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 Sterk Donovan

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BlindedElegance
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Posts : 387
Join date : 2013-09-29
Age : 24
Location : The Dark Abyss

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PostSubject: Sterk Donovan   Mon May 16, 2016 1:15 am

Basics
Full Name: Sterk Donovan.
Meaning of Name: Mighty/Powerful Dark Warrior.
*Nickname: Stark, Donovan.
*Alias(es): None.
Sex: Male.
Tribe: Silver (Gray), but was born originally to the Black Tribe.

Human Appearance
Human Age: 24.
Human Eye Color: Brown.
Human Hair Color: Black.
Type of Build/Body:
Height: 5'8''.
Weight: 153 lbs.
Distinguishing Marks: None.
Image(s) For Character:


Wolf Appearance
Eye Color: Red.
Fur Color: Charcoal.
Pack Class: Beta.
Pack Rank: Hunter.
Species: Black.
Height: 5'8''.
Weight: 163 lbs.
Image(s) For Character:




Attitude/Personality: Contrary to his species, Sterk is a rather relaxed and accepting individual, though this could be due to the fact that he was abandoned by his birth mother and taken in by the alpha female of Gray clan werewolf pack. Sterk is generally seen as a lazy guy because he lets things slide when it just involves himself and an "offending party", but when it comes to answering to the rules of his pack, he is strict and doesn't hesitate to put the rule breakers in their place. However, despite this strictness, Sterk can be seen as a guy who stands on shaky ground when it comes to personal morals. He's not above killing to get his message across, nor is he above fighting just to fight. He's not well liked outside of his family in his pack. Often, Sterk is called a "Bloed Wolf" ("Blood Wolf") when his back is turned.

Note: The term "Bloed Wolf" among werewolves doesn't denote being born a werewolf or not, rather it means that a particular werewolf is the type that will "be out for blood" during a fight, or intentionally seek a fight at specific times.

While his morals are questionable at times, he is very quick to protect a woman and often refuses to argue with them simply because they're female. He's also friend of children (pups of the pack) and protector of all of the children in the pack. He's surprisingly good with children and loves them. Many of the pack members question how a guy who fights so fiercely can become so docile and gentle when it comes to children.

Over all, Sterk may have some rough qualities, but he has a softer side. His pack mates have only seen the surface. He's actually a pretty soft guy. He can get shy and embarrassed when it comes to women, and is seen as a romantic when it comes to his search for the perfect mate in his eyes.

*Talents: Sterk is a very skilled hunter and tracker. Some would consider him the ideal woodsman.

Organization Affiliation
Organization Name: None.
Class: None.

Abilities
*Special Abilities:  

  • Claw Retraction- The user can project and retract razor-sharp claws from their fingertips for offensive purposes. Claws can be composed of energy, bone, metal, or simple keratin.

    Limitations:
    1. May take practice to retract claws.
    2. Claws may not be durable.

  • Contaminant Immunity- The user is immune to some known poisons, toxins, venoms, viruses, bacteria, etc.

    Limitations:
    1. May not be immune to all poisons or pathogens.
    2. May not be immune to the poisons made by those with Poison Generation.
    3. May still become ill, but not fatally.

  • Enhanced Agility- User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

    Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

    Limitations:
    1. Can still experience exhaustion.
    2. Over time the joints of the person could become inflamed and arthritic.
    3. Does not necessarily mean they can survive falls from great heights or crashes into walls.

  • Enhanced Reflexes- User has enhanced reaction speed, allowing them to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to.

    Limitations:
    1. Enhanced Speed users may be too fast to react.
    2. Objects moving at tremendously quick speeds may be too difficult to dodge.

  • Enhanced Jump- Users can jump incredible distances and land safely, covering frighteningly tall heights and long distances. Usually comes with strong legs. In some cases a jump can fool an observer into believing the person is "Flying".

    Limitations:
    1. Not actual Flight.
    2. Legs require full operation, may even require a running start.

  • Lunar Empowerment- Users become stronger, faster, more durable, etc. when they come in contact with moonlight, possibly unlocking abilities related to the affinity and enhancing the existing powers.

    Limitations:
    1. May be weaker during the day.
    2. May only absorb energy from certain phases of moon.

  • Lycanthropic Infection- The user can turn others into werewolves. This can be done by several methods, via a curse, claw but traditionally through a bite.

    Limitations:
    1. Turning others does NOT mean one can control them.
    2. May be involuntary and constantly active.
    3. If the target is alive the power will work but it will take time.

  • Regenerative Healing Factor- The user can regenerate, in other words, they recreate lost or damaged tissues, and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely, some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to a healthy state.

    Limitations:
    1. Instantly lethal attacks are likely un-recoverable.
    2. Complete Disintegration or Incineration may prevent regeneration permanently.
    3. Decapitation and distancing of the head away from the body will kill the user, as it prevents the brain from sending signals to the body to regenerate.
    4. Wounds of extreme depth or those carrying deep emotions may not completely heal, resulting in scars.
    5. Brain cells can be repaired, but if the cerebral cortex (where information, memories, awareness and consciousness are processed) is damaged, unless the user is at least master-level, complex issues may arise:
    6. Since the information transmittance ceases, it stops telling the body to regenerate, killing the user.
    Even if it does repair, damaged memories may not regenerate, causing the user to have nothing more than primal instincts at best.
    7. As long as the cerebral cortex remains unharmed, the user is practically immortal, being able to regenerate pretty much from that one portion alone.
    8. If the weapon used stays on the wound, regeneration may be slowed or stopped.
    9. Pain Suppression may not be included.
    10. Some forms of regeneration simply forces cell division to occur faster, rather than repairing/reviving damaged cells, and thus this actually speeds up aging shortening lifespan.
    11. May still be vulnerable to disease.
    12. Depending on injuries, regenerating may change.
    13. Can not regenerate internal organs.
    14. User is still vulnerable to suffocation or asphyxiation.
    15.Users of Healing Factor Nullification can prevent the user from healing.

  • Wolf Physiology- The user takes on or has the forms, traits and abilities of wolves.

  • Enhanced Bite- The user has particularly strong bite, either because of sharp teeth, strong jaw-muscles, unusual jaw-structure (mandibles of insects) or some other reason. Exactly what they can bite depends of the jaw-strength, resilience of their teeth/bite-surface and their shape.

    Limitations:
    1. Has to be careful not bite down on anything potentially harmful or dangerous.
    2. May still be broke against harder substances.

  • Enhanced Durability- The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.

    Limitations:
    1. Since this ability isn't the same as Invulnerability, the user can only take so much damage before it finally takes an effect.

  • Enhanced Endurance- Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.

    Limitations:
    1. Users are still limited on how far they are available to continue.
    2. May require a specific item or sustenance that would allow them to go without others.

  • Enhanced Senses- The user has extremely accurate senses, allowing them to see, hear, smell, taste, and/or feel more than an average member of their species.

    Limitations:
    1. Overloading may be a frequent occurrence.
    2. Magic may cause interference.
    3. Drugs or other means can negate or remove these senses unless they are reversible.

  • Enhanced Hearing- Users have ears enhanced to hear with amazing clarity, distance, and even frequencies outside normal range. Users ears can pick up every single sound, can decipher layer upon layer of differing sounds/conversations, locate the source of noise or pick up a sound from a mile away in a busy city.

    Limitations:
    1. May be more sensitive to loud sounds.
    2. Noise can limit the distance of the users hearing range or ability to detect minor sounds.
    3. Inaudibility and Silence Manipulation will make this power useless.

  • Enhanced Smell- Users can detect specific persons, objects, substances or even places, locate their origin and track with nothing but their nose. Some may even be able to detect lying, sicknesses or tumors by which hormones/smells they excrete.

    Limitations:
    1. May be sensitive to stronger smells or foul odors.
    2. Does not work well when someone masks their scent.
    3. Does not work on odorless materials.
    4. Ability is nullified if the user's nostrils are clogged.
    5. As sneezing prevents the user from being able to use this ability, tactics such as sneezing powder can nullify this ability until the sneezing wears off.
    6. Hard to find someone if the user doesn't know their scent firsthand often requiring an object touched by the other person to get their scent.
    7. Other scents from an area that has a large amount of people such as a battlefield can make it harder to find a specific scent.

  • Night Vision- User can see in a dark or dim environments as though it were well-lit.

    Limitations:
    1. May become sensitive to sudden flashes or bright light.
    2. Might take some time for the eyes to re-adapt to regular light.
    3. May not be able to see in pure darkness, such as deep inside a cave.

  • Enhanced Speed- Users can move far faster than the average member of the user's species. This power is not without any ill effects however, as it can strain the body.

    Limitations:
    1. User can only travel at a speed of  60 mph in wolf form for about 50 yards before they become fatigued.
    2. Users physical state affects their speed and endurance.
    3. May suffer fatigue if the user overuses their high speed powers.
    4. May be temporary in effect and limited in continuation depending on the user.
    5. Speed doesn't necessarily mean maneuverability, some users may have problems with inertia and tight corners.

  • Enhanced Stamina- The user's body is highly resistant to the build-up of fatigue toxins in their blood, allowing them to be physically active for considerably longer periods of time than the average member of the user's species.

    Limitations:
    1. Users can only exert oneself for so long before the excessive build-up of fatigue toxins will begin to wear them down.

  • Enhanced Strength- Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.

    Limitations:
    1. Balance, gravity, and mass still affect the user.
    2. Users are still susceptible to Newton's Three Laws of Motion.
    3. Strength does not equal durability. If a user were to attempt to lift something extremely heavy over their head, their bones and joints could snap.
    4. May damage environment/other people without meaning or noticing.
    5. There may be a limit to how strong a user can become before it's dangerous for themselves to use.
    6. May be limited to certain limbs.

  • Feral Mind- User is able to tap into primal, unstoppable rage that allows them to perform in vastly increased capacity, taking and inflicting damage that they wouldn't in their normal state. In some cases, the user's mind descends so far into the feral rage that, mentally, they are little more than animals.

    Limitations:
    1. May be unable to separate friend from foe and attacks everyone.
    2. May be unable to remember activity in primal rage.
    3. May revert to a state of mind where the users only thoughts are simply: fight, flight, or mate.

  • Predatory Instinct- The user possesses predatory instincts, allowing them to become masters of hunting and tracking. One with this ability can discern numerous factors of a situation that make them a master of pursuit and capture. This includes what move a foe will make, where he is headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit.

  • Temperature Regulation- The user can maintain different levels of their own body temperature for extended periods of time. Some users may even be able to manipulate their own body temperatures at will.

    Limitations:
    1. Certain temperatures may are lethal.

  • Lunar Mind- The user can employ the forces of the moon to revert the mind into a primal state prone to violence and survival instinct.

    Limitations:
    1. May be limited to a certain moon stage (i.e, Full moon, half moon, etc.).
    2. May completely lose awareness of their normal self.

  • Semi-Immortality- Users of this ability never age, and as a result, they stay young forever or at least never suffer the ravages of aging. Because of this, the user will always be at their physical prime. The user will also be immune to aging abilities, such as Age Acceleration or Reversal.

    [i]Limitations:
    1. User is still vulnerable to everything else that would affect other beings, from disease to mortal wounds.
    2. Some users keep aging, they simply won't die from it, leaving them to become extremely elderly and frail.
    3. Some users will stop aging only after they reach a certain point.



Werewolf Weaknesses

  • Applied electricity can prevent the transformation.
  • Are vulnerable to silver, wolfs-bane and/or other traditional werewolf weaknesses, or be harmed only by them.
  • May include loss of memory of human emotion.
  • May include loss of self-control.
  • Are vulnerable to other Lycanthropes natural attacks.
  • Are vulnerable to vampire attacks.


Last edited by BlindedElegance on Wed Jun 29, 2016 10:17 pm; edited 4 times in total
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Age : 24
Location : The Dark Abyss

Character sheet
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PostSubject: Re: Sterk Donovan   Mon May 16, 2016 2:56 am


  • White Magic- User can utilize the White Arts: a form of magic typically used to help other people by healing the mind, body and/or soul. Practitioners of this type of magic tend to focus toward assisting others, purifying evil spirits, dispelling curses, medical potions and respect all rules that determine what is forbidden and what is not among magic users.

    Spells Known

  • Deflection- The user is capable of deflecting attacks, normally projectiles or blunt force, away from the user. While usually a defensive method, it can be utilized as offensive with efficient calculation.

  • Shield- User is able to create a shield, wall, or a field to protect themselves, with varying appearances and materials. The fields can be formed from energy, elements, shaped from from the environment, or formed by manipulating smaller items to form a greater whole.

    Force-fields are not impenetrable and can usually be removed by energy drain or extreme force. Some users are also able to throw shields away from themselves or to catch things with them, while other users may be able to mold them into any shape.

  • Phase- User is able to move through objects and ignore most physical effects in their way, exact means how this is done vary between slipping partially into other dimensions, being able to make their own particles move between other particles, being non-physical being of energy, vibrating their molecules into a new quantum frequency, etc. Regardless the user is able to ignore most attacks, physical dangers and gravity.

  • Aura Sight/Seeing- The user can perceive auras, normally invisible fields of energy that surround every living thing, this can be used to sense emotions, health, power levels, or the targets moral alignment. They may also be able to sense auras surrounding inanimate objects under special circumstances.

  • Curse Break- The user can nullify, remove or bypass curses to keep them safe from infliction.

    Limits:
    1. Effects may be temporary.
    2. Must have powerful will or power strong enough to understand or accept the curse.
    3. Some curses can still work, and will be activated by something that can awaken it.
    4. Even if user can negate a curse, it could be passed onto someone else (for instance, friends, lovers).
    5. Negating curses is not the same as Curse Removal.

  • Mend- User can restore biotic organisms to their optimal health, curing damaged or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. Though the user may potentially heal any form of bodily damage, the patient must be alive, even if hanging by a thin thread, in order to be healed; once the patient has died, it would transcend healing and would require resurrection instead.

  • Life Infusion- The user can infuse objects (usually a weapon), beings or powers with life, empowering and energizing them and allowing the user to manipulate their qualities and efficiency, allowing them to heal, mend and purify rather than harm, including potentially resurrecting the dead.

    As the power derives from the user's life force, they can control its movements, akin to telekinesis.

  • Repulse- The user can repel and nullify any attack with evil intent and block out all manners of malicious physical acts that are aimed against the user. If the attack against the user even has a small degree of maliciousness in its purpose the attack will be dissipated.

    Limits:
    1. If the user loses their concentration they won't be able to block out attacks efficiently.
    2. Users are susceptible to attacks that lack any malevolence against them.
    3. Users are susceptible to accidental damage by attacks not made for them.

  • Redemption- The user can remove the darkness or evil from a person or objects, often including demons possessing it or mind control affecting it. It can turn evil to good or merely make someone pure.

    Limits:
    1. Target may need to be willing to be purified.
    2. User may only be able to remove supernatural evil and corruption.
    3. User may be affected by the darkness they remove or take it upon themselves.
    4. Good Immunity.

  • Anti-possession- The user is immune to certain or all forms of possession, including demonic, angelic, telepathic and spiritual possession, preventing any entity from entering their bodies.

    Limits:
    1. May be immune to only a certain form of possession (i.e,, demonic but not angelic, or psychic but not spiritual).
    2. May require an enchanted object, as a result, removal or destruction of said object can leave them vulnerable to possession.
    3. Unable to use Symbiosis as a result of the immunity.

  • Elixir- User can create potions: substances with magical properties such as enhancing physical and mental abilities, healing, granting powers, chancing shape, or bewitching someone depending on the kind of potion that is made.

    Some potions come in different forms of liquid, such as jelly, stew, brew, or even soup. They can also be made into solid form, often pills, powder, candy, and possibly drugs.

    Limits:
    1. Each effect may have a separate formula.
    2. May require a laboratory/workshop and time.
    3. May need special ingredients in order to create potions, such as a human heart or dragon's egg.
    4. Effects of potions are temporary, unless they are specifically made to be permanent.
    5. May require Spell Casting in order for the potion to take full effect.
    6. May require training for certain potions.
    7. Incorrect brewing may cause backfiring.
    8. Certain potions are specific about portion and amount acquired in the recipes.
    9. Potions may be useless against those with Potion Immunity.

  • Restore- The user can restore anything living or non-living to either their optimum state, including high-speed regeneration of themselves or others, restoring life in environment, such as forests or animal life, reconstruct ruins or destroyed buildings, etc.

    Limits:
    1. Overuse may lead to exhaustion and decrease the effectiveness of this power.
    2. May be limited to affecting only themselves or others.
    3. May not be able to revive dead.


  • Sanctify- The user can bless objects or substances with holy properties. Regardless of whatever the substance is, they can instantly bless the substance with divine potential to cause harm to malevolent spectral forces. With a gesture, the user can turn dirty sewage water into holy water or turn a golf club into a dangerous holy weapon by blessing its properties.

    Limits:
    1. May require a form of matter to bless to use against a malevolent force.


  • Strong Heart- The user's heart possesses a grand form of power, allowing them to survive most forms of corruption or whatever seeks to harm it.

    Limits:
    1. Power would fail should user show weakness.
    2. As the heart and the mind are not the same, user's heart could lead them astray or worse.


  • Strong Soul- User has a strong soul that is equivalent to the power of many souls which comes in handy in situations that tests one's spiritual fortitude and grants spiritual abilities. The user's soul is unable to be bound by anything and lives free without any need of dependence. It is also strengthened by the user's desire to get what they want, no matter the cost.

    Limits:
    1. Though resistant, a user's soul can still be manipulated and even absorbed with enough effort.


  • De-Spell- The user can negate any and all forms of spells ranging from the most powerful of spells to least and faint spells.

    Limits:
    1. If the user was able to cast spells it will not be when this power is in activation.
    2. Only works when spells are cast or being cast.
    3. May require knowledge and user's own amount of power to counteract a spell.
    4. Specific spells require specific elements to be negated.
    5. Certain spells may prove too powerful for the user.

  • Sacred Zone- The user can create an area protected by divine power which destroys/damages/repels/purifies anything of evil that attempts to enters its range of influence. This ability is a powerful defensive skill which allows a user to hold off even the most powerful of dark entities to formulate a counterattack.

    Limits:
    1. User may not be able to attack their opponent directly while this power is active.
    2. Power usage may require immense levels of concentration.
    3. Range of influence may be limited.
    4. May be weak against those with Unholy Territory.
    5. May require a large amount of preparation.



.:Weapons Information:.
Name: Brightkiller.
Type: Straight sword.
Description: A straight sword that's made of steel, Brightkiller is a weapon that's designed to slay those who are of impure heart and mind. It can also injure the wielder should they hold impurities when they try to draw the sword.  
Strengths: A great weapon against evil, it is sturdy and doesn't break easily.
Abilities: Can harm the wielder, can be melted by high temperatures and can be broken when placed under extreme amounts of force.
  • Redemption- The user can remove the darkness or evil from a person or objects, often including demons possessing it or mind control affecting it. It can turn evil to good or merely make someone pure.

    Limits:
    1. Target may need to be willing to be purified.
    2. User may only be able to remove supernatural evil and corruption.
    3. User may be affected by the darkness they remove or take it upon themselves.
    4. Good Immunity.

  • Anti-possession- The user is immune to certain or all forms of possession, including demonic, angelic, telepathic and spiritual possession, preventing any entity from entering their bodies.

    Limits:
    1. May be immune to only a certain form of possession (i.e,, demonic but not angelic, or psychic but not spiritual).
    2. May require an enchanted object, as a result, removal or destruction of said object can leave them vulnerable to possession.
    3. Unable to use Symbiosis as a result of the immunity.

  • Sanctify- The user can bless objects or substances with holy properties. Regardless of whatever the substance is, they can instantly bless the substance with divine potential to cause harm to malevolent spectral forces. With a gesture, the user can turn dirty sewage water into holy water or turn a golf club into a dangerous holy weapon by blessing its properties.

    Limits:
    1. May require a form of matter to bless to use against a malevolent force.

  • Sacred Zone- The user can create an area protected by divine power which destroys/damages/repels/purifies anything of evil that attempts to enters its range of influence. This ability is a powerful defensive skill which allows a user to hold off even the most powerful of dark entities to formulate a counterattack.

    Limits:
    1. User may not be able to attack their opponent directly while this power is active.
    2. Power usage may require immense levels of concentration.
    3. Range of influence may be limited.
    4. May be weak against those with Unholy Territory.
    5. May require a large amount of preparation.

Image(s):


Background
History: Born to the Black clan of the werewolves, Sterk was abandoned as a young child. He was adopted by the alpha male and female of the Gray clan and given a place among them. Since he was young he's been treated as if he were truly their own child. However, he's not been so lucky with the other members of the pack. He was often bullied, attacked, beaten and isolated from the others. He found pride in his family though, so kept to himself when he realized that he was never going to make any friends. He grew up and grew strong. Sterk worked his way up to the rank of Beta and trained even harder to become a hunter so that he could at least find some freedom and peace while out on a hunt.

Now, he's a young adult looking for his place in the world and hoping to find it some day soon before he's forced to do more harm than good to his adoptive parent's pack. He fears that if he's not able to find a place to belong soon, he'll be pushed by his fellow pack mates to do something that he'll never be able to fix. If he breaks his parent's trust, or even worse their hearts, he'll never forgive himself.
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