Akralara De Fe Nariesian - Mutation, Loner
Oct 7, 2015 15:27:59 GMT -6
Post by Adurnak on Oct 7, 2015 15:27:59 GMT -6
Name:
Akralara De Fe Nariesian
Gender:
Female
Race:
Mutation(Wolf)
Sub-Race:
N/A
Breed:
N/A
Pack: N/A
Rank: N/A
Appearance:
Akralara is a true oddity. Her overall build is strongly reminiscent of a wolf of great size, standing four feet ten inches at the shoulder, with a lupine head and ears. Instead of four legs, however, she has six; three pairs spaced evenly apart along a body that is twelve feet long from shoulder to hip, and a little under three feet wide. Together her head and neck cover three feet of her total body length, and her long, prehensile tail is fifteen feet from base to tip. This mean that, stretched out to her full length, she reaches roughly thirty feet. Her body is covered in thousands of sharp, serrated quills that she can fold flat under her fur. They do not cover her face or underbelly, although she does have a ridge of small spikes along her muzzle. Her paws are armed with long, semi-retractable talons, and she has two rows of shark-like teeth in both her upper and lower jaws. Recessed in the roof of her mouth are two long, hollow fangs similar to those on a viper. These fangs point forward when folded, in the opposite direction of a snake's, and are used to inject a highly toxic venom. Her eyes are a deep emerald, with horizontally slit pupils and no visible whites, and her pelt is a mottled grey-brown.
Personality:
Despite her appearance, Akralara is hardly a monster, and she tries hard to show it by putting the needs and safety of others before her own. Those who look past her freakish body will find that she is kind and compassionate, and simply wants to be accepted for who she is, not what.
In combat she is nothing like that. Her attack patterns are savage and fast, and she never holds back. She uses her gamaryic traits to gain every advantage she can over her opponent, and holds no sort of code of honor; to her, the only rule in combat is kill or be killed.
Magic: Other (See Gamaryic Traits)
Gamaryic Traits: (Note: Akralara has no offensive or active traits)
Disruptive Aura (Passive): Magic has no direct effect on Akralara. While this is quite helpful in combat, and renders her immune to magical diseases such as lycanthropy, it is also a significant weakness, as she cannot be healed or aided magically. Likewise, she must rely on herbal remedies and salves to treat infections and illnesses. She still is vulnerable to the traits inherent of the elements, however (i.e.; if she runs into a wall of fire that stops physical objects, it will not even slow her down, but it will still burn.). The only magic-elements she is completely immune to are the ones that have no inherent effects, such as shadow or illusionism.
Freedom of Movement (Passive): Akralara can walk on any solid surface, regardless of its orientation to gravity, as if it were level ground. This does not mean she can ignore gravity when she is falling, but it does make it possible to walk on walls, ceilings, and such as if they were level ground.
Water-Walk (Passive): Akralara can walk on water as if it were solid ground. Her Freedom of Movement trait does carry over to this trait, but only to a limited extent; she is incapable of traversing air-born water such as rain, and cannot traverse waterfalls.
Skills:
-Cross-Country Runner: Akralara can run for days on end without stopping to rest, due to her mutated physiology. She can sustain this for up to four days if she properly paces herself, although after that she must stop to rest, typically sleeping for two days in order to regain her strength. (It is worth noting that for Akralara, properly paced is still fast enough to cover forty-eight hundred miles in this time, since her mutated physiology allows her to sustain speeds of around fifty miles per hour.)
-Viper's Bite: Akralara's fangs can inject a dangerous venom that can kill in a matter of hours if left untreated. Natural antidotes such as herbs can cure the venom's effects, and magic cures have a normal effect on it, at it does not carry any of Akralara's disruptive aura. Oddly, it can also be cured by injecting King Cobra venom into the wound, as long as it is done within ten minutes of being poisoned.
-Spine Armor: The quills that cover most of Akralara's body are covered in small, blade-like serrations, making it dangerous to land melee attacks such as biting or clawing. When folded flat, the spines can deflect light physical projectiles such as arrows and sling-stones. She has no spines one her underbelly or on the inside of her legs.
-Blurring Strike: Akralara is capable of moving at incredibly fast speeds, making it difficult to avoid her attacks. She is incapable of using this skill if she is exhausted.
-Sprint: Because of her mutated physiology, Akralara is capable of bursts of speed unparalleled by just about any other land creature. Running flat out, she can achieve speeds of nearly one hundred ninety miles an hour. She can only sustain this for a couple minutes before exhausting herself, at which point she must rest for at least five minutes before being capable of any strenuous activity (ie; fighting or running).
Biography: Akralara was created in a far-off land, by the fallout that resulted from an experiment intended to combine common spirit magic with a much more volatile and obscure form of magic known as gamarye. The sorcerer conducting the experiment was hoping to find a way to stabilize gamaryic power, which would allow him to use it to increase his power. Instead, the two magics reacted violently in a colossal explosion that obliterated the sorcerer's tower, and leveled the forest for nearly a mile in every direction. A lone dire wolf was caught in the blast, and the surge of gamaryic power entwined with the detonation took it's form and changed it, altering it beyond what normal magic could ever do.
And so Akralara was born.
She has no recollection of her previous life; the detonation and resulting transformation eradicated all memories from her mind.
Akralara De Fe Nariesian
Gender:
Female
Race:
Mutation(Wolf)
Sub-Race:
N/A
Breed:
N/A
Pack: N/A
Rank: N/A
Appearance:
Akralara is a true oddity. Her overall build is strongly reminiscent of a wolf of great size, standing four feet ten inches at the shoulder, with a lupine head and ears. Instead of four legs, however, she has six; three pairs spaced evenly apart along a body that is twelve feet long from shoulder to hip, and a little under three feet wide. Together her head and neck cover three feet of her total body length, and her long, prehensile tail is fifteen feet from base to tip. This mean that, stretched out to her full length, she reaches roughly thirty feet. Her body is covered in thousands of sharp, serrated quills that she can fold flat under her fur. They do not cover her face or underbelly, although she does have a ridge of small spikes along her muzzle. Her paws are armed with long, semi-retractable talons, and she has two rows of shark-like teeth in both her upper and lower jaws. Recessed in the roof of her mouth are two long, hollow fangs similar to those on a viper. These fangs point forward when folded, in the opposite direction of a snake's, and are used to inject a highly toxic venom. Her eyes are a deep emerald, with horizontally slit pupils and no visible whites, and her pelt is a mottled grey-brown.
Personality:
Despite her appearance, Akralara is hardly a monster, and she tries hard to show it by putting the needs and safety of others before her own. Those who look past her freakish body will find that she is kind and compassionate, and simply wants to be accepted for who she is, not what.
In combat she is nothing like that. Her attack patterns are savage and fast, and she never holds back. She uses her gamaryic traits to gain every advantage she can over her opponent, and holds no sort of code of honor; to her, the only rule in combat is kill or be killed.
Magic: Other (See Gamaryic Traits)
Gamaryic Traits: (Note: Akralara has no offensive or active traits)
Disruptive Aura (Passive): Magic has no direct effect on Akralara. While this is quite helpful in combat, and renders her immune to magical diseases such as lycanthropy, it is also a significant weakness, as she cannot be healed or aided magically. Likewise, she must rely on herbal remedies and salves to treat infections and illnesses. She still is vulnerable to the traits inherent of the elements, however (i.e.; if she runs into a wall of fire that stops physical objects, it will not even slow her down, but it will still burn.). The only magic-elements she is completely immune to are the ones that have no inherent effects, such as shadow or illusionism.
Freedom of Movement (Passive): Akralara can walk on any solid surface, regardless of its orientation to gravity, as if it were level ground. This does not mean she can ignore gravity when she is falling, but it does make it possible to walk on walls, ceilings, and such as if they were level ground.
Water-Walk (Passive): Akralara can walk on water as if it were solid ground. Her Freedom of Movement trait does carry over to this trait, but only to a limited extent; she is incapable of traversing air-born water such as rain, and cannot traverse waterfalls.
Skills:
-Cross-Country Runner: Akralara can run for days on end without stopping to rest, due to her mutated physiology. She can sustain this for up to four days if she properly paces herself, although after that she must stop to rest, typically sleeping for two days in order to regain her strength. (It is worth noting that for Akralara, properly paced is still fast enough to cover forty-eight hundred miles in this time, since her mutated physiology allows her to sustain speeds of around fifty miles per hour.)
-Viper's Bite: Akralara's fangs can inject a dangerous venom that can kill in a matter of hours if left untreated. Natural antidotes such as herbs can cure the venom's effects, and magic cures have a normal effect on it, at it does not carry any of Akralara's disruptive aura. Oddly, it can also be cured by injecting King Cobra venom into the wound, as long as it is done within ten minutes of being poisoned.
-Spine Armor: The quills that cover most of Akralara's body are covered in small, blade-like serrations, making it dangerous to land melee attacks such as biting or clawing. When folded flat, the spines can deflect light physical projectiles such as arrows and sling-stones. She has no spines one her underbelly or on the inside of her legs.
-Blurring Strike: Akralara is capable of moving at incredibly fast speeds, making it difficult to avoid her attacks. She is incapable of using this skill if she is exhausted.
-Sprint: Because of her mutated physiology, Akralara is capable of bursts of speed unparalleled by just about any other land creature. Running flat out, she can achieve speeds of nearly one hundred ninety miles an hour. She can only sustain this for a couple minutes before exhausting herself, at which point she must rest for at least five minutes before being capable of any strenuous activity (ie; fighting or running).
Biography: Akralara was created in a far-off land, by the fallout that resulted from an experiment intended to combine common spirit magic with a much more volatile and obscure form of magic known as gamarye. The sorcerer conducting the experiment was hoping to find a way to stabilize gamaryic power, which would allow him to use it to increase his power. Instead, the two magics reacted violently in a colossal explosion that obliterated the sorcerer's tower, and leveled the forest for nearly a mile in every direction. A lone dire wolf was caught in the blast, and the surge of gamaryic power entwined with the detonation took it's form and changed it, altering it beyond what normal magic could ever do.
And so Akralara was born.
She has no recollection of her previous life; the detonation and resulting transformation eradicated all memories from her mind.