Arslan

* Full Body
* Hunting Gear
* The Vampire of the East

## Backstory

Arslan was a normal girl, lived a normal life and went to a normal school. The only strange thing was that for some reason her father was adamant that she learned how to wield these strange swords for some reason that she never understood. She didn’t mind as the exercise made her quite toned and popular with both the girls and the boys.

On her eighteenth birthday instead of getting a phone or a special dress like a normal girl, her father instead carved a rune into her left arm. She can still remember the burning agony she was in during that day and when she woke up she had been changed into something less human. Now she looked a suspicious amount like those vampires that she had read about during her childhood.

Her father had her study multiple spells from a school of magic, something she never even was sure of existed, called Hemomancy. Hemomancy is one of the more frowned upon schools of magic, just like necromancy which made her father act so secretive about it and keeps it hidden. He also didn’t have the aptitude and therefore never had the rune carved into him, making him unable to cast Hemomancy.

Ever since that day she has been trying to cope with the fact that she still needs to go to university, study magic and somehow not die from starvation while trying to make it so that she doesn’t kill anyone during her feeding trips. These trips have caused to turn into some sort of urban legend as she has never been caught before but multiple people sometimes wake up with strange bite marks on their necks. Investigations are still in progress on the mystery called the Vampire of the East and the only thing that is known about that vampire is that it is most likely a woman due to all targets being men and lesbians who inhabit the East Pier.

She became a monster hunter after tasting the blood of one of the beasts and falling in love with the rich taste. Ever since that day she has been trying her very best to get her hands on more monster-blood.

## Resources

A small apartment in the Eastern District

### Equipment / Weaponry

A twin-blade that can detach into a sabre and a dagger, a gun that doesn’t work without her magic and a tome filled with Hemomancy. Special clothes with an armor value of 30kN that regenerate after a day.

### Specialisations

Sword Fighting, scavenging, tracking, trapping, survivalism

## Power

### Hemomancy

Source: Inheritor

**Blood rune**: The first step to becoming a Hemomancer is by carving a very specific rune into your body, for Arslan this is on her left hand. This blood rune permanently changes your body in multiple ways to make you more fit to cast Hemonancy. The first change is that your body stops ageing, the second chance is that you won’t be able to consume solid’s anymore and will require to extract your nutrients from the blood of others, something the rune-carved will now have developed a desire. A runemarked requires around a litre of blood per day to stay perfectly sane. Any less and the rune-marked has the danger of falling into a blood frenzy while the anymore can cause the rune-marked to fall into a blood high. These changes also enhance the body in multiple ways.

**Undying**: The person who has this mark inflicted on them will only die if their heart is pierced or if they lose at least 50% of the blood in their body. This is due to their ego and lifeforce being liked to their blood instead of their brains.

**Consuming:** The person with this mark develops two fangs that allow them to bite down for 15kN of force. The fangs have the added ability to drain anyone whose blood they are sucking at the rate of 3dl/s. The user can also overeat to keep 2l of blood extra stored for the use of Hemomancy. Feeding on a person causes her eyes to glow red for 1 hour.
Regeneration: Consuming blood by either drinking it or injecting it into the user's body will make them rapidly regenerate their wounds. It takes 1dl to regenerate a cut or bruise, 5dl to regenerate a bullet wound and one 1 litre to regenerate a medium sized wound. The downside to this is that no form of other healing magic that isn’t Hemomancy works on the person bearing the rune.

**Currupt blood:** All non-magical venom and poison inflicted through damage have no effect on the user, but specialized poison, either one produced by a race specifically,
and poisons that don't typically function like normal venoms, still works on her. This is due to her blood being a sort of super poison, meaning that it kills anyone who gets too much of it into their system.

**Hemonancy spell list**

Hemomancy is special due to it not using energy like normal spells, but due to it using the blood of the caster. A Hemomancer has 5 litres of blood without the extra 2 litres they can store and regenerate deciliter of blood per turn. If a Hemonancer’s blood gets into someone’s system by means of wounding them with Hemomancy they will be poisoned and lose 5% of their physical stats per turn up to a maximum of 25%. Any wound made by the blood of a Hemomancer heals half as fast and requires double the amount of healing magic to heal.

**Blood Needle:** One of the most basic Hemomancy spells that make the blood of the user to form into a small needle that can fly at 50m/s and deals 10kN. The user can create up to 3 needles with one cast and each needle takes 0.5 seconds to form and requires 2 centilitres of blood. This ability can only be cast twice per turn.

**Blood Drain:** The user can feed their weapon their blood, causing the cutting speed to be double and the cutting force to be increased to 20kN. This requires 1.5 deciliters of blood to keep up each turn.

**Blood Bullet:** Over the span of 0.5 seconds the user gathers 0.5dl of blood into a single crystal-like bullet that they can fire from the gun they carry with them. The bullet travels at 60m/s and if it hits someone's head they are stunned for 2 seconds and blinded by the blood exploding in their face for 2 turns. If it hits their torso they are stunned for 2 seconds and lose all momentum. If it hits their legs they are swept off their feet.

**Messmirise:** The user can make her blood emit a pheromone that charm people that gaze into her eyes. This doesn’t even have to be long, a casual glance would be more than enough. Keeping the pheromone up cost 5cl/turn. This only works if the target could be attracted to the user and isn’t in combat with them and last for 10 turns after the user broke eye contact. When charmed the target will feel like they are in love with the user. The user can also coat her lips with blood which costs 5 deciliters and kiss the target, causing them to fall madly in love with her for one day. During this one day the user can freely control the victim, but they can’t make them do things that go against their base personality too much and neither can she order them to harm themselves

**Magnitize:** The user can magnetize their blood in up to two limbs to allow them to stick to metal surfaces. This ability allows them to walk on metal walks or to anchor themselves to the ground. It takes 2cl per turn to keep this ability up.