DIR Return Create A Forum - Home
---------------------------------------------------------
The United Roleplayer's Guild
HTML https://unitedroleplayers.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: New Orleans/London Human/Dragon/Other Creature Prof...
*****************************************************
#Post#: 169--------------------------------------------------
Ansem
DIR By: Coolcat207
Date: April 14, 2019, 3:08 am
---------------------------------------------------------
"I believe darkness sleeps in every heart, no matter how pure.
Given the chance, the smallest drop can spread and swallow the
heart."
"The tricky part of slaying monsters is trying not to become one
yourself."
"I won't deny there was more. I was... obsessed with thoughts of
revenge. That beast stole everything precious to me—my research,
my daughter and my pride."
"I have no one to blame but myself. My obsession for revenge
clouded my judgement, and it resulted to almost getting my four
grandsons killed. If I can go back in time, I would fix my
mistakes."
"Have your laugh. I deserve as much for failing to see you for
the fool you truly are."
~Ansem to the late Tzimisce vampire lord Helis, Stacker of
Corpses.
"Why, hello. It's not often I get visitors."
~Ansem when he first encountered Aqua in the Spirit World.
"I understand that you don't trust me. And I don't blame you. In
all of my years as an alchemist and a supernatural hunter, your
kind are the most isolated and who can blame you? All I ask is
from you is some time. Whether it's met to your expectations or
not, it's your choice and yours alone."
~Ansem the Wise to Axel Hazeldine when the two first met.
"How long has it been since I spoke to them? At least a year
now, perhaps more... Back then, my heart was clouded with
vengeance. I did terrible things...both to them, this family and
many others. I brought unhappiness to more lives than one. I
felt something must be done. Was that why? A means of clearing
my conscience? Or perhaps, out of a sort of scholarly instinct?
While the boys recovered from their heavy injuries, I hid the
results of my research in Matthew's home where it might best
serve a purpose. In fact, I would like to believe... Maybe those
stubborn boys can set things right. Four young men like them who
touches so many hearts... they could open the right door, and
save all those people whose lives I managed to ruin. So many are
still waiting for their new beginning, their birth by sleep.
Even me..."
~Ansem talking about his grandsons and the lives they saved.
Name:
Ansem Van Helsing
Other Names:
Ansem the Wise
The Old Man
The Wise Van Helsing
DiZ (His old huntsman name when he was going on a revenge spree)
Master Ansem
Age:
Unknown
Physical Age:
Seem to be around his fifties or sixties
Gender:
Male
Species:
Human (Highly questionable at times)
Family:
Mother: Unnamed (Deceased)
Father: Unnamed (Deceased)
Wife: Unnamed (Deceased)
Daughter: Emilia Van Helsing (Deceased)
Son in Law: Joshua Irving (Deceased)
Grandsons: Matthew, Mark, Luke and John Van Helsing
Great Granddaughters: Vanessa and Nina Van Helsing
Great Grandsons: Noah and Ryan Van Helsing
Daughters in Laws: Talia Faust-Van Helsing, Muriel Van Helsing
and A’ishah Van Helsing
Appearance:
Ansem the Wise originally wore a periwinkle labcoat. Underneath
this, he wore a dark grey vest, white collared shirt, and a
violet ascot, as well as black pants and shoes. He also draped a
red sweater or coat of some sort over his shoulders. He now
wears a long, black hooded cloak that covers his face. Ansem's
hair is blond and worn long and slicked back. He also sported a
short mustache and goatee. His eyes are brown but turn to bright
orange when using his powers or to certain emotions like stress
or anger.
Organization:
None
Natural Abilities:
Supernatural Accuracy
Supernatural Agility
Supernatural Athleticism
Supernatural Awareness
Supernatural Balance
Supernatural Charisma
Supernatural Combat
Supernatural Dexterity
Supernatural Durability
Supernatural Endurance
Supernatural Flexibility
Supernatural Intelligence
Supernatural Leap
Supernatural Reflexes
Supernatural Senses
Supernatural Speed
Supernatural Stamina
Supernatural Strength
Supernatural Wisdom
Sense Van Helsing Blood: All Van Helsing can sense other Van
Helsing or Hellsing family members. This also allows them to
tell which family line the Van Helsing/Hellsing is, the family
member's powers and abilities if any, gender, location, mental
status, and health status.
Powers:
Immortality:
~The power to never age and recover from almost any injury. All
Van Helsing side of the Hellsing family have one or two types of
immortality that keeps them going unless a weakness is used to
help destroy their bodies completely as this branch of the
Hellsing family has evolved and made sacrifices to become like
the monsters they hunt.
There are two Immortality Types: Type 1: Regeneration: High
level regeneration of body that heals any injuries, even fatal
ones, preventing one from dying. This is the main form of
immortality when not completely killed. Type 2:
Self-Resurrection: Completely heal fatal injuries and resurrect
upon death if body isn't entirely destroyed. If the member is
successfully killed but any amount of his body remains that is
not burnt to ash and scattered can self-resurrect by completely
healing and regrowing a new body. Cannot age once reaching a
certain point. Immune to diseases, toxins and drugs. Wounds,
even crippling or fatal ones, heal near instantly.
Head Liberation:
~The power to live without a head attached. Van Helsing family
members with this type of Immortality almost always have Quick
Regeneration as well. They can survive with no head and can
reattach theirs at anytime. Some even willingly decapitate
themselves in order to get out of tough situations. The body can
find its head perfectly when the head is within 50 feet of it.
Weakness: The body is completely lost if the head is more than
50 feet away and will stumble around blindly looking for its
head.
Monster Life Extension:
~The power to extend one's life using some kind of essence of
monsters. Van Helsing with this form of Immortality can heal,
extend their lifespans, and some can even temporarily gain more
power and strength from their enemies. Most Van Helsing
Immortals of this type are similar to vampires as they have
vampire fangs but are NOT undead. They extend their lives by
consuming the blood and life-force or death-force energies of a
monster.
Weakness:
~These Van Helsings MUST consume the essence of a monster at
least twice a month to maintain a nearly immortal life. These
immortals must consume monster essence in order to
supernaturally regenerate almost all wounds. These Immortals can
still die like mortals and have the same immune system as
mortals which means they can catch the common cold and cure by
drinking a monster's blood for example.
Semi-Immortality:
~The power not to age. Van Helsing Immortals with this ability
never age, and as a result, they stay young forever or at least
never suffer the ravages of aging. Because of this, the immortal
will always be at their physical prime. The user will also be
immune to aging abilities, such as Age Acceleration or Reversal.
Weakness:
~They can still be killed like normal mortals. Semi-Immortal is
still vulnerable to everything else that would affect other
beings, from disease to mortal wounds.
Regeneration:
~High level regeneration of body that heals any injuries, even
fatal ones, preventing one from dying. Standard above mentioned
weaknesses.
Supernatural Condition:
~The ability to reach and remain in supernatural physical and/or
mental condition.
All Van Helsing family members share the following supernatural
conditions thanks to their evolution and humanity sacrifices.
Van Helsing/Hellsing Telepathy:
~Van Helsing family members can communicate with each other
around the world no matter whether they know each other or not
when used at its strongest level. This allows the Van Helsing
branch to communicate vital combat information to other family
members even Hellsing family members.
Monster Mercy:
~After evolving to this level, the Van Helsing hunters can tell
if a monster or mythical creature deserves mercy for truly
trying to live a peaceful, quiet, good life. The siblings who
founded this branch were the first Van Helsings to believe that
creatures of the night and other monster could be good guys and
want what all who just want to live want... a comfortable life.
The Van Helsing family members have an evolved sixth sense that
can automatically tell if a supernatural is lying about its
intentions and moral alignment so they can make faster life and
death decisions.
Supernatural Hunter Physiology:
~The user possess the powers of a supernatural hunter, having
the innate ability to hunt down supernatural creatures. They are
able to physically match most of the creatures they hunt, have
innate combat abilities, ability to detect supernatural
creatures and know how to kill them. They may have immunity
towards the creatures they hunt (immune to vampire's compulsion,
demon's possession, witch's magic, etc.).
Vampire Toxicity:
~The user possesses blood that is toxic to vampiric entities
that renders them immune to vampirism and can affect or kill any
vampiric being that comes in contact with their blood.
Conversion Immunity:
~The user is immune to conversion, keeping them from being
turned into another species.
Thermal Resistance:
~User is able to survive at any temperature without discomfort.
Aura:
~This is a specific power that was created by humans and
supernaturals alike, which uses the power of the spirit and
channels it into the body to create an energy source for
supernatural abilities and use for defense. Those that learn how
to use it can use it as a natural shield to dampen attacks and
use it to amplify their physical abilities similar to how some
use energies like ki. After running out of aura though, the body
is vulnerable and only by letting aura recover naturally can
someone replenish their energy. It can also be used as an
amplifier to attack people. Users use aura very similarly to
those that use mana as an attack use. The color of one's aura
usually is random, as it's color isn't really determined by
anything.
Aura Defense:
~This is a passive power used by all aura users in which they
focus their aura as a defensive barrier around themselves. This
protects them from damage while they have aura to power this
ability, and aside from aura breaker weapons, the only way to
break through is usually through impact damage, or through
simply hitting them enough times they run out of aura to keep up
their defense. While in affect, someone can still be damaged,
like through impact abilities, but the aura defense protects
them from most damage from physical and other energy attacks.
However, once they run out, they have to recover their energy
before they can use this power again. How much aura they have
usually depends on the person and how much spirit they have.
While they don't take physical damage till their aura is
depleted though, they can still be knocked around by attacks and
every hit on their aura reduces their aura till it's depleted
enough this can't be used anymore.
Aura Lock:
~This is a technique where an aura user locks themselves in
place, designed purely for defense. By using their aura and
hardening their aura, they are able to up their defense
considerably, making it so nothing can move them at all or
damage them aside from aura breaker weapons. However, this
technique, while useful, locks the user in place, and as such,
one cannot attack in any way while their aura is locked. As
they're locked in place, they can't even move while this is in
effect. So while a great defensive move, staying in it too long
can give the opponent time to get close enough so that when they
come out of the attack, they can be at a disadvantage. This
technique is mostly meant to block strong attacks, though a
strong enough attack, or an aura breaker weapon can still break
through this technique.
Aura Physical and Supernatural Amplification:
~Thanks to the power of aura, those who use it also have
amplified supernatural power and physical abilities. Aura allows
them to passive empower themselves, and with enough practice,
many aura users can train till they are able to passively use
aura as a source of power for supernatural abilities instead of
things like chi or mana. Aura is a powerful energy in it's
amplification, and used in a manner similar to ki. Those who use
this power can train it by training their aura, and making it
stronger over time. They can also use this to power themselves
up consciously by focusing more aura to their bodies, but this
consumes more aura to use. However, while this amp is useful, it
only amps passively while the user has aura to power this
ability. Once that aura is run out, this ability can't be used
till the user recovers their energy. Those who amp themselves
beyond what the passive amp can do must be careful, as if they
aren't careful, they might actually amp themselves too much and
run out of aura.
Aura Bullet/Weapons:
~This is a technique by aura users in which they create aura
attacks to fire like bullets. This depends solely on the user,
as some prefer to fire small bullets using finger flicks, some
like to fire blasts of aura like bullets, and some prefer to
just fire it from the aura around them to fire spears or
something at an opponent. This technique is very common among
aura users, and lets them use this to create attacks of all
kinds. This also lets the user create weapons and other items
out of aura, such as swords or gauntlets. This is purely
dependent on the mind of the user and how they want to manifest
this power. However, all aura attacks mostly are the same in
nature in that they are aura energy that is fired at the
opponents or formed into a weapon in some way. Which means that
no matter how the technique is used, it's still dodgeable and
blockable as any other energy type. As one would expect, aura
breaker weapons can dispel these kinds of attacks.
Aura Sense:
~Those who use aura can eventually develop an aura sense where
they are able to sense the aura of others, which involves
sensing a mix of their spirit energy and their bodies energies.
The main use of this skill is that one can sense the aura of
others around them, giving them a sense that they can use to
identify people around them and sense those around them.
However, this also goes beyond simply sensing the people around
them, and gives them a sense that lets them feel the movement
around them. This gives them a sense that lets them almost
predict their opponents. By reading the movement around them,
they can respond to the aura and sense attacks coming at them
without seeing or hearing them directly. This gives the user an
attack sense that helps them in a fight and lets them know when
they need to dodge. Though this doesn't mean they can't be hit,
as they still have to perceive the attack before they can dodge
it.
Aura Armor Defensive Skill:
~Similar to the Aura Lock skill, the aura armor defense skill
amps the defense of the user, but only to the parts of their
body that they choose. This technique has both defensive and
offensive applications. Unlike the aura lock, stronger aura
attack skills can still break this defense, as this is just
adding a little extra defense, and works to defend more
specifically against energy attacks in general. This costs aura
to use though, as one has to use aura to keep this defense in
place, and while it's useful for amped defense, using it to
cover more of the body than what is needed is just wasteful
unless an attack is meant to damage more of the body. Those who
use this have to be careful to only use what's necessary to
block an attack. This effect can also be transferred to other
items like weapons to improve their defense against attacks.
However, even with the defense, they can still be hit by the
attack if the attack is stronger than their aura. And even as
strong as the defense can be, aura breaker or energy dispelling
weapons or powers can instantly break this defense.
Aura Armor Offensive Skill (Attack Deflection and Form
Negation):
~This is an offensive aspect of the aura armor skill, in which
one uses this in their attack. There are two main uses of this
skill. The first is to use it to hit attacks away, including
exploding attacks, using their aura to simple reflect the
momentum of the attack. This technique is designed to hit
attacks either safely away, or to hit them back at an opponent.
The second is a special technique known as form negation, where
the user can focus their aura into their attacks to damage
opponents no matter what form they are in by attacking them with
their aura specifically. This hurts them no matter what form
they're in as if they were solid. However, it is possible for
those with stronger energy defense to block this technique if
they have a similar defense skill like haki, Pai Zhua or certain
types of chi training. And just like the defensive skill, this
techniques effects can be instantly dispelled by energy
dispelling or aura breaker weapons and powers.
Old Prime:
~The user has great status both mentally and physically despite
their old age either from years of training or off the fly
making their opponents often underestimate them as well and they
make it appear as if time has had no effect on their physical
condition making them a force to be reckoned with. Some users
have great intellect and are capable of being master strategists
as well.
Alchemy:
~User can utilize Alchemy, the mystic and scientific pursuit of
the power of the Philosopher's Stone and Universal Panacea,
focusing on Elemental Transmutation (ranging from transforming
base materials into purer (lead or iron into silver or gold), to
making permanent changes on the state of matter (making glass
malleable or durable), etc.), various forms of Elemental
Manipulation (especially electricity and fire) and Life-Force
Manipulation (Immortality, Healing and even creating life or at
the least clones/homunculi). They also know how to create
potions (for rejuvenation and immortality) and magical items,
although these are generally for practical use.
Alchemic Material Manipulation:
~User can create, shape and manipulate various alchemic
materials. Through an esoteric usage of mystical and scientific
techniques and ingredients, one could produce and/or control
unique materials that could induce supernatural effects.
Historically, these substances, often described with secret
symbols, were meant to enable physical and spiritual
transformation. Fictionally, they can enable amazing abilities
for those who possess or are affected by them.
Organ Manipulation:
~The user can manipulate the organs of oneself or others, such
as the brain, heart, lungs, stomach, etc. Ansem uses his alchemy
to manipulate internal organs, rearranging them in the most
favorable arrangement possible to improve the person's health,
depending on the wounds.
Organ Relocation:
~The user is able to shift the organs of themselves or others
around in the body, thus lessening the chance of serious
internal injuries; for example, a user can relocate their heart
to avoid getting stabbed through it.
Health Optimization:
~Users can identify any foreign objects and impurities in
others' bodies, such as radiation, narcotics, viruses and
diseases, etc. from anything living, including themselves, and
heal the patient into optimum condition.
Surface Energy Manipulation:
~The user can create, shape and manipulate the surface energy,
the energy associated with surface properties: the energy
required for the creation of a new surface and the excess amount
of energy on a material (substrate) surface compared to the bulk
of the material. Molecular cohesion keeps atoms in balance, and
it would normally take a certain amount of energy to break the
material apart, creating new surfaces. As temperature increases,
the surface energy requirement decreases since the atoms become
excited and destabilized. It is also the adhesive force of a
substrate, as higher surface energy means higher molecular
attraction (water on an unwaxed car spreading or “wetting” out).
Lower surface energy means lower molecular attraction (water on
a waxed car forming droplets).
Bio-Earth Manipulation:
~User can create, shape, and manipulate earth and earthen
material with their biofield. They can control any natural solid
substance be it organic or inorganic. The user is also able to
manifest and harness said properties of this form of matter
inside and around them.
With enough experience, the user can go the level of controlling
the entirety of the solid state of matter.
Bio-Metal Manipulation:
~User can create, shape and manipulate bio-metal, a special
metallic substance that has all the proprieties of metal while
also being biological of nature. This sentient metal can
physically, mentally and spiritually link together with the user
and acts in an almost solipsistic manner, taking anything and
everything about its host, i.e., what they desire most about
themselves, personal characteristics one takes the most pride
in, etc. Then it can extract and magnify those aspects inside
them, externalizing them on the outside. Because this metal is
alive, it can think on its own, change shape, and bond to a
host.
Earth Imprisonment:
~The user can bind, imprison and/or otherwise stop an
object/being by surrounding them completely by using earth.
Enhanced Crafting:
~Users are able to craft many different kinds of items to sheer
perfection. They are able to forge the strongest of weapons, the
toughest of armors, the greatest of statues, the most powerful
of items, and much more. Some are able to create with nothing
but the material around them, and in very short notice.
Skills:
Combat Specialist:
~The user has an encyclopedic knowledge in hand-to-hand fighting
styles; therefore understanding and analyzing opponents style of
combat and flaws in the opponent's attack and defense. They can
also use attacks that can automatically knock down the opponent
or use the strength of the opponent to his favor.
The user has a vast knowledge of the opponent's body and their
limitations, have an incredible perception of opponents and the
users surrounding areas using it to his or her advantage, and
can copy or mix several types of martial arts and movements and
understand how a special attack works in matter of minutes. This
power can be enhanced by the users experience and improvement of
skill. Masters of this abilities can counter or detect flaws on
opponents Special Attacks.
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, honey
potting 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.
Predator Instinct:
~The user possesses predatory instincts, allowing them to become
masters of hunting and tracking. One with this ability can
discern numerous factors of a situation that make them a master
of pursuit and capture. This includes what move a foe will make,
where they are headed (if the user is in the foe’s proximity, or
knows the foe fairly well), as well as how to effectively cause
a foe to play right into one’s hands in combat/pursuit.
Pressure Point Intuition:
~The user possesses an immense knowledge of pressure points and
nerve clusters and can produce a variety of effects by striking
said pressure points in just the right way, ranging from
unconsciousness, paralysis, and even death.
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.
Alchemy Combat:
~The user is able to infuse alchemy with physical attacks.
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.
Weaknesses:
He's still human so a fatal wound can kill him as long as he is
kept from coming back. Concealment powers can keep him from
seeing other people's aura. Aura breaker weapons can hurt him
along with weapons that can harm his regeneration.
Time-manipulating powers can erase the user's existence, as
opposed to biologically killing them. Immortality power may be
removed, rendering the user mortal once again. Incineration will
completely kill the user off if all little bits of the user are
destroyed. Due to him being a Van Helsing, there are many
supernatural creatures that loathes him and his family,
especially vampires. So those close to him are usually targets
for those kind of vengeful monsters. Although Ansem is powerful
and a senior Van Helsing family member, he is still an old man.
So even when he can keep up with most super powered mundane and
insanely powerful supernatural beings, his old age is slowly
wearing him down... even when he doesn't want to admit it.
Relocating someone's organs may hurt or be uncomfortable to
those with pain resistant/immunity ability. He can't heal
everything, especially certain supernatural infections and
injuries such as a fatal wound that is too late to fix or
something cursed by dark spirits. Since he does creation
alchemy, destructive alchemy can counter it.
Transformation(s):
Enhanced Aura Mode:
~This mode is a simple power boost that surrounds his body in a
shade of yellow orange aura. Although it looks simple and not
much to most people, this amplifies his abilities along with
making him feel like he's back in his prime as a young
supernatural hunter. He does have to be careful since this mode
is on a limit and will put a strain on his body if he push
himself, leading to results such as arthritis.
Weapon(s):
Stakes and Knives:
~Dozens of stakes and throwing knives that Ansem carries around.
Like a classic vampire hunter, he uses the stakes to pierce a
vampire's heart. The stakes and daggers are gold, silver, iron,
lead, bronze, varanium, etc. He also use these weapons to absorb
the matter if he wants to use physical combat.
Case by Case Supernatural Hunter Weapons and Items:
~Ansem has been hunting supernatural creatures for a long time.
Although he is nowhere as old as Cain or Sirion, he has more
than enough experience to know what he's dealing with and how to
deal with them from the classics to something that probably came
out of the Lovecraftian novels. Ansem has many weapons such as
silver, gold, blessed crosses, iron, lead, copper, sea salt,
holy oil, etc. He even has weapons and items for biblical
creatures such as angels, fallen angels and demons.
Item:
Philosopher's Stone:
~A large stone he took from an old enemy of his. He only use
this stone if necessary due to knowing how many innocent lives
were sacrificed to make this stone. He also know the taboo of
using the stone and is willing to take full responsibilities for
it if he is caught.
Personality:
Ansem the Wise, true to his name, is a wise supernatural expert
and hunter... even though he retired (tried to numerous times)
and focused on training new family members or those who wish to
protect innocent lives. It is revealed that the brutal loss of
his family by the sadistic hands of a Tzimisce vampire lord, was
what turned him from a selfless man to a lonely, bitter and
rather self-serving individual bent on revenge on the vampire
and apparently caring nothing for the fate of the universe.
During his vengeance, he grew a huge distrust toward members of
the Sabbat (the old Sabbat). His prejudice is so deep that he
and his grandson, Matthew got into a fight when Ansem found out
that Matthew married an ex Sabbat Gangrel vampire member and had
a dhampir daughter. His attitude, however, begins to change when
he witnesses the New Testament brothers fighting off enemy
Sabbat members along with a few vampire allies such as Matthew's
wife, making the old man lose sight of his revenge.
Months later to what felt like years, Ansem seems to have
reverted to his selfless ways and willingly help the brothers
stop Helis from succeeding with his goal to destroy the Van
Helsing family along with trying to counter Wales. After the
battle, Ansem apologizes to the boys for his actions, along with
telling them how proud he is of all four of them.
Bio:
Ansem was one of the elder Van Helsing family members who took
pride of his family name and profession. Although he appeared
arrogant and stubborn to monsters no matter if they're good, bad
or in between, Ansem was a selfless and wise person who put
others before himself. He even befriended some monsters. Though
all of that changed when the brutal vampire lord Helis, led some
Sabbat vampires toward Ansem's home and killed many people,
including Ansem's daughter and son in law. Although there were
people who blamed young John Van Helsing for the death of Emilia
Van Helsing due to John's bad luck power, Ansem dismissed the
blame and focused his vengeance on the Sabbat, turning him into
a bitter and cold hunter. Over the years, his hatred grew to the
point that it nearly destroyed his relationship with his
grandsons.On in the final battle with Helis, Ansem helped the
brothers defeat the vampire to the point of even almost getting
killed by one of Helis' attacks which he tanked. After the fight
and recovering from his wounds, Ansem apologized to his
grandsons and started to fix the mistakes that he created over
the past years.
Ansem finally managed to retire in the late 90s, knowing that
his descendants such as his grandsons and great grandchildren
will carry on the Van Helsing legacy. He even had faith in the
more human Hellsing member, Integra due to hearing good things
that she has accomplished over the years, despite the bumps she
had to go through. Months ago during the alternate world crisis,
he not only stumbled upon a nephilim from an alternate world but
he also met a young demonic werepire and a young dhampir. Those
three young hybrids were taken in under Ansem's wing and not
only trained as hunters but he treated them like they were his
own grandchildren.
*****************************************************
Page 1 of 1