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       #Post#: 3823--------------------------------------------------
       Profile: Alistair Danvers 
       By: Coolcat207 Date: April 7, 2020, 9:38 pm
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       "It's amusing really. Who would've known that this special
       existence that has been giving us a hard time, would be such a
       mediocre fool who can barely hold his weapon in his hand."
       "Can you please keep it down over there? I'm trying to read."
       "I swear, people nowadays have no manners or subtly. Probably
       American."
       "I don't regret my choice of throwing away my humanity. After
       the hell I've been put through, the only logical choice is to
       become stronger so that I don't get killed. It's better than
       being tormented for their amusement. Besides, it makes sense to
       repay the world the same cruel treatment they paid me and those
       like me."
       Name:
       Alistair Danvers
       Age:
       Stopped aging at 17
       Gender:
       Male
       Species
       Former: Human
       Current: Vampire
       Organization:
       Aligned with Nightshade
       Occupation:
       Hunter Slayer
       Human Trafficker
       Family:
       Unnamed Father (Deceased)
       Unnamed Mother (Unknown)
       Foster Brother: Graham Danvers
       Height:
       5'11
       Weight:
       141 lb
       Appearance:
       Alistair is a handsome young man with short ruffled hair colored
       with black on top and white on the tips. He has blue-grey eyes
       and also three black piercings on his right ear. Alistair has
       two large scars on his back from when he was a child which a
       vampire once compare them as an angel's wings marks. He wears
       black web chokers on his neck. He is often seen carrying a book
       in his right hand.
       He usually wears a grey jacket with a long sleeve black shirt
       underneath and wears it with black pants and a brown belt. He
       sometimes wears a long-sleeved maroon shirt with a black
       butterfly print on the bottom left side and wears it with black
       pants and a black belt. He wears the black web chokers with both
       outfits.
       His school uniform consists of the black school jacket with a
       white dress shirt that is slightly unbuttoned revealing a
       long-sleeved maroon shirt underneath and a long black tie over
       it. He wears it with the black plaid uniform pants and brown
       shoes.
       Clan:
       Toreador
       Sect:
       Sabbat (Traditional)
       Generation:
       5th
       Clan Disciplines:
       Auspex, Celerity, Presence, Potence, Fortitude
       Disciplines:
       Auspex:
       Heightened Senses:
       ~This power sharpens all of the vampire's senses, effectively
       doubling the clarity and range of sight, hearing and smell.
       While her senses of taste and touch extend no farther than
       normal, they likewise become far more acute; the vampire could
       taste the hint of liquor in a victim's blood, or feel the give
       of the board concealing a hollow space in the floor. The Kindred
       may magnify her senses at will, sustaining this heightened focus
       for as long as she desires.
       An Ear for Lies:
       ~Scions place great stock in the truth, and successful rulers
       and leaders learn to discern truth from falsehood, even when
       spoken by the most convincing liars, This power allows the user
       to know when someone is lying to him. To the Cainite, lies stand
       out, harsh and discordant from all other speech.
       Artist's Intent:
       ~By this gift, a Toreador may penetrate the "soul" of the
       inanimate artwork she is examining. Through such examination she
       may better interpret the work, perhaps even gleaning the
       artist's state of mind, the relation between artist and work,
       and the stages of the creative process itself. Much of this
       reveals itself through a series of progressively paler images as
       she looks further back into the work's past. Some Toreador use
       this to critique a piece, while others utilize the ability to
       monitor their patronages for unspoken rebellion or sadness, or
       to get the "real" story behind the letter proposing an alliance.
       So far, this Discipline has proven unusable on "living" work,
       such as a play in performance, songs or pieces of music being
       played, or a story being told. Speculation on the reasons for
       this suggests that such work depends on conveys, however
       unconsciously, the performer's intent, whereas an inanimate
       pieces is unlikely to be "tainted" by such.
       Telepathy:
       ~The vampire projects a portion other consciousness into a
       nearby mortal's mind, creating a mental link through which she
       can communicate wordlessly or even read the target's deepest
       thoughts. The Kindred "hears" in her own mind the thoughts
       plucked from a subject as if they were spoken to her. This is
       one of the most potent vampiric abilities, since, given time, a
       Kindred can learn virtually anything from a subject without him
       ever knowing. The Tremere and Tzimisce in particular find this
       power especially useful in gleaning secrets from others, or for
       directing their mortal followers with silent precision.
       Clairvoyance:
       ~The character can see and hear distant events without the need
       for Psychic Projection. This power activates in a virtually
       instantaneous fashion - like turning on a television - and the
       character need only concentrate on a familiar place or person to
       see and hear all that goes on in the vicinity of that place or
       person.
       Discern the Aura:
       ~A more wide-reaching if less precise enhancement of Aura Sight,
       Discern the Aura allows the Kindred to glance over a group of
       individuals and pick out all those who show a specific color,
       emotion or state of being in their auras. The character could,
       for instance, glance around a room, an auditorium or even at
       passersby on the street and pick out everyone who is angry, or
       frightened or even Kindred.
       Telepathic Communication:
       ~While normal Telepathy only allows a character to "read" a
       subject's mind, Telepathic Communication allows her to read a
       subject's mind, telepathically converse with the subject, and
       transmit images, emotions and sensory input to anyone she can
       see.
       Mirror Reflex:
       ~This power was developed by a Toreador elder who made a
       fearsome reputation through her fencing prowess, acting as a
       hired champion in dozens of Ventrue duels Mirror Reflex is
       similar to Prediction in that it is in essence a low-level
       telepathic scan of an opponent, but this power taps into
       physical (rather than social) reflexes, allowing the character
       to anticipate an enemy's moves in personal combat.
       Celerity
       Flawless Parry:
       ~This power is a boon to those Cainites who are not of a martial
       bent, allowing them to react quickly to incoming threats and
       defend against them. More aggressive Cainites may scoff at this
       power, but Flawless Parry ensures that even a Cainite with only
       a minimum of combat training can make the most of it in combat.
       Projectile:
       ~Despite the fact that a vampire with Celerity moves at
       incredible speeds, by some quirk of metaphysics and bullets he
       fires or knives he throws while in this state don't move any
       faster than they normally would. Scientifically minded Kindred
       have been baffled by the phenomenon for centuries, but more
       pragmatic ones have found a way to work around it. Projectile
       enables the vampire to take his preternatural speed and transfer
       it into something he has thrown, fired or launched.
       Flower of Death:
       ~In combat, as in all things, speed kills. A proper application
       of Celerity in combat can turn even the meekest Cainite into a
       walking abattoir. How much more deadly, then, is a vampire with
       the ability to utilize his preternatural speed to the utmost in
       combat? The answer to that question is "Rather a lot." Flower of
       Death allows a vampire to take his Celerity and apply it in full
       to each hand-to-hand or melee attack he makes.
       Stutter Step:
       ~Calling upon her preternatural speed, a Kindred using this
       power appears to undertake several actions at once, "flickering"
       from one action to the next. This is particularly useful in
       combat, as one's foe cannot guess which of the actions he
       perceives is the one with which the character follows through.
       The character seems to be a dervish while this power is in
       effect, beginning countless feints, dodges and parries.
       Zephyr:
       ~Zephyr produces an effect vaguely similar to one of the
       legendary comic book-style uses of enhanced speed, allowing its
       practitioner to run so fast that he can run across water (he's
       moving so fast he doesn't have time to sink). Particularly
       successful applications of Zephyr allow a vampire to go so far
       as to run up walls and, in at least one recorded instance,
       across a ceiling, though the latter is more of parlor trick than
       anything else.
       Fortitude
       Sensory Shield:
       ~A Gangrel using this power supernaturally hardens his senses
       against injurious input. The vampire cannot be blinded by
       spotlights or sudden bursts of radiance, or deafened by
       explosions or gunfire; even his capacity to withstand pain is
       improved. His eyes, ears, nose, and open wounds glow with an
       eerie light while this power is active.
       Stand Against All Foes:
       ~With this power, a vampire may plant her feet solidly on the
       ground and ensure that she cannot be moved by anything weaker
       than herself. Even being hit by the charge of a fully armored
       knight or being pounced upon by an enraged Lupine will not move
       or knock down the user. This power was first made well known by
       the Ventrue knight Johann Kriegsmeister, a warrior in the
       service of Lord Jürgen, who often found himself carried away
       from his coterie by the ebb and flow of battle. Now he stands
       firm, often acting as a bodyguard.
       Potence:
       Imprint:
       ~A vampire with extensive knowledge of Potence can squeeze very,
       very hard. As a matter of fact, she can squeeze (or press, or
       push) so hard that she can leave an imprint of her fingers or
       hand in any had surface up to and including solid steel. A use
       of Imprint can simple serve as a threat, or it can be used, for
       example, to dig handholds it sheer surfaces for purposes of
       climbing.
       Relentless Pursuit:
       ~With this power, the Kindred becomes capable of truly
       impressive physical displays. He may leap from rooftop to
       rooftop over entire streets, jump to a fire escape a dozen feet
       over his head and other feats of athleticism. This is useful
       both for pursuit and evasion, but is quite a breach of the
       Masquerade, should anyone see this power in use.
       The Fist of Caine:
       ~The vampire fefines control of his strength to the point where
       he may project it from a distance. The master of Potence
       delivers a devastating blow, gaining all the benefits of his
       enhanced vampiric strength while yards from his target.
       The Gentle Rebuke:
       ~Facetiously named, this power allows the Kindred to physically
       knock another character away from herself which the slightest of
       touches. Although this power does no damage in and of itself, is
       use is quite humbling, and certainly, to be hurled away from an
       elder in social setting has its embarrassing repercussions. Some
       Kindred who use this power do so surreptitiously, touching their
       victims and sending them reeling across the room. Others use
       this power as not-so-subtle display of their might giving their
       victim as casual slap that has overwhelming results.
       Flick:
       ~It is a truism that "the great ones make it look easy." In the
       case of Flick, that saying stops being truism and becomes
       literally truth. With this power, a master of Potence can make
       the slightest gesture - a wave, a snap of the fingers, the toss
       of a ball - and have it unleash the full devastating impact on
       the dead-on strike. The attack can come without warning,
       limiting the target's ability to dodge or anticipate and thus
       making Flick one of the most feared applications of Potence
       known.
       Touch of Pain:
       ~A Cainite with this level of ability no longer needs to swing
       clumsily at her opponents in order to cause damage. The vampire
       utilizes the full force of her strength with but a touch.
       Vampiric strength mystically focuses through contact, and can
       destroy the target instantly.
       Rumors tell that an elder Assamite developed this technique and
       used it to destroy a band of Brujah intent on diablerie.
       Presence
       Awe:
       ~Awe amplifies the sublime magnetism this Discipline gives the
       vampire. Those near the vampire suddenly desire to be closer to
       her and are very receptive to her point of view. Awe is
       extremely useful for mass communication. It matters little what
       is said - the hearts of those affected lean toward the vampire's
       opinion. The weak want to agree with her; even if the
       strong-willed resist, they soon find themselves outnumbered. Awe
       can turn a chancy deliberation into a certain resolution in the
       vampire's favor almost before her opponents know that the tide
       has turned.
       Despite the intensity of this attraction, those so smitten do
       not lose their sense of self-preservation. Danger breaks the
       spell of fascination, as does leaving the area. Those subject to
       Awe will remember how they felt in the vampire's presence,
       however. This will influence their reactions should they ever
       encounter her again.
       Dread Gaze:
       ~While all Kindred can frighten others by physically revealing
       their true vampiric natures - baring claws and fangs, glaring
       with malevolence, hissing loudly with malice - this power
       focuses these elements to insanely terrifying levels. Dread Gaze
       engenders unbearable terror in its victims, stupefying them into
       madness, immobility or reckless flight. Even the most stalwart
       individual will fall back from the vampire's horrific visage.
       Intensification:
       ~Certain Toreador, including artists, sculptors, filmmakers,
       photographers, writers and composers (i.e., Artists who create
       work instead of performing them) can put part of their Presence
       in their work. The viewer of the work will feel particularly
       intense emotions towards it. The object must carry at least some
       obvious symbolism for the emotion conveyed in the work. With
       this power, a Toreador can produce a magical item of sorts, such
       as a photograph which makes the viewers feel sad, a
       goofy-looking wooden figure which causes those viewing it to
       laugh, and so on.
       Unique Abilities:
       Poison Manipulation:
       ~User can create, shape and manipulate poisons and poisonous
       substances. For the sake of clarity: poison, toxin and venom are
       terms for any substance that injures the health or destroys life
       when absorbed into the system: poison is the general word, toxin
       is a poison produced by an organism (plant, fungus, animal); it
       is especially used in medicine in reference to disease-causing
       bacterial secretions, venom is especially used of the poisons
       secreted by certain animals, usually injected by bite or sting.
       Poison Generation:
       ~User can generate, create, emit or otherwise produce
       poison/poisonous substance and somehow inflict the victim. For
       the sake of clarity: poison, toxin and venom are terms for any
       substance that injures the health or destroys life when absorbed
       into the system: poison is the general word, toxin is a poison
       produced by an organism (plant, fungus, animal); it is
       especially used in medicine in reference to disease-causing
       bacterial secretions, venom is especially used of the poisons
       secreted by certain animals, usually injected by bite or sting.
       Acidic Poison Generation:
       ~The user can secrete a substance that has the properties of
       both poison and acid. It may come from their mouth, hands or
       pores all over the body.
       Miasma Emission:
       ~User can exude toxic gases, causing various effects on others
       who inhale these fumes including hyperstimulation, lethargy,
       coma. Because gas diffuses indefinitely in concentration, it
       becomes less potent and less concentrated once it has expanded.
       Thermal Resistance:
       ~User is able to survive at any temperature without discomfort.
       Poison Immunity:
       ~The user is immune to all forms of poisons/toxins/venom. This
       makes a perfect counter-ability to those with Poison
       Manipulation and Poison Generation.
       Venomous Claws:
       ~The user possesses claws that are coated with or secrete
       natural venom, which can extend to the victim when said victim
       is cut by the claws. The poison can have a variety of effects,
       ranging from sedation, paralysis, and instant death.
       Venomous Fangs:
       ~The user possesses teeth that are coated with or secrete
       natural venom, which can extend to the victim when said victim
       is bitten by the fangs. The poison can have a variety of
       effects, ranging from sedation, paralysis, mutation and instant
       death.
       Skills:
       Pressure Point Intuition:
       ~The user can pin point the pressure point in a person and act
       accordingly of what the pressure point does and suspends the
       person.
       Tactical Analysis:
       ~The user can create strategies and plans several steps ahead of
       the opponent seeming like the user can see into the future.The
       user is able to elaborate complex plans and strategies and apply
       them in not just in battle but any other activity that involves
       cunning intellect. E.g Strategic games. Most of the users of
       this ability are very analytical and can understand or
       anticipate the enemies moves.
       Special Ops Mastery:
       ~User is almost super-humanly skilled in all forms of special
       operations including but not limited to Mercenary Works,
       Counterintelligence, Black Propaganda, Counter-Terrorism,
       Guerrilla Warfare, Direct Action, Counterinsurgency,
       Assassination, Close Target Reconnaissance, Unconventional
       warfare, etc. The ability may be from advanced training, mental
       programming or even supernatural/superhuman powers. Combined
       with high intellect and a high level of physical ability, they
       can create completely new possibly unbeatable methods of special
       operations. Important that comes from special operations are
       such as Reconnaissance and surveillance in hostile environments,
       Training and development of other states' military and security
       forces, Offensive action, Sabotage and demolition and Hostage
       rescue.
       Enhanced Surveillance:
       ~The user possesses great knowledge and skills of surveillance,
       able to spy on and map out areas with ease and gather intel.
       Hunting Intuition:
       ~The user possesses extraordinary talent and instinct in/for
       hunting all things. They can track anything under any
       conditions, sense the weaknesses of their prey and exploit them
       and finally kill or capture their prey.
       Weapon Proficiency:
       ~User with this ability need only to pick up a weapon before
       they instantly become proficient in it. The first time they pick
       up a sword, they can spar with masters, the first time they use
       a bow, they can hit bulls-eyes. Even alien, magical, or other
       weaponry that they should not understand comes naturally to
       them.
       Enhanced Assassination:
       ~User can perform the art of assassination better than the
       average killer, they are able to dispatch their victims without
       as so much as a struggle. The ways to do this range from
       something complex and high-finesse like mastery in stealth,
       strategically planned scenarios and highly disciplined martial
       arts to something simple-yet-effective like brute strength and
       raw speed to overwhelm the targets.
       Stealth Tactics:
       ~The user possesses incredibly extensive knowledge and skill in
       many types and ways of stealth tactics, enabling them to easily
       slip in and out of areas undetected. Their abilities in all
       manners of stealth are so refined they appear as mere illusions
       to those who have been lucky to spot the user. The users of this
       ability can move throughout even the most guarded of areas and
       act in true discretion.
       Supernatural Tracking:
       ~User can track others down easily over any distance,
       environment, or conditions including tracking targets that can
       teleport or become invisible. They can find and follow tracks
       that are months or even years old easily, they can even
       reconstruct what has happened from the smallest of clues.
       Artistic Intuition:
       ~The user possess great knowledge and skill in art, such as
       painting a picture without any education.
       Enhanced Crafting:
       ~Users with this talent are able to craft many different kinds
       of items to sheer perfection. They are able to forge the
       sharpest of swords, the strongest of armors, the greatest of
       statues, the most powerful of items, and much more. Some are
       able to create with nothing but the material around them, and in
       very short notice.
       Performance Art Intuition:
       ~The user possesses immense, if not natural, skills in the
       performing arts (acting, singing, dancing, etc.).
       Weaknesses:
       When a Toreador experiences something truly remarkable -- a
       person, an object of art, a lovely sunrise -- they become so
       awestruck that they can be transfixed into place. They won't
       even defend against an attack, though the attack will knock them
       out of this transfixed state. Toreador clan members can gain
       position of City Prince, but most of the time they are looked
       over because of their more peaceful, artistic, creative natures.
       This is viewed as a weakness of not being strong enough to
       dominate our lessor peers. They are also at a disadvantage of
       being trusted at first as many are viewed as rogues because they
       are one of the few clans accepted by the Holy Roman Catholic
       Church as "redeemable" and have an alliance as monster hunters
       for the Catholic Church. Some clan members have even joined the
       Iscariot Group as a gesture of goodwill which lowers the
       opinions even more with the clans of Lasombra Clan, Tzimisce
       Clan, and Ventrue Clan.
       Those with Poison/Containment Immunity are immune to Alistair's
       poisons. Weapons made to harm vampires such as silver, holy
       weapons, etc can seriously harm him. Alistair is still learning
       how to use his disciplines along with learning new ones once
       he's more experienced. So those with more skills can overpower
       him or use it against him. Alistair is resistant to sunlight but
       he can't stay out for too long or else it will take effect on
       him. This also means that he either has to wear protective
       clothing (shades, long sleeve pants and shirts, sunblock, etc)
       or use items that will make him immune to the sunlight or at
       least make him last for long hours.
       Transformation:
       None for now
       Weapon(s):
       Rapier Sword:
       ~His main weapon. This weapon is made out of mercury and
       uldrium, meaning that this weapon is used against mainly
       elemental users along with it being a soul eater weapon.
       Switchblade:
       ~A personal close range weapon that Alistair keeps around at all
       times. A weapon made out of antarctic adamantium and mercury,
       Alistair never let this weapon leave his side.
       Personality:
       Alistair always has an intimidating smirk on his face matched
       with a calm tone, but also has a sense of brutality that can be
       felt in his spoken words. Without dirtying his own hands, he
       interacts with others as a cruel-hearted military sadist.
       Alistair likes to view and treat humans like livestock,
       especially towards women not only because he's a sadistic
       vampire, but also because in his past he was treated that way by
       the stronger grown-ups in the orphanage he lived in. It is also
       due to his trust issues towards women after he was abandoned by
       his mother.
       Bio:
       Before he was turned into a vampire, Alistair was a human born
       into an aristocratic family. He was a spoiled and arrogant
       little boy who found amusement in treating other people harshly
       and sadistically. However, as karma would have it, Alistair's
       father, a kind and generous person, wasn't good at managing his
       business and became bankrupt thanks to a shady, demonic business
       man. Alistair only found out about this when he woke up that
       morning to the servants ransacking the house for valuables. He
       tried to stop them, but they banded together to beat Alistair up
       for all the cruel things he did to them while telling him about
       the state of his family. To make matters worse, they told him
       that his mother ran off with a secret lover, leaving only a
       letter saying that she loves him. After the beating, Alistair
       went to the garden and found that his father had hung himself.
       Alistair stayed behind in his family home for some time, hoping
       that his mother would come back (He even wondered to himself how
       his mother could say she loves him but leave him behind, which
       caused him to develop trust issues towards women and their
       capability of loving him). Eventually, he gave up and had to
       live on the streets, mocked by another aristocrat. He ended up
       in an orphanage where he was bullied by the other orphans and
       mistreated by the caretakers since he was a former aristocrat
       with a bad attitude.
       However, only a few were nice to him, one of them was a boy
       named Graham. The boys eventually devised a plan to escape their
       "hell". Unfortunately, while the plan started off well, they
       were pursued and caught by the orphanage staff who shot them.
       Even though Alistair wasn't shot himself like the other boys, he
       was branded on his back like 'livestock' as punishment for being
       the mastermind behind the escape plan. As Alistair believed he
       was at the deepest pits of hopeless rage and despair at the
       world, a vampire appeared and offered both boys the chance at a
       better life in order to take revenge on the world that, in his
       words, deprived them of everything. The two agreed and the boys
       were transformed into vampires after drinking a potion.
       After becoming vampires, the two destroyed the orphanage and
       slaughtered everyone who was involved in their suffering. Once
       they escaped, they joined the Black Market and started to learn
       their vampire abilities along with trying to learn new powers.
       Last month, the boys transferred to Chelsea's private school to
       not only get an education but to also look for new livestock to
       place in the black market. The two were warned about a young
       monster hunter attending the school and for the two to stay on
       guard, which they plan on doing.
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