Topic: Forum Games /
Dungeon Dweller Redux [Sign-up and OC thread] [Sign-ups are open]
I finally finished my character sheet. Not the best, but I think it will do.
Name: Kein Allail. Self-titled “The Noble Werewolf.”
Race: Fallen Angel [Principality] [Werewolf]
Appearance: Taller and more muscular than the typical fallen Principality, he still tries to maintain a regal presence. His shoulder-length bronze hair is neatly combed, but several patches of his hair stick out unnaturally. Similarly, his bronze-coloured wings, which generally look well groomed, have a few feathers just stand out. His clothing consists of a white sleeveless shirt and tan vest, black trousers and dark leather boots, each showing obvious wear and numerous patch jobs. He also wears a simple belt with numerous pouches.
As he transitions into his hybrid werewolf form, his bronze hair extends downward to cover his entire body. His body becomes leaner when he transforms, making him more agile in comparison. He maintains his wings in his hybrid form, only losing them during a full transformation.
Personality: Keeping up in appearances, he naturally tries to act presentable, going to lengths to remain calm, composed and friendly. Despite this, he can be very irritable and quick to anger at the slightest provocation.
He thinks that duels are good ways to settle disputes, as it promotes fairness and prevents underhanded tactics when honour is on the line. But if an opponent is not willing to fight fair, he follows suit.
In battle, he combines many different tactics of varying degrees, trying to catch the opponent off guard while giving himself both time and room to operate.
Skills: He has naturally gained skills in hand-to-hand and sword fighting from his dueling experiences, along with tailoring as a result to his oft-ruined clothing.
Due to his fallen angel heritage, he has an inclination towards spell casting. His werewolf curse, on the other hand, gives him a natural weakness to silver objects.
Magic: Fire (Moderate), Water (Moderate), Wind (High), Light (High), Ice (Minor), Lightning (Minor)
Heal (Light): Hovering his hand over a wound, a slight white glow encompasses his hand and the flesh and muscle underneath knits itself together. Poisons and diseases further underneath are also cured at the same time, but the intensity of such maladies affects how long it takes to cure.
Illumination (Light): Creating a small ball of light that hovers nearby him, it gives off a soft light that is pleasing to the eye. Kein can control the location of this light, but as it moves further away, it is harder to control.
Ranged Heal (Light/Wind): A combination of Heal and Illumination, it creates a small manipulable orb that heals nearby wounds similar to Heal, but lacking the ability to cure diseases.
Barrier (Wind): Compressing an area of air into a dense plane, it prevents physical movement, making it useful for defending and various applications.
Air Shove (Wind): After using Barrier, Kein can push the plane forwards, causing it to push against anything in its path.
Flaming Enchantment (Fire): Running a thin line of magical, gel-like substance along a surface, the gel ignites for a short while before burning itself out. The surface itself is safe from melting during this time.
Fanning Flames (Fire/Wind): Feeding existing flames extra magic, it can increase their size and intensity severalfold. This does not change the rate of consumption of the original fuel.
Water Draw (Water/Wind): Creating a orb which naturally absorbs nearby moisture, moving it throughout the air allows it to grow in size. Kein can manipulate its shape, split the orb, and combine multiple orbs.
Frozen Bludgeon (Ice): After using Water Draw, Kein solidifies the sphere, increasing the potential to cause harm. It is harder to control as such, though.
Soothing Wash (Water/Light): Infusing the ball of liquid from Water Draw with healing magic, the resulting water can be used to heal multiple people as a result. Sections of the water are split off and moved to whoever needs healing, covering and healing wounds. Alternatively, it can also be diffused into a mist, causing the effect over a larger area.
Arced Lightning (Lightning): Generating orbs that naturally conduct electricity, they stick on whatever they touch. After that, a weak lightning bolt originating from Kein’s hand, it passes from orb to orb while also shocking whatever the orbs are attached to. The more targets there are, the harder it is to control.
Frozen Feet (Ice): Sending a small clear orb to the ground, it quickly absorbs nearby heat for a short while before proceeding to release it again. A layer of ice that varies in depth is also created nearby the orb, which can temporarily limit movement, especially when it touches flesh.
Possessions: A steel estoc, sewing kit and several patches of fabric.
Biography: Kein never worked for the MEG. His parents has become fallen angels long beforehand, and he was born as a fallen angel in the DE.
He was a ruffian growing up, befriending demons he knew would become powerful allies. As a result, he would not hesitate to challenged other demons to fights to shut them up, and very few would risk accepting the challenge. When someone finally challenged him in return, and he accepted, it did not turn out well for him.
The challenger was a werewolf, who wanted to get Kein out of his hair, along with getting things over quickly. The fight ended up lasting only a few seconds, with the werewolf transforming, mauling Kein to the point that he could hardly move, and finally transferring the curse to Kein for good measure.
When Kein came to, he could remember little of the traumatic event, and had to resort to his underused Light magic to heal himself, which managed to keep him barely alive. It took a while for him to recover from his wounds, and things had changed during that time. His ‘friends’ no longer had anything to do with him, thinking he was not worth the trouble, and when he tried to get more, they ended up shunning him, if they did not outright ignore him.
He did not fully notice any of the changes he underwent during this time due to the curse, and it was not until a while after his defeat that he ended up forcing the reason out of a demon. Being told he was a werewolf, he thought the demon was messing with him, and it took a while for him to reluctantly realize that the statement was actually true.
Angry that he was subject to such a curse, he thought the curse was a burden for his weakness and overdependence on his muscles, but he did not want to get rid of the curse. He decided to try to differentiate himself from all the other werewolves, though, while at the same time strengthening himself through different means. Two major things were a result: He got a simple estoc, thinking it would put him apart from the feral werewolves, and secondly, he began training a variety of magic skills, so as to not get caught off guard again.
He never gave up his hand-to-hand skills, though, knowing that if he did lose his sword, they would likely come in handy.