Post by windra on Nov 27, 2008 22:40:43 GMT -5
Name:
Her name, her name ... A true identity - attained at birth - she cannot recall. The young woman has simply opted to dub herself Artemis. It seemed ... right.
Age:
Actual age is questionable, for Artemis herself hasn't the slightest idea. Appearance presents the greatest and possibly most accurate hypothesis, however. She resembles a girl between the ages of seventeen and nineteen. Peculiar, though ... she doesn't appear to mature past her current year of life.
Mature Adult:
As a Humanoid, it can be assumed that Artemis reaches physical maturity at age eighteen.
Gender:
Female
Species:
Humanoid Half-Dragon. There is some controversy on the Human half. Abilities that should not exist coordinate themselves within her blood, her psyche ... Things ordinary hominids should not be capable of. Perhaps her Dragon half is to blame?
Placement:
Land. Artemis can indeed swim. But to survive in the sea alone?
Alignment:
Good.
Appearance:
Image
Somewhat tall and lithely built, Artemis has a figure that could rival an Olympic runner. She averages 5’5”. Semi-tan in coloration, her brown hair flows to the stem of her spine and pauses. Her bangs are gravity-defying, the right-hand side ‘hovering’ above her right eye and effectively concealing it from view, while a tuft dangles just alongside her left ocular. Emerald eyes mock the gracious gemstone. An abnormal silver dragon’s elongation extends from her tail bone. It is tipped with a cream yellow-colored spade broken so that it has four sharp ‘blades’. Instead of feet, Artemis has dragon talons, also covered in hide and not scales. Alabaster claws jut from the thick triad-toes. Her mouth is packed with rows of sharp teeth.
Clothing-wise, Artemis wears an array of attire. Her most common dress now is something from a Naruto episode. She decks out with a thick charcoal Kevlar that exposes her belly and is worn like a tank top. Black undershirt has sleeves that go to her elbows. Charcoal zip-off baggy pants, tied at the ankle by strips of black and white cloth (a décor that is adopted on varying locations on her tail and on her right forearm). A thick leather pouch is strapped to her side, resting ‘pon the right hip. She wears a black headband that extends to coat her blind right eye, hiding it from the world. Wrapped ‘bout her neck is a silver skull choker. With the half-dragon’s left arm shielded by a silver arm guard and each hand covered with fingerless glove protectors (with steel plates on the back of the hands for defense and rubber spikes on the knuckles for offense, spring-loaded with foot long stainless alloy claws for good measure), Artemis easily takes the appearance of a fighter.
Artemis bears an 'Unlucky Seven' mark upon her back, between the shoulder blades. Scars: Circling her neck, one hole mark in the center of each palm (stigmata), the engraving of "Nayee" upon her forehead (hidden by the constantly present headband), faint outlines of words dot her skin here and there: most are concealed by clothes.
During her crazed Kuro-possession phase, Artemis' eyes become a glowing lime green with no sclera or pupils. Her fingers appear to elongate and sharpen like flesh-claws, and serrated fangs largen.
Personality:
Generally, she’s your typical teenager. Packed with a good humor and witty to boot, she would gladly return a taunt. There is an air of wisdom about her, or an experience grafted from a time she no longer remembers. Regret? Guilt? Anger? Something deep haunts her past, like a stain of blood that will not be washed off. There will be moments of prolonged silence as the woman adjusts to something that is being said, confronted by a fragment of her old personality that doesn't quite feel right or that has been gone for so long that she isn't quite sure how to function with it. Physical contact of any sort makes Artemis flinch. There is no known reason for this. Hidden within, a great fear ... of what? Relationships? Friendship? Intimacy? A senseless desire to be close to others rests deep in her roots but a prolonging demand to make sure others keep their distance is overpowering. Because of this, she retracts easily into frustration and reclusion when her personal bubble is popped, sliding away or avoiding another's presence wholly.
Magical Abilities:
Hand-to-Hand Combat= Main tactic at battling.
Artemis could be considered a newborn had she not already been old. There are many things about her that she does not quite understand, that she has not developed ... Spastic moments in which a moment of anger can cause the wind to blow violently. Sweet dreams in a place of solace greet her with recollections of a time from long ago, originating at the very spot she happens to be resting on. So many things about her own personal being confuse the living daylights out of Artemis. She has yet to attain full understanding of what she is capable of.
There are periods of time in which her emotional anguish outweighs logical thought. During these phases, Artemis' motions become erratic and more powerful. This 'boost' will remain in play until knocked out or calmed down ... and it is not always directed towards the enemy. Friends are equally at risk. Coupled with a dark laugh, a part-masculine dual voice, and glowing green eyes that are so unlike her own ... one may say she is possessed by a demon.
Physical Abilities:
Running from a feral enemy, Artemis may suddenly find herself fifteen feet further form where she was a second ago as if a burst of speed ejected her from one position to another. A keen variety of senses capable of picking up on things that even dogs would strain to hear. Strength unlike any she has ever known: who else can pick up a log that's seven feet tall and one foot thick without breaking a sweat? And why in the hell can she heal so quickly? A deep gash in her chest heals instantaneously. Stabbing her in the heart is nothing more than a mere pain until she pulls the blade right out!
Glove Protectors: An accessory that goes above the normal glove. It has a steel plate covering the wrist and back of the hand for defense, and spikes adorning the knuckles for offense. There are three slots between the knuckles where metal 1’ claws emerge.
Disadvantages:
Artemis is greatly defensive and loyal, and will be there to help at the first sign of danger. She would gladly jump in front of a speeding bullet if it meant saving a life. Unfortunately, this means she often winds up in the thicket of trouble, getting knee-deep in something she shouldn't have been involved with in the first place. She will push her body and psyche past its limits, known to take hit after hit without backing down. The end result? One exhausted Halfling.
She would stand by a friend to the end no matter if they are good or evil, even if it risks her reputation or soul.
The use of any magick, speed boosts, strength boosts, and other such things that require a great deal of power and conetration sap her quickly. There may have been a point in time when she could have used all of her abilities without so much a breaking into a sweat. Not such anymore, however. Everything is new to her - its almost as if Artemis struck a 'refresh' button somewhere along the line. She must re-adapt with the powers and their consequences before getting a comfortable feel for them and training to extend their longevity.
The small of Artemis' back, where the Unlucky Seven marking is, causes instant effects. To tap it would cause her to stiffen. Striking will force her to her knees.
During the Kuro-possessions, Artemis not only loses full or partial control of her body, but also pays less attention to what she's doing, and where she's going. The Halfling is more likely to wear herself out very quickly during this state, carrying on only by means of sheer unwanted will. Once out of the phase, there is a great chance of Artemis falling into a deep state of unconsciousness.
History:
Artemis really does not know. She simply awoke one day in the midst of a strange new world with a wound on her chest and a scratch going across her good eye. Muddled with thoughts, some not her own, linger here, stalk there ... Memories of times of great pain. Rage. Sadness - deep, deep sadness for something ... something she lost? What was it? And deep inside ... a pair of lime green eyes, gnawing at the edge of Artemis' sanity like an infiltrating maggot.
Family and Close Friends:
None that she recalls. For some reason the term 'sister' makes its way to her tongue, or bursts into her mind without warning and vanishes without saying goodbye.
Special Desire:
"Who am I?"
Extras:
"There would be so many fewer questions when stars were still just a hole to heaven."
In Character Entrance to Draan:
Wakey wakey, Eggs and Bacey ...
The voice startled her into attention. Rousing was not supposed to be this painful, she was sure. A flutter of green eyes which snapped shut once the bright, baleful sun struck down on her corneas. Great blindness. She could not see. A groan stumbled from a dry, parched throat that creaked so much that it hurt. Throbbing ... throbbing agony everywhere. Her legs felt broken. Her fingers felt bent backwards. Surely there was a fever involved. And most of all, on her chest ... and her eye. Something warm lingered in both places. Warm and wet. And smelling of metal.
At least wherever she was was soft. Grass? Felt like it. But ... where?
When?
How?
Who?
"What's going on?" said the stranger in something barely beyond a whisper. Something cracked - a branch? - and she shot up with bulging occuli. Immediately a shout of pain came bubbling from her lips. Thick red fluid seeped from the corners of her mouth, dribbling down her chin. Deep breath. She forced herself back onto her back, seeing black from the pain. "Ah ... " Her eyes shut.
Anybody who stumbled upon her now would see a peculiarly clad woman with a dragon's tail and dragon's talons, with a gaping hole in her chest just above the heart, and a long, jagged cut tracing across the left eye. A lot of blood. Too much for somebody to be alive. Yet, here she breathed.
Her name, her name ... A true identity - attained at birth - she cannot recall. The young woman has simply opted to dub herself Artemis. It seemed ... right.
Age:
Actual age is questionable, for Artemis herself hasn't the slightest idea. Appearance presents the greatest and possibly most accurate hypothesis, however. She resembles a girl between the ages of seventeen and nineteen. Peculiar, though ... she doesn't appear to mature past her current year of life.
Mature Adult:
As a Humanoid, it can be assumed that Artemis reaches physical maturity at age eighteen.
Gender:
Female
Species:
Humanoid Half-Dragon. There is some controversy on the Human half. Abilities that should not exist coordinate themselves within her blood, her psyche ... Things ordinary hominids should not be capable of. Perhaps her Dragon half is to blame?
Placement:
Land. Artemis can indeed swim. But to survive in the sea alone?
Alignment:
Good.
Appearance:
Image
Somewhat tall and lithely built, Artemis has a figure that could rival an Olympic runner. She averages 5’5”. Semi-tan in coloration, her brown hair flows to the stem of her spine and pauses. Her bangs are gravity-defying, the right-hand side ‘hovering’ above her right eye and effectively concealing it from view, while a tuft dangles just alongside her left ocular. Emerald eyes mock the gracious gemstone. An abnormal silver dragon’s elongation extends from her tail bone. It is tipped with a cream yellow-colored spade broken so that it has four sharp ‘blades’. Instead of feet, Artemis has dragon talons, also covered in hide and not scales. Alabaster claws jut from the thick triad-toes. Her mouth is packed with rows of sharp teeth.
Clothing-wise, Artemis wears an array of attire. Her most common dress now is something from a Naruto episode. She decks out with a thick charcoal Kevlar that exposes her belly and is worn like a tank top. Black undershirt has sleeves that go to her elbows. Charcoal zip-off baggy pants, tied at the ankle by strips of black and white cloth (a décor that is adopted on varying locations on her tail and on her right forearm). A thick leather pouch is strapped to her side, resting ‘pon the right hip. She wears a black headband that extends to coat her blind right eye, hiding it from the world. Wrapped ‘bout her neck is a silver skull choker. With the half-dragon’s left arm shielded by a silver arm guard and each hand covered with fingerless glove protectors (with steel plates on the back of the hands for defense and rubber spikes on the knuckles for offense, spring-loaded with foot long stainless alloy claws for good measure), Artemis easily takes the appearance of a fighter.
Artemis bears an 'Unlucky Seven' mark upon her back, between the shoulder blades. Scars: Circling her neck, one hole mark in the center of each palm (stigmata), the engraving of "Nayee" upon her forehead (hidden by the constantly present headband), faint outlines of words dot her skin here and there: most are concealed by clothes.
During her crazed Kuro-possession phase, Artemis' eyes become a glowing lime green with no sclera or pupils. Her fingers appear to elongate and sharpen like flesh-claws, and serrated fangs largen.
Personality:
Generally, she’s your typical teenager. Packed with a good humor and witty to boot, she would gladly return a taunt. There is an air of wisdom about her, or an experience grafted from a time she no longer remembers. Regret? Guilt? Anger? Something deep haunts her past, like a stain of blood that will not be washed off. There will be moments of prolonged silence as the woman adjusts to something that is being said, confronted by a fragment of her old personality that doesn't quite feel right or that has been gone for so long that she isn't quite sure how to function with it. Physical contact of any sort makes Artemis flinch. There is no known reason for this. Hidden within, a great fear ... of what? Relationships? Friendship? Intimacy? A senseless desire to be close to others rests deep in her roots but a prolonging demand to make sure others keep their distance is overpowering. Because of this, she retracts easily into frustration and reclusion when her personal bubble is popped, sliding away or avoiding another's presence wholly.
Magical Abilities:
Hand-to-Hand Combat= Main tactic at battling.
Artemis could be considered a newborn had she not already been old. There are many things about her that she does not quite understand, that she has not developed ... Spastic moments in which a moment of anger can cause the wind to blow violently. Sweet dreams in a place of solace greet her with recollections of a time from long ago, originating at the very spot she happens to be resting on. So many things about her own personal being confuse the living daylights out of Artemis. She has yet to attain full understanding of what she is capable of.
There are periods of time in which her emotional anguish outweighs logical thought. During these phases, Artemis' motions become erratic and more powerful. This 'boost' will remain in play until knocked out or calmed down ... and it is not always directed towards the enemy. Friends are equally at risk. Coupled with a dark laugh, a part-masculine dual voice, and glowing green eyes that are so unlike her own ... one may say she is possessed by a demon.
Physical Abilities:
Running from a feral enemy, Artemis may suddenly find herself fifteen feet further form where she was a second ago as if a burst of speed ejected her from one position to another. A keen variety of senses capable of picking up on things that even dogs would strain to hear. Strength unlike any she has ever known: who else can pick up a log that's seven feet tall and one foot thick without breaking a sweat? And why in the hell can she heal so quickly? A deep gash in her chest heals instantaneously. Stabbing her in the heart is nothing more than a mere pain until she pulls the blade right out!
Glove Protectors: An accessory that goes above the normal glove. It has a steel plate covering the wrist and back of the hand for defense, and spikes adorning the knuckles for offense. There are three slots between the knuckles where metal 1’ claws emerge.
Disadvantages:
Artemis is greatly defensive and loyal, and will be there to help at the first sign of danger. She would gladly jump in front of a speeding bullet if it meant saving a life. Unfortunately, this means she often winds up in the thicket of trouble, getting knee-deep in something she shouldn't have been involved with in the first place. She will push her body and psyche past its limits, known to take hit after hit without backing down. The end result? One exhausted Halfling.
She would stand by a friend to the end no matter if they are good or evil, even if it risks her reputation or soul.
The use of any magick, speed boosts, strength boosts, and other such things that require a great deal of power and conetration sap her quickly. There may have been a point in time when she could have used all of her abilities without so much a breaking into a sweat. Not such anymore, however. Everything is new to her - its almost as if Artemis struck a 'refresh' button somewhere along the line. She must re-adapt with the powers and their consequences before getting a comfortable feel for them and training to extend their longevity.
The small of Artemis' back, where the Unlucky Seven marking is, causes instant effects. To tap it would cause her to stiffen. Striking will force her to her knees.
During the Kuro-possessions, Artemis not only loses full or partial control of her body, but also pays less attention to what she's doing, and where she's going. The Halfling is more likely to wear herself out very quickly during this state, carrying on only by means of sheer unwanted will. Once out of the phase, there is a great chance of Artemis falling into a deep state of unconsciousness.
History:
Artemis really does not know. She simply awoke one day in the midst of a strange new world with a wound on her chest and a scratch going across her good eye. Muddled with thoughts, some not her own, linger here, stalk there ... Memories of times of great pain. Rage. Sadness - deep, deep sadness for something ... something she lost? What was it? And deep inside ... a pair of lime green eyes, gnawing at the edge of Artemis' sanity like an infiltrating maggot.
Family and Close Friends:
None that she recalls. For some reason the term 'sister' makes its way to her tongue, or bursts into her mind without warning and vanishes without saying goodbye.
Special Desire:
"Who am I?"
Extras:
"There would be so many fewer questions when stars were still just a hole to heaven."
In Character Entrance to Draan:
Wakey wakey, Eggs and Bacey ...
The voice startled her into attention. Rousing was not supposed to be this painful, she was sure. A flutter of green eyes which snapped shut once the bright, baleful sun struck down on her corneas. Great blindness. She could not see. A groan stumbled from a dry, parched throat that creaked so much that it hurt. Throbbing ... throbbing agony everywhere. Her legs felt broken. Her fingers felt bent backwards. Surely there was a fever involved. And most of all, on her chest ... and her eye. Something warm lingered in both places. Warm and wet. And smelling of metal.
At least wherever she was was soft. Grass? Felt like it. But ... where?
When?
How?
Who?
"What's going on?" said the stranger in something barely beyond a whisper. Something cracked - a branch? - and she shot up with bulging occuli. Immediately a shout of pain came bubbling from her lips. Thick red fluid seeped from the corners of her mouth, dribbling down her chin. Deep breath. She forced herself back onto her back, seeing black from the pain. "Ah ... " Her eyes shut.
Anybody who stumbled upon her now would see a peculiarly clad woman with a dragon's tail and dragon's talons, with a gaping hole in her chest just above the heart, and a long, jagged cut tracing across the left eye. A lot of blood. Too much for somebody to be alive. Yet, here she breathed.