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#Post#: 3822--------------------------------------------------
Profile: Graham Danvers
By: Coolcat207 Date: April 7, 2020, 8:37 pm
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"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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