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Rag
02-02-2006, 11:06 PM
Name: Draith
Age: No longer remembers

Appearance:
Despite being a man of average build, Draith nevertheless has a strong presence about him, emanated even when seen at a distance by his controlled posture and slow, deliberate movements. His confidence seems impervious, and no amount of surprises can upset the unearthly serenity of his face. If ever a crack appears in his demeanour, it usually stems from a disturbance within.

His face is youthful but pallid to an unhealthy degree, and the smoothness of his porcelain skin is interrupted in many places by thin, violet veins. Dark rings surround large eyes, which are without doubt his most striking feature: drowning in light grey irises, his pupils are tiny pinpricks, making for a stare like a knife edge. His hair is black and unkempt, with long curls that hang about his face, and parts of a tattoo that covers his entire torso can be seen creeping up his neck.

When travelling, Draith wears a long and heavily worn raincoat made of thick black leather, which reaches midway down his shins. A hood is attached to this, and is almost always pulled up, more in response to a dislike of sunlight than a desire to hide his eerie features. Other notable garments include a pair of stout, aged boots, which are even more weathered than the raincoat, and a fingerless glove on his left hand. The other hand is bare, revealing a detailed symbol tattooed into his palm that resembles an eye.

Background:
Draith’s precise origins are unknown even to him, but there is no shortage of rumours. A long trail of them marks a path between the many settlements he’s visited, leading back to a region known as the Southern Wastes: the edge of the civilised world, beyond which an enormous stretch of barren earth is home to nothing but the most resilient plants and animals. Assuming one could somehow find enough food to survive, it’s suggested that crossing this wasteland on foot would take an entire year. And yet the residents of one town swear that, one freezing morning, a man came staggering across the cracked earth, his battered clothes plastered with the dust of countless days of travel.

Further along the trail, the rumours tell of an exorcist. He travelled miles at a time to draw unwelcome spirits out of bodies that do not belong to them, or to purify haunted buildings. His work was fast and simple, utilising no special tools or commands. He simply placed his tattooed right hand upon the subject of the possession and, with apparent satisfaction, absorbed the misplaced spirits into his own body.

As the trail begins to catch up with Draith’s most recent footprints, encrusted in unnatural frost, the rumours turn dark. Crypts are invaded and the dead disturbed, though nothing of eathly origins is stolen. An exorcist forces his way into homes uninvited in order to purge them of spectres. Lifeless bodies are discovered without a mark on them, and no apparent cause of death presents itself. And always the stories make mention of the eyes: those terrible pinprick pupils that focus on things unseen by ordinary men, forever searching for new spirits to collect.

Personality:
As cold a person as one could ever meet, Draith is a stranger to the concept of empathy. If he resists harming others, it’s simply because this would make life easier for him in that particular situation. Otherwise, he feels no regret about the lives he takes, and nor does he derive pleasure from it; almost exclusively, he only takes action against others if they get in his way.

Egotistical and quite, quite mad, the voices in his head have become so numerous that he can no longer make out what any particular one is saying over the din of the others. His infallible calm is disturbed only by the occasional writhing spasm brought on by a severely overcrowded mind, but as unnerving as these moments of instability are to witness, he tends to recover from them quickly.

Ever since he acquired the ability to draw evil spirits out of others and into his own body, Draith’s obsession with the notion has grown in proportion to his dwindling sanity. Each new ghost he absorbs makes him stronger, and while he constantly teeters on the edge of losing control of the excess of souls charging around inside him, he always hungers for more. He believes that, ultimately, if he absorbs enough of them he’ll be able to match the demigods in power.

Abilities:
Physically weak and rather less agile than the average person, Draith relies entirely on magic in combat. The vast majority of the spells in his arsenal come from the countless spirits swimming around in his body, and as his control over these entities is fickle at best, he can’t always rely on these spells to work as they’re supposed to. The unpredictable nature of his magic is furthered by a tendency of his more wilful spirits to launch attacks of their own, and on occasion previously undiscovered skills will surface in the chaos of his mind.

His most common abilities, and those which he has the firmest grasp on, are as follows:

Radial Shield – Used more than any other, this spell erects an invisible spherical barrier around Draith which can deflect magical attacks, making up for his inability to dodge. It can be extended to a maximum radius of roughly five metres, but can be sustained for longer when summoned at a smaller size.
Screaming Maelstrom – Should an unwitting opponent step within the confines of the abovementioned Radial Shield, Draith can briefly release the sprits within his body and allow them to run riot within the confines of the sphere. Typically appearing as pale, translucent, wraiths in varying shapes and sizes, these insubstantial beings will swarm about their target, repeatedly diving through him or her and stealing a little bit of their energy with each strike, until Draith decides to call them back to him. Though they can’t cause any bodily harm aside from a very cold and painful sensation, the life they steal will leave the target severely dazed and exhausted.
Thunderclap – An unpredictable telekinetic ability, allowing Draith to exert a brief but incredibly powerful force within a range of roughly ten metres. This force, like a sudden impact, is heavy enough to smash a large hole through a brick wall or hurl unlucky opponents over great distances, but lacks the precision to focus on single objects or small areas.
Drain – An ability of Draith’s own, which comes from the mysterious tattoo on the palm of his right hand. Should be successfully manage to press this palm against an opponent’s skin, he can steal their energy in order to replenish his own. If he can maintain contact for long enough, this will kill them altogether, but the amount of time this takes is dependent on the opponent’s vitality and strength of will.
Regeneration – Lacking in agility and having no extra defence against physical attacks, Draith is easily wounded, but his ability to repair these wounds quickly counters this disadvantage. Cuts and bruises will repair themselves almost instantly, and though more severe injuries require extra time and energy, even broken bones or lost limbs can be replaced.
Creeping Death – An ability in which Draith draws on the negative energy of the spirits, gathers it together, and then releases it in the form of creeping vines. Sprouting either from his hands or at his feet, these black vines spread across surfaces rapidly and randomly, ensnaring anything that gets in their way and bringing with them a wave of extreme cold. They die and become brittle almost immediately after they’ve finished growing, but, reinforced by the ice that spreads around them, it can take some effort for an opponent to break free. Should the vines touch skin while still growing, they’ll freeze it solid, causing a great deal of pain.

Rag
03-13-2006, 10:28 PM
Name: Vance
Age: 18
Race: Mostly human.
Build: Tall and lean. Not particularly muscular.
Eyes: Very light blue.
Hair: Straight, black and jaw-length. Often hangs over one eye.

General appearance:
Aside from being somewhat handsome, there is little in a visual sense that sets Vance apart from the masses. His clothes are ordinary and inexpensive, all made up of browns, blacks and greys, with the exception of a dulled maroon scarf. Only one element of his outfit stands out from the norm, and this takes the form of a pair of heavy bracers worn over his gloves. These are made from a metal that, so far, has proved to be practically invincible, but not so tough that their maker couldn’t somehow carve complex chains of runes along their lengths.

Weapon:
Until recently, Vance has never had need to take up arms, and as such he has no experience wielding weapons of any kind. He does, however, have the benefit of a very special tool, which more than makes up for his ineptitude.

When he crosses his forearms, so that the runes engraved along the insides of his bracers are aligned, their magic is triggered and a suit of armour is summoned. This armour spreads over Vance’s body in the space of a few seconds, covering him from head to toe in sleek segments of black metal, between which not even the smallest gap is visible.

In addition to the fact that it can be summoned or shed in only a moment, this armour has several special properties, the most notable of which is the fact that it merges with Vance’s body. The suit replaces his skin and the layers of flesh immediately beneath it, so that rather than being bulky, his frame remains as thin, nimble and almost as light as it is without the armour. The metal is also flexible about the joints, allowing for greater ease of movement and removing the need for gaps in the armour. The helmet, meanwhile, still allows Vance to see, hear and breathe despite having no visible holes, and as a result offers no weak point to attackers.

Finally, and perhaps most importantly, the suit makes Vance physically superior in both strength and defence. A network of tendons stretching underneath the armour and entwined with his muscles provide him with enough physical power to beat down a stone wall, while the metal the armour is composed of is far more durable than any conventional material.

Image: http://artrever.website12.com/Divine_Armour.jpg

Other attributes:
As a human with a fragment of divine blood in him, Vance has many physical advantages. As well as having superior strength and stamina, his body repairs itself far faster than that of a normal human, and is immune to illness. He also has a latent store of magical energy within him, which the suit feeds off in order to sustain itself. This energy can only be restored with food and rest, and as such Vance can only take advantage of the armour’s power for a limited amount of time. When he becomes exhausted, the armour will automatically shed from his body until he can muster up the strength to summon it again.

Personality:
Although remarkably independent for his age, Vance nevertheless has all the restlessness, naivety and arrogance typical of a teenager. With impatience he also has a great deal of energy – more so for his unique ancestry – and it’s not uncommon for this energy to manifest in the form of anger. His short temper is one of his main weaknesses in battle, often causing him to lose focus or make rash decisions. His other vulnerability comes from his simple lack of experience, which sometimes makes it easy for others to lead him astray.

Background:
Vance grew up with stories of an ancient family. It was said to have begun when a demigoddess fell in love with a mortal man, and, in defiance of the rules laid down by the higher gods, the two married and had children. These children inherited a fragment of their mother’s divinity, as did their children after them, and for generations they lived as powerful rulers – the ultimate nobility.

But the divine blood became increasingly diluted with each generation, until eventually they were all but human. When this news got out, rebellion among their followers was inevitable, and so the family used what remained of their influence to go into hiding. As far as the outside world was concerned they had ceased to exist, and slowly their story went from truth to legend, and then from legend to myth. Centuries later, what remained of the family had spread out to live their lives as ordinary people, and their legacy was forgotten even to them.

Vance’s father was a firm believer that he was a part of this family. Like his own father before him, he had dedicated his life to finding out the truth about his ancestry – to finding an explanation for his unusual strength and immunity to disease. One day while Vance was still very young, his father became convinced that he’d found a lead that would take him to the family home – the ancient manor in which the first generations had lived as kings – and left on a journey to find it. He’d wanted to take Vance along with him, but his wife forbade it, insisting that he’d find nothing.

Years passed, and Vance’s father never returned, leaving the youth with the same insatiable hunger for answers. In spite of his mother’s efforts to make him forget about the legend, Vance was eager to follow in his father’s footsteps and set out to discover the truth. Eventually he was old enough that his mother couldn’t stop him, and he left on a journey of his own, beginning with the same lead that his father had followed.

After more than a year of searching, he finally found what he’d been looking for… (http://forums.ffinsider.net/showthread.php?t=1935)