Okay, I'm "new" at this, and this is the second bio I've written, okay... here goes:
Name: Хаидра (Cyrillic for “Hydra”).
Title:Master Thief
Alignment:Neutral.
Race:Half-demon and half-beorc (hume-human).
Gender: Male.
Age:About 250 human years.
Appearance:
Hair Color: Black
Eye Color: Black
Build: Medium
Height: 6 feet
Weight: 210 pounds
Hydra looks like a middle-aged man whose body is scarred due to past battles. His hair is short, and his face expresses malice; he always has a cold expression on his face. His eyes are penetrating, yet small. His nose is middle-sized, with a round tip. He has dexterous hands, and swift feet. He keeps his hair very short, and his ears are sharp and pointy.
Attire: He wears a slightly loose white shirt and tight black pants with a few pockets. Over his shirt he has a stiff black leather vest, strengthened with silver plates. This allows him to protect his upper body, while giving his arms complete freedom. For his lower body, he has secondary leather pants, which, though a bit more restricting, still allow him to move freely. To protect his neck, he wears a ragged black cloak, covering his neck, while being short enough to avoid accidents.
Not only does Hydra like black, but it merges with the night, allowing him to be undetected. Also, in winter these clothes allow him to keep warm, rather than having to wear sweaters or other clothes. However, they aren’t the best option during summer, or any hot days. In this case, he changes his cloak for a red cape, allowing more air in, yet not lowering his armor.
Personality: Hydra is of the silent kind of people, who unless someone’s talking to him, stays quiet, while analyzing his surroundings. He acts calmly, but is easily enraged. He believes that loyalty is very important, but it’s justice that prevails. Thus, he believes that he must seek for justice, even if it means treason. However, he hasn’t yet had to abandon his companions even once. In tight situations, he usually manages to think out a solution, most time with even having to draw his weapons.
First Impression: Hydra would first analyze the speaker, before anything. If he were asked about himself, we would just say “Mind your own business,” and go away, unless he saw that it was his services the person required. If that was the case, Hydra would ask for the basic info before he accepted the job. Either case, he wouldn’t lower his guard, even if he’s absolutely sure they’re alone.
Strength: Hydra’s strength isn’t the best, but with all the continuous training and jobs he’s had, he manages to lift a fully armored opponent without straining himself. However, he seldom relies on his strength; he usually depends solely on his speed. By combining both factors, he can manage to deal a blow strong enough to pierce most armor, or, for instance break through a thick brick wall or a thin Metallic wall, but this wears him out. When he’s got no weapons and has to fight, his punches are able to render his opponent unconscious in a few seconds, for he aims for precise parts of the body.
Speed: Hydra is a very fast character due to the fact that he wears no heavy armor. Due to this, he attempts to dodge attacks rather than absorbing them. Generally, he manages to dodge slow attacks easily, while sometimes dodging the faster attacks by only a few inches. If not able to dodge the attack completely, he usually receives receiving minor scratches, and only rarely receiving a direct hit. His maximum top speed without tiring him out is of approximately 12 mph. However, when he is in need of running, he can reach speeds of up to 30 mph when fully powered, or 20mph on normal cases.
Endurance: Regarding damage taken, the poor armor that Hydra wears absorbs no more than a fourth of the blow in his upper body, and an eight of the blow on his lower body. Having to be constantly running, Hydra has built up enough stamina to keep fighting for about 3 hours when constantly circling the enemy, but can fight up to five hours if he slows down his pace and manages to use the setting to his advantage by being able to hide and surprise the opponent.
Reflexes: Having trained his speed for so long he easily dodges over 85% attacks when performed with at least seven seconds of anticipation. However, this percentage drops to 70% when he’s fighting with an enemy less than 4 feet away. However, he can’t usually dodge bullets at that distance, in which case he tries to deflect them with his sword, succeeding 75% of the time.
Fighting Style: Whenever possible, Hydra uses surprise attack by hiding from his enemy by blending with his surroundings. Thus, Hydra will attempt to fight at nights when possible, or simply take a setting that favors him. However, if this is not possible, he resorts to the ‘Evade & Counter’ method, which proves to be significantly powerful, especially with the slower characters. This way, he focuses 2/3 in evasion and countering and 1/3 in attacking.
Weapons:
Daggers - Demon Fangs: Hydra’s main weapons are two daggers, both are magical weapons crafted from demon’s fangs, intentionally left for Hydra to use. They are infused with magical runes, which read: ‘Пожар’ (Fire) and ‘Лед’ (Ice). Both daggers are 1 foot 4 inches long from its silver tip to the golden pommel. The blade alone is 10 and a 1/2 inches long, 1 and ½ inch wide, and 1/4 of an inch thick. The guard is a small round plate with 2 and 1/2 inches in diameter and 1/8 an inch in thickness. The handle of the sword is rounded, with 1 inch in diameter, and 4 inches long, the pommel is a golden sphere. The handle is tightly wrapped in black leather with a few silver lines. At first, both daggers look identical: only their runes differ. However, once their magic is unleashed, the blade of the fire dagger acquires a blazing red color, while the ice dagger gets a light bluish color. When this occurs, their silver tips also react: the fire dagger ignites its tip and the ice dagger freezes its tip. Hydra controls this effect, for it gradually consumes Hydras energy, at a rate of 3% per minute, lasting for up to 30 minutes when his energy is full. Although the daggers have resisted even the fiercest of battles, they can, in fact, break. If they are hit enough times in the exact same spot, they will eventually break. However, if they break or are about to break, they can be re-forged or strengthened with the magical component called Culurium, found only in the deepest of mines.
Abilities:
- Double Image: Hydra uses his speed to appear to be in two places at the same time, confusing the opponent and breaking his concentration.
- Penetrate: Hydra runs at a high speed and after building enough speed, aims towards the opponent, dealing him an attack that can pierce armor and deals heavy damage, it lowers Hydra’s evasion and can only be used once each two battles.
- Steal: Steals an item from the enemy, as well as some money. It will only work if Hydra is faster than his opponent: the slower the opponent, the higher the chances that Hydra steals successfully.
- Throw: Hydra throws objects to distract the opponent or to deal damage (depending on what is thrown and where). The object usually can’t be recovered.
- Stealth: In dark places, Hydra is able to completely disappear into the darkness, but has to stay still to keep hidden. Thus, the effect ends when Hydra decides to take an action. While hidden, Hydra recovers progressively. He not only recovers energy faster, but, slowly recovers health and has time to plan his next move/s.
- Swift: Hydra channels energy into his legs and arms, increasing accuracy, evasion, and speed, to the cost of greatly lowering his defense and health, while using up his energy.
Magic:
Being half demon, Hydra is able to use arcane magic, but because he’s not a full demon, they wear him out: each arcane spell uses half of his energy. Also, he has learnt to use white and Green magic due to his beorc part. These spells use 1/8 of his energy. Finally he’s got the magic from his weapons: Fire and Ice magic, each taking 1/4 of his energy. To fully recover his energy, it takes at most 30 minutes, or less if he stays under the effects of ‘Stealth’.
- Chant (Curative/Offensive): A magical chant that summons a light being shaped to hover over Hydra. The light then enters Hydra, and starts to close his wounds, making him glow with a holy green light. This way, Hydra is able to recover 30% of his health, and removing any bleeding or poison within him. After a few minutes of healing, the green light vanishes as the effect stops. This spell may also be used to attack shadow beings, once the light is summoned, it strikes into the dark being and releases a powerful holy light, damaging the enemy a little (No more than 10%).
- Mist (Defensive/Status Inflicting): After unleashing the power within his daggers, by uniting the tips from his daggers, Hydra can create a dense mist, rendering his enemy blind; unless the enemy can detect him with another sense, the enemy loses track of Hydra, enabling him the chance to either attack of flee. After a few minutes, the mist dissipates, and the terrain returns to its original state.
- Ice Shield (Defensive): By channeling energy into the ice dagger, Hydra makes the dagger create a thick shield of ice, raising his defense greatly, but lowering his speed due to the new weight. This also unables him to use techniques that require both daggers, such as Mist or Penetrate until the shield breaks or is melted, usually not taking longer than 15 minutes.
- Flame Sword (Offensive): By channeling energy into the flame dagger, Hydra is able to create a larger flame, raising Hydra's attack, and enabling him to burn his enemies, dealing fire damage. This effect last for up to 15 minutes. After 12 minutes, the flame starts to grow smaller, until it returns to its original state.
- Unleash (Activation/Offensive): When Hydra channels energy through his arms, he can unleash the power within his daggers. This raises Hydra's attack, and enables him to deal fire and/or ice damage. Also, when they're both activated, Hydra is able to use Mist, and an enhanced version of Penetrate.
- Meteora (Offensive/Arcane): By using his arcane powers, Hydra can call forth a series of meteors to fall upon his opponent, dealing heavy earth and fire damage. This spell requires high concentration: if Hydra is interrupted, the meteors might get redirected, causing great damage to the environment.
- Wormhole (Defensive/Arcane): Whenever Hydra is in grave danger, he may summon a wormhole, taking him to safer lands, but rendering him unable to use any more magic or skills for 15 minutes. Usually, Hydra is taken to the place he's thinking of, but if he's interrupted he might end up in an unknown place.
Other Skills:
- Rage: When Hydra is under 50% health and is extremely angered, he will randomly transform to a demonic being: wings spread out from his back; his skin turns scaled and acquires a strong crimson color; and his body increases in size, as well as his muscles. In this state, he does not have any control of himself, but his speed and defense stats are switched, his strength is greatly enhanced, and is automatically recovered to full health. This way, Hydra continues attacking mindlessly, in a berserk status. After a few minutes (30 at most) Hydra will return to his normal self, health restored, energy depleted, and unconscious for a few seconds (up to 1 min).
History:
Hydra was born in the small village of Gilem, his name coming from the great constellation Hydra, apparently printed on his back (His birthmark). His mother, Marie Vespa, was an enthusiastic farmer who worked hard, while his father was a demon known as Denrath ‘The Wanderer’, who was searching the world for some legendary treasure. However, the people of the village felt uneasy with a demon around them, so Denrath decided to leave and continue his search of that legendary treasure. During his absence, Hydra grew up under constant mocking by the other children of his age, for he was one of the “branded”, nickname given to all half-breeds. They treated him badly, but Hydra wouldn’t mind: he knew he would have to bear that, unless he wanted to get exiled from the village.
By the time he was thirteen, he was smaller than most of the people of his generation, but he continued to grow. His mother had sickened by a disease that, although curable, the medicines to treat it were expensive. This fact made Hydra to be initiated in the arts of thievery. However, Hydra didn’t steal randomly: he only stole to the ones who mocked him: the ones who had made him suffer all those past years. Eventually Hydra mastered those arts, and he was then respected in the village, and known as a “Master Thief”. This was when he was about 18. He then met a sage who told him that he had to ability to perform some lost magic that only he knew, and thus started to learning curative magic and how to focus his energy into specific parts of his body, mostly for defensive purposes.
After mastering the magic the sage had taught him, Hydra returned back home, trying to use his new magic to cure his mother’s disease. Hydra was now 22, and mastered thievery and curative magic. Seeing she was finally cured, he left to find the whereabouts of his father, for he hadn’t heard of him in a long time.
It wasn’t long until he found out that his father had been killed by a treasure hunter just before he returned to Gilem. Not only he had this man stolen the treasure, but had taken the demon’s fangs as a bounty. Angered by this news, Hydra stormed into the hunter’s house. During their fight, the hunter’s mockery only angered him to the point of having him transform into a demon, and with this, he defeated the hunter. After waking up, he realized what had happened and took what he could: The treasure, a pendant that allows living for a much extended period of time, and his father’s remnants. Unable to do anything else with them, Hydra decides to forge them into some very powerful weapons. After they were crafted, however, his father’s soul inscribed in the daggers the runes, giving them the power they now have.
When he returned to his village, he found out that his mother was missing. Alarmed he looked all over the house until he found a letter which read: “Thank you for all you’ve done for me, my beloved son. Now that I am cured of disease, I won’t bother you anymore. Feel free to do as you wish, but always remember one thing: You’re not alone.” Understanding what she meant, he left his home and started to work as a mercenary, using his thievery skills only when necessary.
Time has passed, and Hydra has matured. Although demons have long lives, Hydra has never taken off the magical pendant. This because it helps Hydra to remember what happened that day, and what he is. The daggers he has haven’t been destroyed once in so many years, for he constantly reinforces them, for it is not only himself who fights, but his father too, and if they broke, it would be as if he let his father die again. Also, he always keeps in mind the last words her mother left him… You’re not alone...
Name: Хаидра (Cyrillic for “Hydra”).
Title:Master Thief
Alignment:Neutral.
Race:Half-demon and half-beorc (hume-human).
Gender: Male.
Age:About 250 human years.
Appearance:
Hair Color: Black
Eye Color: Black
Build: Medium
Height: 6 feet
Weight: 210 pounds
Hydra looks like a middle-aged man whose body is scarred due to past battles. His hair is short, and his face expresses malice; he always has a cold expression on his face. His eyes are penetrating, yet small. His nose is middle-sized, with a round tip. He has dexterous hands, and swift feet. He keeps his hair very short, and his ears are sharp and pointy.
Attire: He wears a slightly loose white shirt and tight black pants with a few pockets. Over his shirt he has a stiff black leather vest, strengthened with silver plates. This allows him to protect his upper body, while giving his arms complete freedom. For his lower body, he has secondary leather pants, which, though a bit more restricting, still allow him to move freely. To protect his neck, he wears a ragged black cloak, covering his neck, while being short enough to avoid accidents.
Not only does Hydra like black, but it merges with the night, allowing him to be undetected. Also, in winter these clothes allow him to keep warm, rather than having to wear sweaters or other clothes. However, they aren’t the best option during summer, or any hot days. In this case, he changes his cloak for a red cape, allowing more air in, yet not lowering his armor.
Personality: Hydra is of the silent kind of people, who unless someone’s talking to him, stays quiet, while analyzing his surroundings. He acts calmly, but is easily enraged. He believes that loyalty is very important, but it’s justice that prevails. Thus, he believes that he must seek for justice, even if it means treason. However, he hasn’t yet had to abandon his companions even once. In tight situations, he usually manages to think out a solution, most time with even having to draw his weapons.
First Impression: Hydra would first analyze the speaker, before anything. If he were asked about himself, we would just say “Mind your own business,” and go away, unless he saw that it was his services the person required. If that was the case, Hydra would ask for the basic info before he accepted the job. Either case, he wouldn’t lower his guard, even if he’s absolutely sure they’re alone.
Strength: Hydra’s strength isn’t the best, but with all the continuous training and jobs he’s had, he manages to lift a fully armored opponent without straining himself. However, he seldom relies on his strength; he usually depends solely on his speed. By combining both factors, he can manage to deal a blow strong enough to pierce most armor, or, for instance break through a thick brick wall or a thin Metallic wall, but this wears him out. When he’s got no weapons and has to fight, his punches are able to render his opponent unconscious in a few seconds, for he aims for precise parts of the body.
Speed: Hydra is a very fast character due to the fact that he wears no heavy armor. Due to this, he attempts to dodge attacks rather than absorbing them. Generally, he manages to dodge slow attacks easily, while sometimes dodging the faster attacks by only a few inches. If not able to dodge the attack completely, he usually receives receiving minor scratches, and only rarely receiving a direct hit. His maximum top speed without tiring him out is of approximately 12 mph. However, when he is in need of running, he can reach speeds of up to 30 mph when fully powered, or 20mph on normal cases.
Endurance: Regarding damage taken, the poor armor that Hydra wears absorbs no more than a fourth of the blow in his upper body, and an eight of the blow on his lower body. Having to be constantly running, Hydra has built up enough stamina to keep fighting for about 3 hours when constantly circling the enemy, but can fight up to five hours if he slows down his pace and manages to use the setting to his advantage by being able to hide and surprise the opponent.
Reflexes: Having trained his speed for so long he easily dodges over 85% attacks when performed with at least seven seconds of anticipation. However, this percentage drops to 70% when he’s fighting with an enemy less than 4 feet away. However, he can’t usually dodge bullets at that distance, in which case he tries to deflect them with his sword, succeeding 75% of the time.
Fighting Style: Whenever possible, Hydra uses surprise attack by hiding from his enemy by blending with his surroundings. Thus, Hydra will attempt to fight at nights when possible, or simply take a setting that favors him. However, if this is not possible, he resorts to the ‘Evade & Counter’ method, which proves to be significantly powerful, especially with the slower characters. This way, he focuses 2/3 in evasion and countering and 1/3 in attacking.
Weapons:
Daggers - Demon Fangs: Hydra’s main weapons are two daggers, both are magical weapons crafted from demon’s fangs, intentionally left for Hydra to use. They are infused with magical runes, which read: ‘Пожар’ (Fire) and ‘Лед’ (Ice). Both daggers are 1 foot 4 inches long from its silver tip to the golden pommel. The blade alone is 10 and a 1/2 inches long, 1 and ½ inch wide, and 1/4 of an inch thick. The guard is a small round plate with 2 and 1/2 inches in diameter and 1/8 an inch in thickness. The handle of the sword is rounded, with 1 inch in diameter, and 4 inches long, the pommel is a golden sphere. The handle is tightly wrapped in black leather with a few silver lines. At first, both daggers look identical: only their runes differ. However, once their magic is unleashed, the blade of the fire dagger acquires a blazing red color, while the ice dagger gets a light bluish color. When this occurs, their silver tips also react: the fire dagger ignites its tip and the ice dagger freezes its tip. Hydra controls this effect, for it gradually consumes Hydras energy, at a rate of 3% per minute, lasting for up to 30 minutes when his energy is full. Although the daggers have resisted even the fiercest of battles, they can, in fact, break. If they are hit enough times in the exact same spot, they will eventually break. However, if they break or are about to break, they can be re-forged or strengthened with the magical component called Culurium, found only in the deepest of mines.
Abilities:
- Double Image: Hydra uses his speed to appear to be in two places at the same time, confusing the opponent and breaking his concentration.
- Penetrate: Hydra runs at a high speed and after building enough speed, aims towards the opponent, dealing him an attack that can pierce armor and deals heavy damage, it lowers Hydra’s evasion and can only be used once each two battles.
- Steal: Steals an item from the enemy, as well as some money. It will only work if Hydra is faster than his opponent: the slower the opponent, the higher the chances that Hydra steals successfully.
- Throw: Hydra throws objects to distract the opponent or to deal damage (depending on what is thrown and where). The object usually can’t be recovered.
- Stealth: In dark places, Hydra is able to completely disappear into the darkness, but has to stay still to keep hidden. Thus, the effect ends when Hydra decides to take an action. While hidden, Hydra recovers progressively. He not only recovers energy faster, but, slowly recovers health and has time to plan his next move/s.
- Swift: Hydra channels energy into his legs and arms, increasing accuracy, evasion, and speed, to the cost of greatly lowering his defense and health, while using up his energy.
Magic:
Being half demon, Hydra is able to use arcane magic, but because he’s not a full demon, they wear him out: each arcane spell uses half of his energy. Also, he has learnt to use white and Green magic due to his beorc part. These spells use 1/8 of his energy. Finally he’s got the magic from his weapons: Fire and Ice magic, each taking 1/4 of his energy. To fully recover his energy, it takes at most 30 minutes, or less if he stays under the effects of ‘Stealth’.
- Chant (Curative/Offensive): A magical chant that summons a light being shaped to hover over Hydra. The light then enters Hydra, and starts to close his wounds, making him glow with a holy green light. This way, Hydra is able to recover 30% of his health, and removing any bleeding or poison within him. After a few minutes of healing, the green light vanishes as the effect stops. This spell may also be used to attack shadow beings, once the light is summoned, it strikes into the dark being and releases a powerful holy light, damaging the enemy a little (No more than 10%).
- Mist (Defensive/Status Inflicting): After unleashing the power within his daggers, by uniting the tips from his daggers, Hydra can create a dense mist, rendering his enemy blind; unless the enemy can detect him with another sense, the enemy loses track of Hydra, enabling him the chance to either attack of flee. After a few minutes, the mist dissipates, and the terrain returns to its original state.
- Ice Shield (Defensive): By channeling energy into the ice dagger, Hydra makes the dagger create a thick shield of ice, raising his defense greatly, but lowering his speed due to the new weight. This also unables him to use techniques that require both daggers, such as Mist or Penetrate until the shield breaks or is melted, usually not taking longer than 15 minutes.
- Flame Sword (Offensive): By channeling energy into the flame dagger, Hydra is able to create a larger flame, raising Hydra's attack, and enabling him to burn his enemies, dealing fire damage. This effect last for up to 15 minutes. After 12 minutes, the flame starts to grow smaller, until it returns to its original state.
- Unleash (Activation/Offensive): When Hydra channels energy through his arms, he can unleash the power within his daggers. This raises Hydra's attack, and enables him to deal fire and/or ice damage. Also, when they're both activated, Hydra is able to use Mist, and an enhanced version of Penetrate.
- Meteora (Offensive/Arcane): By using his arcane powers, Hydra can call forth a series of meteors to fall upon his opponent, dealing heavy earth and fire damage. This spell requires high concentration: if Hydra is interrupted, the meteors might get redirected, causing great damage to the environment.
- Wormhole (Defensive/Arcane): Whenever Hydra is in grave danger, he may summon a wormhole, taking him to safer lands, but rendering him unable to use any more magic or skills for 15 minutes. Usually, Hydra is taken to the place he's thinking of, but if he's interrupted he might end up in an unknown place.
Other Skills:
- Rage: When Hydra is under 50% health and is extremely angered, he will randomly transform to a demonic being: wings spread out from his back; his skin turns scaled and acquires a strong crimson color; and his body increases in size, as well as his muscles. In this state, he does not have any control of himself, but his speed and defense stats are switched, his strength is greatly enhanced, and is automatically recovered to full health. This way, Hydra continues attacking mindlessly, in a berserk status. After a few minutes (30 at most) Hydra will return to his normal self, health restored, energy depleted, and unconscious for a few seconds (up to 1 min).
History:
Hydra was born in the small village of Gilem, his name coming from the great constellation Hydra, apparently printed on his back (His birthmark). His mother, Marie Vespa, was an enthusiastic farmer who worked hard, while his father was a demon known as Denrath ‘The Wanderer’, who was searching the world for some legendary treasure. However, the people of the village felt uneasy with a demon around them, so Denrath decided to leave and continue his search of that legendary treasure. During his absence, Hydra grew up under constant mocking by the other children of his age, for he was one of the “branded”, nickname given to all half-breeds. They treated him badly, but Hydra wouldn’t mind: he knew he would have to bear that, unless he wanted to get exiled from the village.
By the time he was thirteen, he was smaller than most of the people of his generation, but he continued to grow. His mother had sickened by a disease that, although curable, the medicines to treat it were expensive. This fact made Hydra to be initiated in the arts of thievery. However, Hydra didn’t steal randomly: he only stole to the ones who mocked him: the ones who had made him suffer all those past years. Eventually Hydra mastered those arts, and he was then respected in the village, and known as a “Master Thief”. This was when he was about 18. He then met a sage who told him that he had to ability to perform some lost magic that only he knew, and thus started to learning curative magic and how to focus his energy into specific parts of his body, mostly for defensive purposes.
After mastering the magic the sage had taught him, Hydra returned back home, trying to use his new magic to cure his mother’s disease. Hydra was now 22, and mastered thievery and curative magic. Seeing she was finally cured, he left to find the whereabouts of his father, for he hadn’t heard of him in a long time.
It wasn’t long until he found out that his father had been killed by a treasure hunter just before he returned to Gilem. Not only he had this man stolen the treasure, but had taken the demon’s fangs as a bounty. Angered by this news, Hydra stormed into the hunter’s house. During their fight, the hunter’s mockery only angered him to the point of having him transform into a demon, and with this, he defeated the hunter. After waking up, he realized what had happened and took what he could: The treasure, a pendant that allows living for a much extended period of time, and his father’s remnants. Unable to do anything else with them, Hydra decides to forge them into some very powerful weapons. After they were crafted, however, his father’s soul inscribed in the daggers the runes, giving them the power they now have.
When he returned to his village, he found out that his mother was missing. Alarmed he looked all over the house until he found a letter which read: “Thank you for all you’ve done for me, my beloved son. Now that I am cured of disease, I won’t bother you anymore. Feel free to do as you wish, but always remember one thing: You’re not alone.” Understanding what she meant, he left his home and started to work as a mercenary, using his thievery skills only when necessary.
Time has passed, and Hydra has matured. Although demons have long lives, Hydra has never taken off the magical pendant. This because it helps Hydra to remember what happened that day, and what he is. The daggers he has haven’t been destroyed once in so many years, for he constantly reinforces them, for it is not only himself who fights, but his father too, and if they broke, it would be as if he let his father die again. Also, he always keeps in mind the last words her mother left him… You’re not alone...
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