The Return of My Mob of Angry Hostiles!

The Welsh Paddy

The Human Flamethrower
Veteran
Joined
Oct 22, 2006
Messages
956
Age
36
Location
North Wales
Gil
10
Cactuar
Decided to re-post some of my old character bios here since my original thread had long since moved onto the Farplane. :)

In fact, you can find them right HERE.

And now for some that I don't think I've ever posted here.
_________________________________

Name: Aodhan
Age: Unknown (Looks like he’s in his early
40’s/late 30’s)
Gender: Male
Species:
Elemental

Appearance

Aodhản looks like any normal
person, but only more “scruffy”. He is a little below average height for someone
in their late twenties. He has a few days growth of beard, and several scars as
evidence of his attempt at shaving with a dagger. He has black hair, which is a
little greasy looking and untidy. His eyes are the most unusual looking things
about him as one is a stormy gray colour and the other is a fiery red. The rest
of his facial features are thinly lined, and he almost always looks serious or
has a haunting smirk on his face.

Aodhản isn’t very heavily built, and he
looks quite thin, as though he has been fasting for a very long time. He often
wears a huge brown cloak with a hood, which is lowered over his eyes. Under this
he wears a pair of brown, baggy trousers and a black shirt with the sleeves
rolled up. The trousers are tucked in to a pair of black boots. Aodhản looks
very wise, and despite his rather poorly appearance, one can tell he knows his
way through a battlefield. Around his waist, Aodhản wears a black belt and,
attached to that is a black scabbard where he keeps a very lethal looking sword.
(The sword is described in more detail below.) Aodhản also carries a staff,
which has a foot-long blade concealed within it. He seems to use this like a
walking stick, which is unusual for someone like
him.

History

(Pretty lousy history, because I just
lacked ideas for this guy. Sooo, I plan on having it developed through some RP
or another.)

Aodhản is an Elemental. The last of in the line of
descendants who were known as “The Strong”, each one being the one to lead great
warriors in battle against evil. Aodhản, however, has had a most unfortunate
past.

It started in a great battle against the spawn of hell, who had
managed to break through the barrier between hell and the planet. It was a
bloody battle. A battle, which seemed to herald the end of the world. Aodhản,
along with a select few warriors, discovered the barrier, which was supposed to
keep all those who were sentenced there, off the planet. Aodhản performed
Ancient Magic and had managed to seal the barrier, but at a price. The magic was
too powerful for him to fully control, and though he managed to seal the gates
of Hell, he had lost his memory.

His companions had led him back to the
city Eulus, where many magicians and alchemists have tried to restore his
memory, but failed.

A few weeks after losing his memory, Aodhản decided
it would be best to leave the city. He made his apologies and good byes to those
who have helped him seal the gates of hell.

Since then he had been
journeying throughout the land in hopes of finding some way of discovering his
past. The people of Eulus had helped him somewhat, but even they knew very
little about him.

Abilities

Elemental
Magic


Aodhản can use pretty advanced magic for each element. This
magic can be ranged from enhancing strength, speed and defense, to many forms of
attack magic. Here is a list of his capabilities with each element and how it
affects himself: Note that he cannot use more than one element at the same
time and he needs a fair bit of time to change from one element to the
other.


Water/Ice: On using this element, Aodhản’s appearance
changes slightly. His skin becomes a lot paler than usual, and it looks as
though there is a very thin layer of water moving just beneath his first layer
of skin. He also glows slightly, as if a light is shining on him but with no
visible source. He looks thinner, and longer. This element is among his most
useful. His movement becomes more fluid, and he can perform seemingly impossible
dodges. Also, he can stretch a bit so that his attacks have more of a chance of
reaching his opponent. There are also a number of specific abilities he can use
with these elements.

Negate Frost: Aodhản cannot be frozen unless
his opponent has an extremely high level of ice magic.

Water
Walking:
Self explanatory. He can walk on water should the need arise.
(Basically if he hasn't enough time to freeze it.)

Water Hands:
Aodhản’s hands suddenly look like water. Though his hands won’t knock his
opponent back, he drenches his opponent in water, which freezes within seconds
on the areas his fists first come into contact with. This limits movement, and
makes it an awful lot more painful for the opponent to make an attack that would
put strain on the frozen area. This attack can be dodged, though blocking won’t
be very wise unless you have no other choice to avoid serious harm. The effect
of the attack isn’t permanent, and soon the ice would melt from his opponent.
Also, after aiming one punch, Aodhản’s hand would turn back to normal unless he
hits. If he hits, he will follow the attack up with another two or three blows
at different places on his opponent. Aodhản doesn’t use this attack very often,
only when it is totally necessary.

Ice Lances: Aodhản forms a
white mist in front of himself, which suddenly disperses, only to form back
again in a number of long lance-like objects made of ice, which he throws at his
opponent with surprising speed and accuracy. These can penetrate most Armour,
and the number of lances he can create range from one to ten. Of course, the
more he creates, the longer it would take to use them all, and the less damage
he inflicts if any his opponent. (Note that it is difficult to melt these lances
before they hit you, but that doesn’t mean they’re unblockable, nor
undodgeable.)

Barriers of Water: Aodhản raises his hands and then
brings them down swiftly. This forms what looks like a waterfall all around him,
forming a barrier. This barrier works relatively well against most magic, though
it is weak against lightning. Works extremely well against physical attacks. The
only downfall to this technique is that Aodhản cannot see anything outside of
the barrier clearly, so he doesn’t use this ability very often.

Curse
of Frost:
On using this ability, Aodhản freezes the ground within a 20-meter
radius of himself. Also, anywhere else he steps is frozen within a 2-meter
radius. This only makes it difficult for his opponent to keep his/her footing,
while Aodhản himself can move about just as easily as he can on earth. This can
be melted with a high level of energy, but even then it is relatively
difficult.

Bormanus’ Water: Calling upon the powers of the god
Bormanus, Aodhản can heal his wounds received in battle. This can heal wounds as
bad as really deep cuts, but cannot heal severed limbs (In this case, all he can
do is seal up the wound to stop the bleeding, but that takes a lot of time.).
Also, the worse the wound, the longer it takes to
regenerate.

Earth/Nature: On using this, Aodhản’s appearance
changes slightly yet again. He becomes more bulky, and his skin turns a slight
grayish colour, and looks vaguely similar to stone. Several small cracks appear
on him, but those are nothing. With this element, he becomes much more stronger
physically, his defense increases a hell of a lot, but his movements become very
slow. Like his ice/water element, Aodhản can use a number of abilities with this
element:

Rock Fist: Aodhản’s fist completely turns to stone, and
grows to the size of a small boulder. (It’s about double the size of a football
or soccer ball.) He then swings his fist at his opponent with frightening speed,
with enough force to shatter bones. However, using this ability makes him over
swing, so if you dodge, it is really difficult for him to follow it up with
another physical attack.

Conjuration of Dust: Aodhản can create a
great cloud of dust that covers the arena. (Lasts for three posts.) This makes
it more difficult for his opponent to see where Aodhản is. This can be
countered, but only with the right type of magic. (I.e. Wind)

Second
Sight:
This is an auto ability, which is activated once Aodhản shifts into
his Earth element. He can see almost exactly where his opponent is, invisible or
not. This is a very handy ability to use against those who like to hide or turn
invisible. It's like a sixth sense. Should his opponent try hiding behind some
rocks, Aodhản gets a mental image of the exact location of his
opponent.

Grip: Two stone hands erupt from beneath his opponent to
grasp their ankles tightly. This can be dodged, but very often, his opponent
won’t realize until it is too late. This hold CAN be broken, but it requires
tremendous strength, but even then, Aodhản would likely get in a good attack on
his opponent before they break the grip.

Geomancy: This ability
makes Aodhản able to control earth and nature to a certain extent. The most he
can do with earth is make the area shake for a certain amount of time, or call
up spikes of earth that would inflict low to very high damage depending on where
it hits as these spikes can easily penetrate human flesh. However, that attack
isn't entirely accurate. With nature, he can manipulate vines or tree roots to
attack his opponent. This could be to attempt to tie his opponent up for a short
time, or used like whips. Tree roots can cause some pretty bad damage depending
on where they hit. He can also heal himself by calling on some of the powers of
Gaia herself. He can heal anything apart from broken limbs or any life
threatening wounds.

Fire: Yet again, Aodhản’s appearance changes
slightly. In this element, the change is more noticeable as flames sprout from
around his elbows, shoulders, back and calves. His eyes also grow bright yellow,
almost unbearable to look at. Here, Aodhản becomes faster and stronger, but
lacks in defense. Here’s a list of his fire abilities…

Wrath of the
Celts:
Aodhản goes into a stance, with his legs spaced shoulder-width apart.
He holds up his hands in front of him, and suddenly he’s hit by a blast of wind.
This doesn’t shift him back, or even affect his opponent. (I just thought it’d
look cool xD) Suddenly, a huge, red dragon’s head would appear behind him,
roaring in anger. Its eyes would blaze and its huge jaws would open wide.
Suddenly, a huge fireball, twice the size of Aodhản would shoot forth upon his
opponent. The dragon’s head would most likely alarm most opponents. If the
fireball comes into contact with his opponent, it would cause serious damage,
and even hurt those resistant to fire as the blast from it is like having a huge
boulder slamming into you. Also, if it is closely dodged, the opponent would
feel enormous heat from the fireball, and still suffer damage, such as burns,
etc. It all depends on how close the attack is to hitting you. This attack can
be blocked, but it requires tremendous strength. (Physically blocking it would
be rather foolish.) This attack doesn’t tire Aodhản out or anything, but it
can’t be used very often at all. (Like once every 10 posts.)

Dirge of
Frost:
Aodhản can melt ice and evaporate water. Should anyone try dousing
his flames in water, it will simply evaporate. Melting ice can be more useful
depending on the arena. Aodhản can melt huge glaciers, but he needs enough time
to summon the energy to do so. This also makes him strong against ice/water
magic.

Dragon’s Tongue: Aodhản can create a whip, which consists
entirely of flame. He can use this for a long period of time, but he tends not
to use it for so long. Also, to finish off using this ability, Aodhản can send
the whip flying at his opponent with frightening speed. The whip hisses and
moves similar to a snake going to strike its prey. This can penetrate human
flesh easily enough, though has trouble getting through really strong armour,
though it acts like a drill, working its was slowly through the armour until his
opponent manages to figure out someway of getting rid of it..

Might of
Belenor:
Aodhản’s whole body becomes a mass of white-hot flames. This makes
him immune to ANY type of fire for a short period of time. He also burns so
bright that almost all opponents find it impossible to look directly at him. His
weapons also go on fire, increasing damage to most opponents by double. Also,
his strength and speed increase by double. He can also send small fireballs
rapidly at his opponent, each capable of dealing a reasonable amount of damage
and causing some pretty serious burns.

Wind/Thunder: This is the
last in Aodhản’s range of elements. His appearance changes yet again, but the
change is barely noticeable from his original appearance. His skin turns pale
and small sparks fly from his body. Also, when standing in front of him, one can
feel a fairly strong wind coming from him. He is faster and has stronger defense
in this form, but his defense doesn’t increase too much, only his speed, and
when his weapons come into contact with anything, they make a loud cracking
noise, like lightning striking the earth.. When he attacks with any of his
weapons, a strong wind is directed at his opponent, capable of taking weak
opponents off their feet and making it rather difficult for stronger opponents
to keep their footing. Also, with this element, the clouds become black and the
air full of static, as if a storm is about to erupt over him and his opponent.
He also has a wide range of abilities with this element.

Call of
Camalus:
Aodhản calls upon the powers of Camalus, god of air so that he can
control the air currents. The most he can do is create winds strong enough to
send his opponent flying back off their feet, but that is difficult to control.
He often uses this to use the wind to help put more strength behind his attacks,
and he can also channel the air so that he can levitate, though maneuverability
is rather difficult.

Bolt of Purging: A single bolt of immense
power comes down upon his opponent. This is highly effective against those with
metal armour. (This doesn’t attract the bolt; it just increases the damage
inflicted.) This bolt takes time to gather energy, though the energy building up
is impossible to notice until the bolt strikes down.

Ball
Lightning:
Aodhản sheaths his sword and thrusts his staff/spear into the
ground beside him and he places both hands out in front of him, facing his
opponent. Suddenly, sparks appear and then form into a ball of lightning. This
ball is so bright that almost all opponent aren’t able to look directly at it.
Aodhản then launches the ball towards his opponent and it moves in a zigzag
motion towards his opponent. This attack has a very long range, and wide. Aodhản
can also control this ball of lightning so that if his opponent dodges, he can
turn it and direct it at them again. However, it cannot make sharp turns without
stopping, so Aodhản usually prefers to have it turn in wide arcs to keep its
speed. If his opponent makes a successful two dodges, the ball will explode,
sending bolts out in all directions. These bolts will only affect his opponent
if they are within a ten meter radius, and depending on the range, can cause
anything between low and high damage. Like the Bolt of Purging, this attack is
highly effective against those with metal armour. Also, he can put as little
power into this blast as he wants, and the maximum he can do is severely damage
a strong opponent, knocking almost all the fight out of them. However, the
stronger he wants the attack, the longer he has to spend summoning up all the
energy to perform it. If the attack is going to be huge, he won’t launch it from
his hands. Instead he’ll have it remain stationary in the sky, getting bigger
and bigger.

Camalus’ Rage: The storm clouds that arrive when
Aodhản turns to his thunder/wind element suddenly burst asunder and bolts of
lightning will rain down upon and around his opponent, making it really
difficult to dodge. Like his other two lightning-type abilities, this works even
more effectively against opponents with metal armour. Aodhản cannot control this
attack, but all bolts rain down wherever his opponent is, each one capable of
dealing severe damage. (These can be dodged of course. Blocking them won’t be
very wise, as you’ll still get damaged a lot.) In total there are ten bolts.
This ability can only be used once in a long time. (Like once every 15 posts by
me.)

Weapons

Cadfan: Means ‘Battle Peak’.
This sword is legendary, and has only come to the possession of those sworn to
purge the land of evil. Its blade is one meter long and the hilt is four inches
long. The blade is magnificent, with Celtic designs engraved all over it. These
designs are ancient runes that render the blade invincible and highly effective
against any type of evil, or those with a heart tainted by evil. The blade is
always clean looking and when blood is spilt over it, it merely slides off,
leaving no stain what so ever. Depending on what element Aodhản fights as, the
sword could just look normal, it could blaze with white hot flames, it can be
surrounded by a blue mist, it can have a stone like appearance, and it could be
surrounded by swirls of cloud and have sparks dancing around it. Below is a
description of how each element affects the weapon.

Ice: A pale
blue mist surrounds the blade. On contact, the blade would partially freeze any
area it touches.

Earth/Nature: The blade takes on a stony
appearance, and also becomes much sharper than it already is. The blade is still
unbreakable, but much stronger. Aodhản can easily cleave through a boulder in a
single stroke. Also, if his blade is to come into contact with the ground, a
wave of earth would speed in the direction of his opponent with enough force to
throw them off their feet if they’re in the way.

Fire: Aodhản’s
sword becomes engulfed in white-hot flames, capable of dealing severe burns to
his opponent. This blade would sear any wounds it inflicts shut immediately,
preventing blood loss, but causing more pain for his
opponent.

Wind/Thunder: Aodhản’s sword becomes surrounded by
swirling clouds and sparks dance from the blade. This increases the damage dealt
upon his opponent by double. Also, he can create minor whirlwinds to lift his
opponent or himself (Whichever he chooses) off their
feet.

Aonghus: Meaning ‘One Strength’. This is Aodhản’s
staff/spear. At first glance, it looks nothing more than a mere walking stick.
However, there is a foot long blade concealed within the staff, which can be
revealed by banging the base of the staff on a solid surface. This weapon is
also unbreakable, and the blade has very similar designs engraved on it to
Cadfan. Aodhản is highly skilled in using this, as well as his sword, and can
also use both at the same time. Aonghus is also imbued with the elements, and
changes to whatever element Aodhản changes to. The elements affect this weapon
in the same way they do with his sword. The only additional ability this
staff/spear has is that it can be thrown like a javelin, and it would come
straight back to Aodhản’s hand, smashing through anything in its way. For it to
come back to his hand, Aodhản has to say the weapon’s
name.

Additional Info

Fighting Style:
Aodhản’s style of fighting is rather unique. He often uses both his sword and
spear at the same time, using his magic in between and also shifting elements
when he feels the need to (And has the time to.). He slashes with his sword, and
stabs with his spear, making it incredibly difficult to dodge or even parry most
of his attacks and still staying at close range. He also likes to taunt his
opponent every now and then, but not very often. He is very swift, and he leaps
to different angles of his opponent to attack. He is highly skilled in both
short and long range combat, as well as his magic.

Personality:
Aodhản’s personality is rather strange and unusual. He always seems to be quiet,
but would suddenly be talking a lot. Whether it be explaining things, or
offering his advice on certain matters. There are times, mostly in battle, where
he would mutter to himself. He usually seems confused when not engaged in any
conversation or activity, but that is because of his past, which he has
forgotten.
 
Another bio

Name: Ranna (The Waker)
Age: 21
Gender:
Female
Species:
Human/Avatar

Appearance

Ranna looks rather young for her age, with mid-length black hair, reaching just by her neck. Her skin is abnormally pale, and her eyes a bright green. She’s only 5”5 in height, and she
is rather skinny. A very unusual looking girl to those who are observant.

Her attire mostly consists of loose-fitting trousers and tank-tops or t-shirts under a long jacket. Ranna also wears a number of pendants, each having different charms for protection. (These will be described below.)

History

Ranna was born in a rather rich family. She lived in a large house, and she had almost anything she could ever wish for. That is, with the exception of friends. Her parents were way too overprotected of Ranna, and they never let her outside unescorted. This was until she was at the age of 12, when her parents and the rest of her family died by some unknown cause. So Ranna was left alone, with nothing in the world. She spent the next couple of weeks in her room, mourning the loss of her
family.

It was then that she left the house. Because Ranna was different to everyone else, no one liked her. There were times when she’d have gangs of other kids following her, throwing rocks and insults. This deeply upset her. The only place she could go without being troubled by the other people was the local library. The library was huge, and considered dangerous, as there have been many unusual cases of people disappearing in there. But that didn’t put Ranna off from going there. For all she cared, she could lose herself amid the endless maze of bookshelves and die.

For weeks, she explored the library. For some reason, she felt at home here. But she was still very depressed. Sometimes, she just felt like all she wanted to die, but there was something. Deep inside of her, like a conscience, that didn’t give her the willpower to end her miserable life.

It was one day, when she found a rather unusual book. Ranna had accidentally stumbled right into the middle of the library. A single book lay closed on a pedestal. A strange power seemed to come from it, drawing Ranna closer. The young girl stepped up to the book and whispered the title to
herself. “The Book of Waking”

Ranna opened the book onto the first page and read aloud: “This book contains the trapped souls of evil creatures, bound by Ranna “The Sleeper” to serve her in whatever she may desire.”

The writing faded away and was replaced by more writing. “The Sleeper gives way to The Waker. The blood of The Waker shall bind these creatures to her will.”

Ranna turned to the next page. It shown the picture of a very ugly looking monster. It also looked very life-like. Its eyes were an inky black colour, and Ranna was startled when a light shone in each eye. Below it, in neat writing, were the words: “Atrum Master of Darkness”

The young girl brought out the knife from the sheath on her belt and looked at it for a moment.
Then she pressed her finger on the tip of the blade, drawing out blood. She let the blood drop onto the picture of the monster. Time seemed to slow, and the monster’s eyes shone even brighter. Then it thrust its hand towards Ranna, coming right out of the page. Ranna stepped back, startled, as the monster climbed out of the book, growing bigger as it did so.

When it finally came out of the book, it was a little smaller than Ranna. It stood, hunched over, its abnormally long arms almost touching the ground. The monster looked reptilian, and its skin turned from a light grey to a black. Green and purple lines traced along the monster’s body and its claws grew longer, scraping against the floor. It whipped out its tongue, lashing it around a little. The
tongue was about the length of Ranna’s arm before the monster withdrew it, with a sibilant hiss. Then it turned to face Ranna, bowing its head. “I am yours to command, mistress,” it hissed.

Ranna didn’t know what to do. She was confused. But being in control over such things would be very helpful. Looking through the book, she saw that there were only four other pages such as this.
The rest were empty, yet gave the impression that they shouldn't be. So Ranna spent the next few years mastering the use of these entities and began wondering whether there were any more that could be found.

Abilities

The Sleeping: The Book of Waking was once full of monsters, relics and many other entities. However, due to carelessness of previous "Wakers" or the book falling into the wrong hands,
almost all of these have been left in their wakened state, scattered all over the world.

These entities need to be 'tamed'. Some may come willingly, while others may wish to test the "Waker", or even not wish to be bound to the book ever again and put up a fight. However, when put in a weakened state, Ranna can bind them to the book, putting them into their 'dormant' state. These then become additional entities Ranna may call upon as she desires, though it takes a
while to gain full control over them.

The Waking: Ranna is able to wake the five of the “Weaker Entities”, which lay dormant within “The Book of Waking”. These are…

Atrum “Master of Darkness”: Atrum was the first entity Ranna had awoken. This entity is pretty powerful in combat. Being swift, stealthy and smart, Atrum is one foe to be weary of. This monster
possesses a few combat-related abilities.

Absorb Light: By standing still for a few moments, Atrum is able to absorb all the light in the surrounding area. The more he wishes to absorb, the longer he has to remain motionless. This
does not make Atrum stronger at all, though it does give him quite an advantage against those who cannot see in darkness. This lasts until Atrum is sent back into the book. Also, the ability doesn’t obscure Ranna’s sight at all.

Killer Leap: Atrum can close the distance between himself and his target in a single leap, if he wishes.

Distortion: Atrum can confuse his target at times by making himself seem further away from or closer to his opponent.

(Note that Ranna doesn’t need to remain focused to control Atrum. She can move just about as freely as her opponent. Atrum pretty much has a mind of his own, but his soul purpose is to destroy anyone or anything that poses a threat to Ranna. Think of him as a personal bodyguard who can be called upon at any time.)

Elexorien “The Master Sword”: Not a summon as such. This entity is basically a sword, which Ranna can wield with about as much skill as the greatest of swordsmen. The weapon is unbreakable, and it can only be wielded with both hands. This blade has the ability to make flesh rot away to
prevent any form of healing on the wound.

Upon summoning this weapon, Ranna’s clothing changes slightly. Well, not so much change, but she acquires a light chest plate, which can deflect minor sword strikes and most arrow shots
from further than 50 meters. She also gains a pair of gauntlets, with plating that reaches up to her elbows, ending in a three-inch thick elbow guard. The armour doesn’t hinder her movements at all. It does quite the opposite, in fact. Doubling her speed as well as her physical strength.

(Elexorien can be called upon along with any of the other Summons. This is the only entity that
can be used while other summons are in action.)

Valdirim “Divine Guardian”: Valdirim is a summoned entity. Reaching up to 6 feet in height
and weighing over 120 kilos, this entity can withstand a hell of a lot of damage, hence “Divine Guardian”. This beastly entity cannot directly attack an opponent, though. Its only purpose is to shield Ranna, using its incredibly huge and strong shield. Any strikes Valdirim manages to block doubles the impact the opponent will feel. So the chances of Ranna’s opponent not being able to follow up are very unlikely.

However, Valdirim can’t move fast at all, so defending an unexpected attack from behind, or to the side, out of Valdirim’s reach would be practically impossible.

This entity has no abilities, though it is resistant to both magic and physical attacks. Valdirim’s shield is not unbreakable, however. In order for the opponent to send the entity back to the book, the shield must be destroyed. The rate the shield breaks, though, all depends on the strength of the opponent.

Yin & Yang: Darkness and light. This entity is merely two orbs, one black and the other white. Ranna can use them to either absorb light, or unleash it. Absorbing the light is very much like Atrum’s ability, and how much light is absorbed depends on how long the entity is there, and also determines the intensity of the light unleashed from the other orb. The only downfall to unleashing light is that if Ranna isn’t careful, it could also blind her momentarily. This entity cannot be destroyed, but the longer they’re there, the quicker Ranna will tire out.

The All-seeing-Eye: This entity basically created a third eye for Ranna to see by. The eye can be seen in the sky, and can also be sent back into the book by powerful magic. (If this happens, it would actually be like poking Ranna in the eye. She’d be distracted for a couple of seconds, being vulnerable to attack.) This entity can only be summoned outside.

The eye can see anything at all within an area with a 200-meter radius, and no form of cloaking or invisibility magic can escape its gaze. The way Ranna sees through this is as though it's pictured in her mind, though it is very clear in indicating where her opponent is.

Weapons

Dagger: A rather small weapon, with a blade of stainless steel. Easily breakable compared to swords and the like. The blade is five inches long and very sharp, capable of penetrating flesh
with ease, and certain armour, such as leather.

Other Equipment

Guardian Angel: This pendant is fashioned in the shape of an angel carrying a sword and shield. Wearing this doubles Ranna's ability to take damage.

The Stolen Ring: It was once told, that a great thief, stole the finest piece of treasure, from the greatest ruler ever to be told of. Those who wear this ring are granted extra speed and their ability
to conceal themselves increases. This means that Ranna can blend in really well with places that feel familiar to her. Libraries, schools and abandoned houses are the best examples of these. She can also become practically invisible if she crouches in shadows.

Additional Info

Personality: Ranna is always surprisingly optimistic considering her upbringing. Though she finds it difficult to truly consider someone a friend, she's kind and talkative. Ever since she had come into
possession of The Book of Waking, she's felt like she's got a goal in life; something worth while, despite not really knowing what that is.
 
Name: Degra
Name amongst weretigers: ‘Looks at the Lotus’
Race: Anthrotiger

Tribe: Khan
Gender: Female
Class: Warrior

Age: 223 years old
Height: Depends on form
Weight: Depends on form

Armour: None

Eyes: Bright yellow with small, black pupils
Hair: Black
Fur: Tiger stripes (Black and orange)

Appearance

This character has a variety of different forms.

Homid: This is Degra’s human form. Her skin is heavily tanned, and she is of average build for a woman of about 20 years old. She is 5ft 7inches tall, and is quite slender, but she looks fairly strong. Her hair is long and black, with bits of orange, which is barely noticeable. Her eyes are narrow in this form, and it is pretty hard to notice her eyes are yellow. Only if you look closely you will notice she is no human when she is in this form.

Her attire is mostly made up of clothes that are designed for comfort and freedom of movement. Usually some loose draw-string trousers, or shorts, along with sleeveless tops or basic tunics. She often wears tanned leather boots, but could just as comfortably travel and fight bare-footed. Obviously in bad weather, she will wear cloaks and hoods to protect herself from the cold and rain.

Sokto: Degra’s general shape stays the same, though she is a bit bigger, and more heavily built. If you were to look at her face closely, you will notice that there are slight traces of fur, on her cheeks and between her eyebrows. The fur on her cheeks is black, and the fur between her eyebrows and on her cheeks is slightly orange, though it is really hard to tell. Her ears become like those of a cat, but because of her long hair, her ears are practically invisible unless it gets blown around by the wind. Her face also looks more cat-like, but it’s kind of hard to notice from quite far away. (Anywhere further than 15 meters.)

She still keeps the exact same clothing, though it is easily noticeable that she is bigger and more heavily built. Her eyes are wider, and their colour is clearly noticeable. She is now 6ft 4inches tall, and she weighs 80 kilos. She is faster in this form, and a lot stronger physically.

Crinos: Degra’s body shape still resembles that of a human, but her face becomes more bestial, and she is completely covered in orange and black striped fur. This is the strongest of her forms, and she is yet even bigger than his Sokto form. She is 7ft 6inches tall, and she weighs 150 kilos. Her eyes are even wider, and have a heavy, black outline. She also has really sharp and strong teeth capable of biting through nearly anything. (Has trouble biting through anything stronger than steel)

She has no clothing in this form since she is completely covered in fur. She also has a tail in this form, very much like a cat’s, but with the orange and black striped fur. Her head is exactly like a tiger, but more ferocious-looking. Her hands are also clawed, and her body is practically all muscle.

Chatro: In this form, Degra resembles a tiger, but sabre-toothed. She is a lot bigger than a normal tiger, and has huge claws about 2 inches long. Her claws are black. Her teeth are really strong and big, and her saberteeth are 8inches long. Her body is incredibly muscular, and on all fours she is 5ft tall. If she was to rear up on her hind legs, she would reach up to about 10 ft tall.

In this form, she is 200 kilos, and can still move incredibly fast. This is the fastest of her forms, and she can easily outrun any creature or vehicle. In this form, she is capable of tearing almost anything apart with her teeth and her claws. Though she wouldn’t be able to take down anything larger than an Ogre very easily. When fighting, she uses both speed, and weight to her advantage.

Feline: This is her full-tiger form. She is just like any normal tiger, but a little bigger. (I have no idea how tall or how much a tiger weighs, but she is slightly bigger and heavier than the heaviest tiger.) She rarely ever uses this form, but she may use it to interact with other creatures.

History

Before going on to Degra’s personal history, I’m just gonna write some info about Anthrotigers and the Khan.

Most Khan love company, though they can’t stand being in the company of another Khan for too long. They also despise werewolves, vampires, the Asura, Formori and other demons. This is why the Khan are so near extinction, by having too many of the wrong kinds of enemies. The Khan are fearless warriors who throw themselves into any kind of battle, and they often attack head-on. A Khan loves to have companions, and who would deny a tigers friendship? The Khan’s main weakness is that they are too trusting, and they are too sure of themselves.

In the mountains of Tibet, Siberia and China, these werecats learned subtle magicks and even martial arts; many a mountain tiger can quote Taoist philosophy at length.

In ages past, the tiger tribe wandered though emperor' courts and hermits' caves. They walked mountain roads with Buddhist monks and peasant girls, and chased the ghosts from temple ruins. Most preferred to remain in their powerful cat forms, but spoke with the tongues of sages. The powers of the elements burned in their paws, and they kept the hated werewolves at bay. The Silver Fangs and Shadow Lords struck pacts with the sultans, but no such bargains kept the tigers and vampires apart. That hatred, which simmered for 5,000 years, proved the Khan's undoing.

The slaughter of the true tigers has not helped either. Human hunters killed them in such numbers that the great cats themselves court extinction. Between the loss of their Kinfolk and the wars with vampires, Asura and their own kind, the Khan are an endangered breed. To avoid further risks, most weretigers have scattered across the world. Moving targets are harder to kill. After the fall of the ancient sultanate, the Khan have no true leaders, so each one fends for herself. It's a whole new world for an ancient tribe, and tigers seem to be peacefully enjoying the view. For now.

Degra’s personal history

Degra is a lone traveller who seeks and destroys any vampires, demons, and the Asura. She is wise for one of her kind, but not the cleverest of werebeasts. She prefers to be alone, though she welcomes most others to travel with her. She was not always an Anthrotiger however, and it all began when she was only 23.

She had once lived in a small village in the woods. It was a very religious place, and they worshipped tigers, and they praised the only known Anthrotiger who is a god to them. He was known as Ajit, which meant ‘invincible’ in their native language. It was on one night, when Degra was taking a walk through the woods, a tiger appeared in front of her. Degra was amazed, and scared at the same time. However, she somehow knew it wouldn’t attack her there and then. It walked up to her slowly, letting out a long purr with a slight hint of a growl behind it.

Degra went down on her knees and bowed to the tiger. The tiger stopped and looked at her. Degra was startled when it spoke to her. “Degra, come with me…” it said.

Degra obeyed and followed the tiger deeper into the woods. It seemed as if time had stood still, there was no sound what so ever, and there wasn’t even a breath of wind. The moonlight filtered in-between the thick canopy of the leaves above, and it gave the place a magical look. Patches of silver were all over the soft earth where the moonlight found gaps in the trees. She followed the tiger in stunned silence, not even aware of where they were going. They finally came to a clearing in the woods and the tiger leaped up onto a rock that protruded from the earth.

The tiger looked at Degra for some time, as if looking into her mind. “I know you have many questions to ask right now, and I shall answer them.” he said.

“Firstly, I am Ajit. I am the first of the Anthrotigers, and I have come to you because Gaia has chosen you. You are prophesised to be the one who shall bring an end to the evil of this world. It is you who shall bring the Children of Gaia together…” explained the tiger.

Degra didn’t know what to say. She just stood there, looking at Ajit. He had answered the questions she wanted to ask, but that only brought up more questions. Ajit leaped back down from the rock and circled Degra. “Sleep…” he said.

Degra was suddenly overcome with a drowsiness, and within seconds she was in a deep sleep. When she woke up, it was daylight. She looked around to find that Ajit had disappeared. She felt weird, when she stood up she was dizzy, and she felt as though she had been lifting weights for the last few hours, though she didn’t look in the slightest bit different.

She went back to the village. It was destroyed. Dead bodies littered the ground, and they all seemed to be torn to pieces. Ajit was the first thing that popped up in her mind. She screamed in anger and she ran away from the village, tears flowing freely from her eyes. Somehow she knew where Ajit was, and she found him several hours after leaving her village.

Degra drew out her two axes and went into a fighting stance. Ajit just looked at her. “You will lose if you fight me Degra…” he said, closing his eyes.

Degra shook her head and glared at him angrily. “You killed my people!!” she screamed at him.

“That… Was not me…” said Ajit.

Degra lowered her axes. “Then who did?” she asked.

“It was the spawn of Asura… Destroyers, banes, unmakers…” said Ajit.

“Tell me where I can find the bastards…” said Degra.

Ajit leaped down in front of her, startling her. He growled at her. “You are not ready to fight yet Degra…” he snarled.

Degra looked at Ajit fearlessly. “Then teach me…” she answered coolly.

Ajit circled her again, but in silence. He made a sudden swipe at Degra’s legs and she leaped in the air and landed, facing him. That was when Degra first changed without realising. She had lost all her clothing, but instead she was covered in fur like that of a tiger, and she was a lot bigger. Ajit also changed, but this time into his human form. He had a spear as his weapon, but he made no move to attack.

Degra just stood there, breathing heavily. Ajit stood there, smiling. “Now you know what you are…” he said. “Now you must learn how to change forms at will.” He added.

Over the next few years, Ajit had taught Degra how to change between her five different forms. He taught her all she needed to know about what she had become, and what she must do to protect Gaia. On her travels, she had seen many other Anthrotigers like herself, though they never seemed to be friendly with one another. Ajit had said this was the way all the Khan were. They could hardly stand each other’s presence for too long, and they preferred to be alone.

One day, Ajit decided it was time to teach Degra the abilities he himself had been granted. He took Degra to a river in the woods. The river was fairly wide, but it was only just above chest height, and the current wasn't very strong. Degra looked at Ajit after he had explained what she must do.
"You expect me to be able to walk across this river?" she asked.

Ajit closed his eyes and nodded. "Yes. You must fully concentrate on the task, and do not allow yourself to be distracted in any way." he explained.

Degra closed her eyes and took a deep breath before stepping on the water. To her surprise, it felt like she stepped on solid ground. However, this brief moment of surprise made her lose concentration. Her foot slipped into the water. Ajit watched. "Now, try it again Degra." he said.
Feeling more confident now, Degra tried again. This time, she reached the middle of the river. A fly started buzzing around her head, and Degra was distracted. She gasped as she fell into the river. She looked at Ajit, who was trying to suppress a smile. "That's the last time I'm trying that again!" she called to him.

Degra half swam, half waded out of the river while Ajit made a fire so she could get dry by. They both sat around the fire and talked.

"Degra, you have learned a gift that most of us can not. You shall be a great warrior among our kind, especially when the time comes..." he said. "Tomorrow, you shall learn how to use your elemental powers in battle, and I shall take you to the temple to visit the spirit of the rhino, and if he sees you are worthy, he shall grant you a gift. But for now, sleep. You have a long day ahead of you tomorrow..."

Degra lay on the floor, and a few seconds later, she fell asleep. Over the next few days, Degra went through a vigorous training period. She had been taken to the temple in the deserts, and there she was granted the ability to call upon the spirit of the rhino and receive a horn on her head for a short period of time. Ajit also taught her many useful abilities that she can use in battle, such as making her skin turn as hard as jade for a period of time, using her elemental powers like all the other Khan. She also learned how to channel her chi energy and use it in battle.

One night, after Degra had been taught everything Ajit knew, Degra and Ajit were resting in the woods. Their fire had long been extinguished, and everything was silent. Ajit was awake, as he always was most nights. Something disturbed him, and he didn't like it. He sensed that something was watching them. Ajit's hand hovered to his spear haft. Suddenly, he heard a noise, sounding a lot like laughter, though not human laughter. "The Ajaba..." he thought.

Degra woke up and looked at Ajit. "What's happening?" she asked.

Ajit explained all about the Ajaba, forsaken hyena-folk who have been cast out by all other tribes of werebeasts.

Then they attacked.

The Ajaba came in from all directions, trying to get at Degra and Ajit who fought in Crinos form, standing back to back. It seemed that the number of Ajaba was endless. Whenever one was killed, another two or three would take its place. After an hour of fighting, it seemed that they had almost killed off the werehyenas. Then, Ajit was attacked from behind, having been separated from Degra. He was knocked to the floor, and before he got a chance to get back up, a group of werehyenas pounced on him. Degra couldn't do a thing. She had to fend for herself, and just hope that Ajit could handle them.

However, the Ajaba kept leaping on Ajit, and they soon killed him. They turned to Degra, and they all began circling her.

Degra just stood there, staring at the earth. The Ajaba began closing in on her, but she made no move to attack. Suddenly, one of the Ajaba leaped at her. Degra grabbed the werehyena by the throat without even looking. She slowly raised her head and stared directly into the werehyena's eyes. Degra's eyes were a reddish colour, and she looked ready to explode in a fit of anger at any second. She snarled and squeezed her hand tighter around the werehyena's neck. Her claws penetrated the skin, and muscle in an explosion of blood.. The werehyena was unable to cry out, and it only made a gurgling noise as it writhed about in her grip. Degra squeezed tighter, breaking through the bone and the werehyena's head rolled off. Degra tossed the body to the other werehyena, and they immediately began fighting over the corpse of their old comrade and began eating it.

Degra didn't wait for them to finish. She charged the whole pack, unable to control herself. The last thing she remembered before slaughtering the werehyenas was seeing Ajit fall and get killed by them. Degra was really upset, and she set off on her own, having lost everything. She had no more family, and Ajit had been the closest thing to family she had, but now that's all gone. Degra decided to journey the world, destroying any evil she comes by. Degra became well known, though she couldn't reveal her true identity unless she really needed to, and if she ever had to, she would move on if she was no longer needed. (This is where she joins any RP)

Abilities/Gifts

All werebeasts have been granted their own special abilities, or 'Gifts' from the planet. Here's a description of these abilities.

Rage: This is a gift that all werebeasts have been granted. If one was to anger a werebeast, it may very well be the biggest mistake they ever made. Degra almost completely loses control over herself and goes in a blood frenzy and doesn't stop attacking until her opponent is dead, or she is dead, or if her Rage somehow diminishes.

Dragonroar: Bellowing like a thunderclap, Degra vomits a ball of Fire on her opponent. This burning exhalation continues to blaze until either it or its target is consumed.

Rhino's Favour: By calling on the spirit of the rhino, Degra may grow a temporary horn on her skull. Although the protrusion is a bit unsightly, it allows Degra to head-butt an opponent for considerable damage. However, this ability has a minor downfall. Using it repeatedly will hurt her quite a lot, so she rarely ever uses it. The most she would use it would be 2 times in a battle, but she would try and avoid using it unless it is totally necessary to use it.

Skin of Jade: Willing herself solid, Degra can turn her skin to the hardness of jade. This ability only lasts for a short period of time. (2 posts) Degra can withstand three times as much damage as she normally could in the form she is in when using this ability.

Ricepaper Walk: This ability enables Degra to walk across any fragile surface such as thin glass, or wood, or even water despite her weight and size. She can use this ability in any form, though it requires nothing less than total concentration. If Degra allowed herself to be distracted in any way, she would simply fall through the surface she was walking along.

Paws of the Raging Spirit Tiger: By channelling her chi energy through this Gift, Degra may wreath her paws or hands in crackling spirit power. Thus fortified, Degra can rip through most enemies with ease, and causing serious damage to any other foe.

Regeneration: (RP's only) Degra can slowly regenerates after battle, or even during battle. However, it takes quite a long time to fully regenerate, and serious wounds such as chopped off limbs will not regenerate.

Killer Leap: This is a gift most weretigers, cats, lions, and other cat-like werebeasts are granted. This enables them to jump far distances and great heights with ease.

Shifting: This ability allows Degra to shift between forms at will. If she was to transform from Homid to Feline, she would have to go through all her other forms in between. Because of this, Degra tends to only transform when she needs to, and she normally only transforms to the next level until she needs to go higher.

Rite of Talisman Dedication: This enables Degra to keep her clothes while transforming back into Sokto and Homid. This is one of the first abilities a werebeast learns when given the chance.

Wearing The Bear’s Skin: This is usually a gift for a Werewolf, mostly those from the Get of Fenris. However, Degra had travelled into the Umbra and the spirit of the bear found her worthy of such a gift. This ability hardens Degra’s skin so that she can withstand double the amount of damage inflicted upon her for a short time. (This lasts two posts.) In addition, her strength and speed increase by double for a short while. (This lasts for five posts by me.) Degra also becomes completely fearless of who or what she is up against, and nothing can scare her even the slightest.

Elemental Blast: By summoning up a tremendous amount of energy, Degra can channel the force from the spirits imbued within her axes to form a great ball of energy. This ball of energy takes on the form of a boulder twice the size of a football/soccer ball. The boulder is engulfed in flames, and sparks fly from it. Also, tentacles of ice wind around it. Degra then throws it towards her opponent with amazing strength and speed. She also has control over the blast, but only has a maximum of three turns before it explodes with a blast radius of 20 meters. If this ball hits her opponent, it would cause serious damage, and even the explosion would cause some serious damage if her opponent is within the 20-meter radius of the explosion. This ability can only be used once in a long time. (She won’t be able to use it again until another 20 posts by me.)

Fighting Style

Degra is never one to back down from a fight, just like all other Khan. She tends to fight close range with her twin axes and she'd attempt to defeat her opponent without using her elemental magic. She may also use her speed as well as her strength, and depending on where she is fighting, she would use her surroundings. (For example. If she was in a forest during daylight, she would blend in with her surroundings like a normal tiger would.) She doesn't have a 'fixed' fighting style. If she finds that she can't defeat her opponent with one strategy, she would immediately switch to another.

Weapon(s)

Twin axes: Degra's weapon of choice is a set of dual axes. These are for close range only. These axes are imbued with spirits from the Umbra, and the blades never stay looking the same as always. The blades on these axes are unbreakable and strong enough to cut through rock. Here’s a description of how each spirit affects her weapons:

Fire Spirit: This causes her axes to blaze in flames, which are harmless to Degra, but very harmful towards her opponent. When Degra wounds her opponent while her axes are like this, the flames sear the wound shut, making any form of regeneration useless on that wound.

Ice Spirit: Her axes have a pale blue mist around them, and when they hit her opponent, the area around the wound, and the wound itself are frozen for a period of time. (Three posts) This limits manoeuvrability with the limb that is wounded when the axes are like this.

Thunder Spirit: Her axes give off yellow sparks and have a constant yellow glow. When her axes come into contact with anything like stone or metal, they make a noise like thunder. This element greatly increases the amount of damage the axes can cause when not using magic.

Earth Spirit: The blades on the axes turn to stone, and become more jagged. This makes wounds more severe and more difficult to heal.

Note that use of these spirits do not damage her other weapons in any way.
 
Right, it's been a few years since I've written a bio for general use as opposed to a specific RP. :hmmm: If anyone could give me some feedback on this, that would be great.

For ORPG and RPB

Name:
The Dreadmaw
Age: Unknown
Species: Presumed to be a vampire

Appearance

True Form: The Dreadmaw is something that only resembles a human. However, his limbs have extended, making him look taller, but at the same time far more emaciated. His skin is extremely dry and leathery, grey in colour, and is drawn tight over his bones and what little muscle there is on his body.

Standing at roughly six and a half feet, he almost resembles a withering tree, with his skeletal frame. His face is cold, gaunt and expressionless, with eyes like those of the Great White Shark. With his skin being drawn so tightly to his skull, his face looks very pinched, and his nose is barely visible at all, save for his nostrils. He has long, black hair, but it is dull and lifeless and he has several bald patches. The most notable feature of his face besides his eyes, however, is his jaws. Rows and rows of razor sharp teeth that are between one to two inches long are set within his overly large jaw. It mostly looks out of place due to the fact that it often dislocates; again, like the jaws of a shark.

His hands and feet are clawed and, again, are rather large compared to the rest of his body. The nails are black and about an inch long and, like his teeth, are razor sharp.

His attire consists of poorly fitted clothes; mostly remnants from whatever he wears in his ‘veiled’ form.

Veiled Form: With a bit of what he likes to call his ‘Charm’, he can make himself look like a human. But no ordinary human. His veiled form is that of an extremely handsome man in his late twenties. His complexion is rather pale, but more life-like and his hair full and wavy. He often keeps his hair slicked back. His eyes are bright blue in colour and people always find their attention drawn to them.

While he certainly doesn’t look like a body builder, his form is fit and healthy, as if he spends a couple of hours in the gym every week. He stands at just under six feet, and his body is proportioned exactly as a human should be.

His attire mostly consists of very expensive looking suits. Adding a touch of the classic with an immaculate pair of gloves and a polished oak cane, he sometimes exudes the aura of one not of this day and age.

Bat Form: Despite its name, The Dreadmaw’s “Bat Form” doesn’t actually resemble a bat much at all, except for the leathery wings that burst out from between his shoulder blades. There isn’t much else different between this form and his True Form at all other than his teeth and claws growing longer, his muscles doubling in size and his jaws growing even more elongated.

History

Not much is known about The Dreadmaw, save for what is written in a story meant to scare naughty young children. It is a story hundreds of years old, about a man meaner than the Devil himself. (Note: I plan on writing up a whole story sometime soon chronicling The Dreadmaw's life so far!)

Once, there lived a truly wicked man; a man whom everybody feared. He turned people against one another, poisoned others, and would often beat his wife. Nobody liked him, except for the Devil. The Devil liked anyone who was mean and scary.

The man had a bit of a surprise one day, when he felt a presence behind him; a tingling on the back of his neck and a shiver down his spine. He turned to find himself confronted by the Devil. “Have you come for me?” the man asked.

“It would seem so!” replied the Devil. “You have been here a very long time.”

The man said, “But I’m not done doing terrible things. Couldn’t I stay a bit longer to stir up trouble?”

The Devil thought for a moment. Finally he said, “Alright, you can stay a little longer.”

Then the man said, “Would it be too much to ask that you don’t sneak up on me next time? Maybe give me a sign that I could see? Or hear?”

“Okay, it’s a deal,” replied the Devil.

He and the man shook hands and the Devil departed. The wicked man chuckled, thinking himself very clever for his deceit. He cut out his eyes and chopped off his ears. Now no sign the Devil would send could be seen or heard by the evil man.

And that was exactly so. Many years passed, and the man carried on with his wicked ways. The Devil tried to come back for the man many times, thundering his name from the clouds, flashing it in lightning. The evil man couldn’t see or hear any of this, and so he couldn’t die. Try as he might, the Devil could not claim the man as his own, and he grew sour at the thought of being cheated this way. Since this man could no longer die, the Devil got the help of the most Wicked of Witches to put a curse on him.

The evil man was turned into a monster, cursed with an endless thirst for the blood of Man. Food turned to ash in his mouth and water turned black before he could even drink it. He could not die, but he could not live. He sought to slate his thirst by drinking the blood of humans, and his favourite? The blood of naughty little kids who don’t do as they’re told…

How much of this story is true remains to be seen. One thing that is certain, however, is that there is some kind of monster out there, capable of disguising itself in order to kill. Many have sought to destroy the Dreadmaw but none have succeeded.

Special Abilities

Transformation: The Dreadmaw can transform into his “bat form” at will. However, it is rather time consuming and also very much painful, despite the monsters increased tolerance for pain.

Charm: This is what The Dreadmaw uses to blend in with humans. To humans, he looks like a very handsome man in his late twenties. This does not work on any other supernatural beings, or those gifted with the ability to see through such veils.

Drain: The Dreadmaw can ingest large quantities of blood in a matter of seconds. Needless to say, once he starts draining his victim of its blood, there is little chance of it escaping, and even if it does manage to get away, chances are they would be too weak to get far. Through drinking the blood of his victims, he gains new reserves of energy. Wounds heal and, by the time he has completely drained his victim of its blood, he is left feeling like having a good night’s sleep.

Regeneration: (Just thought I’d highlight this, but it comes as part of his ‘Drain’ ability.) From drinking the blood of his victims, The Dreadmaw can recover from almost any wound. He can regrow limbs, gashes will knit themselves together, and any ailments would ‘bleed out’ of his body.

Hunter’s Vision: The Dreadmaw can see just as well at night as he can in daylight. And in both cases his vision is perfect, with the added ability to “zoom in” on objects up to five hundred meters away.

Increased Powers: The Dreadmaw possesses inhuman power. His strength and speed is three times that of the greatest athlete. As such, he is capable of lifting cars with ease, covering distances of up to one hundred meters in mere seconds and punching through stone walls twelve inches thick.

Increased Pain Threshold: The Dreadmaw can tolerate five times as much pain as the sturdiest human.

Dislocation: The Dreadmaw is capable of dislocating all the joints in his body. As such, he can contort himself in horrific shapes and it also allows for passage through places too narrow for any normal human.

Dimensional Skip: A peculiar ability, but one that allows the Dreadmaw to pass through dimensions when he gains enough power through drinking human blood. The Dreadmaw does not choose his destination, however. It’s an ability he only uses when he is running the risk of being hunted down and destroyed. The places he comes out could be different worlds entirely, or in the same world but on a different time line.

Fly: Self explanatory, but this can only be done when in his ‘Bat Form’.

Shriek: Another ability limited to his ‘Bat Form’. The Dreadmaw can emit a shriek, hitting various frequencies that affect his target in various ways. Low frequencies induce uncomfortable sensations such as nausea, vomiting and, in extreme cases, induce unwanted bowel movements. High frequencies induce headaches, nosebleeds and disorientation.

Other Information

Unlike most vampire myths, the Dreadmaw can actually tolerate sunlight. The only effect it has on him is that he cannot transform into his “Bat Form”. Crucifixes and garlic do offer people temporary protection from him, but they aren’t lethal to him. It’s more of an aversion the Dreadmaw has towards these.

The Dreadmaw also lacks a personality and the capacity to feel any kind of emotion. He is fully capable of developing a personality for the purpose of blending in with other humans. Often, he plays the part of a stuck up rich man, but this is all fake. He is very good at this, however, and has fooled even well trained vampire hunters.

The Dreadmaw needs to drink blood on a regular basis in order to function properly. Completely draining the blood of a single person enables him to function to his full potential for a whole day. After that, he starts loosing the use of his special abilities and, after three days, is barely even capable of walking. The blood of animals does provide him with enough energy to function, but only the blood of a human or similar species can restore him to his full strength.
 
Rhogar Krin

For RP's and RPB's

Note that this character is roughly based on Dungeons and Dragons. It is not meant for DnD roleplaying as the character is made for forum RP's and RPB's.

Name: Rhogar Krin

Race: Dragonborn

Age: 127 (Almost the equivalent of 30-40 human years)

Class: Fighter

Trade: Blacksmith

Languages: Draconic, Human. Recently started learning Celestial.

Weapons

Songr: A steel sword made by Rhogar himself. By human standards, it is about the size of a Bastard Sword, but he can wield it just like any other one-handed weapon. Its name means ‘Song’, which represents the whistling noise it makes when cutting through the air.

Full-trúi: “Full Trust,” or “Old Faithful.” This is a battered looking shield made of steel. It was passed down from Rhogar’s mentor, who received it from his mentor, and so forth. Rhogar suspects there is some obscure enchantment laid upon the shield, for it has served himself and his kin very well for centuries.

Features and Attire

Rhogar basically resembles a humanoid dragon, but without wings and without a tail. He stands at 7”2’ and weighs in at about 360 pounds without his armour, which is above average for a Dragonborn. His hands and feet are strong, talon-like claws with four fingers and a thumb on each hand. His head features a blunt snout, jutting brow, and the scales around his eyes, cheeks and ears form very distinctive frills. Behind his brow, he has a crest of hornlike scales that vary in length, giving the impression of him having short, black, dreadlocked hair. His eyes are a bright gold colour.

Other than those that make up his crest, Rhogar’s scales are scarlet in colour. They cover most of his body, but are more prominent around his shoulder, forearms, thighs, thighs, and down his spine. His skin is dark brown, except over his chest, abdomen, insides of his forearms and beneath his chin. It has a very leathery texture.

He exudes the presence of a noble hero. His very appearance gives the impression of virtuous purpose and carries himself with good demeanour. Should he step into a bar, his presence would demand a second glance.

His attire consists of a simple, brown, belted tunic that leaves his arms exposed. He also wears a rugged pair of tan-coloured trousers that are tucked into a pair of brown leather boots. In battle, he may remove his boots and tunic for better mobility.

Reference Images

Dragonborns - http://www.ericlofgren.net/eric/display_stuff/dragonborn_final.jpg

http://th04.deviantart.net/fs71/PRE/f/2011/117/6/0/602bfcae82e5e148a2e6b67e107909c2-d3f17mn.jpg

Biography

The Calling and The Rite of Rebirth

Prior to becoming a Dragonborn, Rhogar Krin was once a human. He was in his early thirties when he heard The Call. It was a strange experience that is quite difficult to describe. It took the form of a polite question, coming from deep within his mind, asking if he is both able and willing to give up his very essence in order to pursue a noble and arduous cause – to aid Bahamut in protecting the world from Tiamat and her spawn of monstrosities.

What followed, upon heeding this call, was a two day ritual. An entire day of meditation and self reflection came first, in which Rhogar had to seriously consider whether this was truly the path he wished to follow. At dawn of the second day, Rhogar enters an egg-shaped structure that he built and have his final sleep as a Human. This represented his acceptance of the transformation of which he is to undergo. At dawn of the third day, Rhogar awoke as a Dragonborn. Breaking free of the sealed egg, he had become a true child of Bahamut.

Life as a Dragonborn

Upon his rebirth, Rhogar Krin was brought into the Dreki Tribe. He was brought up being trained as a warrior. He wielded a sword for the first time when he was only three years of age. This was rather common amongst the Dragonborn, however, as at this age they were at the physical capacity of a human ten year old. But Rhogar was a natural, and quickly became proficient in the use of sword and shield. He fought his first battle at the age of fifteen. It was almost a rite of passage, as it were, to mark his stepping into adulthood.

He spent much of his time with the mercenary warriors of the Dreki Tribe. Though, it wasn’t so much a case of lending their services to the highest bidder. They served those who were honest and honourable. There was a strict code within the tribe, and that applied to everything that they did. During times of peace, he learned how to forge weapons and armour. It is a skill that proved to be invaluable to him.

Rhogar’s life took a drastic turn for the worst upon his one hundredth birthday, however. During the celebration, an attack was launched from Tiamat’s hordes. Their numbers far outmatched that of the Dreki, and the enemy had the element of surprise on their side. The warriors of the Dreki, Rhogar included, fought bravely and fiercely to defend the young ones. Those who were unable to fight either fled, or were killed. During the fight, Rhogar was knocked unconscious. Tiamat’s Draconians must have overlooked him, for he awoke some time later. His tribe had been decimated, and so far as he knew, he was the only one who remained.

Rhogar took this very hard. Consumed by rage, he went off in an attempt to hunt down those who murdered his family. He hunted down any and all evildoers without mercy, but ultimately it never made him feel any better. Ten years later, he opted for a more noble cause; to lend his help to those who need it. Wherever people were in trouble, he helped them out without so much as even thinking of a reward. This brought peace to his heart and soul, and so he continued his life as a paragon of righteousness.

Skills & Abilities

Low-Light Vision - A Dragonborn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or She retains the ability to distinguish color and detail under these conditions.

Frightful Presence - Those confronted by a Dragonborn can't help but feel somewhat fearful or intimidated by their presence.

Natural Armour - The Dragonborn's thick scales provide a natural armour as sturdy as iron armour.

Immunities - Dragonborns are immune to sleep and paralysis-based attacks, abilities and poisons.

Longstride - This ability is not specific to Dragonborn, but Rhogar had learned this skill on his travels. It enables him to increase his speed two-fold for a set amount of time. (This will last for three posts by myself. It also cannot be used when Dragonborn Fury is in effect.)

Earthquake - With enough concentration, and by driving both fists into the Earth, Rhogar can trigger an Earthquake. This affects the surrounding area within an eighty foot radius. Depending on the surroundings, the quake will affect Rhogar's surroundings differently. For example, if this is triggered within a cave, tunnel, or indoors, it would cause the ceilings to collapse. On clifftops, it could cause landslides. In forests it can fell trees, and in open places it can open up fissures in the ground. (The quake will cease after my next post. This also can't be used when Dragonborn Fury is in effect.)

Dragonbreath - As the name implies, a Dragonborn is capable of breathing forth a jet of flames. This can either be in a 45 degree cone reaching out fifteen feet, or in a straight line reaching up to thirty feet. It can also reach temperatures of up to roughly 1500 degrees celsius, hot enough to melt iron if exposed long enough. Rhogar can maintain Dragonbreath for up to ninety seconds but needs a considerable amount of recovery time in order to use it again. (The less time he maintains it for, the quicker it is to recover. Think along the lines of recovering after holding your breath for a very long time.)

Dragonborn Fury - Should a Dragonborn be badly injured, they would be overcome with rage. This will grant them a boost to their strength and speed, increasing it almost twofold. The downside to this is a lack of clear judgement and an inability to use skills that haven't developed naturally.
 
Concerning Degra's Abilities

Abilities/Gifts

All werebeasts have been granted their own special abilities, or 'Gifts' from the planet. Here's a description of these abilities.

Rage: This is a gift that all werebeasts have been granted. If one was to anger a werebeast, it may very well be the biggest mistake they ever made. Degra almost completely loses control over herself and goes in a blood frenzy and doesn't stop attacking until her opponent is dead, or she is dead, or if her Rage somehow diminishes.

How does this affect her statwise?

Dragonroar: Bellowing like a thunderclap, Degra vomits a ball of Fire on her opponent. This burning exhalation continues to blaze until either it or its target is consumed.

How long will this take for the blaze to consume itself or the target?

Paws of the Raging Spirit Tiger: By channelling her chi energy through this Gift, Degra may wreath her paws or hands in crackling spirit power. Thus fortified, Degra can rip through most enemies with ease, and causing serious damage to any other foe.

Regeneration: (RP's only) Degra can slowly regenerates after battle, or even during battle. However, it takes quite a long time to fully regenerate, and serious wounds such as chopped off limbs will not regenerate.

In the case of both how long to these last before Degra is exhausted?

All the other abilities seems to be okay by me.
 
Working on a revised version of this character right now. I'm adapting the character to fit the standard bio format for this forum. It's funny... I haven't had a proper read through of this character in a few years. :lew: I will post the bio in a new thread, as that what everyone else seems to do here. And I will work on re-working the majority of my characters to fit in with this forum's format. :monster:
 
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