in the past.
Height 5â4â Weight 135 Notable Features extra ear piercings, freckles Hair very curly, bleached blonde with dark roots Eyes dark brown Voice enunciates and speaks clearly, with a Massachusetts based accent Languages English Biography Zion met Winonaâs mother Christina on summer break in Orlando. Heâd assumed she was another student in town for the vacation or maybe a local, and the two spent a summer getting into trouble together. He hadnât realized just how much until she showed back up at his dorm months later, obviously pregnant. Christina had been kicked out at a young age and was transient, living a party lifestyle when sheâd met him. She wasnât the rebel girl who wanted him to have a good summer, she had long been lost and simply pulled him along for the ride. âWinonaâ was the name picked Christina for the child. Zionâs affluent family had tried to offer as much assistance as possible to remedy the situation but Christina had plans of her own. Quickly after giving birth, she left Zionâs family home in the night with a bag of her things and noticeably without the child she had arrived with. Zionâs parents took care of a young Winona until Zion finished his law degree, following in his fatherâs footsteps.
Once he began to establish a successful career, he purchased a nice home for himself and his daughter in an upscale town in Massachusetts. Occasionally, Christina would mail her daughter a postcard around her birthday and talk about her life âon the roadâ and say that âmaybe one day she would understand tooâ. Winona was graduating high school when they had to take an unplanned trip to California. Local police had found Christina overdosed in her car and Zion was listed as her emergency contact with only his name and address in her wallet. She had been living in her car for a few years with excessive amounts of journal entries detailing her struggles with addiction. Christina improved and was released from the hospital but refused any help Zion tried to offer. It was at this point that Winona cut ties with her mother, asking her to never contact her again.
Winona went to school but lacked motivation to finish, dropping out after her first year. She lived a straight edge lifestyle but loved the supernatural. She soon joined a group of ghost-hunters who filmed their adventures and were paid to investigate hauntings in peopleâs homes and properties. They began to slowly expand into cryptids when they got a call close to the border in Texas that livestock on a few ranches was found dead with suspicious bite marks and often drained and dehydrated. Suspicions of chupacabra. The gang rarely had cases that ended up being supernatural and they tended to be milder hauntings. Winnie hadnât expected much from the trip but agreed to go anyways. She was feeling tension from her father pressuring her to go back to school and needed to get away. Unfortunately, this was Winnieâs accidental stumble into the world of Shades. Almost none of Winnieâs original crew made it back from Texas. The others retired from the business completely but Winnie knew she had finally found what she wanted to do. Winnie then set to studying as many cases of hauntings, cryptids, magic, and more. Winnie is through and through, a supernatural investigator. She finds the group as sheâs in search of a new team.
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Powers Knowledge, but nothing inhuman Fighting Style None Combat Abilities Since losing her friends due to her complete helplessness, Winnie has delegated time almost daily at the shooting range. Unfortunately, she has absolutely no fighting capabilities otherwise. In conflict, her goal is killing her target before they can get close enough to hurt her. Daily Skills Winnie had most things done for her growing up and doesnât have a lot of skills, though she learns quickly. Equipment spirit boxes, EMF recorder, dowsing rods, a collection of literature on magical and supernatural creatures, research notes. Additionally, Winnie wears a leather harness which closes around her hips and thigh. It holds multiple magazines and holsters her weapon when not in use without getting in the way. Weapons Glock 43 and several magazines Likes being right, getting her way, learning, doing what she loves for a living Dislikes monotony, not getting her way Fears tight spaces and extreme darkness Aspirations continue doing what she loves, avenge her friends, earn her dadâs approval, not end up like her mom Theme Songsyoutu.be/LYK4fnriSSw