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Alternate London Profile: Vicar
By: Coolcat207 Date: May 26, 2021, 11:38 pm
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"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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