Bio

Name: Draven Brown

Height: 6'3

Weight: 200 lbs

Nationality: American

Ethnicity: Black/African-American

Age: 15

Looks 

Personality: Draven is an incredibly kind individual with a bit of a naughty side. Even though he's smart, he's not the smug type or the cold type. Many say he's fun to be around and enjoy his company. The only thing that can put people off about him is that he's pretty shameless and won't be flustered in odd or sexual situations, such as wearing a crop top or kissing someone in public. That's not to say he's a pushover however as he'll fight for those he cares about, or if you make him mad enough. Draven also has a weakness for food and cute things, something that instantly changes his mood. 


Powers and Abilities
Eldritch Sorcery: Draven dabbles in the mystic arts of magic, specifically Eldritch Sorcery. This type of magic utilizes extra-dimensional energies to enact effects by manipulating said energies. Though not on the level of a sorcerer or master, Draven's skill in basic spells isn't something to take lightly. All of his spells derive from a simple yet detailed magic circle and every spell is purple.

Spells
Eldritch Blast
Mystic Bolt
Barriers
Mystical Ensnaring
Lie detection
Conjuration
Purification/exorcism/banishment

Magic sensing

Minor Telekinesis: Not known as much since he doesn't show it as often, Draven possesses a mutation that grants him the ability to manipulate things with his mind. With it, he can control objects up to 150 lbs and exert the same amount of force with nothing but force of will. When using his Telekinesis, his eyes glow, and objects he's manipulating have a faint green aura. He mostly uses it for mundane tasks such as grabbing objects he's too lazy to get himself but his level of control with his Telekinesis is as accurate as a medical scalpel. 

Genius Level Intelligence: It's no secret that Draven is a smart individual, and he does nothing to hide it. Ever since he was a child, Draven displayed a high level of intelligence, so much so that he would take apart small machines and electronics to see how they work. It's because of his high level of intelligence that Draven was able to create his suit of power armor through years of redesigning and testing. Many times, Draven applies futurist views on different situations which can lead to people seeing him as paranoid. He's also an incredibly quick learner as it only took him 7 years to create the final product of his armor.

Occult Knowledge: Though not as well versed as someone like Master Fung or Hawk Moth, Draven has some knowledge of magic and the supernatural. Much of his knowledge stems from reading books and visiting unusual places, such as voodoo shops or small huts in forests. The type of magic he uses in particular is complicated due to the unique properties of the Eldritch energies, but he's able to use it fairly easily.

Skilled Combat: Despite using magic and his advanced weapons, Draven is an amazing fighter. Evident by how he fought Cat Noir with two sticks, it's obvious his skill in fighting isn't just in unarmed combat. Draven's fighting style utilizes different principles from different martial arts with footwork from Muay Thai and Savate; grapples from Wrestling, Jiu Jitsu, and Brazilian Jiu Jitsu; strikes from Karate, Krav Maga, and Wing Chun; and the athleticism from Capoeira.

Musical Aptitude: Draven is fairly skilled in singing and using different instruments. He often sings or whistles while working or just to pass the time.

Multilingual: In addition to his native English, Draven can speak Mandarin, Japanese, Russian, Spanish, Italian, French, Korean, and a bit of Arabic.

Pedagogy: Despite his age, Draven is great at teaching others. He is often asked to tutor people in his age group, younger than him, and sometimes older than him. 


Magus Armor
The Magus Armor is a suit of powered armor developed by Draven over the course of 7 years. Throughout that time, his armor has been improved, redesigned, tested, and perfected. It was designed to conceal his identity as well as improve his performance in combat without the use of magic. To enhance durability but reduce weight, Draven utilized an alloy of Titanium, Tungsten, and Carbon with a very odd process, one he doesn't disclose. The cloak of his armor is also made of Carbotanium, an alloy of Titanium and Carbon. Despite the normal metals in the armor, Draven also added a metal called "Mystium", which is great for conducting magic into his armor when needed. In addition to its offensive power, the Magus Armor protects the user from blunt force trauma, sonic attacks, EMPs, energy attacks, and extreme temperatures so well that the user might not even react. It can also resist entities that can become intangible, rendering phasing useless against the user. The Magus Armor also has a HUD, capable of giving Draven directions, warning him of attacks, communicating, scanning, and using multiple types of vision. The armor can also mask the wearer's voice to further conceal their identity.

Strength Enhancement: The Magus Armor enhances the user's strength to superhuman levels, allowing said user to even move planes with enough force.

Flight: The Magus Armor utilizes repulsors on the bottom of the feet to reach at least Mach 5 in little time.

Collapsible Plating: The Magus Armor's plating can move around to allow the user to step in and out seamlessly.

Repulsors: The Magus Armor's main armament is special green beams known as repulsors. Repulsors are energy-based weapons that utilize highly dense muons guided by magnets and focused by electrostatic lenses. The hand repulsors of the Magus Armor are unique as they have multi-vibrational capabilities, meaning they can harm intangible entities.

Lasers: The armor can shoot red lasers from the top of its wrists. These lasers are weaker than the repulsors but can be used for tasks such as welding.

Remote Operation: The Magus Armor can be operated remotely from Draven's electronic devices. 

Purification Repulsors: A special type of repulsor Draven made after his fight with Princess Fragrance. This beam is used to purify Akumas freed from a broken object and is white rather than green.

Concussive Repulsors: By toning down the power output of his repulsors, Draven can shoot concussive blasts that create shockwaves rather than act as beams. This is primarily used when fighting targets he isn't trying to kill.

Unibeam: The three glowing pieces on the Magus's armor aren't just for show. Each piece can shoot a high-powered beam several times stronger than a normal repulsor. When used all together, the beams can converge into one larger one or stay separate depending on what the user wants. While strong, this beam does rapidly consume energy so it's typically used as a last resort.

Micro missile array: The Magus Armor's only normal weapon is the missiles on its shoulders. Whenever the pod is sprung, 12 missiles can be shot at an opponent with enough force to destroy a car. 

Self-Contained Life-Support System and Environmental Protection: The Magus armor is completely sealed to protect the user from harsh environments such as a volcano, toxic atmosphere, and even underwater. 


Totems of Zambezi
The Totems of Zambezi are six magic totems, or amulets as some call them, allegedly created by the Gods of the Zambezi tribe. They were stolen almost a century ago and Draven obtained them from methods ranging from buying to stealing and even finding one for sale at a thrift store. Each totem grants Draven a magical ability and can change the color of his magic circles depending on which one he's using.

Aerokinesis/Aeromancy: The Air Totem grants Draven the ability to manipulate air. Using this totem makes Draven's sigils turn a menacing red, a stark contrast to the whimsical element the totem lets him use. 

Geokinesis/Geomancy: The Earth Totem grants Draven the ability to manipulate earth and its forms such as stone, soil, and crystals. He can also manipulate plants with it but mostly sticks to vines. Using this totem makes Draven's sigils turn green.

Pyrokinesis/Pyromancy: The Fire Totem grants Draven the ability to manipulate fire. He can also manipulate direct heat to do things such as cook a bag of popcorn. Using this totem makes Draven's sigils turn orange. 

Hydrokinesis/Hydromancy: The Water Totem grants Draven the ability to manipulate water. This ability isn't limited to controlling liquid water as Draven could be seen manipulating vapor and ice and even becoming water itself. Using this totem makes Draven's sigils turn blue. 

Necromancy: The Death Totem grants Draven the dark magic of Necromancy. With it, he can raise the spirits of the dead as well as make people see hallucinations of their dead loved ones. Using this totem makes Draven's sigils turn black.

Fauna Energy/Animal mimicry: The Spirit Totem grants Draven the ability to gain the ability of animals. Draven typically uses the totem's ability to summon the spirits, or ashe, of different animals to use as soldiers. Using this totem turns Draven's sigils into a bronze color. 

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