Name
Andamuel Twist
Age
404 years
Gender
Male
Height
5'10"
Weight
208 lbs
Appearance
Appearing tall and lean, Twist is well-built for his size. His touseled, dirty-blond hair is parted at the left side of his scalp, typically looking messy and unkempt. Though simple, his favorite clothes are button-down dress shirts and trousers. Instead of belts, he wears suspenders to keep his pants up. His calves are guarded by sturdy leather boots that are zipped and belted onto his leg, causing his pants to bundle up at the top.
History
For now, Twist's past will be be a mystery. Because.
Vampiric Attributes
Twist is capable of many inhuman feats due to his natural vampiric ability, but exhibits many traits shared by all vampires of his kind.
Claws
Extending from his fingernails are sharp, sturdy black fingernails. These can withstand battle against modern blades without too much discomfort and, combined with Twist's strength, easily rend flesh from bone.
Immunities / Other Misinformation
Many classic weapons for use against vampires have no affect on Twist. These include the contact or sight of crucifixes or other religious symbols, a wooden stake to the heart, and garlic. Andamuel also has a reflection, as other vampires are known not to have, and doesn't have to sleep in a coffin. He tends to be claustrophobic, anyway.
Regeneration
Any wounds sustained will heal very quickly when Twist is at full strength. The vampire's flesh will begin to close almost as soon as it is cleaved, so attacks with a cutting weapon are as fleeting as those with a blunt one. However, healing slows or even stops if damage is still being taken; Andamuel must be free of further harm in order to recover from wounds or injuries.
Senses
The vampire's senses of hearing, sight and smell are similar to that of a cat, hawk and wolf respectfully, though not quite as extreme in any case. In Lupine form, Andamuel can surpass any natural Earth creature in practically any sense, and is also able to detect nearby paranormal activity. In all forms and nearly any terrain, Twist can detect the smell of blood with utmost ease.
Siring
Twist can make more of his own kind, using more than one method, even. Creating a vampire is a very draining task, and the more Andamuel makes at once, the weaker each subsequent vampire will be:
--Blood Drain
Andamuel feeds off of a human until they have lost a little more blood than is needed to secure their death. He then makes and holds open a wound in a vein of his own and allows the human to drink his undead blood. The result has the human dying, then shortly thereafter returning to life as a vampire.
--Magic
While Twist does not possess this magic, it is possible for a vampire to create another from a human body - living or not - using arcane vampiric magic.
--Vampiric Heart
Inserting the heart of another vampire like Twist into the body of a dead human will cause them to transform into a vampire and awaken as such.
Speed
When running at full strength, Andamuel moves at roughly thirty miles per hour. When he achieves Lupine form, he can triple this speed easily, as well as reach it and stop more quickly.
Strength
While unable to lift extreme weights, Twist is endowed with superhuman strength. He can lift and maneuver up to four tons when at full strength, and leap with enough force to cover ground in excess of one hundred feet.
The Whisper
This inherent ability allows Andamuel to connect mentally to any other vampire, over any possible distance, and speak to them as though face to face.
Vampire Defeat
If Andamuel defeats another vampire, he absorbs the essence or soul of the vanquished enemy. This endows the winning vampire with all of the powers and abilities of the losing vampire, and also increases the vampire's strength. Twist has earned many of his Dark Gifts and Glyphs in this manner.
Vulnerabilities
As do most other types of vampiric species, Andamuel suffers from a few specific weaknesses. Below they are explained, along with any changes that take palace depending on his form:
--Blood Loss
Andamuel can die if he is for some reason drained entirely of blood. In Wraith form, his bloodthirst temporarily subsides.
--Decapitation
Lopping his head off is another means to Andamuel's end. Unlike his heart or limbs, if his head is severed it cannot be returned to its place by itself. He can only be beheaded in normal, Beguile and Lupine forms.
--Extensive Wounds
If Twist sustains a brutal assault and loses enough blood before he can regenerate his lost tissue, he can die. After a certain amount of damage is taken, his healing factor slows to a crawl or even disappears; this is remedied by feeding as soon as possible.
--Fire
Twist can burn to death. His body expires slower than a human's, and if the flames can be put out soon enough, he can recover. Fire is harmless when Twist assumes Wraith form.
--Heart Removal
Taking Twist's heart will kill him. However, returning it to its place or giving him a new heart will revive him.
--Soul Loss
If Twist has his soul devoured by a Sluagh or other spectral beast, or if he is killed in the spectral realm, he will die a permanent death.
--Sunlight
While not immediately destructive, prolonged exposure to sunlight can cause Twist to catch fire. As a fledgling, having a mere ray of sun hit his body would cause the illuminated flesh burst into flames. Centuries hence, he can withstand brief sunlight with mild discomfort. In a few more centuries, it will not be a hindrance to him at all. Beguile, Mist, and Wraith forms are immune to sunlight.
--Transfixion
Instead of a stake to the heart, this vampire is vulnerable more or less to a stake anywhere. An impaling maneuver - an attack that spears him through and through - will kill him if the weapon isn't removed quickly. Should it be removed while Twist's body remains intact, even if he has expired, he will quickly return to life. Andamuel is only susceptible to impalement in his normal, Beguile and Lupine forms.
--Water
Twist's deadliest weakness. Water is like acid to him, and burns painfully to the touch. While small amounts (such as raindrops or steam) will cause severe skin irritations and perhaps burning away of the skin, immersion means certain death. Ingesting water, while not necessarily fatal, is extremely painful as well. In Mist form, this weakness vanishes. In Wraith form, water is as thin as air and does Twist no harm.
Transformations
Andamuel has the power of transformation up his sleeve, and is known to use any of his forms rather often, with the exception of Wraith. Take note that all things on Twist's person will be transformed as well - this is a magical bonding between the vampire and its belongings so that it doesn't return to normal form stripped of its clothes and weapons. One drawback to shapeshifting is that Glyphs and some Dark Gifts cannot be used once Twist has transformed.
Bat(s)
Twist's means of long-distance travel. Though he is capable of turning himself into a single, large bat, he rarely does this. Instead, he prefers to transform into an entire swarm of bats. He uses this to travel to faraway locations, and also to quickly escape a battle when weakened. As the swarm, harming one bat will only deal the proportionately equivalent amount of damage to him when he returns to normal form, thus making it a great getaway maneuver.
Beguile
Not used in the company of friends, Beguile lets Andamuel assume a human appearance. While he retains most of his vampiric abilities, his features lose their natural undead qualities. His eyes turn into a dull brown, his skin achieves a pale bronze shade, and his claws revert into simple fingernails.
Lupine
Andamuel uses this to become a huge, dark wolf while still retaining a vaguely humanoid body structure. Though able to stand on his hind legs and walk, he prefers to run about on all fours, as doing so allows him to reach speeds upwards of ninety miles per hour. In physical combat, while not nearly as dexterous, Twist is otherwise at his best in Lupine form. His strength triples, as do his speed, durability and senses.
Mist
His most commonly used form, Twist uses this to assume a form made of a hazy fog, rendering himself intangible. Moving about in Mist form, the vampire can spread out and cover a great space, squeeze through a very tiny one, or move through sheer obstacles. He is also able to become tangible enough to grasp objects and deliver attacks, but instability forces these actions to be more subtle than not.
Wraith
The vampire can use this unorthodox form to assume an ethereal spirit body. Simply, he becomes a ghost. Once in Wraith form, he occupies the spectral realm where only the dead roam. A dark and twisted shadow of our own realm, the underworld moves at a pace according to how strong Andamuel is; if he is on the brink of death, centuries can pass in what to him seem like only seconds; if he is at full strength, no time passes in the material plane at all. Assuming Wraith form allows Andamuel to see, speak to, and interact with other ghosts or souls. He can also move through impassable sheer barriers in a similar fashion as he would in Mist form.
Though he can do this at will, Twist automatically assumes Wraith form in the event of his death. If this is the case, unless his body is otherwise still in danger, he can return to it and live again. If such isn't possible - for instance, if his body is destroyed - Andamuel is also able to inhabit any existing intact corpse, the will of his soul reshaping the body into his own image. Once on the spectral plane, physical wounds are no more; instead, any battle will drain him of his soul energy, not his blood. This must be preserved at all costs, as - unlike Sluagh or soul-reaving demons - Andamuel cannot devour souls to recover lost energy.
Dark Gifts
With age and knowledge, vampires earn Dark Gifts, which include all manner of techniques and abilities, magical or otherwise, that they may use to their advantage. These are the Gifts that Twist as acquired.
Powers
Non-magical abilities that Andamuel has earned naturally through his life or absorbed from a defeated vampire.
--Berserk
A brief four-times increase in reflex speed and agility, used either to heighten running speed or rate of attack.
--Charm
Lets Twist briefly 'possess' a weak-willed target and control their body. Though this is a mental ability, he can actually force a target's soul from their body before inhabiting it, thus rendering the vessel dead when he returns to his own consciousness. This is considerably more draining to him, however.
--Climbing / Wall-crawling
Inexplicably, Twist is capable of sticking his hands and feet to practically any surface he comes across. Typically using it to recover during heated battles, he's not sure how this ability works. This also works through gloves and boots.
--Float
Though flight is entire realms away from his capability, Andamuel can dramatically slow any descent should he be falling. While this lets him fall from almost any height unharmed, it is perfect for dropping in on unsuspecting prey.
--Fury
Similar to Berserk though pertaining to power, it is nigh always spent on a single feat of strength, be it attack or otherwise. Somewhat draining and difficult to use frequently.
--Telekinesis (short range)
Andamuel can manipulate objects near him, calling them nearby or into his grasp. Farther objects are beyond his range of ability. He most often uses this when feeding
--Telekinetic Tether
A line of physical energy that Twist uses to latch onto far away objects. He fires it from his hands, and it can be seen as a thin line of glowing, distorted space. Once attached to something, the only thing that can remove the Thethers grip is Twist's will - or his unconsciousness. Though a mental ability, the Tether is a physical line of energy with an elastic quality to it. Mobile and fast, he can use many of these in a row for a variety of purposes.
Glyphs
Twist's array of magical Glyphs - or spells - that he has either gained as Dark Gifts, learned through study, or absorbed from defeated vampires. Twist has not mastered the ability to use any more than two Glyphs at one time:
--Air
Allows Twist to create and aim gusts of wind at will, as well as add a wind-powered punch to his blows.
--Dark
Allows Andamuel to manipulate Darkness and shadow to his advantage. Includes solidifying shadow into a mass.
--Earth
Gives Twist the power to shift and manipulate earth-born matter, as well as cause localized earthquakes.
--Flame
Lets Andamuel create and to some extent control fire in short bursts.
--Light
Allows Andamuel to manipulate different types of light energy. Also allows him to focus and control sunlight, for use against other vampires.
--Water
Mastered spell that allows Twist the ability to create and manipulate water at will.
Andamuel Twist
Age
404 years
Gender
Male
Height
5'10"
Weight
208 lbs
Appearance
Appearing tall and lean, Twist is well-built for his size. His touseled, dirty-blond hair is parted at the left side of his scalp, typically looking messy and unkempt. Though simple, his favorite clothes are button-down dress shirts and trousers. Instead of belts, he wears suspenders to keep his pants up. His calves are guarded by sturdy leather boots that are zipped and belted onto his leg, causing his pants to bundle up at the top.
History
For now, Twist's past will be be a mystery. Because.
Vampiric Attributes
Twist is capable of many inhuman feats due to his natural vampiric ability, but exhibits many traits shared by all vampires of his kind.
Claws
Extending from his fingernails are sharp, sturdy black fingernails. These can withstand battle against modern blades without too much discomfort and, combined with Twist's strength, easily rend flesh from bone.
Immunities / Other Misinformation
Many classic weapons for use against vampires have no affect on Twist. These include the contact or sight of crucifixes or other religious symbols, a wooden stake to the heart, and garlic. Andamuel also has a reflection, as other vampires are known not to have, and doesn't have to sleep in a coffin. He tends to be claustrophobic, anyway.
Regeneration
Any wounds sustained will heal very quickly when Twist is at full strength. The vampire's flesh will begin to close almost as soon as it is cleaved, so attacks with a cutting weapon are as fleeting as those with a blunt one. However, healing slows or even stops if damage is still being taken; Andamuel must be free of further harm in order to recover from wounds or injuries.
Senses
The vampire's senses of hearing, sight and smell are similar to that of a cat, hawk and wolf respectfully, though not quite as extreme in any case. In Lupine form, Andamuel can surpass any natural Earth creature in practically any sense, and is also able to detect nearby paranormal activity. In all forms and nearly any terrain, Twist can detect the smell of blood with utmost ease.
Siring
Twist can make more of his own kind, using more than one method, even. Creating a vampire is a very draining task, and the more Andamuel makes at once, the weaker each subsequent vampire will be:
--Blood Drain
Andamuel feeds off of a human until they have lost a little more blood than is needed to secure their death. He then makes and holds open a wound in a vein of his own and allows the human to drink his undead blood. The result has the human dying, then shortly thereafter returning to life as a vampire.
--Magic
While Twist does not possess this magic, it is possible for a vampire to create another from a human body - living or not - using arcane vampiric magic.
--Vampiric Heart
Inserting the heart of another vampire like Twist into the body of a dead human will cause them to transform into a vampire and awaken as such.
Speed
When running at full strength, Andamuel moves at roughly thirty miles per hour. When he achieves Lupine form, he can triple this speed easily, as well as reach it and stop more quickly.
Strength
While unable to lift extreme weights, Twist is endowed with superhuman strength. He can lift and maneuver up to four tons when at full strength, and leap with enough force to cover ground in excess of one hundred feet.
The Whisper
This inherent ability allows Andamuel to connect mentally to any other vampire, over any possible distance, and speak to them as though face to face.
Vampire Defeat
If Andamuel defeats another vampire, he absorbs the essence or soul of the vanquished enemy. This endows the winning vampire with all of the powers and abilities of the losing vampire, and also increases the vampire's strength. Twist has earned many of his Dark Gifts and Glyphs in this manner.
Vulnerabilities
As do most other types of vampiric species, Andamuel suffers from a few specific weaknesses. Below they are explained, along with any changes that take palace depending on his form:
--Blood Loss
Andamuel can die if he is for some reason drained entirely of blood. In Wraith form, his bloodthirst temporarily subsides.
--Decapitation
Lopping his head off is another means to Andamuel's end. Unlike his heart or limbs, if his head is severed it cannot be returned to its place by itself. He can only be beheaded in normal, Beguile and Lupine forms.
--Extensive Wounds
If Twist sustains a brutal assault and loses enough blood before he can regenerate his lost tissue, he can die. After a certain amount of damage is taken, his healing factor slows to a crawl or even disappears; this is remedied by feeding as soon as possible.
--Fire
Twist can burn to death. His body expires slower than a human's, and if the flames can be put out soon enough, he can recover. Fire is harmless when Twist assumes Wraith form.
--Heart Removal
Taking Twist's heart will kill him. However, returning it to its place or giving him a new heart will revive him.
--Soul Loss
If Twist has his soul devoured by a Sluagh or other spectral beast, or if he is killed in the spectral realm, he will die a permanent death.
--Sunlight
While not immediately destructive, prolonged exposure to sunlight can cause Twist to catch fire. As a fledgling, having a mere ray of sun hit his body would cause the illuminated flesh burst into flames. Centuries hence, he can withstand brief sunlight with mild discomfort. In a few more centuries, it will not be a hindrance to him at all. Beguile, Mist, and Wraith forms are immune to sunlight.
--Transfixion
Instead of a stake to the heart, this vampire is vulnerable more or less to a stake anywhere. An impaling maneuver - an attack that spears him through and through - will kill him if the weapon isn't removed quickly. Should it be removed while Twist's body remains intact, even if he has expired, he will quickly return to life. Andamuel is only susceptible to impalement in his normal, Beguile and Lupine forms.
--Water
Twist's deadliest weakness. Water is like acid to him, and burns painfully to the touch. While small amounts (such as raindrops or steam) will cause severe skin irritations and perhaps burning away of the skin, immersion means certain death. Ingesting water, while not necessarily fatal, is extremely painful as well. In Mist form, this weakness vanishes. In Wraith form, water is as thin as air and does Twist no harm.
Transformations
Andamuel has the power of transformation up his sleeve, and is known to use any of his forms rather often, with the exception of Wraith. Take note that all things on Twist's person will be transformed as well - this is a magical bonding between the vampire and its belongings so that it doesn't return to normal form stripped of its clothes and weapons. One drawback to shapeshifting is that Glyphs and some Dark Gifts cannot be used once Twist has transformed.
Bat(s)
Twist's means of long-distance travel. Though he is capable of turning himself into a single, large bat, he rarely does this. Instead, he prefers to transform into an entire swarm of bats. He uses this to travel to faraway locations, and also to quickly escape a battle when weakened. As the swarm, harming one bat will only deal the proportionately equivalent amount of damage to him when he returns to normal form, thus making it a great getaway maneuver.
Beguile
Not used in the company of friends, Beguile lets Andamuel assume a human appearance. While he retains most of his vampiric abilities, his features lose their natural undead qualities. His eyes turn into a dull brown, his skin achieves a pale bronze shade, and his claws revert into simple fingernails.
Lupine
Andamuel uses this to become a huge, dark wolf while still retaining a vaguely humanoid body structure. Though able to stand on his hind legs and walk, he prefers to run about on all fours, as doing so allows him to reach speeds upwards of ninety miles per hour. In physical combat, while not nearly as dexterous, Twist is otherwise at his best in Lupine form. His strength triples, as do his speed, durability and senses.
Mist
His most commonly used form, Twist uses this to assume a form made of a hazy fog, rendering himself intangible. Moving about in Mist form, the vampire can spread out and cover a great space, squeeze through a very tiny one, or move through sheer obstacles. He is also able to become tangible enough to grasp objects and deliver attacks, but instability forces these actions to be more subtle than not.
Wraith
The vampire can use this unorthodox form to assume an ethereal spirit body. Simply, he becomes a ghost. Once in Wraith form, he occupies the spectral realm where only the dead roam. A dark and twisted shadow of our own realm, the underworld moves at a pace according to how strong Andamuel is; if he is on the brink of death, centuries can pass in what to him seem like only seconds; if he is at full strength, no time passes in the material plane at all. Assuming Wraith form allows Andamuel to see, speak to, and interact with other ghosts or souls. He can also move through impassable sheer barriers in a similar fashion as he would in Mist form.
Though he can do this at will, Twist automatically assumes Wraith form in the event of his death. If this is the case, unless his body is otherwise still in danger, he can return to it and live again. If such isn't possible - for instance, if his body is destroyed - Andamuel is also able to inhabit any existing intact corpse, the will of his soul reshaping the body into his own image. Once on the spectral plane, physical wounds are no more; instead, any battle will drain him of his soul energy, not his blood. This must be preserved at all costs, as - unlike Sluagh or soul-reaving demons - Andamuel cannot devour souls to recover lost energy.
Dark Gifts
With age and knowledge, vampires earn Dark Gifts, which include all manner of techniques and abilities, magical or otherwise, that they may use to their advantage. These are the Gifts that Twist as acquired.
Powers
Non-magical abilities that Andamuel has earned naturally through his life or absorbed from a defeated vampire.
--Berserk
A brief four-times increase in reflex speed and agility, used either to heighten running speed or rate of attack.
--Charm
Lets Twist briefly 'possess' a weak-willed target and control their body. Though this is a mental ability, he can actually force a target's soul from their body before inhabiting it, thus rendering the vessel dead when he returns to his own consciousness. This is considerably more draining to him, however.
--Climbing / Wall-crawling
Inexplicably, Twist is capable of sticking his hands and feet to practically any surface he comes across. Typically using it to recover during heated battles, he's not sure how this ability works. This also works through gloves and boots.
--Float
Though flight is entire realms away from his capability, Andamuel can dramatically slow any descent should he be falling. While this lets him fall from almost any height unharmed, it is perfect for dropping in on unsuspecting prey.
--Fury
Similar to Berserk though pertaining to power, it is nigh always spent on a single feat of strength, be it attack or otherwise. Somewhat draining and difficult to use frequently.
--Telekinesis (short range)
Andamuel can manipulate objects near him, calling them nearby or into his grasp. Farther objects are beyond his range of ability. He most often uses this when feeding
--Telekinetic Tether
A line of physical energy that Twist uses to latch onto far away objects. He fires it from his hands, and it can be seen as a thin line of glowing, distorted space. Once attached to something, the only thing that can remove the Thethers grip is Twist's will - or his unconsciousness. Though a mental ability, the Tether is a physical line of energy with an elastic quality to it. Mobile and fast, he can use many of these in a row for a variety of purposes.
Glyphs
Twist's array of magical Glyphs - or spells - that he has either gained as Dark Gifts, learned through study, or absorbed from defeated vampires. Twist has not mastered the ability to use any more than two Glyphs at one time:
--Air
Allows Twist to create and aim gusts of wind at will, as well as add a wind-powered punch to his blows.
--Dark
Allows Andamuel to manipulate Darkness and shadow to his advantage. Includes solidifying shadow into a mass.
--Earth
Gives Twist the power to shift and manipulate earth-born matter, as well as cause localized earthquakes.
--Flame
Lets Andamuel create and to some extent control fire in short bursts.
--Light
Allows Andamuel to manipulate different types of light energy. Also allows him to focus and control sunlight, for use against other vampires.
--Water
Mastered spell that allows Twist the ability to create and manipulate water at will.