Anara tsan Mya'Kal - Shal'Dran
May 6, 2016 15:07:30 GMT -6
Post by Adurnak on May 6, 2016 15:07:30 GMT -6
Name: Anara tsan Mya'Kal
Gender: Female
Race: Shal'Dran
Sub-Race: N/A
Breed: N/A
Pack: N/A
Rank: N/A
Appearance:
Ancestral Form: A lithe, seemingly genderless wolf-like creature that stands five feet tall at the shoulder, with dense black fur. While it's pelt is seemingly devoid of markings, anything capable of viewing the ultraviolet spectrum will see faint tiger-like striations along the face, head, neck, and upper back. It's paws have four long, flexible toes ending in spiked, semi-retractable talons, and it's seven-foot prehensile tail ends in a serrated blade roughly ten inches long. The ears, although similar in shape to that of a wolf or fox, are set a bit further back on the head, and are almost twice as long. Its mouth holds two separate sets of teeth; a serrated outer row with razor edges, and an inner row of more conical, curved spikes. The inner row does not reach all the way to the front of the mouth, instead stopping just short of the upper and lower outer canines, and fold flat along the jawline when not in use. The eyes are iridescent yellow with horizontally-slit pupils and no visible whites. It's ears are set slightly farther back than a wolf's, and are a bit larger.
Bipedal Form: A humanoid version of the Ancestral form that stands 8'7” tall, with the ears adding an additional five inches. The front paws are replaced by hands with three fingers and a single opposable thumb, each armed with smaller claws, while her hind paws remain unchanged. While in Bipedal form, Anara is armed with twin sabers strapped crossways across her back, as well as arm-guards made from a strange, dark-gray material, and is clad in a gray tunic. (See -Other- section for details on these items.)
Personality: For the most part Anara comes off as cold, distant, and a bit harsh, with a borderline-disturbing nonchalance towards killing. While this is a front, it is one she presents almost all the time, rarely opening up even when she is alone. On the truly rare instances that she does open up to someone, they will find the kind, caring side of her that she keeps so tightly locked away from the rest of the world.
Magic: Psionic/Unknown(Gamarye*)
-Spells:
-Energy Blast(Gamarye): This ability has two variants, both manifesting as dark red energy that Anara projects from either her palms or mouth, depending on what form she's in. The first variation, a narrow ray with a range of thirty meters and a 'cool-down' time of two seconds, causes debilitating pain with a sensation similar to being electrocuted, although immunity to electricity offers no protection from the spell. The second variation, a plasma bolt with a range of twenty meters, a speed of 90 meters per second, and a 'cool-down' time of five seconds, carries a selective paralytic charge that temporarily disables all non-vital muscles in the target. The paralysis takes effect instantaneously, and lasts for roughly five minutes.
-Cloaking(Gamarye): This ability renders Anara almost completely undetectable, masking just about every sign of her presence. It does not make her intangible, however, meaning that she can be detected through physical contact and echolocation. She can not Warp while cloaked, and her Energy Blast will momentarily disrupt the spell, revealing her for a few seconds.
-Warp(Gamarye): Anara is able to teleport, abruptly vanishing and reappearing elsewhere with an odd, rising 'vvvp' sound. She can take up to four others with her, but only if she is in direct contact with them.
-Heal(Gamarye): Anara is capable of curing or neutralizing any disease or toxin, magical or otherwise, and can heal most injuries. However, doing so requires her full attention and concentration, and can take several minutes depending on the severity of the affliction, making it highly impractical in combat situations. Using this ability also drains Anara, as she has not fully mastered the power yet.
-Psychokinesis(Psionic): Anara can move and manipulate inanimate objects within a twenty meter radius using her mind. This includes projectiles created by spells, allowing her to redirect them as she chooses regardless of the intentions of the spells caster. She can not use any of her Gamaryic powers while she is using her psychokinetic abilities, with the sole exception of Form Shift, due to the concentration required.
-Telepathic Presence(Psionic): Anara can sense the conscience of any sentient being within a fifty meter radius, along with their general location relative to her. This ability also allows her to communicate telepathically with anything within her detection radius.
-Form Shift(Gamarye/Innate Ability): Anara can shift between two forms; Bipedal and Ancestral (see 'Appearance' section for descriptions of both). When she shifts to her Ancestral form, her arm-guards and weapons effectively vanish, and will reappear only when she shifts back to her Bipedal form. The shifting process is very brief, and is hidden by a dark mist that vanishes once the process is complete.
Skills:
Agile: Quick, nimble, and possessing an excellent sense of balance, Anara is capable of truly impressive acrobatics both in and out of combat.
Preternatural Senses: Anara's sense of smell and hearing are strong to an almost unnatural degree, and her vision extends well into both the infrared and ultraviolet spectrum, allowing her to see in total darkness. Unfortunately, her acute hearing renders her vulnerable to loud, high-pitched sounds, and bright lights can temporarily blind her.
Warrior-Maiden: Anara is a force to be reckoned with in combat, even without her swords and bracers; she is well versed in several forms of hand-to-hand combat, and has adapted them to make use of her talons and tail-blade.
Free-Climber: All Shal'Dran are outstanding climbers, and Anara is no exception; she is just as at home in trees or on cliff-faces as she is on the ground.
Biography: Once known as Lunara tsan Esanea'Val, and the daughter of Vyrn tsyr Ny'Caltas and [dataErr_517; File not found], Anara was born and raised in the Taoi Ruins (now called Drackeep Ruins). She lived there until the end of the Great War, during which she made herself infamous as an assassin for the allied packs, working under the alias 'Night'. After the war ended, though, she disappeared, leaving no hints as to where she went, or why. Now, just over a decade later, she seems to have resurfaced. She refuses to say anything about where she acquired her swords and bracers, however, or how she seems to have gained such extensive training and experience in their use.
Other:
Recon Bracers (Shal'Dranic Armor/Gamaryic Device): A pair of arm-guards made from an alloy known as nac'ald, Anara's Recon Bracers allow her to augment the plasma bolt variation of her Energy Blast. When activated, two stylized cylinders of shimmering orange light will appear parallel to the surface of each bracer over the course of a few moments, at which point they will begin to charge by drawing gamaryic energy from Anara. The initial charging takes about two minutes, after which Anara will be able to fire paralytic bolts from the cylinders at a rate of six shots per second (Both cylinders fire simultaneously, making the actual rate-of-fire three shots per second). She can sustain bursts of fire for up to five seconds before the energy expenditure will outpace the recharge rate. While the Recon Bracers are active she is unable to use her Energy Blast normally, can not use any of her other gamaryic powers, and can not use her sabers. The Bracers must go through the charging cycle each time they are activated, regardless of whether or not they were actually used.
Nacaldic Sabers (Shal'Dranic Weapon): Anara's twin sabers, named Dusk and Dawn, are completely dark gray, with non-reflective blades roughly a meter in length. These sabers are bound to her on a metaphysical level, allowing her to summon them to her hands regardless of where they are. They also have the ability to repel magic, allowing Anara to either block or deflect ranged and projectile spells directed at her, and to cut through magical shields and barriers. This resistance does NOT transfer over the sword's wielder, rendering them ineffective at defending against spells that do not have a 'line of fire'. (Area-of-effect spells, for example, such as a shockwave.)
*Notes on Gamarye: Gamarye is the Shal'Dranic term for the manipulation of raw magical energy, which is pulled directly from the ambient power in the surrounding area. Higher levels of ambient power make it easier for spells to be cast, but they will also become more difficult to control, because of the volatile and often unpredictable nature of Gamarye. Because of this, Shal'Dran will typically focus on mastering a select few spells at a time, only moving on to new ones when they have perfected them. Because of Anara's relatively young age (Shal'Dran live around four to five centuries on average), the only Gamaryic power she has mastered completely is Form Shift, and it is difficult for her to control multiple Gamaryic spells at the same time.
Gender: Female
Race: Shal'Dran
Sub-Race: N/A
Breed: N/A
Pack: N/A
Rank: N/A
Appearance:
Ancestral Form: A lithe, seemingly genderless wolf-like creature that stands five feet tall at the shoulder, with dense black fur. While it's pelt is seemingly devoid of markings, anything capable of viewing the ultraviolet spectrum will see faint tiger-like striations along the face, head, neck, and upper back. It's paws have four long, flexible toes ending in spiked, semi-retractable talons, and it's seven-foot prehensile tail ends in a serrated blade roughly ten inches long. The ears, although similar in shape to that of a wolf or fox, are set a bit further back on the head, and are almost twice as long. Its mouth holds two separate sets of teeth; a serrated outer row with razor edges, and an inner row of more conical, curved spikes. The inner row does not reach all the way to the front of the mouth, instead stopping just short of the upper and lower outer canines, and fold flat along the jawline when not in use. The eyes are iridescent yellow with horizontally-slit pupils and no visible whites. It's ears are set slightly farther back than a wolf's, and are a bit larger.
Bipedal Form: A humanoid version of the Ancestral form that stands 8'7” tall, with the ears adding an additional five inches. The front paws are replaced by hands with three fingers and a single opposable thumb, each armed with smaller claws, while her hind paws remain unchanged. While in Bipedal form, Anara is armed with twin sabers strapped crossways across her back, as well as arm-guards made from a strange, dark-gray material, and is clad in a gray tunic. (See -Other- section for details on these items.)
Personality: For the most part Anara comes off as cold, distant, and a bit harsh, with a borderline-disturbing nonchalance towards killing. While this is a front, it is one she presents almost all the time, rarely opening up even when she is alone. On the truly rare instances that she does open up to someone, they will find the kind, caring side of her that she keeps so tightly locked away from the rest of the world.
Magic: Psionic/Unknown(Gamarye*)
-Spells:
-Energy Blast(Gamarye): This ability has two variants, both manifesting as dark red energy that Anara projects from either her palms or mouth, depending on what form she's in. The first variation, a narrow ray with a range of thirty meters and a 'cool-down' time of two seconds, causes debilitating pain with a sensation similar to being electrocuted, although immunity to electricity offers no protection from the spell. The second variation, a plasma bolt with a range of twenty meters, a speed of 90 meters per second, and a 'cool-down' time of five seconds, carries a selective paralytic charge that temporarily disables all non-vital muscles in the target. The paralysis takes effect instantaneously, and lasts for roughly five minutes.
-Cloaking(Gamarye): This ability renders Anara almost completely undetectable, masking just about every sign of her presence. It does not make her intangible, however, meaning that she can be detected through physical contact and echolocation. She can not Warp while cloaked, and her Energy Blast will momentarily disrupt the spell, revealing her for a few seconds.
-Warp(Gamarye): Anara is able to teleport, abruptly vanishing and reappearing elsewhere with an odd, rising 'vvvp' sound. She can take up to four others with her, but only if she is in direct contact with them.
-Heal(Gamarye): Anara is capable of curing or neutralizing any disease or toxin, magical or otherwise, and can heal most injuries. However, doing so requires her full attention and concentration, and can take several minutes depending on the severity of the affliction, making it highly impractical in combat situations. Using this ability also drains Anara, as she has not fully mastered the power yet.
-Psychokinesis(Psionic): Anara can move and manipulate inanimate objects within a twenty meter radius using her mind. This includes projectiles created by spells, allowing her to redirect them as she chooses regardless of the intentions of the spells caster. She can not use any of her Gamaryic powers while she is using her psychokinetic abilities, with the sole exception of Form Shift, due to the concentration required.
-Telepathic Presence(Psionic): Anara can sense the conscience of any sentient being within a fifty meter radius, along with their general location relative to her. This ability also allows her to communicate telepathically with anything within her detection radius.
-Form Shift(Gamarye/Innate Ability): Anara can shift between two forms; Bipedal and Ancestral (see 'Appearance' section for descriptions of both). When she shifts to her Ancestral form, her arm-guards and weapons effectively vanish, and will reappear only when she shifts back to her Bipedal form. The shifting process is very brief, and is hidden by a dark mist that vanishes once the process is complete.
Skills:
Agile: Quick, nimble, and possessing an excellent sense of balance, Anara is capable of truly impressive acrobatics both in and out of combat.
Preternatural Senses: Anara's sense of smell and hearing are strong to an almost unnatural degree, and her vision extends well into both the infrared and ultraviolet spectrum, allowing her to see in total darkness. Unfortunately, her acute hearing renders her vulnerable to loud, high-pitched sounds, and bright lights can temporarily blind her.
Warrior-Maiden: Anara is a force to be reckoned with in combat, even without her swords and bracers; she is well versed in several forms of hand-to-hand combat, and has adapted them to make use of her talons and tail-blade.
Free-Climber: All Shal'Dran are outstanding climbers, and Anara is no exception; she is just as at home in trees or on cliff-faces as she is on the ground.
Biography: Once known as Lunara tsan Esanea'Val, and the daughter of Vyrn tsyr Ny'Caltas and [dataErr_517; File not found], Anara was born and raised in the Taoi Ruins (now called Drackeep Ruins). She lived there until the end of the Great War, during which she made herself infamous as an assassin for the allied packs, working under the alias 'Night'. After the war ended, though, she disappeared, leaving no hints as to where she went, or why. Now, just over a decade later, she seems to have resurfaced. She refuses to say anything about where she acquired her swords and bracers, however, or how she seems to have gained such extensive training and experience in their use.
Other:
Recon Bracers (Shal'Dranic Armor/Gamaryic Device): A pair of arm-guards made from an alloy known as nac'ald, Anara's Recon Bracers allow her to augment the plasma bolt variation of her Energy Blast. When activated, two stylized cylinders of shimmering orange light will appear parallel to the surface of each bracer over the course of a few moments, at which point they will begin to charge by drawing gamaryic energy from Anara. The initial charging takes about two minutes, after which Anara will be able to fire paralytic bolts from the cylinders at a rate of six shots per second (Both cylinders fire simultaneously, making the actual rate-of-fire three shots per second). She can sustain bursts of fire for up to five seconds before the energy expenditure will outpace the recharge rate. While the Recon Bracers are active she is unable to use her Energy Blast normally, can not use any of her other gamaryic powers, and can not use her sabers. The Bracers must go through the charging cycle each time they are activated, regardless of whether or not they were actually used.
Nacaldic Sabers (Shal'Dranic Weapon): Anara's twin sabers, named Dusk and Dawn, are completely dark gray, with non-reflective blades roughly a meter in length. These sabers are bound to her on a metaphysical level, allowing her to summon them to her hands regardless of where they are. They also have the ability to repel magic, allowing Anara to either block or deflect ranged and projectile spells directed at her, and to cut through magical shields and barriers. This resistance does NOT transfer over the sword's wielder, rendering them ineffective at defending against spells that do not have a 'line of fire'. (Area-of-effect spells, for example, such as a shockwave.)
*Notes on Gamarye: Gamarye is the Shal'Dranic term for the manipulation of raw magical energy, which is pulled directly from the ambient power in the surrounding area. Higher levels of ambient power make it easier for spells to be cast, but they will also become more difficult to control, because of the volatile and often unpredictable nature of Gamarye. Because of this, Shal'Dran will typically focus on mastering a select few spells at a time, only moving on to new ones when they have perfected them. Because of Anara's relatively young age (Shal'Dran live around four to five centuries on average), the only Gamaryic power she has mastered completely is Form Shift, and it is difficult for her to control multiple Gamaryic spells at the same time.