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#Post#: 9554--------------------------------------------------
Profile: Anisha
By: Coolcat207 Date: June 18, 2021, 9:33 pm
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(WIP)
"I have seen hell -- and made my haven in its pits. Take your
leave before I send you there."
~Nagaraja Clan Quote
"Curiosity is gluttony, my friend. To see is to devour."
"Everyone has their reasons of joining Vobu. Whenever it's out
of fear or they just want the world to implode. As for me? Well,
why I joined is actually because I want a family."
"I understand famine more than most people. To starve while
others gorge themselves on food that they didn't need to eat.
They eat everything in sight, even each other or their own
children. And people say that I have a problem."
"Those who says that lions are the king of beasts are either
naïve little kids or complete numbskulls. Those pisshats ain't
all that. There are a lot of animals that can wreck their sh*t.
Besides, they're the ones who steal kills from hyenas more...
not the other way around."
"Despite what the Lion King says, hyenas are really underrated
animals. They're smarter than chimps, have great social skills
and fierce hunters. They also have a strong jaw that can crush
bones."
"The one thing I hate more than selfish gluttons are hypocrites.
You call us monsters yet you have done some heinous things all
in the name of things such as research or religion... which is
absolutely revolting. So, how about I slowly eat you piece by
piece until you finally tell me what I need to know."
~Anisha "Vex" Sylvain to a corrupted holy wizard that she's
tortured and later on consumed.
"I don't get involved in that arrogant smog humidifier's crap
and she doesn't get all up in my panties. Especially when it
comes to fighting. But I swear, if she keeps pulling this kind
of stuff, she's going to get herself killed. Though the image of
her getting her haughty ass getting handed to her does sound
like a theater popcorn moment."
"I'll be real: I got a soft spot for bad b*tches. But I got a
softer spot for my boys.
"Vobu knew what I was going through. Werepires live lonely
lives. He offered me a home when I lost mine. And I intend to
not lose this one again."
Anisha: Wow, I can't believe that this is the great Blood King
of the Hazeldine Clan. Man, Vobu will laugh once he finds out
about this. Now... Issun, is it? We can do this the easy way or
the hard way. I just wanna ask a few questions.
Issun: Haven't... haven't you done enough... you sick puta--
Aah!
Anisha: steps on one of his injuries No, not really. Hey, wait a
minute. You don't have your fancy regalia ring on you. Ooh... I
see. That explains it? So who's the new Blood King, old man? Is
it that boy I saw in that locket of yours?
Issun: painfully growls Don't even... think about it!
Anisha: New deal, old man. Tell me what I need to know or I go
after the boy. And I am positive that no one else is going to
save him. Deities have a tendency of abandoning their children
like garbage until they're needed to be used as tools of war or
personal errand boys or girls. And as for your precious clan,
I'm also positive that no one there will help him either. Not
even his valiant uncle or his skank of a wife. For a clan that
values family, you vampires are very selfish monsters. Trust me,
I know. Either way, if you want to not ironically bleed to
death, you tell me where the Vodou half bloods are.
Before Issun can even say anything, Anisha is blasted away by
Adonia. The half blood grabs Issun and teleports away. Enraged,
Anisha punch a hole in the concrete ground.
Anisha: DAMN IT! Adonia, I know that you can hear me! When I get
my hands on you, you and that vampire are dead meat!
Name:
Anisha "Vex" Sylvain
Age:
Unknown
Gender:
Female
Species:
Werepire (Hyena Born)
Family:
Father: Unnamed Nagaraja vampire (Deceased)
Mother: Unnamed werehyena (Deceased)
Vampire Birth Clan:
Nagaraja
Clan Disciplines:
Auspex, Dominate, Necromancy
Sect:
Independent
Organization:
Tribe of Vobu
Rank:
(A rank lower than Zehra but still high rank)
Height:
5'6
Weight:
Unknown
Magic Powers:
Anti-Magic:
~The user has the ability to use anti-magic which can nullify
and destabilize most if not all forms of magic and even destroy
a magic user's capability to utilize magic. They can also
achieve a variety of destructive effects on magic users,
including crippling and/or killing them.
Anti-Magic Generation:
~User can create/generate anti-magic.
Anti-Magic Aura:
~The user can release and surround themselves in/with anti-magic
for defensive and/or offensive purposes, possibly becoming
almost untouchable and granting them various abilities/attacks,
such as negating nearby magic. The auras may also give the user
enhanced physical capabilities such as speed, strength and
durability.
Magic Negation:
~The user can negate superhuman powers and effects that
originate from magic. Spells, curses, hexes, jinxes and charms
may all be negated by the user. In addition, magical
objects/items and potions are rendered useless, while the effect
of ley lines is diminished, according to the user's level of
power. Magical creations even weaken, and eventually crumble,
disperse or dissolve in the user's presence.
Magic Immunity:
~The user is invulnerable to most, if not all, forms of magic
and magical powers. Advanced users may be able to select which
spells can affect them.
Disciplines:
Auspex:
Heightened Senses:
~This power sharpens all of the vampire's senses, effectively
doubling the clarity and range of sight, hearing and smell.
While her senses of taste and touch extend no farther than
normal, they likewise become far more acute; the vampire could
taste the hint of liquor in a victim's blood, or feel the give
of the board concealing a hollow space in the floor. The Kindred
may magnify her senses at will, sustaining this heightened focus
for as long as she desires.
An Ear for Lies:
~Scions place great stock in the truth, and successful rulers
and leaders learn to discern truth from falsehood, even when
spoken by the most convincing liars, This power allows the user
to know when someone is lying to him. To the Cainite, lies stand
out, harsh and discordant from all other speech.
Telepathy:
~The vampire projects a portion other consciousness into a
nearby mortal's mind, creating a mental link through which she
can communicate wordlessly or even read the target's deepest
thoughts. The Kindred "hears" in her own mind the thoughts
plucked from a subject as if they were spoken to her. This is
one of the most potent vampiric abilities, since, given time, a
Kindred can learn virtually anything from a subject without him
ever knowing. The Tremere and Tzimisce in particular find this
power especially useful in gleaning secrets from others, or for
directing their mortal followers with silent precision.
Clairvoyance:
~The character can see and hear distant events without the need
for Psychic Projection. This power activates in a virtually
instantaneous fashion - like turning on a television - and the
character need only concentrate on a familiar place or person to
see and hear all that goes on in the vicinity of that place or
person.
Discern the Aura:
~A more wide-reaching if less precise enhancement of Aura Sight,
Discern the Aura allows the Kindred to glance over a group of
individuals and pick out all those who show a specific color,
emotion or state of being in their auras. The character could,
for instance, glance around a room, an auditorium or even at
passersby on the street and pick out everyone who is angry, or
frightened or even Kindred.
Telepathic Communication:
~While normal Telepathy only allows a character to "read" a
subject's mind, Telepathic Communication allows her to read a
subject's mind, telepathically converse with the subject, and
transmit images, emotions and sensory input to anyone she can
see.
Dominate:
Command:
~The vampire locks eyes with the subject and speaks a one-word
command which must be obeyed instantly. The order must be clear
and straightforward - run, cough, fall, yawn, jump, laugh,
sneeze, stop, belch, 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.
The command may be included in a sentence, thereby concealing
the power's use from others. This effort at subtlety still
requires the Kindred to make eye contact at the proper moment
and stress the key word slightly. An alert bystander - or even
the victim - may notice the emphasis; still, unless she's
conversant with supernatural powers, the individual is likely to
attribute the utterance and the subsequent action as bizarre
coincidence.
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
he 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, although 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). A subject can have only one suggestion
implanted at any time.
The Forgetful Mind:
~After capturing the subject's gaze, the vampire delves into the
subject's memories, stealing or re-creating them at his whim.
The Forgetful Mind does not allow for telepathic contact; the
Kindred operates much like a hypnotist, asking directed
questions and drawing out answers from the subject. The degree
of memory alteration depends on what the vampire desires. He may
alter the subject's mind only slightly - quite effective for
eliminating memories of the victim meeting or even being fed
upon by the vampire - or utterly undo the victim's memories of
her past.
The degree of detail used has a direct bearing on how strongly
the new memories take hold, since the victim's subconscious mind
resists the alteration the vampire imposes. A simplistic or
incomplete false memory ("You went to the movies last night.")
crumbles much more quickly than does one with more attention to
detail ("You went to the nine o'clock showing of the new
Leonardo DiCaprio movie. You thought about getting some popcorn,
but the line was too long so you went right into the theater.
The couple next to you kept whispering through the film until
someone else shushed them. You liked the movie well enough, but
the plot seemed weak. You were tired after it ended, so you went
home, watched a little late-night television, and went to
bed.").
Even in its simplest applications, The Forgetful Mind requires
tremendous skill and finesse. It's a relatively simple matter to
rifle through a victim's psyche and rip out the memories of the
previous night, without even knowing what the subject did that
evening. Doing so leaves a gap in the victim's mind, though, a
hole that can give rise to further problems down the road. The
Kindred may describe new memories, but these recollections
seldom have the same degree of realism that the subject's true
thoughts held.
As such, this power isn't always completely effective. The
victim may remember being bitten, but believe it to be an animal
attack. Greater memories may return in pieces as dreams, or
through sensory triggers like a familiar odor or spoken phrase.
Even so, months or years may pass before the subject regains
enough other lost memories to make sense of the fragments.
A vampire can also sense when a subject's memories were altered
through use of this power, and even restore them like a
hypnotist draws forth psychologically suppressed thoughts.
However, the Kindred cannot use The Forgetful Mind to restore
his own memories if they were stolen in such a way.
Conditioning:
~Through sustained manipulation, the vampire can make a subject
more pliant to the Kindred's will. Over time, the victim becomes
increasingly susceptible to the vampire's influence while
simultaneously growing more resistant to the corrupting efforts
of other immortals. Gaining complete control over a subject's
mind is no small task, taking weeks or even months to
accomplish.
Kindred often fill their retainers' heads with subtle whispers
and veiled urges, thereby ensuring these mortals' loyalty. Yet
vampires must pay a high price for the minds they ensnare.
Servants Dominated in this way lose much of their passion and
individuality. They follow the vampire's orders quite literally,
seldom taking initiative or showing any imagination. In the end,
such retainers become like automatons or the walking dead.
Possession:
~At this level of Dominate, the force of the Kindred's psyche is
such that it can utterly supplant the mind of a mortal subject.
Speaking isn't required, although the vampire must capture the
victim's gaze. During the psychic struggle, the contestants'
eyes are locked on one another.
Once the Kindred crushes the subject's mind, the vampire moves
his own consciousness into the victim's body and controls it as
easily as he uses his own. The mortal falls into a mental fugue
while under possession. She is aware of events only in a
distorted, dreamlike fashion. In turn, the vampire's mind
focuses entirely on controlling his mortal subject. His immortal
body lies in a torpid state, defenseless against any actions
made toward it.
Vampires cannot possess one another in this fashion, as even the
weakest Kindred's mind is strong enough to resist such
straightforward mental dominance. Only through a blood bond can
one vampire control another to this degree.
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.
Tranquility:
~This is a subtle power, unlike other forms of Dominate. Only a
few Kindred possess it, and your Storyteller may decide to
restrict access to it. A character with this power may calm a
vampire who is in frenzy without forcing the vampire to lose
Willpower.
Rationalize:
~Those whom the character Dominates are convinced their actions
are entirely their own, and are right and proper under the
circumstances. The character may still choose that a victim be
aware of the Dominate use, if so desired.
Necromancy:
Insight:
~This power allows a necromancer to stare into the eyes of a
corpse and see reflected there the last thing the dead man
witnessed. The vision appears only in the eyes of the cadaver
and is visible to no one except the necromancer using Insight.
The power of Summon Soul allows a necromancer to call a ghost
back from the Underworld, though for conversation purposes only.
In order to perform this feat, the Giovanni must meet certain
conditions:
The necromancer must know the name of the wraith in question,
though an image of the wraith obtained via Psychometry will
suffice.
An object with which the wraith has some contact with in life
must be in the vicinity. If the object is something of great
importance to the ghost, the chances for success in the
summoning increase dramatically.
Certain types of ghosts cannot be summoned with this power.
Vampires who achieved Golconda before their Final Deaths, or who
were diablerized, are beyond the reach of this summons.
Likewise, many ghosts (i.e. the infernal - those who have made
pacts with Demons go straight to Hell) of the dead cannot be
called - they are destroyed, unable to return to the mortal
plane, or lost in the eternal storm of the Underworld.
Compel Soul:
~With this power, a vampire can command a ghost to do his
bidding for a while. Compel is a perilous undertaking and, when
used improperly, can endanger vampire and wraith alike.
Haunting:
~Haunting binds a summoned ghost to a particular location or, in
extreme cases, an object. The wraith cannot leave the area to
which the necromancer binds it without risking self-destruction.
Werehyena Gifts:
Werepyre Powers:
Skills:
Enhanced Crafting:
~User can craft different kinds of items to sheer perfection.
They are able to forge the strongest of weapons, the toughest of
armors, the greatest of structures, the most powerful of
artifacts, etc. Some are able to create with nothing but the
material around them, and in very short notice.
Danger Intuition:
~The user can sense nearing danger, acute danger, potential
immediate danger, and impending danger and sense unwanted or
hectic threats to their well-being and evade it. The intuition
usually regards themselves, but may include their surroundings
(a distant car-wreck).
Vehicle Intuition:
~The user is able to operate a variety of different vehicles
(cars, motorcycles, tanks, walkers, hovercraft, robotic suits,
aircraft, locomotive etc.) with ease.
Natural Weaponry:
~The user possesses some form of natural weaponry, including
claws, fangs, horns, beaks, clubbed tails, etc., and know how to
use them.
Interrogation Intuition:
~The user is able to extract information from their opponents
through various means, the use of the Bad Cop Technique involves
the means of Intimidation, scaring them, inflicting pain, or
psychically extracting the information.
The user can even use a more subtle way of getting information
from opponents called the Good Cop Techniques where it includes
making them feel comfortable, being friendly with them,
honeypotting them or using reverse psychology to get
information.
Stealth Tactics:
~The user possesses an incredibly extensive knowledge and skill
in many types and ways of stealth tactics, enabling them to
easily slip in and out of areas undetected. Their abilities in
all manners of stealth are so refined they appear as mere
illusions to those who have been lucky to spot the user. The
users of this ability can move throughout even the most guarded
of areas and act in true discretion.
Enhanced Assassination:
~User can perform the art of assassination better than the
average killer, they are able to dispatch their victims without
as so much as a struggle. The ways to do this range from
something complex and high-finesse like mastery in stealth,
strategically planned scenarios and highly disciplined martial
arts to something simple-yet-effective like brute strength and
raw speed to overwhelm the targets.
Enhanced Marksmanship:
~User can achieve complete and utter accuracy on distant
targets, with the activity in their brain center for aim,
accuracy, and precision is drastically improved. They need only
to aim for an instant before they can precisely hit a target
with a projectile.
User can judge extremely long distances amazingly accurately,
gauging the strength needed to launch a projectile, in order to
hit a target accurately. If a target is moving the user can
calculate the best method to hit the target. Visual obstructions
like smoke and vegetation do not hinder their ability to get an
accurate bead on their target, and their intense focus on
whatever they're shooting it allows them to shut out outside
distractions. They can compensate for environmental factors that
would normally throw off their aims like wind, air resistance,
gravity, and radiant heat (which distorts the image of the
target).
User can resist perception-distorting abilities such as
Illumination Emission.
Supernatural Tracking:
~User can track others down easily over any distance,
environment, or conditions including tracking targets that can
teleport or become invisible. They can find and follow tracks
that are months or even years old easily, they can even
reconstruct what has happened from the smallest of clues.
Survival Intuition:
~The user has intuitive understanding in survival, allowing them
to 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 crises, or "Earth Changes", anthropogenic
disasters, the general collapse of society, financial disruption
or economic collapse, global pandemic, or widespread chaos or
some other unexplained apocalyptic event.
Medical Intuition:
~The user has great, if not innate, medical knowledge, enabling
them to easily treat others' injuries and create medicines. One
with this ability can cook up concoctions and remedies for
ailments with nearly anything in one's environment. They are
also able to tell which things in the wild (or in one’s kitchen)
are poisonous and which are safe to ingest or to use to treat
injuries. This ability is not always accompanied by the ability
Healing, just the ability to discern sources of natural remedies
in domestic products and the like.
Supernatural Unarmed Combat:
~Users excel in melee attacks without weapons on supernatural
levels. Users are able to perform counters, techniques and
combination strikes with such skill, speed, and prowess that far
surpasses their regular counterparts. Since the user's combative
prowess is pushed far beyond the natural level, they are able to
pull off hand-to-hand feats that are seemingly impossible for
even the most skilled fighters that try to comprehend the user's
foreign skill.
Anti-Magic Combat:
~The user is able to infuse anti-magic with physical attacks,
using antimagia energies to blast away and overwhelm opponents
and strengthen attacks.
They can infuse their attacks with anti-magic, augment their
physical capabilities, use anti-magic attacks, etc.
Weaknesses:
The Nagaraja require raw flesh in addition to blood to survive.
Although these Kindred may subsist on blood alone, their bodies
atrophy if they do not partake of human meat -- for every night
a Nagaraja goes without an intake of flesh, he gets weaker. The
flesh the Nagaraja consume must be relatively fresh, though not
necessarily "alive." Indeed, some Nagaraja keep stores of
ritually preserved corpses hidden within their havens, and
rumors of "Kindred-eaters" follow them as well. This weakness
does not allow the Nagaraja to eat other foods or consume other
liquids.
Transformation(s):
Weapons:
None
Personality:
Anisha is surprisingly laid back and unmotivated for a highly
ranked member of a tribe that worships a petro loa (voodoo
spirit/god). At first, she is seen to be slightly rebellious,
sometimes stealing vehicles for her own use and talking about
how much of a pain Zehra is at times. She is also portrayed to
be very charismatic when she wants to. She is also depicted to
be very creative and intelligent in her own way of thinking,
making it easier to manipulate others to do her deeds. She got
into a tribe member's head by telling the boy that his treatment
by the humans in his home village wasn't fair after listening to
the poor boy's backstory.
When pushed, Anisha becomes colder and even sadistic to both her
enemies and allies, to the point that she will even harm
children in front of their family. However, Anisha suffers the
same problem that Vobu has, to consume flesh and blood of any
species. Although she tries to control it, it doesn't work out
well after extended periods of time. In battle, she doesn't get
involved in fights unless she has to. Though she also let people
fight battles they cannot win on their own to spite them before
helping them if she feels like it, much to their annoyance.
Overall, she is smug, sarcastic, cynical, and sassy.
Bio:
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