Dark Vegas interest check

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Dark Vegas interest check

Morpheus

God of Dreams, Prince of Sleep, and HBIC
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Dangerous Business Who Are You? 250 Posts! Inner Sanctum Nobility 250 Likes! Chat Monster Happy Birthday!! Welcome to the Sanctum
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I'm new in this site, but as a someone who has been PBP RPing for more than 18 years, I thought I might go ahead and post an idea that I'd love to really take some flight:

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Las Vegas, Nevada has always been a city that attracts a great deal of attention. It's a city that has such an assorted past and reputation that when someone mentions the US, it's often thought of along with such cities such as New York and LA. Being a city that hardly ever sleeps, with a multitude of different things to do, it's no question why they say "What happens in Vegas, stays in Vegas."

That being said, it should come as no surprise that Vegas has some secrets of its own.

When Las Vegas began to gain notoriety it also attracted a great deal of attention from the world's most notorious creatures. Vampires, werewolves, the fae, everyone wanted some sort of rule over a city that was fueled by human's insatiable desire to celebrate, play, but most of all - sin. That's the premise of this RP and what I want to explore with others.

If you took part in this story I have no qualms about who you play. You can play a normal run-of-the-mill human, popular monsters such as vampires, werewolves, and witches, a lesser-known monster that not many people know about (kappas and Krampus come to mind), and everything in between. This is a very noir-esque RP taking place in modern times, and even though I don't want to get into the plot right now, it is Vegas, so except scandal, corruption, and plenty of political intrigue.

So, is anyone interested?
 
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Yes, definite interest.
 
*raises hand* ooh, me!
 
Awesome! I'd love to have you all play with me.

Before I continue, even though I don't have qualms of who or what you play, I do use a certain interpretation of vampires, werewolves, and witches that that is a bit different from the norm. My interpretations are in the spoilers below but other than those you can be whatever you want. If you worry something it too outlandish (for example, you really want to be a "Charmed" One) just send me the CS and I'll let you know if something just won't work (Don't worry. I'm easy). Finally, if you want to be a human who hunts supernatural races that's fine as well but be sure to read the descriptions so you can be up to speed on weaknesses and abilities.

To join please post the following information:

Name:
Race:
Age:
Gender:
Biography:
Appearance:
Personality:

Everything is pretty much self-explanatory there. You can mesh some of the things together such as put the appearance and personality together to make a character description and character pics are not required but highly encouraged. Additionally, even though it might be a challenge (especially if you're a vampire) try to make your bio brief. I find that it's more interesting to learn about a character's past through role-playing anyway.

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A vampire is essentially a dead person, whose body is reanimated after they die and must feed on blood to continue existing among the living. However, though the stories of vampire lore do hold some truth many of these stories also contain many lies. The vampires of today are probably more dangerous than the stories you're used to, but they are also smart enough to conceal what they do in such a way that it's as they were never there. Only those with ties to the supernatural are enlightened to their existence.

When someone dies and is brought back as a vampire one of the first things to happen is the change in their bodies. As a vampire does not need to breathe to continue living their skin does actually pale from the lack of the circulation of blood, but some do continue to just so they can better hide among the living. A vampire is mostly notable though by their dark eyes, which are black and tend to be hypnotic, putting those that get caught in their gaze in a trance. Vampires usually change their eye color with their powers, yet the trancelike state their gaze produces still remains.


The strength of a vampire is determined solely by how strong the human fought when he or she was turned. This can be done physically, such as harming the vampire in some shape or form, or by fighting to hold on to their humanity rather than to succumb to the transformation happening to them. If a vampire is turned willingly they are usually considered weak and are fated to not grow that much stronger even if they do turn out to live for a long time. A strong vampire's strength grows quickly and is considered a reward even if they turned in the end.

One of the most common lies in vampire lore is their weakness to sunlight. Vampires do not burn in the sun, or even sparkle, though the sun does hold a sort of power over them. All the talents a vampire possesses aren't available to them during the day leaving them almost as defenseless as humans. However, once its dusk and their powers begin to emerge, it's easier for a vampire to hunt and a vampire is then far from defenseless. Aside from the sun, crucifixes and silver do not hurt them as well, though it's rare to find a vampire who finds solace in religion.

Vampires possess heightened senses and supernatural strength. The sense of scent of a vampire is 20 times stronger than the average bloodhound and they can hear whispered conversation over long distances, so it's hard to keep anything hidden from them. They also heal very fast though it is possible to scar them with weapons tinted with magic or with weapons laced in vampire hunter's poison or vervain, which is fatal to a vampire if consumed in large quantities.

Despite a vampire's physical strength, it is unusual for them to use it while fighting. One of the first abilities a vampire gains after his or her transformation is the awareness of that part of the brain that's practically invisible to humans while they're alive. With this part of the brain unlocked a vampire has the power to do things such as manipulate minds, shapeshift, and read the auras of other creatures, determining their species and strength. Within time, a vampire can send out psychic blasts to fight with and if a vampire is exceptionally strong, summon elements.

A unique skill available to vampires is the power to transform into ether, or pure energy, and transport themselves to another place almost instantaneously. Using this skill, however, tends to weaken a vampire temporarily so it's only used in times of grave danger. Also, the farther a vampire travels in this from the longer they'll be weakened, so even though it is an interesting little gimmick, you'll rarely find a vampire in this form.

Another myth from vampire lore is that vampires sleep in coffins. This is no way true. Vampires might rise from coffins but they are in no way connected to them. A myth that happens to be true though is their lack of a reflection. Fledging vampires do bear a reflection, but as they grow older their reflection begins to grow faint and older vampires have no reflection at all. Also, most vampires tend to be drop-dead gorgeous as the transformation tends to clear out most of their impurities.

Even though vampires tend to not listen to anybody they do have a ruler named Galahad, who was the first vampire in existence and therefore one of the strongest in the world. Galahad does not answer where vampires came from and even though he does rule over vampires, is rarely seen. Galahad also formed a vampire community known as Aelton which is the only real unified community of vampires in the world. Aelton's location is secret, most vampires receiving the location by invitation. Humans who find the community are simply killed or turned (usually the former) so the location won't be compromised.

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Werewolf lore started to get popular back in the middle ages, during the 14th century. A werewolf or lycanthrope is a creature that under the light of a full moon, changes into a wolf and then transforms back into a human in the morning, usually with no recollection of what happened the night before. However, even though werewolves are popular the story has gone through many variations – Hollywood and other storytellers often adding their own spin to the myth.

A human can turn into a variety of ways, thought the most commons ways are by being bitten by an alpha werewolf or being scratched by one. Though the second way is not as common if someone is scratched by an alpha and the wound is deep enough and the human survives then it is possible for a human to become a werewolf. Also, a werewolf has 4 different forms: Man; man-wolf; wolf-man; and finally wolf. A werewolf in wolf form looks much like a normal wolf, except it's noticeably larger than other wolves in the wild.

A werewolf, like a vampire, has enhanced senses and reflexes. They are stronger, faster, and smarter than humans in all stages, though these senses all become as strong as a vampire's when they are in wolf form. However, a werewolf's sense of scent and taste is the strongest out of all their other senses and stronger than those of a vampire, even when they are in human form. Also, like vampires, werewolves tend to heal very quickly, especially during nights of the full moon.

Werewolves tend to be very loyal creatures. Most werewolves will join the pack of the alpha that turned them and will eventually start living among the pack. An Alpha is the leader of a wolf pack - the only wolf in the wolf pack capable of turning non-werewolves into werewolves. An Alpha contains a certain level of animalistic instinct that essentially makes them more "wolf-like" than other werewolves and therefore more evolved. This instinct often is displayed through fighting ability and at times, negative and positive characteristics or morals of a werewolf.

If an Alpha should die, the alpha's beta will take over, the title given by the Alpha himself. However, before the beta can take over someone else in the pack can try to take the beta's place by fighting him until one of the wolves either yields or is killed. A clear way to recognize an alpha in a pack of werewolves is to look at their eyes. Even though the eyes of werewolves vary in color, most commonly being blue or yellow, the eyes of an alpha are always red.

Werewolves are hard to kill, but they aren't in any way immortal. Silver weapons do harm them, but weapons tinted with wolfsbane (also called aconite) and magic can also do considerable damage to them. Also, wolfsbane will often "shut" off a werewolves' power, making them almost as defenseless as humans. Werewolves can also die of old age though there are stories of werewolves that are immortal. No one knows how this was done, though it is possible for a werewolf to become immortal with the help of a witch. However, since werewolves are untrusting of other races, it's unlikely.

Even though humans can be turned into werewolves it is also possible to make a werewolf though means of reproduction. If a werewolf mates with another werewolf, a werewolf is born. If a werewolf should, however, mate with another creature their offspring will become half-werewolf. These half- werewolves only have three stages of transformation (man, man-wolf, and wolf-man) but the drawback is that their senses aren't as strong as a werewolf, they can be harmed by "normal" weapons, and they do not heal as quickly.

Werewolves can turn into any of their four stages at will, though during the night of the full-moon they must turn into their wolf form only to turn back into a human in the morning. New werewolves often won't remember what happened when they first turned and be out of control, but those who have been werewolf longer can often control themselves and have a clear recollection of what happened, though they won't be able to resist the transformation.

Since werewolves have enhanced senses and tend to heal very fast, werewolves tend to be gorgeous creatures. When a werewolf is made their body is "perfected" so generally all werewolves are drop-dead gorgeous.
 
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Information courtesy of @Semi-Sweet

Witches

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Contrary to popular belief, a witch is not merely a mortal practicing magic. In order to practice the Craft, one must first be a witch. Witches are genetically different from humans, as they possess double sets of chromosomes, which is what makes them able to perform witchcraft.

Witchcraft in itself is neutral. Some covens refer to some magic as being black or white. These are philosophies; there is no actual difference between them. Magic can be considered dark, if it is used in a harmful way and light if it is used in a positive way.
NOTE: It is far from all covens that use this terminology, most covens view magic, simply, as magic.

The term 'Witch' applies to both genders. In many covens, the male children born to the witches are killed in order to preserve female elitism. The society of witches is very matriarchal. About 20% of all witches are male.

There are two ways of becoming a witch.

  1. You can be born a witch. In this case, you are a pureblood witch, which is most witches. It does not matter if one parent is human. Two humans cannot conceive a witch. Contrary to many beliefs, a pureblood is not more powerful than an initiated witch. The only advantage the pureblood have over the initiated witch is experience from growing up with a witch parent.
  2. You can be initiated to become a witch. This rarely happens. Few witches find it amusing to take on an apprentice and teach them the very basics of magic. If a witch takes an initiative, she is responsible for her until she gains the title of sorceress. The Initiation is extremely painful to the practitioner, as the change that happens within them is on a cellular level.
Witchcraft
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Witchcraft is the practice of utilizing certain universal energies and extra-dimensional forces. It can be described as changing reality to your will. It is manifestation of the Witch's will. The golden rule of witchcraft is balance. In order to stay young, she must steal the youth from someone else; to save a life, she must take one. The consequences of doing magic are often unpredictable.
NOTE: There is no spell that cannot be broken.

Though it may seem so to mortals, magic does not appear out of nothing. Magical energy is needed in order for a witch to perform any magic. Magic does not defy the laws of nature
List of possible energy sources:

  • Personal Energies: There is natural power in a witch, and this is the power most witches rely upon when they start practicing. However, this power source is closely related to the user's life. Spending it mean less lifetime. Of course, it is very possible to steal years from others.
  • Natural Elements: The most natural form of ritualistic powering, is by using the elements or invoking the four corners of the earth. This is the safest way of powering a spell, as it draws on nature's own magic.
  • Astrological Occurrences:
    Binding a spell with astrology is very difficult, but also extremely effective. Not only does the universe hold on to vast amounts of energy, once you bind a spell to an astrological occurrence, it cannot be broken until said occurrence happens again.
  • Nexus Beings: There is a large amount of deities, demons, spirits etc. out there that can be used to channel a witch's spells. Of course, this can be unreliable, as the being might not want to lend the witch its power, however, many witches have familiars that will gladly help them in their endeavors.
  • Items: Things such as talismans and voodoo dolls can be used to empower spells as well. This is a tricky subject, as the items rarely have any magical energy by themselves, but are invoked with magical energy for later use. They can be compared to magic batteries.


No one knows how witches came to be, but according to legend, the goddess of the moon came down to 13 women and gave them the gift of witchcraft, each of them embodying one of the 13 crafts. Here they went out into the world and initiated witches into their own tribe. Even if a witch can trace her bloodline back to these witches, it does not mean she has any advantage in the field of said witch. Talent for various kinds of witchcraft is as random as a human's talent for sports; Some humans are good at football, others at hockey; likewise some witches are great at Alchemy while other exceed at enchantment.

The 13 Crafts:

  • Alchemy: The Craft of Potion-making. Yes, anyone can mix ingredients together, but to make it a potion, it needs to be blessed by a witch, through her blood.
  • Arcane: The Arcane arts are difficult to define. It consists of the disciplines connected to the mind, such as telekinesis, invisibility, fire-balls etc.
  • Astral Magic: Magic of the Soul. Most commonly used to have the spirit leave the body to search realms beyond the reach of the physical world.
  • Conjuration: One of the most difficult crafts to master, conjuration is the ability to seemingly create something out of nothing. To do this the witch must pull together atoms in order to build up the object from scratch.
  • Chronomancy: Time magic. This kind of magic is so difficult, most people who try it, are teared apart by it. This is not divination, as by performing this craft you deal with the very fabric of reality. Because of its lethality and difficulty, it is the only craft not tested in the Witches' Trial of Flame.
  • Divination: The attempt to gain insight into a question or situation by way of magic. Clairvoyance, precognition and more. Can be used to gain insight into past, present and future.
  • Druidism: Nature magic. The witch taps into the forces of nature. Controlling the natural elements, and communion with nature is at the very heart of witchcraft.
  • Talisman Magic: Imbuing items or beings with magical power. Talismans and voodoo dolls are examples of these. Should not be confused with the natural magical probabilities of certain stones and herbs.
  • Healing: Usually is seen as a good deed, but when doing so the witch must remember the rule of balance. Unnatural healing can have catastrophic results, and so, most witches simply speed up the natural healing process of the body.
  • Necromancy: Everything related with the Dead, whether it be resurrection of someone, communion with spirits, or controlling dead bodies. It is considered dangerous, as necromancers often find untimely deaths, that not even witchcraft can explain.
  • Runic Magic: The use of symbols in magic. Particularly used when channeling a nexus being. Simply drawing the symbol in the air to branding it on something can be used to perform different tasks. The Pentagram is of particular use to witches.
  • Teleportation: Moving from one place to another, be it another place on Earth, or a different realm. Some witches can even move others with themselves.
  • Vanishing: The opposite of conjuring, the witch uses her power to force something out of existence. The most common way is to split the object from itself, atom by atom.

Society of Witches
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As far as anyone can remember, and as far back as any document tells, there has always been a witch High Council called Blocksberg. Thirteen witches govern the laws and problems of witches. The invisible castle, Blocksberg, is levitating above the mountain Brocken, Germany.

There are few things illegal to witches, mainly keeping themselves secret to humans. Most problems are solved within the coven itself. Though the council tries to keep all witches registered within their books, not all witches like the idea of being supervised, and keep themselves away.

Most witches practice their craft in covens. Covens are groups of witches, at least three, bound together in magic. However, there are also solitary witches. Magic is stronger in numbers.

Through the centuries, a title system has evolved within the witch community, much to the confusion to mortals.
  • Magister: The Witches that work at Blocksberg. These are highly acclaimed positions of power, and if a witch wants a chance to get into the council, this is the only route to take.
  • Grand Magister: When a new councilmember takes their spot in the council, they elect their successor. This witch become a Grand Magister, and lead the magisters for the council.
  • Sorceress: When a witch has practiced for a considerable time, in order to show her understanding of the craft, she will go through the Trial of Flame. This witch exam is monitored by a magister and the witch must show her knowledge by performing an example of the Crafts (all except Chronomancy). If one starts the trial, but cannot finish it, the consequence is death.
  • Warlock: When a witch drinks the blood of a demon, they become a hybrid of demon and witch. Though it is not illegal, warlocks are highly disregarded among witches, and seen as filthy.
  • Arcanist: The supreme of the supreme, the rank of Arcanist is bestowed upon witches of great feats, like being knighted.
  • Netherwind Witch: The myth of witches flying on broomsticks is not so far from reality. Though they do not need brooms, witches create invisible wind, called netherwind, in order to carry themselves across great distances.
  • Guardian: Blocksberg has five guardians, gifted with enchanted items to grant them a large array of powers.
  • Weather Witch: A witch with so much control of nature magic that she can control the weather by mere thought.
  • Mage: A witch who knows the techniques of Frostfire, this arcane art brings the elements together into one cold, yet equally destructive flame. This is a difficult feat and shows a great talent for the craft.
  • Shadowborne: It has happened that witches has become pregnant without there being any conception of a child. These witches are seen as blessed by magic, and often grow up to become the most powerful of their generation.
  • Phoenix Witch: Descended from the Witch Trials with vengeance in their hearts, the Phoenix are a family of assassin witches who are very elite, very powerful and who are born with the distinctive birthmark of the Phoenix, symbolizing their rise from Salem's ashes. They have no allegiances other than to their own vengeance and they will seek out and kill any bounty they are hired to hunt down.
  • Witch Queen: Every now and again, there will be an uprising against the Blocksberg regime. A witch will lay claim to being the descendant of an unknown original witch queen, and gain enough followers that there will be civil war amongst the witches. There are no official documents to support that there was ever a different reign than Blocksberg. The Guardians have always conquered these threats.
  • Blood Mage: Blood magic is a very secretive form of magic, and very few books cover even parts of it. Therefore, those that become blood mages are witches so advanced that they understand the laws a magic to a point where they can experiment themselves, and thus a blood mage's magic can be extremely dangerous, because no one but the blood mage knows how it works.
  • Chronomancer: A witch who knows chronomancy. As stated before, chronomancy is the most dangerous of crafts, and most witches never even try to do it. This is both due to the danger of harm on one self, but also the danger of messing up the present and the future. Some witches believe in fate, others do not, but it is agreed that things are generally better left alone.
  • Oracle: Usually, visions have to be induced by a divination spell. If a witch does divination enough times, she might eventually start having visions without asking for them. Then they are considered oracles. Alas, some rarely a witch has this gift from birth, but the blessing is often seen among the shadowborne.
  • Fae-Witch: Fairies are a mischievous folk. Their world lies beyond the mortal plane, but is not easily traveled to, even for a witch. Those few witches that do penetrate the barrier rarely return and those that do have changed. Their skin turns green and they begin growing black horns, and their basic magic seems to have changed. Where there is usually a light glow around magic spells, instead they are now engulfed in green glames.
  • Sea-Witch: A very rare occurrence is when a witch becomes so in tune with the element of water that she decides to live under the sea. They change into a half-sea creature (octopus being the most common) and half witch. They rarely return to the society of witches. There is suspicion that there is a whole coven of sea-witches living in the Atlantic, but it has never been proven. Do not mistake these witches for mermaids. Research has shown that mermaids condemn sea-witches and only the most unfortunate souls will seek them out for help.
 
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Magnus Vitus/ Elias Paciolla
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Race: Vampire

Age: Appears to be in his early 20's, though people have been able to trace his lineage all the way back to Ancient Rome.

Gender: Male

Biography: Magnus Vitus was born in Ancient Roman times, the youngest son of a powerful, yet young noble family. The Vitus family lived at the cusp of royalty, but as they were a young family, it was the children's obligation to spread the family name, one which Magnus took very seriously. It was his desire to fulfill his family obligation, which is why at the age of 18 he traveled to India to spread his family's influence. This, however, turned out to be Magnus' downfall and he was sired a few months after arriving there.

Magnus traveled for several years, preferring to not stay in one place for too long, so those living there wouldn't notice the man's resistance to aging. Despite going through many different aliases and names, the man never really gave up his desire to gain power and often portrayed someone who had great influence or wealth. When people began to immigrate to America in great numbers, Magnus naturally followed and began to slowly, but surely spread his power among those there.

Magnus continued to travel west and eventually ended up in Las Vegas around the late nineteen-teens around the time prohibition started. Recognizing the great power the mafia had there, Magnus quickly took on a new alias, Thomas "Tommy" DiVito, and made himself the head of a large mafia gang, opening several illegal gambling rings and speakeasies. After a few years, he considered moving again, but found he actually enjoyed Vegas and simply manipulated other's minds - and paperwork - and made his next alias the rightful owner of all of Tommy's assets. His most recent alias, Elais Paciolla, has transformed his businesses into one of Vegas's hottest hotels/casinos, as well as a sought-after nightclub.

Despite being one of Vegas's hottest moguls, he's been considering moving after living there for over a century, especially after the resurgence of Kristopher, his greatest enemy, and sire.

Appearance: Magnus often changes his appearance every few years though he's always been described as drop-dead gorgeous and attractive. He holds a slightly, sun-kissed complexion, the man had taught himself to breathe like a human does. He has dark, black hair that is immaculately styled and normally he has black eyes, though he often changes them so they appear more like the color they were before he was turned – a cerulean blue.

Personality: When Magnus died, he did so with the mentality that since life was very short, it should be lived with taking risks and living each day as your last. He was a man that lived for adventure and knowledge, learning what he could about others, and was one that treated others like he thought he should be treated – with kindness and respect. He also had the desire to prove himself, though it's always been as an obligation to his family.

When Magnus woke as an immortal and truly learned that he could live forever, he continued to live his life like he did in the past. Despite knowing that he would never die, he still wanted to leave an impression on people, leave them with an instance so grand, that they would never forget him. It's for this very reason that Magnus now lives with a very simple, but what he believes to be a very true mantra – "It doesn't matter if you love me or hate me. If you love me, you'll always have a place in my heart. If you hate me, then I'll always be on your mind."

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Magnus as Elias.
 
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Kristian 'Kris' Rosengaard
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Race: Witch
Age: 25
Gender: Male


Biography: Born into an old witch family from Norway in the city of Boston, Kris was the golden boy of the family. Naturally gifted in the ways of arcane, he was aggressive and disciplined in his studies, he was sent to Miss Holt's Preparatory School, a formal witchcraft school, located in New York, posing to the outside world as a private primary education school. At the age of 14 he passed his Trial of Flame and began travelling across the world to further himself in the ways of magic. Kris had very little time or interest in anything other than furthering his own goals, culminating in him being hired as a magister not soon after his 25th birthday.

Much to the confusion of his colleagues, the new addition to the mount left the floating castle in the middle of the night, leaving behind only a note stating his new whereabouts: Las Vegas, Nevada, the City of Sin.


Personality: To the people around him, Kris was always a shining light of warmth and kindness. Though he spent most of his time buried in books, he always showed fierce loyalty to his fellow students and was never afraid of defending them or helping them out with his abilities. It was this helpfulness and work ethic that got him his job as a magister at Blocksberg.
 
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Name: Tatrasiel, goes by Tate among humans
Race: 'demonised' Angel.
Because of the mix of divine and demonic energies at play, Tatrasiel has a mixed bag of abilities. He is strong, fast and durable.
Looking into his eyes, Tatrasiel can force people to face the evil in their soul, or the good in their soul.
Tatrasiel also has limited magic. No where near that of a witch, since he often needs a talisman or sufficiently sized crystal to focus his energy.
Age: appears to be in somewhere in his twenties. Angels do not measure their age in years, so his age is unknown, even to him. However, he was cast down to earth in the late 1800s, and became demonised in 1924.
Gender: Male
Biography: Tatrasiel was created as an Angel. Meant to be a servant of the divine. A warrior of Justice. As humans began to sin more often, and people lost faith, Tatrasiel began to feel the pull of human emotions. After committing the sin of Sloth and neglecting his duties, he was accused of not being worthy. This made Tatrasiel furious. Committing the sin of Wrath. This sealed his fate and he was stripped of his halo and wings, and banished to earth.
He awoke in 1874 in China, on the banks of the yellow river. He became locally famous as he had the completion of a white man. No one knew who he was, but they gradually let him into their society. He fell in love and lived happily with his wife until 1887. The Yellow River flooded in September. Killed over 900,000 people, including Tatrasiel's wife.
He traveled the world looking for a way to regain his power. Without his wings or halo, he could'nt use his divine powers. Powers he knew he had. You see, an Angel's wings and Halo are like the firing pin and trigger on a gun. The gun still holds a bullet that can kill, but it can not be fired.
In 1923 he found his way to New Orleans. There, he found a group of Warlocks. He watched as they preformed a ritual to turn a willing witch into a warlock. Intrigued, Tatrasiel approaches them with a deal. He would offer them his own Angelic blood, which still held divine power, in exchange for the demonic power they wielded. They preformed a variation of the ritual and gave him demon blood. He became a hybrid. The demonic energy restored his wings, to a new form. However, he still lacked a halo, but the demonic energy made up for it. As far as Tatrasiel knew, he was the first of a new breed. A Divine Demon.
The Warlocks used his untainted blood to preform their own ritual, becoming the first coven of divine Warlocks. They stayed in New Orleans, while Tatrasiel moved away.
In 1928 he found his way to Las Vegas. He set up a small bar. It was run out of business by the mafia in the late 1900s. He chose to stay though. Vaguely picking up odd jobs to make ends meet. His blood made him quite adept at dice and cards, and that is how he makes most of his money.
Appearance:
His new wings are black and can disappear into his back to hide his true heritage.
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Personality:
As one would expect from someone who is Strong enough to lift automobiles and punch through steel, fast enough to outrun race-cars, agile enough to leap over small buildings and dodge supersonic attacks, and durable enough to withstand bullets, grenades and low-to-medium explosives, Tatrasiel feels he is above mortals. He chooses to remain unattached, ever since China.he is a little melancholy at times, but overall he can be a nice guy. Preferring to spend his time with a nice glass of scotch, instead of with people though.
 
Anyone can still post a CS if they want, but just so everyone knows the thread is now LIVE at Poe's Corner.

You can find it here.
 
Aurora Bestia of the European High Pack

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Race: Werewolf - half human
Age: 26
Gender: Female
Biography: Auroras family is the Bestia family which originates back to the early 1500s of Eorope. Her father is the high pack alpha in the zchech republic. He comes from a long line of Alphas, her pack and family are very close to the other high packs in the european lycanthropic government. Aurora is her fathers first born, but luckily for her not his only. Her father has a son with an other werewolf leaving her alone to be ridiculed by others in her generation. She grew up an outcast and in her own way liked it that way. Her mother is a Scottish lady of druid origins, her mother died while she was young so she doesn't remember much.

As Aurora came into her adolescence her father decided to let her go to school as a human in a regular high school there is were she had the best time of her life. Once high school was over she was forced into the polictics of the high packs. She hated every bit of it.

Auroras need for human interactions drew her to leave home. She slipped out in the middle of the night without a world due to fear of rejection upon her request to leave there home in Prague. The one thing she feared the worst in this world was her father. She never planned to return to europe so she stole alot of money from her fathers safe and set out with only a bag over her shoulder. She found her way to America where she saw the big apple, san Francisco, L.A , all the main tourist destinations you could think of and five years later she found herself stepping into a fast-paced world that thrilled and excited her. Las Vegas.


Personality: Aurora is a very strong individual with a very quick tongue and hard bite. She could knock you off your feet with just a glare. She's tough and knows how to stand her ground. She was raised in a high pack by the pack alpha, enough said there! Aurora never lets her guard down nor does she let people close. She has a hard time staying out of other peoples problems and is quick to throw the first punch. All in all she is a good person, loyal to the bone if you have somehow made it on her friends list.

 
Name: Anna 'Belle' Beelzebub, also known as 'Madame Noir'
Race: Succubus
Age: Appearance is late 20's, Earth stricken since the 1600's
Gender: Female
Biography:
Cast to Earth to live amongst the living Belle was once a revered Demoness, her appetite for power, knack for manipulation and ability to drain chi from the most prominent of life forms made her a favourite amongst the other Apollyon. Even the Underworld has rules, who can be sacrificed and when and the strong female entity doesn't play by the rules, stepping on the wrong souls on her climb to the top. For her inability to follow specific orders and tasks asked of her, frying much larger fish, she is destined to roam Earth and devour souls from mostly human sacrifice, something which has calmed her abilities.

Madame Noir established herself in Vegas after brief stints throughout North America during the 16-1700's. Her toxic soul the perfect ingredient for one hell of a corrupted business owner, operating the desert's most prestigious Bordello in the 1800's. Working girls and guys perfect for feeding on once their time was up within her walls. Her doors opened to high caliber clients such as Al Capone and other high rolling crime bosses. Madame Noir was known for her green lighting of controversial practises. For the right price clients could have either gender for pleasure or gore.

As Vegas evolved so did Madame Noir, her chain of human trafficking now more of an underground syndicate, hosting most of her business matters from her penthouse overlooking the strip. Material things collected in as much quantity as her soul, she still lives for manipulation, deception and her clients. Eluding the law for almost 2 centuries by selling out her human representatives. Her sexual appetites fed by females, but her general appetite fulfilled by all.

Appearance: Not one to hide from her darkness, hair is multi toned a dusty satin and deep charcoal, lip pierced and always adorning heavy, gothic make-up. Build is nothing intimidating, considering what she is, it doesn't have to be.

Personality: Materialistic, Goal oriented/ driven, obstinate, lavish and cold. thA9C6OTW3.jpg
 
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