MASHIRO - CHARACTER DETAILS
⚠︎ THIS SECTION IS INCOMPLETE, AND WILL BE UPDATED AT A LATER TIME ⚠︎

GENERAL
Height - 6' 2" or 188cm
Weight - 198 lbs or 90 kgs
Skin - paper-white
Hair - silky, black, shoulder-length
Eyes - black
Age - 1,734 years, appears to be 30-35
Species - Unknown hybrid
Mandibles - 1.75" or 4.5 cm thick, smooth and black, typically folded in the back of throat
Teeth - upwards of 70 teeth in mouth, typically thin and pointed, resembling those of a shark

ADDITIONAL INFO
Family
Amun Sm-Dhanab - Her father, an alchemist obsessed with immortality. Murdered by Mashiro herself, in a fit of rage.
Satin - Her son, whom she gave birth to as a result of Fáfnir trying to create a new vessel.

ABILITIES
Mashiro's hybrid nature grants her a number of unusual traits, especially due to the influence of the god-dragon Fáfnir who once attempted to possess her body.
WYRMBLOOD - Fáfnir's blood runs in her veins, thick and tar-like, and bearing absurd regenerative ability. Damage to her body is quickly filled in by a twisting black ooze, which then solidifies and replaces the missing or damaged part of her body. The more complex the damaged part is, the longer it takes to heal, so wounds to her skin patch up almost immediately, while organ damage may take a few minutes to fully heal. This regenerative power is fueled by Mashiro's near-insatiable hunger, and after suffering heavy damages she often gorges herself on livestock to replenish her strength. The only caveat to this ability is that extreme temperatures can bring the regeneration to a near-halt, and fire is especially dangerous to her in large amounts. However, in the proper circumstances, it's speculated she could even regenerate from death.
SHAPECHANGER - Although not a true shapeshifter, she does have some level of control over the wyrmblood that flows in her veins, allowing her to mould her body between different states. Although typically she prefers to take a nearly-human appearance, with only her facial features and extra limbs as any sign of her true nature, there are a number of augmentations she frequently utilizes. Her hands and feet can seamlessly transition from thick, chitinous claws to tender flesh or vice verse, and likewise most surfaces on her body can quickly change from easily-pierced skin to cartilage-like plating. The plating is still rather soft, however, and can be penetrated or cracked by a sudden applied force.
MOLTING - Perhaps the only ability she doesn't fully attribute to Fáfnir, Mashiro can sometimes shed her skin, taking on a new body. It is unpredictable, and often out of her control, but typically any molting lasts between two minutes and half an hour, and modifies her body to fit a change in her environment or situation. Molting often gives her a voracious appetite, and is typically painful. In her past, both Mashiro and her son, Satin, molted when they grew their second set of arms. Mashiro also molted after Fáfnir's skull was destroyed, likely as a result of the physical strain his attempted possession put on her body.
WYRM PLATING - A trait discovered after the angel Xathanael blew a hole in her side with a fireball, forcing her body to mutate in order to survive. After having practiced with it a bit, Mashiro can molt at-will, creating a thick, shiny armor of obsidian-like carapace that is somewhat resistant to heat and incredibly hard to shatter. The armor is remarkably inhuman, giving her a squatter, rounder shape and a froglike appearance. The 'helmet' portion of the armor consists of an oversize mouth and swollen eyes, which are perhaps the armor's biggest weakness, as a single blow could easily shatter the lenses. The energy required to create this armor greatly reduces her wyrmblood's regenerative properties, however, preventing her from healing while the armor is fixed to her body.
ÆGISHJÁLMUR - ? ? ?
SEIDR MAGIC - Thanks to the witch's soul gifted to her by Fáfnir, Mashiro has a natural capacity for learning an old magic from worlds before this one. This "Old Magic" comes in the form of hand signs and, in some cases, incantations or runes. Her ability to use the magic is, as of yet, not unlocked, and only comes in moments of panic or distress..
BARRIER: A spell for instantly warding off an attack. Cast by curling the ring and pinky fingers and tucking the left thumb. The right thumb is pressed against the back of the left thumb, and the remaining fingers are held rigid and straight. The barrier is activated only when the extended fingers of the left hand trace the back of the right index finger.