---------------------------------------------------------------------------------------------- Character Information ---------------------------------------------------------------------------------------------- Full Name: Gorm Havfrossen (Gorm Hahv-fross-in) Race: Ailor (Velheim Culture) Age: 38 Gender: Male Eye Color: Dark Brown ---------------------------------------------------------------------------------------------- Core Concept ---------------------------------------------------------------------------------------------- - Gorm arrives on the docks of Regalia to seek out those that would take on the Vampire for employment as a Mercenary or Craftsman. Perhaps even both! - Gorm devotedly worships Blodrúna, The Crimson Carnage. Be it as a Mundane or Vampire, the Velheimer would actively devote his actions in the name of Blodrúna. ---------------------------------------------------------------------------------------------- Proficiencies ---------------------------------------------------------------------------------------------- Strength: 7 - Weapon Throw Pack (Free Pack) - Pinning Throw Pack - Concussive Blow Pack - Building Scale Pack - Diving Tackle Pack - Steady Body Pack - Technique Parry Pack - Force Toss Pack Constitution: 5 - Shield Block (Free w/ Purchase) - Tank Stance (Free w/ Purchase) - Tank Charge Pack - Tank Slam Pack - Shield Deflect Pack - Shield Wall Pack - Shield Brace Pack - Familiar Disrupt Pack (Ailor Free Pack) Wisdom: 0 Dexterity: 0 Magic: 2 - Magic Smog Pack - Magic Warp Pack Intelligence: 0 - Oceanic Pack (Free Ailor Pack) Faith: 0 ---------------------------------------------------------------------------------------------- Abilities ---------------------------------------------------------------------------------------------- Currently a Greater Vampire (Torrghlas Bloodline)?: Yes. Vampiric Additional Abilities: Torrghlas Mechanic I: Torrghlas Vampires can Transform into Varghul (Gorilla-Bat Hybrids) or Urlan Appearance (but with Void theming), both with Urlan Racial Traits, losing their old Racial Traits. Counts as a Disguise. Torrghlas Mechanic II: Torrghlas Vampires if in Melee Range of a Gate or Fence or Door blocking off an entryway, are able to Gate Smash their way through, or bend the bars to let themselves and others pass. Torrghlas Mechanic III: Torrghlas Vampires are able to perform superhuman feats out of Combat, able to lift huge weights, break open solid rock, or carry multiple people on their back. ---------------------------------------------------------------------------------------------- Languages ---------------------------------------------------------------------------------------------- - Common (Free) - Skodje (Native) - Kriv (Learned by Association) ---------------------------------------------------------------------------------------------- Appearance Information ---------------------------------------------------------------------------------------------- - Gorm is slightly above the average of height among the Velheim people, normally found wearing armor that has furs of different beasts sewed into it. As well, normally seen having a greatsword of their own design trapped to their back just over their fur cloak. - Vampire Form: Gorm's transformation is one that he rarely uses for good reason, this form that he was 'blessed' with discards the humanity that is seen normally as an Ailor. Becoming more of a Cyclopian horror of muscle and flesh. A monster in his own right that he only uses to feel 'safer' in some regards. ---------------------------------------------------------------------------------------------- Plot Hooks ---------------------------------------------------------------------------------------------- Devoted to Blodrúna: Little things are as important to the Sanguine than his religious zealotry to the bloody work of the Crimson Carnage. Sentinel of the Void: In his daily life, Gorm attempts to keep those that are even loosely connected to the Void safe. Going as far as not even entering combat against one that has a connection. Return to the Void: Even after multiple Curings at the hands of many 'pure-hearted' folk of the city, Gorm will always return to his life of Sanguinism. No matter the consequences it brings.
Changed around Gorm's Profs. Getting him out of being a 'Bruiser', settling more on sword and shield.