Post by ChildServices on Jun 30, 2019 6:49:57 GMT -5
DRACULA
Aliases: Drac, Vlad, The Bogeyman, Nosferatu
Affiliation: No Affiliation
Species: Glass Siren
Birthplace: Unknown.
Birthdate: Unknown. Approximate age of 8 years.
Height: Varies
Weight: Varies
SUMMARY
"Drac" is a glass siren, and a particularly impressive specimen of their species. A very high dosage of "education" on human behaviours and patterns early in his life has evolved into genuine self-awareness and a level of intelligence nearly comparable to a Human being. Drac can read (albeit with difficulty, and only in English), Drac can do basic arithmetic, Drac can use several semi-complex hand-tools (including guns).
Drac has not shaken his instincts, however. He's just able to override that desire to feed when there are other priorities. He has developed emotions and has his own desires, and understands that killing and eating everyone he sees may not be the best way to do achieve his other wants.
Drac also understands the concept of transaction for service, and will often work as a mercenary, using their natural talent for deception to take on jobs as a hitman, spy, or burglar. They are often paid in "food."
He has a human sidekick, a fifteen year old girl by the name of Suzy, who at times acts as his moral compass and is his primary travelling companion.
APPEARANCE
Being a glass siren, Drac can generally look and sound however they want to. They do, however, have scarring from advanced age and the frequency of transformation when in their "natural" form, particularly around the hands and face. Otherwise, they look like any other glass siren.
In terms of clothing and equipment, he wears whatever is available or appropriate to a disguise. They have no particular sentimental attachment to clothing.
He has a bolt-action rifle and is a rather proficient sniper.
BEHAVIOR
"Drac" is smarter than their peers. And that makes them dangerous.
The source of Drac's developed intelligence comes from not just their ability to read and mimic the behaviour and facial patterns of people, but the fact he evolved the ability to break those patterns apart and change entire sequences on the fly. And at a much higher level than his peers who are capable of similar things. It's the core of how he has learned to talk and formulate his own ideas the way a person would. If he was given a longer life, he might even eventually be able to create totally new faces pieced together from the ones that he has already seen or even just from a description.
Despite his developed intelligence, he's still a monster animal at heart and will still act on instinctual behaviour. The core distinction between him and a usual siren in that regard is that his intelligence has given him a much taller hierarchy of needs, and whilst he is a very instinct-driven creature, he's capable of satisfying those instincts with responses other than killing and eating people.
As Drac is a more mature glass siren, transformation is often slower and slightly more painful than it used to be. Drac will try to remain in their natural state whenever possible, covering their true form with masks and clothing that hides their skin anywhere that they can get away with it, such as in the dark or underground, or anywhere that fully concealed clothing is expected, where use of their voice is enough for deception.
Whilst he hasn't started to slip in sanity yet, he knows it's coming.
He is also familiar with something called a "vampire" in human folklore, and has become fascinated with the idea of them. In particular for their ability to live forever. He has taken his preferred names and aliases from whatever folklore he has been able to get his hands on, and any fiction (particularly films) of that nature have extreme sentimental value to him.
GOALS
Drac wants to live. Glass sirens don't have very long lifespans, and Drac has become fully aware of his degrading health and-- eventually --sanity due to old age. He is desperate to find some way of prolonging his lifespan.
Apart from that, he wants to protect and care for his companion, a girl named Suzy.
RELATIONSHIPS
Major Factions:
Other Characters:
HISTORY
Drac started his life some time eight years ago. His early life wasn't too interesting. He hunted, he ate, but he received a very high dosage of social education early on that lead to his developing something resembling genuine intelligence within the second year of his life.
In the third year of his life, he kidnapped a young girl from a gang. That girl was Suzy. He used the girl as bait to lure the rest of the gang into a trap. The gang fell for it, and so he wound up killing and eating eleven men that night. All that was left was Suzy. For some strange reason, he decided not to kill her, and kept her around to continue to use as bait. She didn't mind, he was protecting her, and she was getting rich on the loot. The two worked well together as a team, and have stayed together ever since.
Him and Suzy have been wandering the wilds and travelling between towns and cities for most of his life so far.
Aliases: Drac, Vlad, The Bogeyman, Nosferatu
Affiliation: No Affiliation
Species: Glass Siren
Birthplace: Unknown.
Birthdate: Unknown. Approximate age of 8 years.
Height: Varies
Weight: Varies
SUMMARY
"Drac" is a glass siren, and a particularly impressive specimen of their species. A very high dosage of "education" on human behaviours and patterns early in his life has evolved into genuine self-awareness and a level of intelligence nearly comparable to a Human being. Drac can read (albeit with difficulty, and only in English), Drac can do basic arithmetic, Drac can use several semi-complex hand-tools (including guns).
Drac has not shaken his instincts, however. He's just able to override that desire to feed when there are other priorities. He has developed emotions and has his own desires, and understands that killing and eating everyone he sees may not be the best way to do achieve his other wants.
Drac also understands the concept of transaction for service, and will often work as a mercenary, using their natural talent for deception to take on jobs as a hitman, spy, or burglar. They are often paid in "food."
He has a human sidekick, a fifteen year old girl by the name of Suzy, who at times acts as his moral compass and is his primary travelling companion.
APPEARANCE
Being a glass siren, Drac can generally look and sound however they want to. They do, however, have scarring from advanced age and the frequency of transformation when in their "natural" form, particularly around the hands and face. Otherwise, they look like any other glass siren.
In terms of clothing and equipment, he wears whatever is available or appropriate to a disguise. They have no particular sentimental attachment to clothing.
He has a bolt-action rifle and is a rather proficient sniper.
BEHAVIOR
"Drac" is smarter than their peers. And that makes them dangerous.
The source of Drac's developed intelligence comes from not just their ability to read and mimic the behaviour and facial patterns of people, but the fact he evolved the ability to break those patterns apart and change entire sequences on the fly. And at a much higher level than his peers who are capable of similar things. It's the core of how he has learned to talk and formulate his own ideas the way a person would. If he was given a longer life, he might even eventually be able to create totally new faces pieced together from the ones that he has already seen or even just from a description.
Despite his developed intelligence, he's still a monster animal at heart and will still act on instinctual behaviour. The core distinction between him and a usual siren in that regard is that his intelligence has given him a much taller hierarchy of needs, and whilst he is a very instinct-driven creature, he's capable of satisfying those instincts with responses other than killing and eating people.
As Drac is a more mature glass siren, transformation is often slower and slightly more painful than it used to be. Drac will try to remain in their natural state whenever possible, covering their true form with masks and clothing that hides their skin anywhere that they can get away with it, such as in the dark or underground, or anywhere that fully concealed clothing is expected, where use of their voice is enough for deception.
Whilst he hasn't started to slip in sanity yet, he knows it's coming.
He is also familiar with something called a "vampire" in human folklore, and has become fascinated with the idea of them. In particular for their ability to live forever. He has taken his preferred names and aliases from whatever folklore he has been able to get his hands on, and any fiction (particularly films) of that nature have extreme sentimental value to him.
GOALS
Drac wants to live. Glass sirens don't have very long lifespans, and Drac has become fully aware of his degrading health and-- eventually --sanity due to old age. He is desperate to find some way of prolonging his lifespan.
Apart from that, he wants to protect and care for his companion, a girl named Suzy.
RELATIONSHIPS
Major Factions:
- All major and minor factions hate Drac's species, which is only natural. Drac has a neutral opinion towards the major factions otherwise. For the most part, the dregs of their societies are just his food. Nothing more, nothing less.
- Drac has a working relationship and reputation with various bounty organisations across the colder parts of Set where he has usually operated.
Other Characters:
- Drac considers a single human, a teenage girl whose name is Suzy, who is their only long-term travel companion, to be their only real "family" as they understand the term. He has raised her almost as if she was his daughter.
HISTORY
Drac started his life some time eight years ago. His early life wasn't too interesting. He hunted, he ate, but he received a very high dosage of social education early on that lead to his developing something resembling genuine intelligence within the second year of his life.
In the third year of his life, he kidnapped a young girl from a gang. That girl was Suzy. He used the girl as bait to lure the rest of the gang into a trap. The gang fell for it, and so he wound up killing and eating eleven men that night. All that was left was Suzy. For some strange reason, he decided not to kill her, and kept her around to continue to use as bait. She didn't mind, he was protecting her, and she was getting rich on the loot. The two worked well together as a team, and have stayed together ever since.
Him and Suzy have been wandering the wilds and travelling between towns and cities for most of his life so far.