Drraeki Serpens

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((ALWAYS UNDER CONSTRUCTION! Please, wear protection. *hands out helmets*))

Current Theme Song: "Scott Peeples - Castlevania 'Wicked Orchestra'"
http://djpretzel.web.aplus.net/songs/Castlevania_Wicked_Orchestra_OC_ReMix.mp3


Drraeki.jpg
Drraeki Serpens
Player: @Felis Noctu
Origin: Natural
Archetype: Brute
Threat Level: 10
Personal Data
Real Name: Drraeki
Known Aliases: Guardian Drraeki, 'Drake'
Species: Nyth
Age: 174 human years
Height: ~ 8'2"
Weight: ~ 480 lbs
Eye Color: Milky White
Hair Color: None
Biographical Data
Nationality: Confidential
Occupation: Guardian ("Serpens")
Place of Birth: Planet Skelath
Base of Operations: Confidential
Marital Status: Single
Known Relatives: Liz Drakon
Known Powers
None
Known Abilities
Extreme skill with dual swords, natural flight.
Equipment
Swords, armor.
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Contents

The Character

Description and Personality

Drraeki can range anywhere from cold and heartless to light-hearted and friendly, depending on the situation. She is very "correct" with everything she says, rarely using contractions. While she does "love" her daughter, she does not show this love in a way that humans typically understand. It is more an instinctual need to protect the child, so while she will not hug or kiss her daughter, or tell her she loves her, if the child is threatened she won't hesitate to tear the offender's head off.

Drraeki out of her armor is a deep green color, speckled with black here and there. Her wings are slightly torn, with large splotches of darker color on them. Her scales are also "tattooed" with tribal markings, superstitious burns into her scales that will supposedly increase her speed, strength, and other such things. She regularly re-burns these onto her scales so as to keep them solid and the magic at "full strength."

Drraeki is the guardian to Liz Drakon, a shaman. While guardians are highly protective of their shaman, this is actually a unique case. Liz Drakon is Drraeki's hatchling, and as such is protected by both Drraeki's honor and duty as well as motherly instincts. This tends to turn the larger Nyth into a bloodthirsty killing machine in combat, as both duty and love work together. While humans typically don't understand it, the fact that her daughter is above her in power does not affect her at all. She is bound by tradition to listen to and obey everything her daughter says or does. She may offer advice, or an alternate option in a dangerous situation, but she will never, EVER, contradict Liz.

The Nyth Race

The Nyth are a superstitious, spirit-drawn people lead by shamans. While they have progressed far into the technological tree with incredible gadgets and such, their actions are still dictated by the spirits of those long past. The shamans communicate with these spirits in order to lead their people, and none disobey the decisions. It is not that the Nyth as a whole are forced to obey and follow, it just simply has never come up, as no Nyth has ever thought to disobey in the first place. The Nyth follow a caste-like system, where hatchlings are placed into a specific occupation depending on their "aura", as well as their body build, which is apparent immediately at birth. Unlike the caste system used in medieval times on Earth however, hatchlings are not tied to their parents' caste. The hatchling of a lowly farmer can potentially be taken as a shaman, the highest ranking in their culture.

Shamans in particular have an interesting training. While the others are either sent to work early in life, or train for many years if they are destined to be soldiers, Shamans do little in the way of actual training. In fact, Shamans go on a sort of "spirit journey", letting the spirits of those long past guide them and teach them. As such they can potentially end up anywhere at even a young age. This being the case, shamans are assigned highly trained guardians to protect them on their journies, a soldier so loyal to them that nothing will come between the two in nearly any situation. Guardians are completely and utterly devoted to their particular shaman, and even after the journey is completed they will rarely, if ever, leave their shaman's side.

Character History

Abilities

Attributes
  Statistic
1 2 3 4 5 6 7 8 9 10
 
  Fortitude
                                   
  Stamina
                                   
  Speed
                   
  Melee
                           
  Blasts
   
  Support
               
  Control
   
 

Flight

A natural ability to fly leaves very little in the world that she can't travel to. She also abuses this ability in battle to allow more acrobatic motions than otherwise possible.

Skilled Swordsmanship

Having practiced for many years with both single and double blades, she is highly skilled in the arts. While her movements may not be flashy, don't let that fool you. Each strike has a fine aim and finesse behind it that's sure to get results.

Strengths

Weaknesses

Recent Events

Affiliations

Heroes

Villains

This article about a character is a stub -- a small, but growing, work in progress. If you're the creator of this character, why not consider expanding it?

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