Post by Aleria van de Lysne - Inferni on Sept 6, 2012 17:29:22 GMT -8
[Name]
Aleria van de Lysne
[Race]
Fallen Angel and Vampyre
[Mortal Age (appears)]
19
[Actual Age]
Whole life: Ancient, existed before Archangels
Current reincarnation: 784. She was turned in 1216 A.D.
[Power]
Mental Schism: Aleria's powers are dependant on her form. Although she is fallen, she possesses a dichotomy in her power - the light and the dark, pure and corrupt. By sacrificing her magick and locking it away (in the form of her wings), she is in her 'pure' form. When releasing her wings, she becomes the Angelus Atrum, a dark, corrupt angel. Her personality will also change depending on the form she takes. Shifting forms is tiring, and requires the release of magical sigils on her body. Can only shift form once per day without serious consequences.
[Pure]Ikke Velsigne: (Character Specific Power) In her attempt to appease God, Aleria van de Lysne gave up the immense power that she had attained. Though she did so, and swore an oath never to use magick again, God still pushed her from Heaven. In doing so, He inadvertently awakened her dormant power, Ikke Velsigne.
Since she willingly gave up her power, and swore an oath never to use magick again, she can now no longer use magick. In return no magick will have any effect on her. Thus, she cannot be attacked or deceived by magickal means, (deception is possible, but effects weaken upon approach) but she can also not be healed, or saved using magick. She must rely entirely on Speed, Strength and Senses.
The power is represented by a tattoo of silver Angel`s wings that covers her whole back. These wings, as representations of her former power, and what she gave up, become ghosts of their former selves. Though they can be seen, they cannot be touched. When in the presence of magick, the wings will appear, and turn any spell, or damage into a silver dust which is then absorbed by the ghost-wings. Anytime Aleria tries to use or gain magick, the tattoos burn her soul, and render her unconscious for an undefined period of time.
[Corrupt] Angelica Obscurum: (Character Specific Power) Though contradictory to Ikke Velsigne, Aleria possesses another power, gained through her true wings which she recovered in later years. If Ikke Velsigne is the light, Angelus Obscurum is the dark. One protects, the other attacks. Since these forces are always at war within her body, there are physical and mental side effects and evidences to that effect. Like other magicks, Angelus Obscurum will harm Aleria if she uses it for prolonged periods of time - sometimes however, the consequences are not as apparent. This power permits her access to another's mind, able to manipulate their thoughts and drive them into their own darkness, to the brink of insanity for a certain amount of time. (This depends on the strength of the opponent, and her current mental and physical state.) In the case of an encounter with another person using or possessing magicks or powers, she can temporarily gain control over these powers while in control of her opponents mind.
Power - 50
Strength x10
Speed x10
Senses x15
Telepathy: The ability to communicate mentally with higher life forms, and/or read minds.
Beast Link: The beast link allows one to bond oneself with an animal. This allows a private link with the animal, and may, in some cases, grant the user additional attributes and powers. (You must discuss this power with staff before adding attributes and powers that exceed the five power limit.)
Shadow Manipulation: (Character Specific Modification)
[Race Specific Attributes - Vampyre]
Weakness to Sunlight: Sunlight will harm vampyres, though with age, it takes longer to kill one with sunlight. It is still best to avoid it.
Bloodlust: Vampyres hunt and drink blood to survive. Without this, they can be thrown into a frenzy, making them insane and lose any sense of caution and discretion and they will attack anyone.
Vampyric Healing: Much like regeneration, but does not consume energy. The rate and extent depends on age and thirst. Feeding will expedite the healing process.
Night Vision: Vampyres do not need aid seeing in the dark, they see as clear - or clearer- than they would in day time.
[Race Specific Attributes - Divine Being (Pure or Fallen)]
Foresight: All divine beings have at least limited gifts of precognition, often in the form of visions or dreams.
Knowledge of Magick: An understanding of how magic and powers work. This does not mean that they possess any special powers, but they have a natural ability in using new powers, and performing magic.
Dreamweaving: Pure Only Pure divine beings possess the ability to create dreams in mortals and occasionally other supernatural beings.
Dreamwalking: Fallen Only The ability to walk in another's dreams, to communicate them in a dream state/world.
The White Light: The ability to put a restless spirit to rest, to allow them to cross over.
Blood Poison: The blood of an infernal creature (demon) can poison a divine being if ingested, or somehow enters their system.
[Rank Specific Powers]
[Nullus Ordo]
Five power limit instated.
[Tiro]
Enchanted Item limit increased from two to three permitted.
[Initio]
Increased Awareness: Choose one of the following -
[Dicipulus]
[Corrupt]Spellcraft I: This is the ability to work spells from the first tome. However, these require the proper equipment and will follow guidelines outlined in the tome (see below)
She wears, secretly, control devices on her power. After removing them, her powers increase (some, such as her shadow manipulation evolve), her wings grow and her attributes gain x1 for each device she removes. She wears approximately seven of these devices currently. As well, it is possible she will develop new powers as she becomes stronger.
[Weaponry]
Xaeir: Enchanted A black steel/orichalum blade with it's own sentient spirirt. The blade evolved recently into two black katanas able to be connected to make a double ended blade. A ruby is set in each side of each blade, and glows whenever blood touches it. These blades also have hidden propreties that are unknown even to Aleria. (A bio for Xaeir will be apparent later)
Zeru: Enchanted A set of two razor sharp, silver plated fans that hang at her belt about 1.5 ft in length, tools which she uses to kill her immortal enemies- vampires, werewolves, harpies and the like. The black and sliver pattern is also capable of mesmerizing and paralyzing her enemies, depending on how she moves it. They are enchanted to always return to her hand.
Athame: Enchanted a ritual knife that is her last possession from Heaven often hidden in one of her silver bracers. Notable features of this blade are it's rune etched surface and its ability to kill Angels and Demons.
Her other knives are hidden. Aleria dislikes the use of modern weaponry and is also skilled in archery.
[Appearance]
[Pure/Normal] Aleria is about five feet six inches tall, lean and well muscled. She has long black hair that is often hidden underneath her deep cowl. This hood also covers her one ice blue eye, which has silver highlights - making it a vortex - with her other eye being jet black. Her lips are often painted black, deep purple or red, same as her nails.
She wears a long black trench coat that barely brushes the ground with black leather boots. Her tight fitting combat pants are reinforced with leather to serve as her armour,same as the sleeveless shirt she wears, with tall black armbands that go to mid bicep. Her true formal armour also consists of silver bracers (though these are often on her person), black boots, greaves as well as a chest piece, all with silver metal inlay for added protection. Gloves and a hood are also part of this dark armour which is kept in her quarters and rarely used. Naturally, it has had a long and bloody history etched in its surface since its forging in the Hellfire. Aleria's long fingers are often adorned with silver rings, and she wears a black winged cross on a silver chain at her neck.
Her fangs are silver, another indication of her Angelic heritage, along with a silver strand of silver hair by her left temple. She also sports a golden tribal-style handprint over her heart from where her Father pushed her. In this form she possesses ethereal silvery wings, eight feet tall and shimmering between translucent and opaque.
[Corrupt]
When in her 'corrupt' state, Aleria's eyes are pure black, and dark purple veins or cracks of light glow from beneath her skin, covering her entire body. An ancient Enochian sigil on her back also glows with this colour, able to be seen through any material. In this form, she possesses her true wings, the same size as the ethereal ones, but solid and jet black. Due to the glow of the magick beneath her skin, her already pale skin takes on a slight purple hue, even where not illuminated by the light-veins. Her hood also conceals thin black horns that curve along the top of her head to a curved point behind her ears. These horns appear to crack to reveal more of the amethyst glow of her dark magick.
[Personality]
Generally cold and distant, Aleria is both a dreamer and a fighter. She is determined, and deadly. Extremely rational and logical, cool and calculating, she has the ability to remain calm and composed in almost any situation. Even if she may seem to be lost in thought, Aleria is always aware of her surroundings making her quite hard to surprise. By nature, she is dark and secretive which gives the Fallen an air of mystery. Being not one to trust easily, she can easily mask her emotions. Her anger bites like icy wind, her revenge for any misstep against her is likely to be cold, drawn out and painful rather than quick, savage and bloody. Aleria is fiercly loyal to those she cares about, and will defend them with her life. She prefers to not have a family since it was her Father that made her fall from Grace. After so long, she does not believe herself worth loving, except perhaps by her brother Lucifer. He is also the only one to whom she will openly show caring and love.
[Demeanour]
Around others Aleria is often emotionally distant, preferring to keep professional relationships than close friendships. She is down to earth, and can keep a cool head even in the worst of situations, making her all the more deadly. Aleria prefers just to the lay the facts out as they are, not bothering to beat around the bush. Sometimes, because of this, she seems painfully blunt. Her personality is more introverted. When hurt Aleria will close off the outside world and lose herself in her dreams to heal. Even when she is 'fine' she still tends to close off from the world to avoid any emotional hurt possible. She may eventually open up, but only if that person has gained an enormous amount of trust from her.
[History]
Part One: Exordium Aduro
Part Two: Atrum Angelus
Part Three: Shaiya K. Zeitman
Part Four: A Quest for Fallen Memories
Part Five: The Cecedit Sanctis
Aleria van de Lysne
[Race]
Fallen Angel and Vampyre
[Mortal Age (appears)]
19
[Actual Age]
Whole life: Ancient, existed before Archangels
Current reincarnation: 784. She was turned in 1216 A.D.
[Power]
Mental Schism: Aleria's powers are dependant on her form. Although she is fallen, she possesses a dichotomy in her power - the light and the dark, pure and corrupt. By sacrificing her magick and locking it away (in the form of her wings), she is in her 'pure' form. When releasing her wings, she becomes the Angelus Atrum, a dark, corrupt angel. Her personality will also change depending on the form she takes. Shifting forms is tiring, and requires the release of magical sigils on her body. Can only shift form once per day without serious consequences.
[Pure]Ikke Velsigne: (Character Specific Power) In her attempt to appease God, Aleria van de Lysne gave up the immense power that she had attained. Though she did so, and swore an oath never to use magick again, God still pushed her from Heaven. In doing so, He inadvertently awakened her dormant power, Ikke Velsigne.
Since she willingly gave up her power, and swore an oath never to use magick again, she can now no longer use magick. In return no magick will have any effect on her. Thus, she cannot be attacked or deceived by magickal means, (deception is possible, but effects weaken upon approach) but she can also not be healed, or saved using magick. She must rely entirely on Speed, Strength and Senses.
The power is represented by a tattoo of silver Angel`s wings that covers her whole back. These wings, as representations of her former power, and what she gave up, become ghosts of their former selves. Though they can be seen, they cannot be touched. When in the presence of magick, the wings will appear, and turn any spell, or damage into a silver dust which is then absorbed by the ghost-wings. Anytime Aleria tries to use or gain magick, the tattoos burn her soul, and render her unconscious for an undefined period of time.
[Corrupt] Angelica Obscurum: (Character Specific Power) Though contradictory to Ikke Velsigne, Aleria possesses another power, gained through her true wings which she recovered in later years. If Ikke Velsigne is the light, Angelus Obscurum is the dark. One protects, the other attacks. Since these forces are always at war within her body, there are physical and mental side effects and evidences to that effect. Like other magicks, Angelus Obscurum will harm Aleria if she uses it for prolonged periods of time - sometimes however, the consequences are not as apparent. This power permits her access to another's mind, able to manipulate their thoughts and drive them into their own darkness, to the brink of insanity for a certain amount of time. (This depends on the strength of the opponent, and her current mental and physical state.) In the case of an encounter with another person using or possessing magicks or powers, she can temporarily gain control over these powers while in control of her opponents mind.
Power - 50
Strength x10
Speed x10
Senses x15
Telepathy: The ability to communicate mentally with higher life forms, and/or read minds.
Beast Link: The beast link allows one to bond oneself with an animal. This allows a private link with the animal, and may, in some cases, grant the user additional attributes and powers. (You must discuss this power with staff before adding attributes and powers that exceed the five power limit.)
- Currently gives her the ability to use limited telekinesis while Caliga is in close proximity to her. (It is stronger the closer she is to him)
Shadow Manipulation: (Character Specific Modification)
- With all restraints in place: The ability to manipulate shadows, cloak oneself.
- With level one restraint removed: a more powerful version of the power which allows the user to use shadows to travel and summon shadows into sentient creatures under the users control.
- With level two restraint removed: A further level that allows the user to make shadows into a tangible substance. (i.e. clothing, weapons and equipment)
[Race Specific Attributes - Vampyre]
Weakness to Sunlight: Sunlight will harm vampyres, though with age, it takes longer to kill one with sunlight. It is still best to avoid it.
Bloodlust: Vampyres hunt and drink blood to survive. Without this, they can be thrown into a frenzy, making them insane and lose any sense of caution and discretion and they will attack anyone.
Vampyric Healing: Much like regeneration, but does not consume energy. The rate and extent depends on age and thirst. Feeding will expedite the healing process.
Night Vision: Vampyres do not need aid seeing in the dark, they see as clear - or clearer- than they would in day time.
[Race Specific Attributes - Divine Being (Pure or Fallen)]
Foresight: All divine beings have at least limited gifts of precognition, often in the form of visions or dreams.
Knowledge of Magick: An understanding of how magic and powers work. This does not mean that they possess any special powers, but they have a natural ability in using new powers, and performing magic.
Dreamwalking: Fallen Only The ability to walk in another's dreams, to communicate them in a dream state/world.
The White Light: The ability to put a restless spirit to rest, to allow them to cross over.
Blood Poison: The blood of an infernal creature (demon) can poison a divine being if ingested, or somehow enters their system.
[Rank Specific Powers]
[Nullus Ordo]
Five power limit instated.
[Tiro]
Enchanted Item limit increased from two to three permitted.
[Initio]
Increased Awareness: Choose one of the following -
- The ability to sense humans
- The ability to sense animals
- The ability to sense undead (i.e zombies, ghouls, vampyres)
The ability to sense spirits (i.e. ghosts, fae, spirits, sprites, nymphs)
[Dicipulus]
[Corrupt]Spellcraft I: This is the ability to work spells from the first tome. However, these require the proper equipment and will follow guidelines outlined in the tome (see below)
She wears, secretly, control devices on her power. After removing them, her powers increase (some, such as her shadow manipulation evolve), her wings grow and her attributes gain x1 for each device she removes. She wears approximately seven of these devices currently. As well, it is possible she will develop new powers as she becomes stronger.
[Weaponry]
Xaeir: Enchanted A black steel/orichalum blade with it's own sentient spirirt. The blade evolved recently into two black katanas able to be connected to make a double ended blade. A ruby is set in each side of each blade, and glows whenever blood touches it. These blades also have hidden propreties that are unknown even to Aleria. (A bio for Xaeir will be apparent later)
Zeru: Enchanted A set of two razor sharp, silver plated fans that hang at her belt about 1.5 ft in length, tools which she uses to kill her immortal enemies- vampires, werewolves, harpies and the like. The black and sliver pattern is also capable of mesmerizing and paralyzing her enemies, depending on how she moves it. They are enchanted to always return to her hand.
Athame: Enchanted a ritual knife that is her last possession from Heaven often hidden in one of her silver bracers. Notable features of this blade are it's rune etched surface and its ability to kill Angels and Demons.
Her other knives are hidden. Aleria dislikes the use of modern weaponry and is also skilled in archery.
[Appearance]
[Pure/Normal] Aleria is about five feet six inches tall, lean and well muscled. She has long black hair that is often hidden underneath her deep cowl. This hood also covers her one ice blue eye, which has silver highlights - making it a vortex - with her other eye being jet black. Her lips are often painted black, deep purple or red, same as her nails.
She wears a long black trench coat that barely brushes the ground with black leather boots. Her tight fitting combat pants are reinforced with leather to serve as her armour,same as the sleeveless shirt she wears, with tall black armbands that go to mid bicep. Her true formal armour also consists of silver bracers (though these are often on her person), black boots, greaves as well as a chest piece, all with silver metal inlay for added protection. Gloves and a hood are also part of this dark armour which is kept in her quarters and rarely used. Naturally, it has had a long and bloody history etched in its surface since its forging in the Hellfire. Aleria's long fingers are often adorned with silver rings, and she wears a black winged cross on a silver chain at her neck.
Her fangs are silver, another indication of her Angelic heritage, along with a silver strand of silver hair by her left temple. She also sports a golden tribal-style handprint over her heart from where her Father pushed her. In this form she possesses ethereal silvery wings, eight feet tall and shimmering between translucent and opaque.
[Corrupt]
When in her 'corrupt' state, Aleria's eyes are pure black, and dark purple veins or cracks of light glow from beneath her skin, covering her entire body. An ancient Enochian sigil on her back also glows with this colour, able to be seen through any material. In this form, she possesses her true wings, the same size as the ethereal ones, but solid and jet black. Due to the glow of the magick beneath her skin, her already pale skin takes on a slight purple hue, even where not illuminated by the light-veins. Her hood also conceals thin black horns that curve along the top of her head to a curved point behind her ears. These horns appear to crack to reveal more of the amethyst glow of her dark magick.
[Personality]
Generally cold and distant, Aleria is both a dreamer and a fighter. She is determined, and deadly. Extremely rational and logical, cool and calculating, she has the ability to remain calm and composed in almost any situation. Even if she may seem to be lost in thought, Aleria is always aware of her surroundings making her quite hard to surprise. By nature, she is dark and secretive which gives the Fallen an air of mystery. Being not one to trust easily, she can easily mask her emotions. Her anger bites like icy wind, her revenge for any misstep against her is likely to be cold, drawn out and painful rather than quick, savage and bloody. Aleria is fiercly loyal to those she cares about, and will defend them with her life. She prefers to not have a family since it was her Father that made her fall from Grace. After so long, she does not believe herself worth loving, except perhaps by her brother Lucifer. He is also the only one to whom she will openly show caring and love.
[Demeanour]
Around others Aleria is often emotionally distant, preferring to keep professional relationships than close friendships. She is down to earth, and can keep a cool head even in the worst of situations, making her all the more deadly. Aleria prefers just to the lay the facts out as they are, not bothering to beat around the bush. Sometimes, because of this, she seems painfully blunt. Her personality is more introverted. When hurt Aleria will close off the outside world and lose herself in her dreams to heal. Even when she is 'fine' she still tends to close off from the world to avoid any emotional hurt possible. She may eventually open up, but only if that person has gained an enormous amount of trust from her.
[History]
Part One: Exordium Aduro
Part Two: Atrum Angelus
Part Three: Shaiya K. Zeitman
Part Four: A Quest for Fallen Memories
Part Five: The Cecedit Sanctis