
K y r aXA r a n w e n
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【.main info.】
❖ Full Name: Kyra Aranwen
❖ Nicknames / Aliases: She-Beast of Ernya, Lady Wolf
❖ Gender: Female
❖ Bloodline: Were-Beast (Werewolf)
❖ Class: Ranger
❖ Nation of Residence: Ernya
❖ Character Rank: Expert
❖ Faction: n/a
❖ Titles Earned: Knight of Ernya
❖ Played By: Lady Starlit Creed
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【.vital stats.】
❖ Speed: 8 (9 at night)
❖ Strength: 6 (8 at night)
❖ Energy Color: Silver
❖ Hit Points: 1000 at day, 1200 at night
❖ Energy Reserve: 1600
❖ Talent:
Talent Name(s): Tracking Instincts (non-combative)
Description: Kyra is gifted with a highly-tuned tracking instinct. All her senses are in tune with her surroundings and in her mind is a "map" of the environment, with input from every sense. Any disturbances on the land, such as a footprint or the residue of a recently activate spell is easily seen/sensed. Using the target's actions in the posts prior to her, she can track them through the environment.
Grant +100 energy to the Ranger (does not benefit Companion's energy).
Skills:
Enhanced Sense
Rank E
By choosing a sense and using some of her energy, she can enhance the sense to study her surroundings or a trail for her prey much easier.
To activate all enhanced senses, Kyra sacrifices 50 energy per post for a maximum of 15 posts. Cooldown of three posts.
Enhanced Tracking
Rank C
Required: Use of Enhanced Sense
Cooldown of three posts after the end of Enhance Sense
Based on the sense which was enhanced, Kyra is able to heighten her tracking skills to prodigal levels.
---Sight: Enhanced Vision gives Kyra the ability to track effortlessly at night and with the presence of visual stimuli (broken twigs, footprints, a trail that was deliberately covered etc), she is able to immediately deduce all paths that are traversible and predict where the target's destination will be, based upon the distance and her target's build / body movement. This creates a mental map of the area described in the thread, and a target tracer for Kyra that notes the path her target has not only traveled from, but is also traveling to. (This is helpful in many other more contextual applications as well, such as following the movements of a wind element-based character)
---Sound: Enhanced Sound grants the ability to track while blind if the target is still in the thread, and gives Kyra the ability to visualizes a target's position if they are behind a wall or concealed by magical means such as invisibility or deeper darkness.
---Taste: Like a snake, Kyra can track someone by the taste of their odor. This enables successful tracking while blind AND deaf, and the target does not need to be in the thread. Weather does not affect tracking by taste EXCEPT that if it rains, the trail collects in the water on the ground and must be periodically tasted to stay on the trail.
---Touch: Kyra gains the benefits of tremorsense, allowing her to feel anyone / thing in the area that is moving on the ground 50 feet from her. When Kyra is indoors, she can also feel the movements of any creature using flight in the same room as her. Tremorsense gives Kyra the ability to "feel" the inside of a room with the door never needing to be opened. This allows her to track while blind, deaf, or otherwise afflicted. Rain does not affect tremorsense enough to be disorienting, and Kyra can estimate the size and posture of any creature within her range of perception. A great contextual application of this is in immediately locating an enemy creature's heart based upon its heartbeat.
---Smell: Enhanced Smell allows you to track while blind or deaf and in all conditions where you aren't exposed to something that "blinds" your sense of smell, (diamond powder, nosebleed, a bowl of 3 month old sun-ripened mayonnaise in the same room), and allows you to get the whereabouts of everything in the same thread / building with a unique odor within 100 ft of you. If it is raining, you have to roll a d20 to keep on the trail of your target (1-7 Failure, 8 - 20 Success) and you can re-roll in the next post to get back on the scent.
Enhanced Reflexes
Passive (unlocked at Journeyman)
Her life in the wilds has made her lithe and agile, and makes her capable of exceptional acrobatic feats.She can climb walls, jump rooftops and traverse urban areas as quickly as she can run through an open field. Kyra gains a +4 Speed circumstantial rank bonus to determine her jump distance. For example, a character with a speed of 7 would calculate their jump distance as though they had a speed of 11. (This bonus does not increase attack count, run speed or anything except for the character's jump speed). It also allows her to safely survive in situation that might otherwise be perilous (avalanche, cave-in, wildfires etc), as well as move with her regular footspeed.
❖ Battle Strength:
Two fierce Animal Companions to fight beside her and three Pets that cannot be turned against her.
Traps and stealth.
Skill Marksmen.
Neutrality towards all wild and domestic animals.
Increased senses.
+1 to Speed and +2 Strength at night.
Her fur can act like armor when in she is in full were form.
Her fangs and claws are incredibly sharp.
❖ Battle Weakness:
Rangers can only have one basic, non-custom Melee Weapon.
Rangers cannot deal more than C Rank Damage with their Melee Weapon unless they throw it as a ranged attack.
Out of ammo, out of Companions; out of luck.
Rangers are limited to Light and Medium Armor.
No summons.
She is weak to silver.
She can only transform at night.
She has a pack mentality (not sure why a weakness).
❖ Primary Element: Earth
❖ Advanced Element: n/a
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【.character inventory.】
❖ Weapons:
Knife - A steel blade with a polished wooden handle, usually strapped to her outer right thigh.
Moonbite - A crossbow, made of dark oiled wood with tempered steel for the mechanics. On the metal are etched Celtic knot designs.
---Passive: Sturdy - The wood and metal are very strong. The crossbow can be used for blocking and bashing at close-range for defense without breaking under the pressure of most weapons.
❖ Armor:
A customized kimono, sleeveless and short in the front. Two sleeves starting at the elbows trail downward.
Breathable fabric, good for traveling and exercising. Light enough for fast traveling.
❖ Personal Belongings:
Blessings of the Lady
A white gold chain, with a circle of black moonstone dangling. On the black gem, there is white moonstone in the shape of a crescent moon. The necklace was blessed by a deity associated with the moon, allowing its wearer to shift to their animal or were-beast form whenever they please using the energy from the necklace.
Wearing this necklace disables the +1 speed/+2 strength bonus gifted to were-beasts during the day but the bonus remains at night.
❖ Important Objects:
((Objects found during a Quest, Arc or RP that has great value / importance go here))
❖ Various Items:
((Miscellaneous items your character has (such as rope, glass, a mirror, food, etc) goes here))
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【.character abilities and skills.】
❖ Bloodline Abilities and Skills:
Beast Form
The Were-beast is able to transform into a full on animal. This is not its Were transformation as the animal can use no abilities while in this form.
Claws
Your nails harden up into claws and you use them to attack. This is different than the Kiranu's where they are actually able to make their claws longer.
Bite
Rank E
You bite your opponent when they are close to you to draw blood.
Howl
Rank E
The chilling howl of the were-beast or roar if you are a boar or what not, causes the opponent to stop for two posts. You cannot use this to kill another player or the attack will affect you instead.
Needle Hair
Rank D
You cause the hair on your head and body to stand up on end. You can then use this for an attack. Since it's hair, all it will do is cause small cuts.
Enhanced Claw
Rank C
You add energy to your claws, hardening them and making them able to cut through iron.
Chilling Howl/Roar
Rank C
You use a howl like before, but with the added energy, you can use it to scare your opponent for two posts. This has a three post cooldown before you use it again.
Tail Whip
Rank C
You use your tail as a whip. This is more effective on were-crocs since they have the hard tail covered in scales, but any were-beast can use this.
Full Transformation
Rank C
You attain your full transformation and get your stat increase at night.
Chomp
Rank B
If your opponent becomes incapacitated, you are able to use this skill to make your teeth even more deadly. Thus if you manage to bite the opponent, you can take off their entire limb.
Moon Call
Rank A
With this howl, you are able to call forth the moon and use it to give yourself your boost. The moon will stay in the sky for 5 posts, after which, this takes a 6 post cooldown before you can use it again.
Lunar Fur
Rank A
You use the rays of the moon to enhance your fur, making it sharp as knifes. Very useful in hand to hand combat.
Call Wolf Pack
Rank S
Howling out, you are able to call forth a wolf pack (8-10 wolves) to attack your opponent. These wolves are A ranked. However, once this skill is done (all your wolves are dead), it takes 10 posts before you can use it again.
❖ Class Abilities and Skills:
Trap Setting
Passive (Rank E?)
A trap is basically a seal made of pure energy, that when triggered releases the trap onto the victim. This skill is something a Ranger has always been able to use during their life, and is the basis for all their trap techniques.
Natural Disposition
Passive (Rank E?)
Rangers are in their element when they are in the wilderness. Above ground, Rangers are always able to get their bearings based on the wind, sun, land or stars. In uncivilized threads, a Ranger is able to easily find shelter, food, and water. Rangers also can't get lost in the wilds, even during storms or other natural disasters.
Taming
Passive (Rank E?)
The first skill that a Ranger should learn. This is more of a test than a skill. The hunter goes into the wilds and tames a creature. Once they have this creature, they usually continue with training. The creature will become one of your Companions, you must submit the Companion to the Custom Summons thread before you can use it.
Vanish Trap
Rank E
A simple claw trap that has had a little energy focused into it. The trap is invisible to the naked eye, seeing as it is made with pure energy, and is used for holding targets in place. The person caught in the trap will have badly cut ankles, reducing their speed by half for three posts.
Spiral Shot
Rank D
By focusing energy into their projectile, the hunter is able to make it spiral very quickly, giving the projectile a drill like effect. This can pierce through light metals and thin armor. Three post cooldown.
Blinding Shot
Rank D
By focusing energy into their projectile, the hunter may cause it to burst into a flash of bright white light, blinding the enemy. This skill destroys the projectile in the process, so it is best to fire a shot right after this skill. Five post cooldown.
Cloak
Rank D
The ranger focuses their energy into a small radius around them. This causes them to blend in with their surroundings as long as they stay still. Smell and sound can still be sensed however by the opponent. Running will cause cloak to fall. Cloak can last for ten posts, and has a cooldown of three posts.
Enrage
Rank D
Your targeted companion is sent into a fit of rage, increasing it's stats by +1/+1 for fir posts or until incapacitated/killed. Enrage has a ten post cooldown.
Flame Trap
Rank C
The same as the Vanish Trap, only when triggered it sends a large blast of flames upwards at the trapped victim. This is used when the hunter wishes to greatly weaken their target and make them easier to kill, the burns causing the target to lose two strength for four posts. This has a eight post cooldown.
Ice Trap
Rank C
Same as the others, only the target is frozen solid. This trap is used if you wish to easily capture the target alive, but cannot be used on a target above 10% health or will be entirely ineffective.(when the numerical system comes out, hopefully soon). Four post cooldown.
Draw Poison
Rank C
Your years of training in the wilds had brought you expert knowledge of all nature has to offer, even it's most deadliest gifts. Knowing how most poisons work, you are able to extract most natural poisons before they can do any real damage.
Roar
Rank C
Your targeted companion lets loose a mighty roar, causing other animals and people of lower rank to stand frozen in fear for one post. If the victim is an RPC, they may choose to be frozen or run away. Three post cooldown.
Energy Shot: Pure
Rank B
Your projectiles are charged with pure energy, increasing your shots capabilities by one rank for one post or up to two shots. Seven post cooldown.
Energy Shot: Blast
Rank B
The Ranger charges an energy shot like normal, but this one is different. Upon impact, it explodes into a fiery blast. Four post cooldown.
Energy Shot: Volley
Rank B
The user fires an energy bolt straight up into the air. When the shot reaches its peak, it explodes into a rain of energy darts. This skill is very difficult to dodge, though it doesn't do a lot of collected damage. Seven post cooldown.
Energy Shot: Trick
Rank B
The projectile that is fired vanishes from sight. The shot reappears in sight exactly one meter in front of the target. From the target's point of view, this looks like the hunter is firing nothing until it is almost too late. 12 post cooldown.
Jaws of the Beast
Rank A
One of the most deadly traps the Ranger has. This trap is made of the ground its self. A seal made of energy is placed on the ground, and upon triggering, a large beastly mouth shoots from the ground and snaps shut on the target. This can be a hollow shell to hold a target for capture, or solid to bite with serious force. Ten post cooldown.
Calling the Hunters
Rank S
The Ranger lets out a loud cry, and their target is swarmed by the carnivorous hunters of the forest. Eight B rank creatures, four flying, and four non-flying that are native to the area, attack the enemy ferociously for three posts with the intention of eating them apart. This skill has a 15 post cooldown, and it requires a two post charge to Call the Hunters.
❖ Elemental Abilities and Skills:
Razor Darts
Rank E
Up to five leaves around you, or from a supply of them, fly out with a sharp edge to slice at the enemy.
Take Root
Rank C
By touching the opponent, you place a small sapping flower to grow on them, draining their energy by D Rank for every turn it's on them. Lasts 10 posts or until they finally get it off.
Rock Form
Rank B
For 5 posts, you can take any physical or elemental damage without any harm. But you can't move and you are still susceptible to pure magic attacks.
Poppy Field
Rank B
A small poppy field springs up around you in a 10 yard radii circle for 5 posts. During that time, an opponent must hold their breath or risk breathing in the sleep spore these flowers give off. If asleep, the spores wear off 3 posts after the flowers are gone. Five post cooldown.
Grasping Vines
Rank B/A
You create a writhing mass of vines to entangle and stop your opponent. For A rank energy, the vines have razor sharp thorns on them, slicing along as they entangle.
Entish Rage
Rank S
The nearest tree by you comes to life, attacking your enemy for five turns before rerooting in its new spot. If your opponent isn't fast enough, they will be caught in some way when the tree reroots.
❖ Custom Abilities and Skills: n/a
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【.companions and pets.】
Primary Companion:
Name: Bane
Species: dark gray Dire wolf
Rank: ranks with Kyra
Energy: energy pool matches rank
Speed: 4
Strength: 6
Skills:
Bite
Rank E
The Dire wolf's bite is strong enough to break through flesh and bone, and can break most armor.
Growl
Rank E
An intimidating growl that distracts the enemy, drawing their attention to the Dire wolf for one post, and freezes them in terror.
Full-bodied Tackle
Rank D
A much more powerful tackle than a standard attack, the Dire wolf lunges straight at a target with all its strength. If the Dire wolf is stronger than the enemy, he knocks them to the ground and disarms their weapon. If the Dire wolf is faster than the enemy, the attack cannot be dodged.
Dominance
Rank D
If the Dire wolf is stronger than the opponent's summon/pet/companion, he can intimidate it and order it to either run away or stand down.
Howl
Rank C
If the moon is out, the Dire wolf howls and draws energy from the moon. His stats increase by +1 for both speed and strength. Only can be used once per moon.
Bloodlust
Rank C
By eating the flesh or drinking the blood of an enemy, the Dire wolf is healed of its wounds at the cost of some energy. This only counts if the Dire wolf or its Ranger has killed the enemy.
Go for the Throat
Rank B
The Dire wolf jumps again, but this time, his jaws aim for the opponent's throat. If he is stronger, he will bite through armor and flesh. If he is faster, the opponent cannot dodge.
Snarl
Rank B
The Dire wolf's powered snarl can lower the enemy's stats by -1 for both strength and speed. Five posts cooldown.
Death Grip
Rank A
Wherever the Dire wolf bites, his fangs will bite down tightly, locking his jaw into place. His grip will not loosen until the limb/part is torn off, until the Ranger calls him off, or until he is killed/incapacitated.
Alpha Mode
Rank A
When the Dire wolf senses danger or the fights is not in his/his Ranger's favor, he goes into a powerful state where all his attacks do one rank higher in damage. Lasts for the duration of the battle and can only be used once per day/night.
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【.faith.】
Chosen Deity:
Other Deities Worshiped:
Proven Faith:
Transgressions Against...
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【.character description.】
❖ Age: Twenty-one.
❖ Height: Five foot, three inches.
❖ Weight: One hundred and ten pounds.
❖ Build: Petite and subtly toned with muscle.
❖ Eye Color: Gold/Yellow.
❖ Hair/Fur Color: White.
❖ Identifying Marks: Navy tattoo on her left upper arm.
❖ Place of Birth: In the wilds of the forest in Ernya.
❖ Personality:
Quiet and reserved, always watching and observing before commenting. Firm and unyielding on beliefs, but can adapt to a new style of thinking. More prone to anger than happiness, but usually her expression can be thought as "neutral". Reacts more honestly to body language than words.
❖ Lovers: n/a
❖ Nemeses: n/a
❖ Likes:
- Forest
Wolves and other canid creatures
Rain
Silence
Hunting/tracking
❖ Dislikes:
- Arrogance
Abuse to animals and weaker bloodlines
Talkative people
❖ Personal Quote: "Those who turn against their instincts are allowing themselves to become weak."
❖ Theme Song: Howl - Florence + The Machine
❖ Battle Theme:
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【.character backstory.】
Kyra was simply born into a family of rangers. They embraced the life of wilderness and rejected civilization. However, Kyra, as she grew to discover, was more prone to adaption. She could fit into whatever situation she needed and she used this to her advantage, especially when the moon called to her and brought forth her wilder side. She was raised on the land and continues to live on the land, this time under her own responsibility.
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