Name: Antonia San Nicolas
Race: Human
Age: 26
Height: 6’2” (1.8 meters)
Weight: 141 lbs (64 kg)
Appearance: Antonia has a muscular physique - quite fit. She has long, dark brown hair that is often pinned up in a tight bun; long hair is an easy target for any enemies with hands. Her eyes are sharp and narrow and is beautiful in the sense of a hawk diving towards its prey - fatally graceful. Her body is riddled with scars from past encounters.
Clothing consists mostly of linen for easy movement, and flexible leather for protection. Most of the colors are rather drab and dark for stealth, but there are flashes of gold and red in her attire.
Physical Attributes
Strength: Exceptional (Incredible with Bloodlust)
Agility: Incredible
Constitution: Incredible
Other Abilities: Tactician: Ranked high in the military department, she had to formulate plans to exterminate the beasts. Good at pinpointing weaknesses, spotting people who are likely to transform, and a great leader.
Navigation: Can find her way around any town with the help of signs, compasses, and the sky. Derived from the simple fact that memorizing the streets is quicker than looking at a map.
Crude Medical Knowledge: Knows how to stitch a wound, make a splint, bandage and treat infections to a certain extent.
Advanced Healing Factor: She is distantly related to entities simply known as the Gods and possesses a greater propensity to heal a bit faster than regular humans. For example, it takes at least six weeks for a sprained ankle to function normally. It takes two weeks for Antonia to recover, less if she uses Blood Healing (explained below).
Deception: Throwing enemies off the track and leaving them confused as to where you went is a necessary skill for hunters. Examples include running down a hidden alleyway and making an unexpected attack.
Bloodlust: If she kills for too long, or kills many in a short amount of time, her pupils start to dilate and would begin to resemble a wolf: elongated limbs and canines; she would have considerably more strength and a near-insatiable urge to kill. The amount of strength gained is comparable to a beast, who can smash through walls with ease and throw prey up to 20 feet across. Though, if she manages to restrain herself (or somebody else restrains her) and return back to a “normal” state, then she cannot hunt for the next couple of days in fear that she triggers it again.
Nightvision: Self-explanatory. Cannot see perfectly in absolute darkness without a source of light, but has an impression on where objects are located and how to avoid them.
Magical Ability: Low
Aromatherapy: Monsters are blood-motivated creatures and will seek out the pungent source for food, or simply just to kill. Creates a new scent in the atmosphere with innate stamina, one that smells of rosemary, and masks her own, so the monsters are less inclined to follow a ghastly scent.
Blood Healing: Consumes innate stamina to heal life-threatening wounds, such as broken bones and internal bleeding. She would live through the ordeal, but would be physically exhausted.
Scrying: Can use any smooth, shiny surface to observe anyone or anything, as long as she knows what it looks like and where it is. Can only see if there is a similar object in the area, and up to a one mile radius.
Equipment:
Fans: Her main weapons, holstered to her sides. There are silver knives concealed within the crimson folds, and are easily concealable in general. Remarkably heavy. Can be used to thrust, slash, and bluntly hit enemies. Can cut through wood, “soft” metal (lead), glass, and most importantly, a thick skin of fur and flesh.
Throwing Knives: Carries twenty of these at any time. Does minimal damage, but good for scouting out enemies and catching their attention.
Sewing Kit: For when the hunt is long, there are tears and rips in clothing, and stitching up wounds.
Ruby Pendant: A pendant encrusted with a large, admittedly ostentatious ruby, wrapped around her neck. Inside, lies a portrait of her family: parents, and three younger siblings. It is a reminder of who she is and what she believes in, so as to not lose herself in the hunt.
Origin: To live is to hunt.
Antonia hails from a country whose main industry is war and defense. It is determined to maintain peace within its borders and wage war in all other areas, and is by the military who encourages this behavior. Though, once the soldiers return home, they are also encouraged to pursue milder hobbies such as sewing, cooking, drawing, spending time with family, etc. to remind them of their humanity.
Inside is clean and well-kept, but outside, it is no-man’s land. The soil and rivers are saturated with blood from the existing beasts and bodies of human enemies. For the longest time, a delicate balance was maintained between the inside and the outside, but after centuries of ingrained warfare, it has been disrupted.
The hunters have become the hunted, as the most eccentric killers are starting or have transformed to become the beasts themselves. The country has been put on lockdown and Antonia has been charged to hunt down her own comrades, and once she turns, she will be hunted herself if she manages to survive after all of them have been eliminated. She has demonstrated considerable restraint when killing and almost never goes overboard.
Weakness: Cannot handle large groups of enemies, impulsive, foolishly independent and stubborn, does not know when to give up. Narrow minded. Limited use of magic.
Likes: The sea and other bodies of water, clean clothes, shiny things, chocolate, rivalries, salt and spices, chivalry and loyalty.
Dislikes: Disorder and disarray, living an unremarkable life, barbarity. Unjustified behavior. Being betrayed.