Dormin McKinley

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Dormin McKinley
Player: @teokanthalus
[[Image:|300px|]]
Biographical Data
Real Name: Dormin Patrick McKinley
Known Aliases: None
Gender: Male
Species: Human (Demi-God)
Ethnicity: Irish Canadian
Place of Birth: Conception Bay, Newfoundland
Base of Operations: Detroit
Relatives: Mother (Darlene McKinley)
Characteristics
Age: 40 (Looks 25)
Height: 6'5"
Weight: 238 lbs
Eyes: Golden (Glowing)
Hair: Pumpkin (Orange)
Complexion: Fair
Physical Build: Compact, Athletic
Physical Features: Futhark Rune brands, neatly patterned from his neck to his feet.
Status
Fame:
██ ██ ██ ██ ██ ██ ██ ██ ██

Local

Alignment:
LG LN LE
NG TN NE
CG CN CE
Identity: Public
Years Active: N/A
Citizenship: Canadian / US (Dual)
Occupation: Sherrara's Bar (Manager), Monster Hunter
Education: Self-taught (didn't graduate highschool)
Marital Status: Polyamorous
Known Powers and Abilities

  • Luck Manipulation
  • Snow / Ice Manipulation
  • Spirit Absorption
  • Superhuman Endurance
  • Superhuman Senses
  • Superhuman Aim
  • Deific Affinities
  • Faerie Affinities
  • Serial Immortality

Equipment and Paraphernalia

  • A magical bow forged by Asta the Dwarf (@AlexWesker)
  • A magical shield forged by Yrsaveig (@lunascar)
  • A magical axe forged by Thora the Dwarf (@sivera)
  • Several magical rings collected on his journeys.
  • Underbreeches enchanted to shift to the wearer's size and form.

Physical Attributes
 
   Strength
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    Weapon
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   Durability
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   Armor
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   Speed
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   Reflexes
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   Resistance
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   Stamina
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   Dexterity
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   Agility
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   Combat
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   Regen
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Non-Physical Attributes
 
   Energy
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   Psionics
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   Telepathy
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   Willpower
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   Sorcery
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   Tech.
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   Intel.
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   Knowledge
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   Charisma
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   Bravery
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MaekadaBoxSlim created by @Maekada


Background and Origin

Birth

sasasasas


Life


Truly Living


The First Death


Fresh Air


Killing


Princedom


Coming to Terms


Copy and paste the sub-headers, and rename them to your liking for each sub-header.

Powers, Skills, and Attributes

Powers


Luck Manipulation - Dormin is the son of Ullr, and destined to succeed at all he does, with a caveat; competition. Any bet he makes that's accepted, any sport he plays, or anything considered to fall under a game or competition, luck will twist wildly in his favor. This includes gambling, an arranged duel (but not an impromptu bar brawl unless someone bets on him), videogames, and even, at times, loosely associated metaphors like guessing games (riddles).


Ice and Snow Manipulation/Mimicry - Dormin has control over cold, both literal and metaphorical. This lends several different benefits, such as;

  • Can generate freezing wind, snow, and ice from his hands with a torrential force. This includes slush, sleet, and hail.
  • Can manipulate snow and ice into various shapes and animate them. While the snow is snow, the ice he generates is unnaturally durable (easily as strong as steel) and will only melt in the presence of magical fire.
  • Can take on a form of solid ice, or dissipate into a blizzard. The ice, once again, is super-dense. He may shapeshift freely in his ice-form.
  • He can regenerate very quickly when in contact with cold substances (winter air, the void of space, a snowbank, etc). (See Serial Immortality for more)
  • Arctic Adaptation: Not hindered by cold weather. Can see perfectly through blizzards, in cold water, and solid ice. Cannot fall through soft snow.

Superhuman Endurance - Dormin is supernaturally resilient, even in his normal form. While not super-strong or swift like many of the brethren from his particular pantheon's descendants, Dormin can shrug off a great deal of conventional harm, and weather even supernatural or advanced technology attacks very well. He's tough to perish, that one.


Superhuman Senses - Dormin has a hypersensitive nose, but also has a sort of synesthesia; the ability to experience other senses through a single sense. He can 'smell' color, texture, temperature, taste, and sound, even though he might otherwise not have access to his other senses properly. It makes him difficult to sneak up on, as his sense of 'smell' can extend for several hundred yards. Dormin is also able to supernaturally track someone if he has a sample of personal resonance (hair, blood, etc).


Deific Affinities - Dormin's father Ullr, Norse god of Competition (Chiefly), has an especially large wheelhouse. While Baldr was 'Beloved of the Aesir', Ullr is a Vanir, and was considered Odin's most trustworthy ally among the Norse Nature gods. As such, Dormin's demi-godhood grants him several charmed traits under certain wheelhouses;

  • Responsibility: When Odin left Asgard, he would leave Ullr in charge in his stead. As such, Dormin has acquired a certain sense of Superhuman Responsibility; when he gives his word, he must follow through with it. However, when performing a promised deed, no mental compulsion can sway him away from it.
  • Sports & Games: Dormin can play any activity considered a sport with very sure capabilities, even sports he's never played before. He instinctively knows the rules to any boardgame or game of chance.
  • Vanir Virility: Dormin's state of health is static; he cannot grow exhausted, carry or succumb to diseases, nor be poisoned. In fact, his blood, touch, or even his extended presence, can heal people.
  • Enchanted Gear: Any sporting equipment that Dormin chooses to weaponize strikes with incredible cutting or impact force, and these 'weapons' are considered blessed.

Faerie Affinities -


Serial Immortality -While Dormin can assuredly be killed, he can, just as certainly, be brought back to life. Simply leaving him (or even a small part of him) on ice or buried in snow will restore him overnight, but if his dead body isn't put on ice within a week of his demise, he will reform in the nearest source of deep snow.


Spirit Absorption -


Geasa, Bans, Drawbacks, and Echoes -

Skills


Skill 1 - Skills are the things your character has learned to do, or has an innate talent at doing.


Skill 2 - These skills can be as mundane as painting, to more fantastical things such as enchanting items.


Skill 3 - If your character has no particular skills worth noting, feel free to follow the same directions as shown for the 'Powers' sub-header on how to remove this section.


Attributes


Attribute 1 - Attributes are physical or mental traits, separate from powers in most cases, though possibly enhanced by them.


Attribute 2 - Attributes can be things such as flexibility, or being naturally acrobatic, or good eye-hand coordination perhaps.


Attribute 3 - Again, like the last two, if you have no use for it, delete this section. You can also ALTER the section if there is something missing that you would find more fitting.


Gear and Equipment

Gear


Weapon - Gear and equipment are the things your character carries around and uses. These can be things like weapons and armor.


Armor - Feel free to use this section to name and describe the gear that your character uses, if any. Be, again, as lengthy as you like.


Relationships

Friends/Allies


  • This guy

  • That guy

  • Some chick

Enemies


Put any rivals or enemies here. You can give descriptions, or simply list them. Same idea as the Allies and Friends.