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       #Post#: 3822--------------------------------------------------
       Profile: Graham Danvers 
       By: Coolcat207 Date: April 7, 2020, 8:37 pm
       ---------------------------------------------------------
       "There's a limit to how foolish you can be."
       "Using force is useless, you know. You're not a person to take
       me on."
       "I was never a believer of God, even before the big news of Him
       being gone or something. So you can save the zealous speeches
       and bible thrusting. It doesn't really matter anymore. Besides,
       why should I be afraid of something that no longer exists
       anymore?"
       Name:
       Graham Danvers
       Age:
       Stopped aging at 17
       Gender:
       Male
       Species
       Former: Human
       Current: Vampire
       Organization:
       Aligned with Nightshade
       Occupation:
       Hunter Slayer
       Human Trafficker
       Butcher (part time)
       Family:
       Unnamed Parents (Deceased)
       Adoptive Brother: Alistair Danvers
       Height:
       6'2
       Weight:
       154 lbs
       Appearance:
       Graham is a very tall young man with messy light brown hair. He
       usually has it tied up in a bun with bangs and some strands
       hanging out from the back. He usually wears a long- sleeved
       white V-neck shirt with a black trim towards the top along with
       a black sweater. He wears it with brown pants. He also wears a
       necklace and bracelet on his left arm.
       His school uniform consists of the black school blazer with a
       black sweater that has a slightly unbuttoned white dress shirt
       underneath and a blue tie that has a white string on the left
       side. He wears it with the black uniform pants and brown shoes.
       He wears the necklace and bracelet with this outfit as well.
       Clan:
       Gangrel
       Sect:
       Independant
       Generation:
       5th
       Clan Disciplines:
       Animalism, Fortitude, Protean
       Disciplines:
       Animalism:
       Feral Whispers:
       ~This power is the basis from which all other Animalism
       abilities grow. The vampire creates an empathic connection with
       a beast, thereby allowing him to communicate or issue simple
       commands. The Kindred locks eyes with the animal, transmitting
       his desires through sheer force of will. Although it isn't
       necessary to actually "speak" in chirps, hisses or barks, some
       vampires find that doing so helps strengthen the connection with
       the animal. Eye contact must be maintained the entire time; if
       it's broken, the Kindred must look into the beast's eyes once
       again to regain contact.
       Since Feral Whispers requires eye contact, animals that cannot
       see are not affected. Further, the simpler the creature, the
       more difficult it becomes to connect with the animal's Beast.
       Mammals, predatory birds and larger reptiles are relatively easy
       to communicate with. Insects, invertebrates and most fish (with
       the possible exception of larger ones like sharks) are just too
       simple, their Beasts too weak, to connect with.
       Feral Whispers provides no guarantees that an animal will want
       to deal with the vampire, nor does it ensure that the animal
       will pursue any requests the vampire makes of it. Still, it does
       at least make the creature better disposed toward the Kindred.
       The manner in which the vampire presents his desires to the
       animal often depends on the type of creature. A Kindred can
       probably cow smaller beasts into heeding commands, but he's
       better off couching orders for large predators in terms of
       requests.
       If the vampire successfully uses the power, the animal performs
       the command to the best of its ability and intellect. Only the
       very brightest creatures understand truly complex directives
       (orders dealing with conditional situations or requiring
       abstract logic). Commands that the animal does understand remain
       deeply implanted, however, and may affect it for some time.
       Beckoning:
       ~The vampire's connection to the Beast grows strong enough that
       he may call out in the voice of a specific type of animal -
       howling like a wolf, cawing like a raven, etc. This call
       mystically summons creatures of the chosen type. Since each type
       of animal has a different call, Beckoning works for only a
       single species at a time.
       All such animals within earshot are summoned, but may choose
       individually whether or not to respond. While the vampire has no
       control over the beasts who answer, the animals who do are
       favorably disposed toward him and are at least willing to listen
       to the Kindred's request.
       Subsume the Spirit:
       ~By locking his gaze with that of a beast, the vampire may
       psychically possess the animal. Some older Kindred believe that
       since animals have no souls, only spirits, the vampire can move
       his own soul into the animal's body. Most younger vampires think
       it is a matter of transferring one's consciousness into the
       animal's mind. In either case, it's agreed that the beast's
       weaker spirit (or mind) is pushed aside by the Kindred's own
       consciousness. The vampire's body falls into a motionless state
       akin to torpor while his mind takes control of the animal's
       actions, remaining this way until the Kindred's consciousness
       returns.
       Tzimisce seldom use this power, considering it debasing to enter
       the body of a lesser creature. When they do stoop to using it,
       they possess only predators. Conversely, Gangrel revel in
       connecting to the natural world in this fundamental way. They
       delight in sampling different animals' natures.
       Quell the Beast:
       ~As the supreme predators of the natural world, Kindred are
       highly attuned to the bestial nature that dwells within every
       mortal heart. A vampire who develops this power may assert his
       will over a mortal (animal or human) subject, subduing the Beast
       within her. This quenches all powerful, assertive emotions which
       are hope, fury, inspiration within the target. The Kindred must
       either touch his subject or stare into her eyes to channel his
       will effectively.
       Mortals who lack the fire of their inner Beasts are quite
       tractable, reacting to even stressful situations with
       indifference. Even the most courageous or maddened mortal
       becomes apathetic and listless, while an especially sensitive
       individual may suffer from a phobic derangement while under the
       power's influence. Different clans evoke this power in different
       ways, although the effect itself is identical. Tzimisce call it
       Cowing the Beast, since they force the mortal's weaker spirit to
       cower in fear before the Kindred's own inner Beast. Nosferatu
       refer to it as Song of Serenity, since they soothe the subject's
       Beast into a state of utter complacency, thus allowing them to
       feed freely. Gangrel know the power as Quell the Beast, and
       force the mortal spirit into a state of fear or apathy as befits
       the individual vampire's nature.
       Animal Succulence:
       ~Most vampires find the blood of animals flat, tasteless and
       lacking in nutritional value. Some Gangrel and Nosferatu,
       however, have refined their understanding of the spirits of such
       "lesser prey" to the point that they are able to draw much more
       sustenance from beasts than normal Kindred can. This power does
       not allow an elder to subsist solely on the blood of animals,
       but it does allow him to go for extended periods of time without
       taking vitae from humans or other kindred.
       Quell the Herd:
       ~This power functions along the same lines as Quell the Beast
       — the Gangrel asserts her will over mortal animals (or
       humans), subduing their Beasts with the terrifying power of her
       own. Passionate, powerful emotions, or even simple attempts to
       assert individuality or will are squelched, rendering those
       affected apathetic and lethargic for the duration. Multiple
       targets may be affected; the only requirement is that the
       individuals must be able to see or hear the Gangrel. It may be
       necessary in some extreme situations to get the targets'
       attention, but that is not likely to be difficult for a monster
       of this power.
       Pact with Animals:
       ~This power allows the Wielder to borrow the powers of an animal
       that she feeds from. It can grant her the strength of the bear,
       the eyes of the hawk, the wisdom of the owl, or the poison bite
       of the serpent. This power is likely to manifest in elder
       Gangrel, as they tend to have the strongest connection to
       animals.
       Sense the Savage Way:
       ~Many vampires see themselves as more closely tied to beasts
       than mankind. Some Cainites have become so intimate with their
       own animal natures that they may access other creatures' senses.
       The vampire is a passive observer, merely seeing what the animal
       sees, tasting what it tastes. Even though a beast cannot be
       controlled with this power, many Cainites find bestial
       sensations highly pleasurable and even educational.
       Shepard's Innocence:
       ~While not all animals run away at a vampire's approach, the
       relations between Kindred and most creatures are far from the
       best. Dogs tend to bark in their presence, cats leave the room
       and horses often throw them. On the other hand, animals find
       those undead with Shepherd's Innocence not only inoffensive but
       extremely attractive.
       Crimson Fury:
       ~This power is the subject of much rumor and conjecture, as it
       has very little visible effect. Upon reaching this level of
       mastery, the Gangrel may choose to allow his Beast to roam
       freely through his veins. His blood causes frenzy in mortals and
       vampires who taste it. Should a diablerist successfully consume
       the Gangrel's soul, she may well meet a grisly end as the
       Gangrel's Beast eats her away from the inside.
       Taunt the Caged Beast:
       ~Some Kindred are so attuned to the Beast that they can unleash
       it in another individual at will. Vampires who have developed
       this power are able to send adversaries into frenzy with a
       finger's touch and the resultant, momentary contact with the
       victim's Beast. The physical contact allows the vampire's own
       Beast to reach out and awaken that of the victim, enraging it by
       threatening its spiritual territory.
       Fortitude:
       Personal Armor:
       ~Nobody likes to get hit, not even Cainites. The easiest way to
       ensure that one is not hit (or shot, or stabbed) repeatedly is
       to take the weapon with which one is assaulted away from one's
       attacker and break it. That's where Personal Armor comes in.
       This application of Fortitude, derived from one popular in the
       12th century, causes anything that strikes a Kindred who employs
       Personal Armor to shatter on impact.
       Sensory Shield:
       ~A Gangrel using this power supernaturally hardens his senses
       against injurious input. The vampire cannot be blinded by
       spotlights or sudden bursts of radiance, or deafened by
       explosions or gunfire; even his capacity to withstand pain is
       improved. His eyes, ears, nose, and open wounds glow with an
       eerie light while this power is active.
       Stand Against All Foes:
       ~With this power, a vampire may plant her feet solidly on the
       ground and ensure that she cannot be moved by anything weaker
       than herself. Even being hit by the charge of a fully armored
       knight or being pounced upon by an enraged Lupine will not move
       or knock down the user. This power was first made well known by
       the Ventrue knight Johann Kriegsmeister, a warrior in the
       service of Lord Jürgen, who often found himself carried away
       from his coterie by the ebb and flow of battle. Now he stands
       firm, often acting as a bodyguard.
       Armor of Kings:
       ~This power allows a Cainite to become dangerous to enemies
       without even attacking them — her body has become so hard
       that anything striking it might break upon contact. With Armor
       of Kings, any attack on the character meets with disaster, as
       weapons are shattered and bones are broken. Interestingly, the
       name Armor of Kings comes from the Ventrue Baudouin Des Rôaux,
       who originally learned the power from the Saxon Gangrel Wymer.
       Wymer called the power Curse the Enemy, but rather than
       admitting to learning anything from a Gangrel, the Warlord
       changed the name to something more fitting.
       Resilient Minds:
       ~At this level of accomplishment, the Gangrel extends her
       preternatural resistance to the very depths of her personality.
       Upon acquiring this power, the vampire may suddenly shed
       centuries of paranoia, tics, quirks and other perturbations that
       have accumulated in the cobwebby recesses of her brain.
       Additionally, it becomes more difficult to use mental
       Disciplines against the vampire. Unfortunately, this mental
       stability comes at a cost to the Gangrel; upon learning this
       power; the vampire must acquire physical animal flaws
       exclusively.
       Protean:
       Eyes of the Beast:
       ~The vampire sees perfectly well in pitch darkness, not
       requiring a light source to notice details in even the darkest
       basement or cave. The vampire's Beast is evident in his red
       glowing eyes, a sight sure to disturb most mortals.
       Feral Claws:
       ~The vampire's nails transform into long, bestial claws. These
       talons are wickedly sharp, able to rend flesh with ease and even
       carve stone and metal with little trouble. The Beast is
       prominent in the claws as well, making them fearsome weapons
       against other immortals. It's rumored that some Gangrel have
       modified this power to change their vampiric fangs into vicious
       tusks.
       Earth Meld:
       ~One of the most prized powers the Gangrel possess, Earth Meld
       enables the vampire to become one with the earth. The immortal
       literally sinks into the bare ground, transmuting his substance
       to bond with the earth.
       Though a vampire can immerse himself fully into the ground, he
       cannot move around within it. Further, it is impossible to meld
       into earth through another substance. Wood slats, blacktop, even
       artificial turf blocks Earth Meld's effectiveness - of course,
       it's a relatively simple matter for a vampire at this level of
       power to grow claws and rip apart enough of the flooring to
       expose the raw soil beneath.
       By interring himself in the ground, the vampire gains full
       protection from daylight when outdoors. It is also the method of
       choice for those Kindred who wish to sleep away the centuries;
       these vampires lock themselves in the earth's embrace, gaining
       strength and power as they rest. Superstitious and paranoid
       Kindred whisper that thousands of Ancients sleep within the
       ground and will awaken on the night of Gehenna.
       While so interred, the vampire is in a transitional state
       between flesh and earth. His physical presence exists between
       the physical world and the astral plane. As such, the vampire is
       difficult to sense, even through supernatural means. However, a
       disruption to the soil that the immortal occupies, or to his
       presence on the astral realm, returns him immediately to the
       physical world (and to full wakefulness), showering dirt outward
       as his body displaces the soil
       Shape of the Beast:
       ~This endows the vampire with the legendary ability to transform
       into a wolf or bat. A Kindred changed in this way is a
       particularly imposing representative of the animal kingdom.
       Indeed, he is far superior to normal animals, even ones
       possessed by Subsume the Spirit. He retains his own psyche and
       temperament, but can still call upon the abilities of the beast
       form - increased senses for the wolf and flight for the bat.
       Some vampires are reputed to change to other animal forms better
       suited to their environment - jackals in Africa, dholes in Asia,
       even enormous rats in urban environments.
       Animal Swarm:
       ~Upon activating this power, the Gangrel dissolves into a swarm
       of small creatures such as rats, crows or scorpions. The
       creatures remain under the Gangrel's control, and he may direct
       them in unison or as individuals. The vampire may reform from
       all or any of the creatures, but forfeits the blood carried by
       any creatures that do not rejoin the whole.
       Shape of the Beast's Wrath:
       ~Users of this power are often mistaken for Tzimisce employing
       the Vicissitude power Horrid Form. The base effect is similar,
       although no Gangrel who possesses this power takes such a
       suggestion lightly. A vampire employing this power shifts into a
       huge, monstrous form, gaining half of her height again and
       tripling her weight. Her overall shape flows into an unholy
       amalgamation of her own form and that of the animal she feels
       the closest kinship to (wolves, rats and great cats are the most
       common manifestations, though ravens, serpents, bats and
       stranger beasts have been reported). The vampire's new shape
       does bear some vague resemblance to the war-forms of the
       werecreatures, but the difference quick becomes apparent.
       Adaptation:
       ~Members of the Gangrel clan are survivors first and foremost,
       and the most ancient of Methuselahs might exemplify this through
       the power of Adaptation. This power gives the Gangrel's body
       over to its own survival instinct, with free rein over the power
       of shapeshifting. A Gangrel with Adaptation is all but
       impossible to destroy, unless she runs out of blood.
       Combination Disciplines:
       Claw Immunity:
       ~Quite a number of Gangrel even of the higher generations have
       developed the ability to shrug off the natural claw and bite
       attacks of normal animals; this is not surprising considering
       the usefulness of the ability. Some vampires have claimed that
       it even provides some protection against Lupines in their wolf
       forms - no one has volunteered to go out and field test that
       assertion, however.
       Combination Disciplines: Animalism, Fortitude
       Gangrel Abilities:
       Animal Manipulation:
       ~The user can control animals, they can set stampedes onto
       attackers, get animals to fetch things.  Users may be able to
       call forth hoards of rats or insects to wipe out a crop, or to
       encourage bees to replant it.
       Animal Imitation:
       ~The user can use/imitate animal powers, they can run like an
       ostrich, swing like a monkey, sprint like a cheetah, move like a
       cat, take the strength of an ant, track like a dog, hide like a
       turtle, constrict like a snake, etc. They cannot transform into
       animals, as this power only enables the user to mimic
       animalistic traits while still in their original form. Some
       users can mimic multiple animals at once.
       Animal Blending:
       ~The user can instantly assimilate into any group of animals.
       Animal Empathy:
       ~The user can sense and/or understand the emotions of animals
       and vice versa.
       Animal Telepathy:
       ~The user can telepathically read the minds of animals and
       communicate with them, they are also able to control the minds
       of animals to do their bidding.
       Animal Scrying:
       ~The user can "hitch-hike" animal senses and experience what
       happens as if they were them. This power grants the user with
       the ability to taste, feel, smell, see and/or hear from animal
       senses. It allows the user to experience the world as their
       target/companion would.
       Animal Possession:
       ~The user is able to take over the bodies of non-human animals.
       Animal Empowerment:
       ~User becomes stronger, faster, more durable, etc. when they
       come into contact with animals/beasts, possibly unlocking
       abilities related to the affinity and enhancing the existing
       powers. Some users may be able to draw sustenance from being
       around the animals/beasts or even slow or stop aging.
       Animal Swarming:
       ~User can disperse their body into a swarm of animals, be they
       of a single type of animal or many different ones, scattering
       into large area while retaining control over their fragments
       instead of staying in relatively cohesive form and reforming
       from any part.
       Zoolingualism:
       ~The user is able to understand the speech or emotions of animal
       life forms. This ability is quite uncommon and multifaceted.
       Some variations are magic-based while others are natural talents
       or mental powers, similar to Telepathy (but limited to animals).
       The use of Zoolingualism is sometimes imagined as imitating
       animal sounds, like the barking of a dog. Zoolinguists are
       normally shown using their abilities in their native language,
       in an animal-language (like Parseltongue or Mangani), or even
       mentally without any spoken words.
       Some users are able to understand animals in every imaginable
       way, which results in enormous knowledge and foresee ability of
       their actions.
       Fauna Energy Manipulation:
       ~User can manipulate, control and absorb the energy released
       naturally by animals of all kinds.
       Quadrupedalism:
       ~User can move, act and run on all four limbs in a quadrupedal
       manner, enabling them to move about more efficiently on all
       fours than simply standing on their legs. Quadrupedalism is a
       form of terrestrial locomotion in animals using four limbs or
       legs. An animal or machine that usually moves in a quadrupedal
       manner is known as a quadruped, meaning "four feet" (from the
       Latin quattuor for "four" and pes for "foot"). The majority of
       quadrupeds are vertebrate animals, including mammals such as
       cattle, dogs and cats, and reptiles such as lizards.
       Gangrel Animal Companions:
       Graham has a bearded dragon who likes to hang around Graham,
       especially when he is out gardening.
       Gangrel Animal Forms:
       Graham has two animal forms for now which is a bear and a hawk.
       Unique Abilities:
       Immense Strength:
       ~Vampires are naturally strong creatures to the point of easily
       overpowering normal humans and on par with rival species such as
       werewolves. In Graham's case, even though he's a turned vampire,
       Graham is incredibly strong. Far stronger than an average impure
       vampire and can equal or even surpass a pure one in that aspect
       (depends on the vampire's strength). He is even strong enough to
       fight those who can rip his kind in two or harm those with very
       thick skin.
       Pain Suppression:
       ~Users can block pain at will, are incapable of feeling pain or
       are highly resistant to physical pain of any kind, allowing them
       to think clearly and continue to move despite grievous injury.
       Users can think clearly, continue to move, ignore torture and
       generally function in situations where pain would disable a
       normal person.
       Matter Ingestion:
       ~The user can eat any substance without harmful effects,
       regardless of what they consume. They can consume matter in any
       form - solid, liquid or gas.
       Transformation(s):
       Beast Morphing:
       ~The user can transform into beasts, as well as use the
       abilities, traits and appearance/physiology of beasts by
       rearranging their own DNA structure. Users may be able to
       transform into beasts and/or monsters they have never
       encountered. Some may have this ability from an empty genetic
       code, allowing them to accept any form of which they have a DNA
       sample, others may be able to alter their form mentally and
       change just by seeing and mimicking beastly features.
       The Gangrel is able to transform into different beasts from
       myths like werebeasts which depends on the animal that they're
       connected to like a werebear or a werewolf like creature. Graham
       is able to turn into a werebear.
       Night Vision:
       ~User has excellent night vision, the ability to see in low
       light conditions or even total darkness. Whether by biological
       or technological means, night vision is made possible by a
       combination of two approaches: sufficient spectral range, and
       sufficient intensity range.
       Feral Mind:
       ~User can 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.
       Predator 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 they are 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.
       Skills:
       Martial Arts Intuition:
       ~The user can intuitively understand all Martial Arts, using
       them like the user trained in them over years.
       Animalistic Combat:
       ~The user can combine using animal imitation with physical
       fighting, they can fight with the brutality of a bear, the speed
       of a cheetah, the ferocity of a tiger, the agility of a leopard,
       the dexterity of a monkey, the flexibility of a snake, etc.
       Strength Combat:
       ~The user can mix physical strength with close-quarters combat,
       giving their attacks great force which can potentially kill
       their opponents.
       Natural Weaponry:
       ~The user possesses some form of natural weaponry, including
       claws, fangs, horns, beaks, clubbed tails, etc., and know how to
       use them.
       Claw Retraction:
       ~The user has/can project/retract razor-sharp claws of energy,
       bone, metal, keratin, etc., from their
       fingertips/hands/fists/feet for various (mostly offensive)
       purposes.
       Enhanced Clawmanship:
       ~Users are able to demonstrate a savage aptitude for the ways of
       the claw. The user is able to wield claws with great proficiency
       in brute power and close quarter combat. When it comes to
       wielding different weapons, the claws are the closest to hand to
       hand combat.
       Wallcrawling:
       ~The user can climb walls and stay unto ceilings. The user does
       not deny gravity, but has the ability to adhere to surfaces
       unaided. However in order to truly be "crawling" on the user
       must be able to maintain balance for long periods of time,
       compared to Wallrunning where the energy is only temporary.
       Beings with super human strength or super strong and dense claws
       could simply dig their fingers or into a surface, then
       propelling upward and digging in again, generating the effect of
       wall crawling. In some cases, the user may simply be able to
       make use of any handholds they find, no matter how small, to
       wall crawl.
       Those with Reptilian Mimicry could have microscopic setae on
       their hands and feet like a gecko, or suction pads like a frog.
       Danger Intuition:
       ~The user can sense nearing danger, acute danger, potential
       immediate danger, and impending danger and sense unwanted or
       hectic threats to their well-being and evade it. The intuition
       usually regards themselves, but may include their surroundings
       (a distant car-wreck).
       Clan Weaknesses:
       The Gangrel are very close to the Beast Within; as they succumb
       to it, it leaves its mark on their bodies. Every time a Gangrel
       frenzies, she gains an animalistic feature. This feature is
       determined by the player and Storyteller; it might be tufted
       ears, a pelt, a tail, catlike eyes, a snarling voice, tusks,
       even scales or feathers. Every five such features acquired
       permanently reduce one of the Gangrel's Social Attributes by
       one. When Graham is pushed to a certain limit, his fingernails
       turn into claws, teeth are sharpen and his eyes turn a piercing
       yellow.
       Other Weaknesses:
       Weapons that can damage his regeneration can harm him. Due to
       his beast like nature, it is possible that he's weak to blessed
       mercury. His senses can be used against him such as loud noises,
       strong smell and such. If his heart is destroyed, he can die.
       Weapons such as Death's Scythe can obviously kill him. Graham is
       still learning how to use his disciplines along with learning
       new ones once he's more experienced. So those with more skills
       can overpower him or use it against him. Graham is resistant to
       sunlight but he can't stay out for too long or else it will take
       effect on him. This also means that he either has to wear
       protective clothing (shades, long sleeve pants and shirts,
       sunblock, etc) or use items that will make him immune to the
       sunlight or at least make him last for long hours.
       Weapon(s):
       Claws and Fangs:
       ~As a Gangrel, Graham has claws on his fingers and toes that can
       slice through the armor siding of a tank like a hot knife
       through butter. He can even harm supernaturals with tough skin.
       His fangs can also penetrate and break almost anything.
       Hands and Feet:
       ~Graham is very skilled in hand to hand combat. Along with his
       immense strength, this makes Graham a pretty dangerous opponent
       despite him being pretty young.
       Personality:
       The voice, body, and attitude of this rebellious vampire are all
       big. He often goes on rampages, but he falls asleep after he
       becomes bored. He can always be found munching noisily on sugar
       cubes. He is very sadistic and rough and also quite perverted
       and hot-tempered.
       As a child, he was very lively and cheery. Sometimes too
       rebellious to his parents who were religious people while he
       didn't believe in God. After the incident and his amnesia, he
       had to become even tougher if wanted to survive out on the
       streets with the other members of his rebellion gang. He grew
       violent, rough, and dominating with time.
       Although he's not a Nagaraja, Graham doesn't mind consuming the
       complete body of his victim alongside draining the blood, and
       this was suggested as the main reason for his physical strength
       growing even above the average impure vampire since he enjoys
       eating flesh and bone.
       Bio:
       Graham was actually named Edgar who spent his early childhood
       living in a small village with his parents in Eastern Europe.
       His parents were poor, but hard working people, who were also
       very strict and religious, dealing with really harsh treatments
       (such as beating Graham for refusing to pray to God). Graham
       still loved them, knowing that they were good and simple people.
       He met a young vampire in the forest one night, after the
       vampire boy ran away from his mansion (to escape from the
       restrictions and pressures his mother had been placing on him).
       The two became best friends and enjoyed spending time with each
       other teaching each other new things, despite Graham knowing
       that his friend is a vampire. When the vampire's older brother
       found out about their friendship, he destroyed Graham's village
       in a fire. Wanting to save his parents, Graham went into the
       fire and 'died'. Later, it's revealed that he somehow survived
       and woke up with injuries, but had no memories of his past or of
       what happened.
       The boy became a follower of a street gang and looked up to the
       leader, Lucks (whom he addresses as Boss). Under a new name,
       "Bear", Graham lived on the streets with Lucks and his gang.
       Lucks would scavenge around and steal food to give to all his
       followers. He also worked as a slave, or what he claims as
       "livestock", in order to get money to pay for food as well. His
       main dream, which he intends for Graham to inherit is to have a
       world where everyone is free and equal, no social classes or
       gaps. He wanted to strip the corrupt politicians and aristocrats
       of their status in order to purify this world of its filth.
       However, a war was going on during the time and the military had
       come into town with tanks and troops. They came across one of
       these rebellion groups, aka Lucks' group, and shot all of them
       dead and Graham by unfortunate luck was the only survivor. He
       passed out and the next thing for his eyes to meet was the gray
       ceiling of the orphanage.
       At the orphanage, still going under the name "Bear", he wasn't
       the most well behaved kid. He met a kid when he was thrown in
       the punishment cell after beating up members of another gang who
       were insulting Lucks and his gang. He became friends with the
       boy, whose personality reminded him of Lucks. He was then
       introduced to other boys later on, one of them was Alistair. The
       four of them, with Alistair as their leader, devised a plan to
       escape the orphanage. The plan worked and the boys escaped, but
       they were later hunted down by the orphanage staff. Two were
       killed while Graham was tranquilized and dragged back to the
       orphanage.
       Shortly after returning to the orphanage, they met a vampire who
       offered the boys a second chance at life in order to take
       revenge on the world that, in his words, deprived them of
       everything. The two agreed and the boys were transformed into
       vampires after drinking a potion.
       After becoming vampires, the two destroyed the orphanage and
       slaughtered everyone who was involved in their suffering. Once
       they escaped, they joined the Black Market and started to learn
       their vampire abilities along with trying to learn new powers.
       While there, Graham got a new name from Bear and was introduced
       to sugar. Last month, the boys transferred to Chelsea's private
       school to not only get an education but to also look for new
       livestock to place in the black market. The two were warned
       about a young monster hunter attending the school and for the
       two to stay on guard, which they plan on doing.
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