Post by Alexander Martinez on Oct 11, 2020 22:11:25 GMT
FIRST GLANCE
Full Name: Alexander Jose Martinez
Nickname/Alias: Alex
Age/Date Of Birth: 31, born January 30th 1989
Sexual Orientation: Homosexual
Height: 6'0"
Occupation: Ex-Marine
Group: Vampire, Night Stalker varient
Play-By: Ryan Cooper
A DEEPER LOOK
LIKES ❤ Scotch Whiskey ❤ A good steak, rare ❤ Committing illegal activities ❤ Guns and shooting things...people... ❤ Rough play with others | DISLIKES 🛇 Romance movies 🛇 People who sing off-key 🛇 Being outmatched and losing a fight 🛇 Snitches 🛇 Camel spiders |
POSITIVE TRAITS ✓ Resourceful ✓ Confident ✓ Decisive | NEGATIVE TRAITS ✗ Aloof ✗ Bitter ✗ Ruthless |
SUPERNATURAL GIFTS
Fangs - Vampires can grow two fangs that they use to feed themselves, they might come out when a vampire is close to blood or angry.
Enhanced Vitality - Vampires possess stamina, strength, vitality and physical capabilities well beyond any human in their physical prime. This allows them to physically exert themselves, even in a superhuman capacity for hours without showing signs of fatigue. However their vitality, like their other abilities will vary depending on their consumption of blood. Despite being able to exert themselves for longer and in greater physical capacities, vampires can eventually become exhausted and require rest.
Enhanced Strength - Vampires possess tremendously enhanced strength, being noticeably physically stronger than average adult humans, and if they are an older Vampire they can overpower werewolves in human form. They can exert much greater force than the average person with almost inhuman ease. An average Vampire, regardless of their size or shape, are shown to be stronger than heavily built, greatly massed humans. Vampires can easily physically overpower humans, untransformed werewolves and even younger Vampires than themselves as the older they become the stronger they are.
Accelerated Speed - Vampires are much faster than humans and werewolves when in their human form. While they are fast, they are still visible to the naked eye. It appears that a Vampire's super-speed is triggered by extreme emotional fear and motivation, analogously to how hysterical strength in humans is. It would also seem that this speed usually works when a vampire is at full strength from feeding on live blood and recently.
Enhanced Senses - Vampires possess extremely heightened senses of sight, smell and hearing much greater than humans. Vampires can smell evidence of death, and can sense when a spirit may be around. They are able to hear the heartbeats of anyone nearby, especially when thirsting for blood. Vampires can easily smell humans from as far off as a mile away and are able to assess their physical condition from their scent. Vampires can also smell blood from several meters away, and see in total darkness. These senses improve and grow stronger with age and experience. Their senses of taste are also enhanced as well, allowing them to detect the presence of drugs, alcohol, or other things in someone's blood.
Clairvoyance - As supernatural creatures, Vampires can see and hear ghosts the same way Werewolves and other ghosts can. This ability to perceive ghosts takes effect immediately after becoming a Vampire.
Super Durability - Vampires can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets, which have a weakening effect on vampires, can continue fighting so long as they were not shot in the heart or the head. Vampires still react to physical force in a human manner, particularly young vampires, who will occasionally be affected even by human-strength-level force. Vampires can also still be stunned and dazed by strikes and trauma, though their tolerance for it will increase as they get older.
Enhanced Recovery - Vampires recover tissue from any form of physical damage to their bodies within seconds, though they still feel the pain of a wound before it heals. Vampires can snap their bones back into place after they have been broken and have can fully recover from gunshots, stab wounds, and torso impalement very quickly, so long as they had consumed a regular diet of human blood prior to the injury. Those vampires who feed on animals will still heal much faster than a human, but their injuries, especially severe ones, will take much longer to heal than a Vampire who feeds on human blood. The only injury a vampire can sustain that cannot be healed on its own or by consuming more blood is a Werewolf bite. Vampires cannot grow back body parts, though they can reattach the severed limb with some effort.
Enhanced Emotions - Vampires experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely. This ability allows vampires to feel emotions at their peak regardless of their age. Conversely, sadness, depression, guilt, fear and anger are also amplified, causing many Vampires to become so overwhelmed. After time and practice, the overwhelming sensations of heightened emotions fade as the Vampire learns to overcome their emotions.
Immortality - Vampires are an undead supernatural species with an endless lifespan. Vampires do not physically age from the moment they are turned, and will maintain this physical age regardless of how much time has passed. Due to their advanced rate of recovery, they also do not develop any long lasting or permanent injuries, the only notable physical change that may occur is things like hair or nail growth. Vampires are capable of living forever, providing they are not killed through unconventional methods.
Super Speed - Night Stalkers are much faster than the other Vampire types. They can accelerate their movements to cover short distances in an instant, usually faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion allowing them to appear or vanish quickly and quietly. Their reflexes and dexterity are similarly heightened, allowing them to catch certain projectiles such as arrows and thrown stakes in the air with ease.
Emotional Control - Night Stalkers have the supernatural ability to remove or dull their emotions by "turning off" or "switching off" their humanity, which is directly connected to their emotions. Doing so allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse, go against any opponent without fear, and relieve themselves of painful feelings such as grief, loss, depression, and shame. A Vampire without their emotions is far more calculating and direct than one who keeps them on. However, the Vampire can become a remorseless killer, and are almost unrecognizable from the person they truly are, as blocking out negative emotions also causes their positive emotions to become dulled or nonexistent as well. Night Stalkers are capable of turning their humanity back on and bringing back their emotions, but it is difficult as a result of the fact that they will be bombarded with all of their repressed emotions in addition to the guilt of anything they did without their humanity (such as killing or torturing innocent people or loved ones) with enhanced intensity.
Weaknesses:
Animal Blood - Animal blood, while somewhat satisfying a vampire's hunger and sustaining their undead life, will make the Vampire considerably weaker than they would be if they had drank human blood, causing their physical abilities to be inferior to a human-blood-consuming Vampire, making them heal much more slowly, and making their abilities less effective.
Wooden Stakes - A vampire can be killed by a wooden object, usually a stake, piercing its heart; although if it misses the Vampire's heart, it won't be fatal, but still crippling.
Decapitation - Dismembering or manually removing the head of a Vampire will result in instant and permanent death.
Desiccation - Vampires who abstain from blood for extended amounts of time will eventually desiccate and mummify.
Fire - Vampires are highly flammable and sensitive to fire, and will quickly burn and die from it if the flames are not extinguished in time. This quality has been proven to be useful to the SIA in disposing of the remains of a dead vampire without any physical evidence.
Invitation - Vampires cannot enter private human homes unless they are invited in by the owner of the house. Vampires do not need to be invited into public places (such as bars or restaurants). Humans can rescind their invitations from vampires, which causes the vampire to immediately leave the house by force. Ancient Vampires that are at least 1,000 years old might not be subjected to this weakness. The death of the human owner of a residence allows any vampire to enter even without an invitation. Interestingly, if the ownership of the house officially changes while a vampire is still inside it, the invitation is nullified, and the vampire will die painfully if he or she escapes immediately.
Sunlight - Sunlight and UV rays burn vampires on contact, and prolonged exposure will cause them to burst into flames and die.
Werewolf Bite - The bite of a Werewolf, which involves injecting a toxic venom into the wound, is extremely lethal to Vampires. It will cause them to hallucinate, grow severely weak and go rabid until it kills them. Vampires suffering from the bite seem to always hallucinate either significant moments from their past, significant people in their lives, or specific actions of the vampire that they feel guilty or ashamed about. The Vampire will die 3 days after being infected.
Enhanced Vitality - Vampires possess stamina, strength, vitality and physical capabilities well beyond any human in their physical prime. This allows them to physically exert themselves, even in a superhuman capacity for hours without showing signs of fatigue. However their vitality, like their other abilities will vary depending on their consumption of blood. Despite being able to exert themselves for longer and in greater physical capacities, vampires can eventually become exhausted and require rest.
Enhanced Strength - Vampires possess tremendously enhanced strength, being noticeably physically stronger than average adult humans, and if they are an older Vampire they can overpower werewolves in human form. They can exert much greater force than the average person with almost inhuman ease. An average Vampire, regardless of their size or shape, are shown to be stronger than heavily built, greatly massed humans. Vampires can easily physically overpower humans, untransformed werewolves and even younger Vampires than themselves as the older they become the stronger they are.
Accelerated Speed - Vampires are much faster than humans and werewolves when in their human form. While they are fast, they are still visible to the naked eye. It appears that a Vampire's super-speed is triggered by extreme emotional fear and motivation, analogously to how hysterical strength in humans is. It would also seem that this speed usually works when a vampire is at full strength from feeding on live blood and recently.
Enhanced Senses - Vampires possess extremely heightened senses of sight, smell and hearing much greater than humans. Vampires can smell evidence of death, and can sense when a spirit may be around. They are able to hear the heartbeats of anyone nearby, especially when thirsting for blood. Vampires can easily smell humans from as far off as a mile away and are able to assess their physical condition from their scent. Vampires can also smell blood from several meters away, and see in total darkness. These senses improve and grow stronger with age and experience. Their senses of taste are also enhanced as well, allowing them to detect the presence of drugs, alcohol, or other things in someone's blood.
Clairvoyance - As supernatural creatures, Vampires can see and hear ghosts the same way Werewolves and other ghosts can. This ability to perceive ghosts takes effect immediately after becoming a Vampire.
Super Durability - Vampires can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets, which have a weakening effect on vampires, can continue fighting so long as they were not shot in the heart or the head. Vampires still react to physical force in a human manner, particularly young vampires, who will occasionally be affected even by human-strength-level force. Vampires can also still be stunned and dazed by strikes and trauma, though their tolerance for it will increase as they get older.
Enhanced Recovery - Vampires recover tissue from any form of physical damage to their bodies within seconds, though they still feel the pain of a wound before it heals. Vampires can snap their bones back into place after they have been broken and have can fully recover from gunshots, stab wounds, and torso impalement very quickly, so long as they had consumed a regular diet of human blood prior to the injury. Those vampires who feed on animals will still heal much faster than a human, but their injuries, especially severe ones, will take much longer to heal than a Vampire who feeds on human blood. The only injury a vampire can sustain that cannot be healed on its own or by consuming more blood is a Werewolf bite. Vampires cannot grow back body parts, though they can reattach the severed limb with some effort.
Enhanced Emotions - Vampires experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely. This ability allows vampires to feel emotions at their peak regardless of their age. Conversely, sadness, depression, guilt, fear and anger are also amplified, causing many Vampires to become so overwhelmed. After time and practice, the overwhelming sensations of heightened emotions fade as the Vampire learns to overcome their emotions.
Immortality - Vampires are an undead supernatural species with an endless lifespan. Vampires do not physically age from the moment they are turned, and will maintain this physical age regardless of how much time has passed. Due to their advanced rate of recovery, they also do not develop any long lasting or permanent injuries, the only notable physical change that may occur is things like hair or nail growth. Vampires are capable of living forever, providing they are not killed through unconventional methods.
Super Speed - Night Stalkers are much faster than the other Vampire types. They can accelerate their movements to cover short distances in an instant, usually faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion allowing them to appear or vanish quickly and quietly. Their reflexes and dexterity are similarly heightened, allowing them to catch certain projectiles such as arrows and thrown stakes in the air with ease.
Emotional Control - Night Stalkers have the supernatural ability to remove or dull their emotions by "turning off" or "switching off" their humanity, which is directly connected to their emotions. Doing so allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse, go against any opponent without fear, and relieve themselves of painful feelings such as grief, loss, depression, and shame. A Vampire without their emotions is far more calculating and direct than one who keeps them on. However, the Vampire can become a remorseless killer, and are almost unrecognizable from the person they truly are, as blocking out negative emotions also causes their positive emotions to become dulled or nonexistent as well. Night Stalkers are capable of turning their humanity back on and bringing back their emotions, but it is difficult as a result of the fact that they will be bombarded with all of their repressed emotions in addition to the guilt of anything they did without their humanity (such as killing or torturing innocent people or loved ones) with enhanced intensity.
Weaknesses:
Animal Blood - Animal blood, while somewhat satisfying a vampire's hunger and sustaining their undead life, will make the Vampire considerably weaker than they would be if they had drank human blood, causing their physical abilities to be inferior to a human-blood-consuming Vampire, making them heal much more slowly, and making their abilities less effective.
Wooden Stakes - A vampire can be killed by a wooden object, usually a stake, piercing its heart; although if it misses the Vampire's heart, it won't be fatal, but still crippling.
Decapitation - Dismembering or manually removing the head of a Vampire will result in instant and permanent death.
Desiccation - Vampires who abstain from blood for extended amounts of time will eventually desiccate and mummify.
Fire - Vampires are highly flammable and sensitive to fire, and will quickly burn and die from it if the flames are not extinguished in time. This quality has been proven to be useful to the SIA in disposing of the remains of a dead vampire without any physical evidence.
Invitation - Vampires cannot enter private human homes unless they are invited in by the owner of the house. Vampires do not need to be invited into public places (such as bars or restaurants). Humans can rescind their invitations from vampires, which causes the vampire to immediately leave the house by force. Ancient Vampires that are at least 1,000 years old might not be subjected to this weakness. The death of the human owner of a residence allows any vampire to enter even without an invitation. Interestingly, if the ownership of the house officially changes while a vampire is still inside it, the invitation is nullified, and the vampire will die painfully if he or she escapes immediately.
Sunlight - Sunlight and UV rays burn vampires on contact, and prolonged exposure will cause them to burst into flames and die.
Werewolf Bite - The bite of a Werewolf, which involves injecting a toxic venom into the wound, is extremely lethal to Vampires. It will cause them to hallucinate, grow severely weak and go rabid until it kills them. Vampires suffering from the bite seem to always hallucinate either significant moments from their past, significant people in their lives, or specific actions of the vampire that they feel guilty or ashamed about. The Vampire will die 3 days after being infected.
STORY SO FAR
Being the third born kid in a family of five, Alex grew up with neither the responsibilities of his older siblings, nor the attention that the younger ones received. As such, he spent a lot of his time on his own. He became resourceful and proved to be quite intelligent as he spent a lot of time playing outdoors and reading books quite a few grades above the reading levels of his peers. He was always looking for adventure, thirsting for things that were fun and new. Alex got pretty good grades in school, though he still didn't make a lot of friends with how he kept to himself. Once he was done high school, he found himself under pressure by everyone in his family to go to a good college and get himself an education either in engineering or some other good paying trade.
Eventually he decided he would rather enlist with the marines instead of pursuing college, out of spite towards those around him. If they hadn't been bothered to pay much attention to him growing up, why did they care what he did with his future? The new forceful attention didn't sit well with Alex and he looked to do the most opposite thing they wanted. Thus, the marines. He ended up being a machine gunner for the marines when deployed, and he thoroughly enjoyed his job. Through his work he met and befriended several people; DJ Carter, Joel McKinley, and Miranda Clark. Out of all of them, he felt he was closest to DJ. The two were more than average friends, though they kept the depth of their friendship secret from others, hiding the fact that they'd had several hook ups during their time in the marines. It was the closest Alex had ever been to another, and he cherished it despite the secrecy they had to keep.
One day they were sent as part of a convoy, and DJ was given lead to assign everyone's positions. He put Alex at the back, thinking that would be the safest spot. Alex had no reason to suspect otherwise given past experience, and he trusted DJ with his life. Things seemed to be going well as the trucks moved along, until suddenly Alex found himself flying through the air away from the turret. An IED had been missed by the trucks ahead of them, going off under the one he, Joel, and Miranda were in. Miranda was killed instantly, and when Alex landed both his legs were shattered. All he could do was scream in agony as he lay there, fighting against blacking out from the pain. Everything that happened was a blur of smoke and gunfire and agonizing pain. All sounds were muffled as his ears recovered from the explosion, and suddenly he found DJ was lying on top of him, shielding him from bullets fired by enemy forces. As reinforcements arrived to save them, Alex tightly gripped DJ's shoulder as he prayed he hadn't just killed himself. That was his last thought before he finally slipped away into blackness.
He ended up enduring several surgeries to try and fix his shattered legs. Alex lived in constant pain, as the medications he was given did nothing to relieve it due to the extent of his damage. DJ came to see him a couple times while recovering from his own injuries, and Alex was relieved to see he was alright, all things considered. But he was frustrated and angry from how much he hurt. They weren't even sure he'd be able to keep his legs, and the thought of losing both on top of how much he hurt nearly broke him. The nights were worse, as he was left to lie there with his thoughts and pain while trying to sleep. During one of these sleepless hours, a stranger stopped by his bedside. It was a man he didn't recognize, who called himself Reynard. Something about the man unsettled Alex, but also drew him in. They would talk for hours, though afterwards Alex could never really remember much about what, as his mind was muddled from meds and exhaustion. Eventually, the man offered Alex a way to heal completely, and be better than he had ever been. All it would cost was his soul and to lose everything he had. Alex barely hesitated, so desperate to be whole again. At the time he didn't even consider the impact his decision would have on DJ, or the rest of his friends and family.
They faked Alex's death, making it look like a heart attack. Afterwards, Alex discovered what Reynard had truly offered him. He found himself changed into a vampire, a Night Stalker. Alex absolutely relished the power he now had. Not only did he heal completely, but he was stronger, faster, better than before. Now that everyone believed him dead, Alex took the new life he had and went wild. Finally feeling free of inhibitions, he fell deep into the darkness within. He spent the next few months with Reynard to grow accustomed to his abilities and learn how to feed his hunger without getting caught. After that, he began to branch out on his own bits at a time. Alex has been getting mixed up in various illegal activities, ranging from drugs to smuggling. He offers his services as needed to be a nighttime guard, transporter, hitman, whatever he's in the mood for and will pay. He still keeps in touch with Reynard, as he still has much to learn about being a vampire.
Alex has spent time travelling around America, never lingering in cities long. He at times misses DJ, and the time they spent together. But he's so far down this hole that he doesn't think he could ever see DJ again, being dead and all, and not be seen as a monster. So, he avoids seeking him out. Now however his business has brought him to Crawford City, and the proximity to DJ's home town has not escaped his attention. Whether or not he ever seeks him out, only this black hearted ex-marine knows.
Alex is smart and fairly cunning, though his upraising has made him bitter towards people who try to control his life. This did lead him to have troubles with the higher ups in the marines, but when push comes to shove he often has a cool head under pressure and the stubbornness to see things through. It takes a lot to break him, and his shattered legs were one of the things that did. Since his change he has grown more distant and cold, and his ruthless efficiency has made a name for himself in the underground markets. Alex is quite confident in himself, and rarely feels guilty for anything he has done.
Eventually he decided he would rather enlist with the marines instead of pursuing college, out of spite towards those around him. If they hadn't been bothered to pay much attention to him growing up, why did they care what he did with his future? The new forceful attention didn't sit well with Alex and he looked to do the most opposite thing they wanted. Thus, the marines. He ended up being a machine gunner for the marines when deployed, and he thoroughly enjoyed his job. Through his work he met and befriended several people; DJ Carter, Joel McKinley, and Miranda Clark. Out of all of them, he felt he was closest to DJ. The two were more than average friends, though they kept the depth of their friendship secret from others, hiding the fact that they'd had several hook ups during their time in the marines. It was the closest Alex had ever been to another, and he cherished it despite the secrecy they had to keep.
One day they were sent as part of a convoy, and DJ was given lead to assign everyone's positions. He put Alex at the back, thinking that would be the safest spot. Alex had no reason to suspect otherwise given past experience, and he trusted DJ with his life. Things seemed to be going well as the trucks moved along, until suddenly Alex found himself flying through the air away from the turret. An IED had been missed by the trucks ahead of them, going off under the one he, Joel, and Miranda were in. Miranda was killed instantly, and when Alex landed both his legs were shattered. All he could do was scream in agony as he lay there, fighting against blacking out from the pain. Everything that happened was a blur of smoke and gunfire and agonizing pain. All sounds were muffled as his ears recovered from the explosion, and suddenly he found DJ was lying on top of him, shielding him from bullets fired by enemy forces. As reinforcements arrived to save them, Alex tightly gripped DJ's shoulder as he prayed he hadn't just killed himself. That was his last thought before he finally slipped away into blackness.
He ended up enduring several surgeries to try and fix his shattered legs. Alex lived in constant pain, as the medications he was given did nothing to relieve it due to the extent of his damage. DJ came to see him a couple times while recovering from his own injuries, and Alex was relieved to see he was alright, all things considered. But he was frustrated and angry from how much he hurt. They weren't even sure he'd be able to keep his legs, and the thought of losing both on top of how much he hurt nearly broke him. The nights were worse, as he was left to lie there with his thoughts and pain while trying to sleep. During one of these sleepless hours, a stranger stopped by his bedside. It was a man he didn't recognize, who called himself Reynard. Something about the man unsettled Alex, but also drew him in. They would talk for hours, though afterwards Alex could never really remember much about what, as his mind was muddled from meds and exhaustion. Eventually, the man offered Alex a way to heal completely, and be better than he had ever been. All it would cost was his soul and to lose everything he had. Alex barely hesitated, so desperate to be whole again. At the time he didn't even consider the impact his decision would have on DJ, or the rest of his friends and family.
They faked Alex's death, making it look like a heart attack. Afterwards, Alex discovered what Reynard had truly offered him. He found himself changed into a vampire, a Night Stalker. Alex absolutely relished the power he now had. Not only did he heal completely, but he was stronger, faster, better than before. Now that everyone believed him dead, Alex took the new life he had and went wild. Finally feeling free of inhibitions, he fell deep into the darkness within. He spent the next few months with Reynard to grow accustomed to his abilities and learn how to feed his hunger without getting caught. After that, he began to branch out on his own bits at a time. Alex has been getting mixed up in various illegal activities, ranging from drugs to smuggling. He offers his services as needed to be a nighttime guard, transporter, hitman, whatever he's in the mood for and will pay. He still keeps in touch with Reynard, as he still has much to learn about being a vampire.
Alex has spent time travelling around America, never lingering in cities long. He at times misses DJ, and the time they spent together. But he's so far down this hole that he doesn't think he could ever see DJ again, being dead and all, and not be seen as a monster. So, he avoids seeking him out. Now however his business has brought him to Crawford City, and the proximity to DJ's home town has not escaped his attention. Whether or not he ever seeks him out, only this black hearted ex-marine knows.
Alex is smart and fairly cunning, though his upraising has made him bitter towards people who try to control his life. This did lead him to have troubles with the higher ups in the marines, but when push comes to shove he often has a cool head under pressure and the stubbornness to see things through. It takes a lot to break him, and his shattered legs were one of the things that did. Since his change he has grown more distant and cold, and his ruthless efficiency has made a name for himself in the underground markets. Alex is quite confident in himself, and rarely feels guilty for anything he has done.
PLAYER FACTS
Alias: Corbin
How Did You Find Us?: Invite
Experience: 11+ years
I (Alexander) have read the site rules and understand them. The code word for the rules is: (Elektro)