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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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