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       #Post#: 9395--------------------------------------------------
       Alternate London Profile: Vicar
       By: Coolcat207 Date: May 26, 2021, 11:38 pm
       ---------------------------------------------------------
       "We reach into the shadows, reach into hell. We pull out what
       you find there, and paint the world with it."
       ~Angellis Ater Clan Quote
       "You might want to try rollin' onto your side... the blood won't
       pool up in your throat as much."
       "Don't worry little one, you never stood a chance."
       ~Vicar talking down to a young hunter before killing them.
       "Was my vampire parent a Lasombra? Well, I thought so before
       when I activated my shadow powers. But after some research into
       their history, it turns out that my actual bloodline was more...
       demonic in nature."
       "There's no one like you except me, doll. We should be pillaging
       the world because we're predators. Why are you wasting all your
       time with these wimps?"
       ~Vicar to Q when Vicar revealed to be against ARGUS and wanted Q
       to join him.
       "Remorse for what? You people haven't showed me such things ever
       since I was a child. If you ask me, it gives me the right to
       give back the same treatment."
       "That may be true. Werepires are known for being monsters upon
       monsters and I get your pain. I really do. It ain't all sunshine
       and rainbows for dhampirs either just because we're half human.
       But just because I'm half human, doesn't mean that I'm weak.
       Sure, y'all are some tough sum b*tches, I'll give ya that. But
       us dhampirs ain't hybrids to sneeze at either. Look, if you want
       to remain isolated from the world, go on ahead. I ain't gonna
       pull your tail. But if you want a place to call home and you're
       sick of being harassed by everyone, give me a call. I'm just a
       shadow away. wink."
       ~Vicar having a short conversation with a young werepire.
       "Don't give me that crap. You Darkfires may seem honorable but
       you people only look after yourselves and those who share the
       same Darkfire blood as you, meanwhile I had to face the world
       alone while it used me like a tool if I'm not being chased out
       with pitchforks and torches. And I've seen your clan use others
       for your own needs. We may be dhampirs, but that is where the
       similarities end. You already have people to back you up to take
       whatever you want. I'm just planning on starting my own that's
       going to burn this rotten world down to the ground, even if I
       have to make these blood bags do it themselves or join the Order
       to do so."
       ~Vicar to a Darkfire dhampir who tried to get Vicar to change
       his ways since the two are dhampirs.
       "Y'all Christians got to be the most hypocritical people on this
       planet. All of that talk about following the Bible and loving
       the big man in the sky yet you people pick and choose just to
       justify your own sins. Not to mention that you belittle those
       who don't share the same views as you do and force it on them by
       any means yet have the nerve to damn me as if I'm the source of
       all of your problems. Let's see how long you stay on your high
       horse before I drop kick your asses off of there and drag you to
       the Hell of Souls myself."
       ~Vicar to a corrupted supernatural hunter priest.
       "Q, c'mon. You know the two of us are superior than most of our
       kind. And you are so above sucking on a disgusting, rich,
       pompous Kindred only to sneak top side for scraps and work for a
       bunch of blood bags who could give less of a damn about who you
       are, when you could be slaying Overlords and Hunters. Why
       struggle to fight for those who use and abuse you for their own
       gain, when you can partner up with me and kill the unkillable?
       Starting with the ones who treats you like a tool for
       destruction. We could be the most dangerous dhampirs on the
       planet, Quanxi."
       ~Vicar to Q when he tries to get Q to join the HWE against ARGUS
       and Foxhound.
       "They may be blood bags but they're the only ones who has a damn
       brain and violence that matches mine. Well, to an extent anyway.
       Not to mention that they also shared the same hatred as me
       against Foxhound and ARGUS. If they betray me, I'll slit their
       throats and vise versa. Pretty decent family if you ask me. I
       even got a little sis who's a metahuman who's as ruthless as me.
       Still has much to learn but hey, that's what big brothers are
       for, right? Okay, Aren's my cousin but I treat her like a little
       sister so it still sort of counts."
       ~Vicar on the Wilson family
       "Hatred and violence are the only thing these people understand,
       and it's not just the blood bags. This also goes for those like
       vampires, werewolves to even angels and demons. Things like love
       and compassion are useless, especially for those who only exist
       to bring and receive hatred, pain and misery!"
       "Vicar was one of the most dangerous hybrids we had. Waller and
       I thought that having him as an asset in Task Force X would
       benefit us in fighting the worst of the worst. Instead, he
       became a monster of our own making and a bloody f*cking
       nightmare for ARGUS and Foxhound when he betrayed us and removed
       the bomb implanted into his thick skull. The only thing I regret
       is not staking the bastard when I had the chance."
       ~Bruno Callahan on Rhys "Vicar" Wilson.
       Name:
       Rhys Wilson
       Title/Other Names:
       The Highgate Dhampir
       Striker (Former Assassin Name when he was in Task Force
       X/Suicide Squad)
       Vicar (Current Assassin Name)
       Age:
       Unknown
       Physical Age:
       19
       Gender:
       Male
       Species:
       Demonic Dhampir
       Family:
       Birth Grandfather: Azaneal (Deceased)
       Birth Parents: Unknown (MIA; Presumed Dead)
       Foster Grandfather: Slade "Deathstroke" Wilson
       Foster Father: Joe Wilson
       Foster Uncle: Grant Wilson (Deceased; Killed by Bruno Callahan)
       Foster Cousin: Selena "Aren" Wilson
       Organization:
       Aligned with Deathstroke
       Aligned with Nightshade
       Blackwatch (Anti-Hunter Group) (Leader)
       Birth Clan
       Angellis Ater (Forgotten; Presumed Extinct)
       Generation:
       4th
       Sect:
       None; Independent
       Clan Disciplines:
       Daimonion, Obtenebration, Dominate, Potence
       Disciplines
       Daimonion:
       Sense the Sin:
       ~A real mark always convinces himself. The most dangerous Baali
       aren’t the ones that use extortion, threats, or over displays of
       power; the most dangerous Demons simply know how to talk their
       victims into cutting their own throats. This power allows the
       Baali to find a target's particular vice. If successful, the
       Baali can sense the subject’s greatest weakness. The
       significance of this information is dictated by the degree of
       success: One success might determine a low Virtue, weak
       Willpower, or a poorly defended avenue of approach, while two
       might yield a closely guarded secret or conversational misstep.
       Three or more yields a central derangement or formative trauma
       from the subject's past.
       Fear of the Void Below:
       ~Once the Baali has mastered reading a subject's darkest
       secrets, he can reach into the victim's mind and twist what he
       finds there. The shock of feeling one's most deeply held beliefs
       and darkest fears manipulated can send the victim into catatonia
       or fits of panic. The Baali must first employ Sense the Sin
       (above) or use some other method to discern the tragic flaw of
       the target. She must then speak to the target, playing upon his
       inadequacies and the inescapable consequences of his
       shortcomings. A successful attempt drives the victim into fits
       of terror (one success), mindless panic-borne flight similar to
       Rötschreck (two successes), or even unconsciousness (three or
       more successes). All effects last for the remainder of the
       scene. Kindred or other supernatural targets may resist with a
       strong willpower or a psychic shield to the point that stronger
       willed people can resist the power completely.
       Psychomachia:
       ~With this power, the Baali combines his ability to read the
       psyche of a victim with the ability to summon up matter from the
       Outer Dark. Psychomachia pits a victim against the most
       dangerous, shameful parts of her own subconscious. The vampire,
       after learning the targets tragic flaw (such as after using
       Sense the Sin, above), might force the target to go search
       through their lowest Virtue. Failing to do so pits the target
       against an apparition summoned from her darker self, perceptible
       to the subject only. The target may see or feel his abusive
       father, a long-dead lover, a childhood bogeyman, or (for Kindred
       victims) even the Beast itself. A botch indicates the target has
       been overwhelmed and frenzies — or, worse, becomes possessed by
       his inner demons.
       This imaginary antagonist may be wholly narrated, or assigned
       Traits equivalent or slightly inferior to the victim's, at the
       RPer's option. All injuries sustained by the target in such an
       encounter are illusory (substitute catatonia or torpor for death
       as appropriate) and vanish upon the phantasm's defeat or the
       Baali's loss of concentration.
       Bring the Plague:
       ~A Baali with Bring the Plague calls down a Biblical plague on
       her enemies, cursing them with a highly infectious disease that
       plagues mortal and Cainite alike. It causes violent, painful
       boils that look like bleeding burn wounds when they burst. The
       target attracts swarms of insects and vermin wherever he goes as
       they wait for his inevitable death and their inevitable feast.
       The Baali must touch the initial victim in order to Bring the
       Plague. A victim with the plague cannot heal by any means,
       naturally or with blood. Every day, the victim's health declines
       inch by inch. The victim may be able to resist if their stamina
       is strong enough but can shake the plague off entirely if their
       stamina is as strong as the castor's stamina. The plague can
       also physically damage their skins. Supernatural creatures such
       as vampires may be able to heal from the physical damage but
       mortals such as humans will be forever scarred even when healed
       by the plague (unless their regeneration are supernatural or
       have supernatural buddies with strong healing powers).
       Those in contact with the victim of the plague must have stamina
       that is as strong or stronger than the castor's in order to
       resist the plague. It can spread by touch, by breath, or by any
       bodily fluids. This includes drinking blood. In fact, the
       difficulty to resist blood-borne transmission is two times worse
       than resisting infection by other means. Those with True Faith
       (basically people like holy vampires or supernatural priests)
       are not only immune to this discipline, but if they touch a
       victim of the power, the victim ceases to be contagious.
       Obtenebration:
       Shadow Play:
       ~This power grants the vampire limited control over shadows and
       other ambient darkness. Though the vampire cannot truly "create"
       darkness, she can overlap and stretch existing shadows, creating
       patches of gloom. This power also allows Kindred to separate
       shadows from their casting bodies and even shape darkness into
       the shadows of things that are not there.
       Once a Kindred takes control of darkness or shadow, it gains a
       mystical tangibility. By varying accounts cold or hellishly hot
       and cloying, the darkness may be used to aggravate or even
       smother victims. Certain callous Lasombra claim to have choked
       mortals to death with their own shadows.
       Shroud of Night:
       ~The vampire can create a cloud of inky blackness. The cloud
       completely obscures light and even sound to some extent. Those
       who have been trapped within it (and survived) describe the
       cloud as viscous and unnerving. This physical manifestation
       lends credence to those Lasombra who claim that their darkness
       is something other than mere shadow. The tenebrous cloud may
       even move, if the creating Kindred wishes, though this requires
       complete concentration.
       Arms of the Abyss:
       ~Refining his control over darkness, the Kindred can create
       prehensile tentacles that emerge from patches of dim lighting.
       These tentacles may grasp, restrain, and constrict foes.
       Tenebrous Form:
       ~At this level, the Kindred’s mastery of darkness is so
       extensive that she may physically become it. Upon activation of
       this power, the vampire becomes an inky, amoeboid patch of
       shadow. Vampires in this form are practically invulnerable and
       may slither through cracks and crevices. In addition, the
       shadow-vampire gains the ability to see in natural darkness.
       Shadowstep:
       ~The vampire has such fine control over the darkness that he may
       become it briefly and reform himself from other darkness close
       by. The vampire may Shadowstep through walls, floors, and even
       mystical barriers. The Cainite simply steps "into" a shadow and
       re-emerges from another shadow a short distance away (or next to
       the barrier, if there is no shadow on the other side).
       Shadow Twin:
       ~The vampire's control over darkness has progressed to such a
       degree that he may bestow upon it a limited degree of sentience.
       By animating his own shadow or that of another, the Cainite can
       actually "free" the shadow cast by light. While this power is
       active, the subject casts no shadow, as it has left to pursue
       the vampire’s commands.
       This power can unnerve mortals and even a few inexperienced
       vampires. The Kindred wielding Obtenebration commands the
       individual’s shadow; some vampires report having seen mortals
       literally scared to death, as their shadows leapt away to taunt
       or menace them.
       Dominate:
       Command:
       ~The vampire locks eyes with the subject and speaks a one-word
       command, which the subject must be obey instantly. The order
       must be clear and straightforward: run, agree, fall, yawn, jump,
       laugh, surrender, stop, scream, follow. If the command is at all
       confusing or ambiguous, the subject may respond slowly or
       perform the task poorly. The subject cannot be ordered to do
       something directly harmful to herself, so a command like "die"
       is ineffective.
       Mesmerize:
       ~With this power, a vampire can verbally implant a false thought
       or hypnotic suggestion in the subject’s subconscious mind. Both
       Kindred and target must be free from distraction, since
       Mesmerize requires intense concentration and precise wording to
       be effective. The vampire may activate the imposed thought
       immediately or establish a stimulus that will trigger it later.
       The victim must be able to understand the vampire, though the
       two need to maintain eye contact only as long as it takes to
       implant the idea.
       Mesmerize allows for anything from simple, precise directives
       (handing over an item) to complex, highly involved ones (taking
       notes of someone’s habits and relaying that information at an
       appointed time). It is not useful for planting illusions or
       false memories (such as seeing a rabbit or believing yourself to
       be on fire). A subject can have only one suggestion implanted at
       any time.
       Memory Block:
       ~This variant of The Forgetful Mind allows the vampire to stop a
       dominated subject talking about or revealing specific
       information without forgetting it. When questioned about the
       memory or detail, the victim will evade the question without
       even noticing she is doing it. If pressed, she will discover he
       cannot say out loud or even write down the blocked information.
       This is very useful when a servant needs to possess classified
       data, but the vampire wants to be certain she cannot reveal it,
       even under torture.
       Chain the Psyche:
       ~Not content with merely commanding their subjects, some elders
       apply this power to ensure obedience from recalcitrant victims.
       Chain the Psyche is a Dominate technique that inflicts
       incapacitating pain on a target who attempts to break the
       vampire’s commands.
       Implanted Opinion:
       ~Dominate usually focuses on giving the target specific orders.
       Using this power, a vampire can instill a feeling, opinion, or
       even a personality trait the victim will believe is his own. He
       might be told he loves modern art, hates his new neighbors, or
       that aliens are looking to abduct him. He can be given new
       political or religious beliefs, suddenly becoming a dedicated
       liberal or a born-again Christian (although in the latter case
       he doesn't gain real faith; he just decides to follow the tenets
       of a faith).
       He might even be given bigoted views, making him racist or
       sexist, or he may be cured of such opinions. Unlike
       Conditioning, the vampire has little connection to the target,
       and can use him as an agent to steer policies to her design
       without needing to explain her plans.
       Potence:
       Crush:
       ~The vampire with this refined application of Potence knows just
       how to apply her deadly strength to destroying inanimate
       objects.
       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 hard surface up to and including solid steel. A use
       of Imprint can simply serve as a threat, or it can be used, for
       example, to dig handholds into sheer surfaces for purposes of
       climbing.
       Brutality:
       ~With this level of power, the Cainite’s hands move through
       flesh the way a mortal’s moves through packed sand.
       Earthshock:
       ~According to some pundits, Potence is merely the art of hitting
       something very hard. But what do you do when your target is too
       far away to hit directly? The answer is, if you’re sufficiently
       talented with the Discipline, to employ Earthshock. On its
       simplest level, Earthshock is the ability to hit the ground at
       point A and subsequently have the force of the blow emerge from
       the ground at point B.
       Immovable Object:
       ~The vampire’s strength is such that her force of will alone is
       enough to make her an immovable object, whether or not she has
       something to hold on to. She can lock herself in place, clinging
       onto where she stands with the power of her mind. Using this
       ability, she can resist any attempt to shift her by telekinesis
       or physical strength. She digs in, holding herself in place with
       her will alone.
       Flick:
       ~It is a truism that "the great ones always make it look easy."
       In the case of Flick, that saying stops being a truism and
       becomes literal 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 of a deadon strike. The attack can come without warning,
       limiting the target’s ability to dodge or anticipate; this makes
       Flick one of the most feared applications of Potence.
       Powers:
       Dhampir Physiology:
       ~User with this ability either is or can transform into a
       dhampir, a vampire/human hybrid, which in most cases has all the
       strengths that a normal vampire has without any of the
       weaknesses. Blood is still a factor in most cases, either they
       need to feed because they will die or they simply are weakened
       when they don't feed. Some dhampirs can subsist on either blood
       or human food. Whatever the case, just like with vampires, the
       quantity of blood a dhampir needs will vary greatly. Their
       resistance to sunlight varies as well; some may be weakened by
       it, while others are completely immune to its effects.
       Physically dhampirs are in top form, having the strengths of a
       vampire they are very strong, most do not age and others age
       very slowly. There are far less variations in appearance when it
       comes to dhampirs because of their human side. Most dhampirs
       will look like normal humans, some will be extremely attractive
       but there are not many non-humanoid dhampirs out there.
       Vicar is a demonic dhampir due to having a demonic vampire
       father and a human mother.
       Blood Consumption:
       ~The user can absorb (usually by ingesting) the blood of others
       for either sustenance, offensive, defensive, or regenerative
       purposes.
       Blood Empowerment:
       ~User becomes stronger, faster, more durable, etc. when they
       come into contact with or are near blood, possibly unlocking
       abilities related to the affinity and enhancing their existing
       powers. Some users may be able to draw sustenance from the blood
       or even slow or stop aging.
       Daytime Walking:
       ~The user is a nocturnal creature (typically a vampire) able to
       withstand exposure to direct sunlight and be active during the
       day. This can be because they are a Dhampir, are endowed with
       magic or are unique physically in one way or another.
       Contaminant Immunity:
       ~The user is immune to poisons, toxins, venoms, viruses,
       bacteria, parasites, pathogens, allergen, etc.
       Vampiric Force Manipulation:
       ~The user of this power possesses and is able to utilize strong
       vampiric power. This ability not only grants the user great
       strength and control over numerous variations of vampiric
       abilities but also allows them to overwhelm weaker vampires as
       well as rival that of powerful vampiric entities.
       Through this, the user can perform such feats as infusing
       weapons with vampiric power, allowing them to transfer blood
       and/or life-force to the user, or into projectile weapons that
       would continuously drain the target's blood/lifeforce once stuck
       in their body, nullifying regeneration and softening them up for
       the finishing blow, as well as convert other beings into
       vampires without biting them or mixing blood.
       Diabolic Darkness Manipulation:
       ~The users can generate and manipulate the mystical darkness of
       hell, which can completely destroy anything. The color of the
       darkness varies, but may be green, black, blue, white, etc.
       Sometimes, the darkness isn't generated, but instead is summoned
       from the planes of hell itself.
       Unholy Darkness can cause excruciating pain upon contact, or
       cause instant death, but can possibly be used for relatively
       beneficial purposes, such as summoning spirits of the deceased
       temporarily back to the world of living from Hell. Some users
       can even use Reanimation or Resurrection via Summoning the
       damned and/or Demons.
       Black Flame Manipulation:
       ~The user can create, shape and manipulate black flames. Unlike
       orange or blue flames, black fire absorbs electromagnetic energy
       instead of emitting it. This causes the said flames to appear
       black. The color can also be from the burning of certain
       chemicals or other methods. Unlike Dark Fire Manipulation, the
       power does not involve control over fire's destructive aspects,
       but rather controlling fire that is simply black in color.
       This is the power Vicar gained from his demonic vampire clan.
       This power is similar to hellfire itself but it's cold like ice
       flames due to it absorbing heat that surrounds it but it can
       also burn people as well. This power can be countered by holy
       fire but it is highly weak to holy water and ice.
       Black Fire Generation:
       ~The user can generate black fire. These flames hold more power
       than natural fire due to them absorbing electromagnetic energy
       instead of emitting it. They can also come from burning certain
       chemicals or other means.
       Energetic Combustion:
       ~The user can absorb energy and convert it towards a
       self-combustion process. They are capable of creating fire and
       fire-based elements from themselves without issue. They can also
       manipulate their personal volatile forces.
       Umbra-Pyrokinetic Constructs:
       ~The user can turn black fire into tools, objects, weapons, and
       other items, create semi-living constructs and/or create
       structures/buildings of varying permanence. Users who have
       mastered this ability can use it for almost any situation,
       creating anything they need.
       Demonic Burning Darkness:
       ~Just like some death wraiths, Vicar is able to fuse his demonic
       shadows with his black flames, making it able to burn others
       with his shadows. Though his shadows are demonic in nature,
       making it much more dangerous to the point that it can even harm
       holy/angelic beings. The shadows are also able to absorb
       magnetic fields that surrounds it along with it giving it a cold
       yet burning feel to it. Vicar can use it to attack his opponents
       or bind them for sadistic or torture methods.
       Claw Retraction:
       ~The user can project/retract razor-sharp claws of energy, bone,
       metal, keratin, etc., from their
       fingertips/hands/wrists/fists/feet for various (mostly
       offensive) purposes.
       Fang Retraction:
       ~The user has abnormally sharp fangs and can deliver a deadly
       bite with them. In some cases, the fangs may even be
       retractable.
       Unbreakable Nails:
       ~The user possesses unusually indestructible nails/claws that
       are impervious to any harm or damage.
       Enhanced Mauling:
       ~The users possess enhanced skills to rip their enemies to
       shreds with just pure force alone or just a powerful strike.
       Enhanced Violence:
       ~Users are incredibly skilled at harming others, whether
       intentionally or unintentional. Users have no problem using any
       means to get their way with others, even if it involves breaking
       a few bones or leaving some scars. They don't necessarily have
       to be good at fighting or killing to be violent, however, the
       intention to harm has to be there, which usually does lead to
       the deaths or maiming of others.
       Killing Instinct:
       ~User possesses the capability that enables them to be the
       "ultimate killing machine". They have instincts to kill by any
       means and in the most effective ways possible, use anything at
       hand to do so and, have no mental/emotional issues or moral
       dilemmas either before, during or after the deed. They are, in
       short, cold and merciless killers. They are focused on nothing
       except killing their enemies and how they should do so, putting
       all of their efforts into making sure whatever they kill is good
       and dead. They can also give off a murderous aura, inducing fear
       into their opponents.
       Predator Instinct:
       ~The user possesses predatory instincts, allowing them to become
       masters of assassinating, hunting, manipulating, planning and
       tracking. One with this ability instantly discern all factors of
       any situation and manipulate them so its the most optimal and
       favorable for them. Making them a master of manipulation,
       pursuit ,and capture. This includes sensing what will happen and
       how adapt to it, what move a target will make, where they are
       headed, and effectively manipulate the target, thus causing the
       target to inevitably play right into the user's hands.
       Supernatural Hunter:
       ~The user possesses the powers of a supernatural hunter, having
       the innate ability to hunt down supernatural creatures. They are
       able to physically match and fight off most of the creatures
       they hunt, have innate combat abilities and information about
       the paranormal world, ability to detect supernatural creatures,
       and know how to kill and trap them. They may have immunity
       towards the creatures they hunt (immune to vampire's compulsion,
       werebeast's infection, demon's possession, witch's magic, divine
       influences, etc.).
       Dhampirs are commonly known for being supernatural hunters by
       hunting vampires and other supernatural creatures. Vicar is no
       exception due to being taught how to fight supernatural
       creatures and even the toughest of vampires. After betraying
       ARGUS and Foxhound, Vicar became not only ARGUS' worst nightmare
       but he also became a extremely dangerous threat to other
       supernatural hunters due to him knowing their tactics and how to
       use it against them.
       Assassin:
       ~The user can perform the art of assassination better than the
       average killer, able to dispatch their victims without so much
       of a struggle or even having to be near them and cover their
       tracks. The ways they can do this range from something complex
       and of high finesse like mastery of stealth, strategically and
       tactically planned scenarios, expertise in martial arts, and
       proficiency with weaponry to something more simple yet effective
       like herculean strength and lightning speed to overwhelm their
       targets.
       Combat Skills:
       Celerity Art: Projectile:
       ~This is a basic vampire celerity art skill which most vampire
       clans teach, and is pretty easy to learn by vampires with a
       speed-based skillset. This combat technique speeds up something
       thrown at opponents, letting vampires transfer their celerity
       combat speed to projectiles. This speeds up an attack or weapon
       thrown using this training, essentially making a thrown knife
       into a speed akin to a bullet. In addition to increased speed,
       the increased speed also does more damage, as not only does
       whatever projectile hit the target, but the impact damage of the
       increased speed also does more damage as well. Fast opponents
       can still dodge this, and the attacks can still be blocked. This
       is designed for opponents fast enough to dodge normal
       projectiles, as this technique is designed solely for speeding
       up projectile techniques and making them harder to dodge.
       Celerity Art: Flower of Death:
       ~This is a vampire celerity art combat technique where a vampire
       transfers their speed with their celerity training and applies
       it to their combat tactics. This gives them a huge boost in hand
       to hand combat, letting them move extremely fast in their combat
       and making it so they are extremely hard to keep track of in a
       fight. Combined with an already fast opponent, this art can be
       deadly in close combat if the opponent can't keep up with the
       user. Users of this are taught to fight in close combat at
       incredible speeds, enhancing their speed, and at times, their
       strength as well due to the increased speed. Those who use this
       are dangerous in close combat, and when combined with techniques
       like Sonido and other martial arts, this technique can make a
       deadly fighting style even deadlier.
       Celerity Art: Zephyr:
       ~This celerity art is akin to comic book-style uses of enhanced
       speed, where the user moves so fast they can do things like
       running across water, running up walls, and in some faster
       cases, running across a ceiling. This technique requires
       precision control though, as one can easily flatten themselves
       into a wall if they can't keep up with their own speed. And for
       the most part, most vampires can only move this fast while in
       motion, as when they slow down, they will go back to their usual
       speed. This particular ability acts like a high speed amp,
       amping the speed of vampires. However, if one wants to train
       this, their best bet is to train their own speed, as their base
       speed increases more with this than trying to train the
       technique itself.
       Ansatsuken Intuition:
       ~The user has innate knowledge of Ansatsuken, an umbrella term
       for any martial arts style of fighting techniques developed with
       the intention of slaying an opponent.
       Brazilian Jiu-Jitsu:
       ~A combat focuses on getting an opponent to the ground in order
       to neutralize possible strength or size advantages through
       ground fighting techniques and submission holds involving
       joint-locks and chokeholds. On the ground, physical strength can
       be offset or enhanced through proper grappling techniques.
       Marine Corps Martial Arts Program:
       ~Also known as (MCMAP) is a combat system developed by the
       United States Marine Corps to combine existing and new
       hand-to-hand and close quarters combat techniques vary in
       degrees of lethality, allowing the user to select the most
       appropriate (usually the least) amount of force. For example, a
       Marine facing a nonviolent but noncompliant subject can use an
       unarmed restraint to force compliance with minimal damage and
       pain. A more aggressive subject could be met with a choke, hold,
       or a strike. Lethal force can be used on a subject as a last
       resort. The majority of techniques can be defensive or offensive
       in use, with or without a weapon; allowing Marines flexibility
       in combat and operations other than war (such as civil control
       or humanitarian missions, as well as self-defense). with morale
       and team-building functions and instruction in the warrior
       ethos.
       Silat:
       ~The collective term for a class of indigenous martial arts
       which tend to focus either on strikes, joint manipulation,
       weaponry, or some combination thereof.
       Gun Kata:
       ~The user of this ability is capable of calculating the most
       precise angle for targeting an opponent and predicting where to
       be in order to avoid return fire by the enemy. This, combined
       with good gunmanship results in the ultimate warrior of the
       modern age, a samurai that utilizes guns instead of swords.
       These ultimate gunners may or may not be bound by a code of
       honor such as those who preceded them. Gun kata practitioners
       may even be hired as assassins or life-long body-guards for
       powerful rulers or executives.
       Demonic Combat:
       ~The user is able to incorporate demonic power into physical
       combat.
       Ambush Tactics:
       ~The user possesses incredibly extensive innate knowledge and
       skill in many types and ways of ambushing.
       Infiltration Intuition:
       ~The user possesses incredibly extensive innate knowledge and
       skill in many types and ways of infiltration, involving
       advancing into enemy rear areas, bypassing enemy front line
       strong points, possibly isolating them for attack by follow-up
       troops with heavier weapons.
       Stealth Intuition:
       ~The user has innate knowledge in stealth, the act of moving
       cautiously and surreptitiously, usually for hunting, espionage,
       and assassination. They can also use this knowledge to counter
       any stealth-based attacks and/or surveillances.
       Assassination Tactics:
       ~The user possesses incredibly extensive innate knowledge and
       skill in many types and ways of assassination, able to dispatch
       their victims without so much of a struggle or even having to be
       near them and cover their tracks. The ways they can do this
       range from something complex and of high finesse like mastery of
       stealth, strategically and tactically planned scenarios,
       expertise in martial arts, and proficiency with weaponry to
       something more simple yet effective like herculean strength and
       lightning speed to overwhelm their targets.
       Enhanced Tracking:
       ~The user can track others down easily via various means,
       ranging from scents to footprints. With enough experience, the
       user can follow tracks that are days or even weeks old. Some
       users may be able to reconstruct what has happened by sniffing
       around the area they are searching.
       Survival Intuition:
       ~The user has innate knowledge and intuitive understanding in
       survival and all skills applicable to survival, thus allowing
       them to easily survive in any and all environments, actively
       prepare for emergencies, including possible disruptions in
       social or political order, on scales from local to
       international. Survivalists often acquire emergency medical and
       self-defense training, stockpile food and water, prepare to
       become self-sufficient, and build structures (e.g., a survival
       retreat or an underground shelter) that may help them survive a
       catastrophe.
       This also includes clusters of natural disasters, patterns of
       apocalyptic planetary crisis, or "Earth Changes", anthropogenic
       disasters, general collapse of society, financial disruption or
       economic collapse, global pandemic, or widespread chaos or some
       other unexplained apocalyptic event.
       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.
       Gun Proficiency:
       ~Users possess great proficiency, capabilities and knowledge in
       guns, a ranged weapon designed to use a shooting tube (gun
       barrel) to launch typically solid projectiles, allowing them to
       perform great feats and benefit in far ranged combat. Users are
       to have excellent bull-eyes aim on their target via bullets.
       Enhanced Swordsmanship:
       ~Users possess incredible proficiency and skill in wielding and
       utilizing a sword, a bladed melee weapon intended for cutting or
       thrusting that is longer than a knife or dagger, consisting of a
       long blade attached to a hilt. Regardless, of the sword’s shape
       or size, the user can wield it as if it were an extension of
       their hand(s). They can also wield a sword with incredible
       expertise in speed, power, and skill, allowing them to perform
       feats such as stopping and deflecting bullets, decimating large
       objects or areas, cutting through solid material such as steel,
       and even hold back their strength to deal damage to their foes
       without killing them.
       The user can sword-fight with little or no effort, deliver
       skillful strikes to weak points with great precision, and cut
       only and exactly what they want. This ability also allows them
       to become naturally skilled with multiple swords or any type of
       sword regardless of shape or size to suit their needs in combat.
       Their remarkably fast weapon control may allow them to bypass
       obstacles in order to cut their intended target.
       Passive Skills:
       Glowing Eyes:
       ~The user possesses eyes that glow which allows them to generate
       light, sometimes allowing them to see in the dark clearly. Some
       users' eyes vary in color while glowing. Users may or may not be
       able to control the color of the glow. Unlike Light Vision, the
       user can't manifest their eye lights as beams or blasts.
       In some cases, the eyes may glow involuntarily when the user
       calls on another power. This can cause Glowing Eyes to act a
       sort of limitation, tipping others off that they are or are
       doing something supernatural.
       Guitar Intuition:
       ~User possesses incredible skill in playing the guitar or other
       guitar-related instruments such as acoustic bass, electric bass,
       flat top guitar and twelve-string guitar.
       Singing Intuition:
       ~The user possesses immense, if not natural, skills in singing.
       They have a beautiful singing voice and can sway the emotions of
       thousands of listeners at a time or achieve impossible vocal
       achievements. They are also careful with the lyrics they would
       sing.
       Demonic Vampire Wings:
       ~Just like any other demonic vampires such as the Hazeldines,
       Vicar have demonic vampire wings which he can summon from his
       back at any time. These wings can let him fly, or be used to
       help protect him from projectiles. These wings are almost always
       demonic in nature, radiating a demonic vampire energy from them.
       Striker can use these as defense to block attacks since his
       wings are strong enough to block some attacks. He also can
       infuse his wings with either black flames or shadows for
       offensive or defensive purposes. The wings can also provide some
       defense against light, which also helps due to his physiology.
       These wings can also use vampire regeneration and can use
       specific demon abilities to regenerate as well.
       Demonic Vampire Blood Power Gain:
       ~When a Angellis Ater drinks the blood of another supernatural,
       they are able to gain the abilities of the person they drink
       blood from as a standard vampire power. Depending on how much of
       the supernatural's blood they drink, they can gain the abilities
       temporarily or permanently. Unlike other power gain abilities
       though, all powers gained by the Angellis Ater with demonic
       enhancement are usually converted to demonic equivalents, acting
       as a sort of reverse version of a holy vampire's power gain.
       Angellis Ater are able to gain dark or demonic powers, and any
       holy powers are converted to demonic power instead of holy.
       Depending on the power, the Angellis Ater usually gains the
       power taken with this being a good way to gain new abilities.
       However, while they can gain new powers this way, they also gain
       the weaknesses of the power, and some more advanced powers may
       change the vampire's anatomy slightly to compensate. Usually the
       best way to avoid new weaknesses is to only absorb powers
       similar to the user, such as a darkness user absorbing blood
       from someone with a unique darkness ability to gain that
       darkness ability. For the most part, this is fairly standard
       except for the fact that the Angellis Ater gains a demonic
       equivalent rather than just gaining the power.
       Multilingual and Ancient Language Experts:
       ~Just like most creatures who have been around for thousands of
       years, the Angellis Ater can speak multiple languages. For the
       most part, depending on where they live and where they have
       lived, most of them speak a number of languages, and are experts
       on ancient languages, with most being able to speak and write in
       almost any ancient language of humans. Most are very fluent in
       Enochian, biblical Hebrew, normal Hebrew, and even most major
       languages spoken in major countries. They can even spoke mostly
       forgotten languages that most don't even know, like the original
       languages of the world that have been lost to time. For the most
       part, most of them are very good at learning new languages and
       at speaking and writing in multiple languages that have been
       used over the years. A Angellis Ater is able to speak most major
       languages in the world, including English, French, Spanish,
       Portuguese, Italian, German, Russian, Chinese, Mongolian,
       Mandarin, and Japanese. A Angellis Ater also knows forgotten, or
       "dead" languages (languages not used with no new words being
       added), including Sanskrit, biblical Hebrew, Latin and many
       ancient languages like ancient Egyptian, Mayan, Incan or even
       knowing Native American languages.
       Demonic Supernatural Life Span:
       ~The Angellis Ater all live an indefinite lifespan like many
       vampires. Many of them are able to reach their prime and then
       they stop aging, with their regeneration negating most aspects
       of the aging process. While many older Angellis Ater still show
       some signs of age over time, most Angellis Aters are still in
       their prime, mainly due to their associations with demons. It's
       not known how long a Angellis Ater can live, but the older
       members of the clan have been around for almost 2,000 years if
       one looks at their history. Currently, it's believed that the
       Angellis Ater will continue to live on to have indefinite life
       spans, with them only dying of old age if their regeneration
       stops working when they reach a certain age, similar to how
       death wraiths eventually age and die once they reach a certain
       point in their life. Because no Angellis Ater has died of old
       age yet, no one is sure how long a Angellis Ater will live, but
       it is estimated that a Angellis Ater could probably live for
       thousands of years, if not tens of thousands of years granted
       their regeneration doesn't give out on them before then.
       Enhanced Supernatural Senses:
       ~Every Angellis Ater has enhanced senses, like many
       supernaturals, and gain a passive enhancement thanks to their
       supernatural nature. Each Angellis Ater, depending on their
       skills and their disciplines, they gain enhanced senses. All
       Angellis Aters usually also gain the ability to see, hear and
       smell things that most humans cannot, with some gaining
       specialties in this based on their abilities, such as a wolf
       smell being able to smell things humans cannot, or certain
       animal-demonic senses that sense frequencies and sounds that
       humans can't perceive.
       Angellis Ater Darkvision:
       ~Since the Angellis Ater clan is so steeped in darkness due to
       them having an odd bloodline between the Baali and the Lasombra,
       all Angellis Aters are able to see in all levels of light, being
       able to perceive what's around them, even if it's total
       darkness. This means that all the Angellis Aters have the
       ability to not be affected by darkness restricting attacks that
       attempt to blind opponents since they can see even in total
       darkness no matter how powerful the darkness. For the most part,
       this is a pretty simple power that comes from the clan's natural
       ability to control darkness and having affinities for darkness.
       They specialize in darkness, so they have to be able to see in
       the dark in order to see. However, things like flashbangs can
       blind them, and things like smoke or other vision obstructions
       can still blind them as well if it's a physical obstruction and
       not just pure darkness. This mostly only applies to darkness and
       darkness based attacks that try to blind them.
       Supernatural Sixth Sense:
       ~Much like vampires and other supernaturals, supernaturals with
       this sense can sense the presence of other beings, and sensing
       who and what they are. This can sense not only one's presence,
       but their levels of energy and how tough they are, allowing the
       user to gauge how they stand against them, as well as often
       being able to tell what they are by their presence if the user
       recognizes what kind of presence it is. However, this can be
       deceived by skilled opponents, sometimes not appearing correctly
       if the user can't sense the opponent's full power or use powers
       that fool this sense. There are also skills that hide one's
       presence so those with this sense can't sense them, or some
       opponents can suppress their presence so they're not fully able
       to be sensed. While this isn't always the best judge of
       someone's abilities, it can provide a slight insight to help the
       user as to what they face or what's around them.
       Tuned Mind:
       ~Vicar learned this ability from a vampire. Through meditation,
       Vicar is able to control his mind completely, allowing him to
       access and control his mind's inner world. Each inner world is
       unique to the user, and solely dependent on the user. They are
       able to do things like controlling their emotions and filtering
       out psychic powers that affect the mind.
       Dhampir and Combat Trained Enhanced Physical Stats:
       ~Just like any other supernatural hybrid, dhampirs like Vicar
       have enhanced physical attributes. Depending on the dhampir,
       they can either focus on speed based or strength and stamina
       based combat. Striker is a balanced fighter since he believes
       that both speed and strength are important in combat. He can
       lean onto his speed and agility when facing speed based
       opponents and lean on his strength and stamina when facing
       strength based opponents. Of course, this doesn't work on those
       with immense speed and strength which he needs to be careful
       since beings like Grave can severely damage him if he's not
       careful. One thing to note on Vicar is that he has a great
       durability as he was able to take multiple stabs from a
       supernatural hunter who is a specialist in close ranged weapons
       from behind and still being able to overpower them while
       appearing to be unfazed by the wounds. Another example is when Q
       elbowed his face for almost shooting Jay and was able briefly
       knocking her down later, even being able to quickly escape from
       the scene despite having received a brutal beating from Q, who
       showed to be strong enough to break a wall with a single punch.
       The one thing to take note of is that Vicar is not a fighter to
       be taken lightly due to him being specially trained for combat
       against strong opponents.
       Transformation(s):
       Demonic Shadow Form:
       ~Due to his demonic vampire heritage, Vicar is able to take on a
       demonic vampire form. The form that he takes resembles a demonic
       Wendigo with demonic shadows surrounding it. In this form, all
       light seem to be sucked from it's surroundings. This form is
       weaker in the day but at night, it's stronger and dangerous due
       to it being surrounded by the night. His demonic vampire powers
       doubled along with his demonic physical stats. Only
       concentrated/strong divine light can harm Vicar in this form to
       the point that enough attacks can force him back to his base
       form. Regular light attacks such as flash bangs annoys him while
       white light (stronger/purer version of light) slightly irritates
       him.
       Weaknesses:
       The Angellis Ater have the same weakness as other Lasombra —
       they do not cast reflections. They cannot be seen in mirrors,
       bodies of water, reflective windows, polished metals,
       photographs and security cameras, etc. This curious anomaly even
       extends to the clothes they wear and objects they carry.
       Although empowered by demonic weapons and artifacts, just like
       their demonic clan bloodline, Vicar is weak to strong holy/light
       powers and attacks. He can enter a church or any other holy site
       but he will feel uncomfortable the longer he remains on holy
       ground. He can also touch things like silver or holy weapons but
       he prefers not to, going as far as wearing leather gloves since
       it simply annoys him. Though he is still weak to weapons such as
       stilled silver and other weapons that harms his regeneration and
       uldrium due to him having elemental powers.
       Another weakness that came from the Lasombra is distorted image.
       All reflections and recordings distort, flicker, or become
       transparent (though this does not conceal their identity with
       any certainty). Microphones have the same difficulty with the
       vampire's voice as cameras have with their image, touch
       technology becomes unresponsive at best, and their anomalous
       nature makes it harder to avoid electronic detection systems.
       With effort they may overcome this difficulty but it’s as if
       they exist on a slightly different frequency to other beings,
       flickering in and out of light. Many Lasombra have attendants to
       handle technology for them, but a few strange beasts manage
       without. This doesn't bother Vicar as much since he use this as
       an advantage when carrying out assassinations. But when it comes
       to something passive such as singing or making sure that he
       looks decent, this annoys him to the point that he has to ask
       his foster sister Aren or one of his other allies to check his
       appearance for him until he figures out how to work around the
       weakness.
       Like actual dhampirs, Vicar need to ingest blood, but the
       results of not feeding is far less severe than what happens to
       vampires. The worst case is severe weakening of one's abilities
       but hardly ever death or desiccation like vampires. A dhampir's
       one true weakness is their bloodlust, a damning trait they
       inherit from their vampiric parents. In fact, it is because of
       this weakness that dhampirs refuse to be accompanied by
       companions on their journeys of hunts and self finding. As much
       as Vicar hates to admit it, this is also a problem for him if
       he's not careful.
       Weapon(s):
       Dual Beretta 98FS:
       ~Vicar has twin guns that are infused with demonic energy, able
       to harm specifically those with divine/light powers. Just like
       his foster metahuman sister, Vicar has many types of ammo
       ranging from unholy gold bullets for those like holy vampires,
       to stilled silver to even uldrium for elemental users.
       Demonic Claymore Sword:
       ~This weapon was made to be a demonic equivalent to the angel
       blades, which are weapons used by angels to kill demons. These
       are shaped similar to angel blades, but instead of being silver,
       they are black in color. These blades are able to interrupt
       regeneration for many types of supernatural creatures, and do
       extra damage to angels, even being able to kill them similar to
       angel blades. These demon blades can even be used to interrupt
       holy type regeneration of almost any creature (as long as it's
       holy regeneration), making this a great weapon to use against
       holy or angelic opponents. Instead of being holy weapons, these
       weapons shine with a demonic power, and can draw demonic power
       to enhance the blade's cutting efficiency to focus. Vicar's
       demon blade looks almost exactly like an angel sword except that
       it is black in color. Despite it being formed as a claymore,
       this weapon is still dangerous since Vicar is able to wield the
       blade efficiently thanks to training under the Wilsons. This
       weapon is a the level of a demon prince, where his weapon acts
       like an archangel blade that can kill archangels.
       Dual Karambit Knives:
       ~Vicar has dual karambit knives that are made out of the same
       materials as his sword. The difference is that his also infuse
       the blades with uldrium, being able to specifically harm those
       with elemental powers. Though this means that he cannot infuse
       them with black flames or demonic shadows, though he can still
       infuse them with his demonic vampire energy.
       Flak Jacket and Deer Mask:
       ~Just like Aren, Vicar has a protective jacket with multiple
       pockets. The jacket can protect him from melee attacks to
       bullets to even being elemental proof. Due to his nature, this
       also protects him from light and holy attacks. Though this
       weapon can be harmed by acidic attacks. Despite the mask looking
       like a animal skull, the mask is also durable to protect him
       from melee combat and bullets though it can be damage with
       enough force.
       Personality:
       Vicar is an arrogant individual who sees himself as superior to
       most of his kind and does not hesitate to mock and belittle
       those who are physically weaker, as shown how he constantly
       humiliated a standard dhampir due to their meek personality and
       lack of physical strength. Due to his pride, he deeply hates the
       nobility and bluebloods of those like the vampire society and
       rich supernatural hunters who treat his fellow dhampirs and
       other hybrids as a lesser class and gleefully takes the chance
       to kill higher classes of hunters and vampires to prove himself
       superior.
       He is very violent and ruthless to the point of being sadistic,
       which is demonstrated when he tried to kill Namine by strangling
       her when she discovered his blessed silver tipped rifle to kill
       a Carmillia sect vampire royalty and brutally broke a Foxhound
       member's arm when they stabbed him in the back numerous times in
       an attempt to save Namine, to later lock them in the house's
       basement and stating that he would kill them if it wasn't
       because they "weren't worth the cleanup", showing a great level
       of despise towards them. He even went as far to kick a girl in
       the face just for getting too close to him when he was singing
       in a festival.
       However, despite his arrogance and violence, he has shown to
       respect those willing to do things even when the odds are
       stacked against them, which was demonstrated when he admired
       that Q used to be in a gang of her own by stating that not many
       dhampirs were able to do so. He is also respectful to whoever he
       works with like Nightshade, treating them in a much more formal
       way.
       Vicar is cunning and manipulative, as he was able to make Q
       lower her guard by psychologically abusing her; stating that she
       was working for lower classes that couldn't care less about her
       and wasting her great potential by limiting herself to be Amada
       Waller's and Bruno Callahan's tool and a sexual plaything to a
       Lasombra vampire blue blood when she could do much better than
       that, to subsequently suggest they work together. Given his
       friendly approach towards Q, his statement that they were
       superior to their kind, and clear disappointment for her
       rejection of his offer, it can be assumed Vicar genuinely saw Q
       as a good killing partner due to his great physical prowess,
       showing he's willing to work as a team with people he considers
       to have the same impressive abilities than him. This is also
       proven true when he went as far as letting himself be adopted by
       Joe Wilson and his family, going as far as calling his younger
       foster cousin his sister, despite her being a metahuman.
       Vicar is shown to be fearless, as he confidently killed a large
       demon boar with a knife and was able to keep a cool head when Q
       busted him trying to kill a Carmillia sect Ventrue, even
       cornering the first in a wall despite she was pointing at his
       chest with a gun in very close distance. He appears to be
       ambitious as he has aspirations above being an assassin and
       seeks to use his job to gather powerful weapons so that one day
       he can possibly rise to the level similar of a Vampire Lord.
       As an assassin, he prefers close-range combat as most of his
       fights seen to date were hand-to-hand. However he is willing to
       use ranged weapons when needed. He also seems to be good at
       singing.
       Bio:
       ((Will do later))
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