Post by Clancy Arkwright on Oct 21, 2020 9:56:57 GMT
FIRST GLANCE
Full Name: Clancy Arkwright
Nickname/Alias: Princess, Clance, Phoebe (Birth Name), Hundreds of various names she has used through her very long life
Age/Date Of Birth: 2500~ // January 6th (Appears 18)
Sexual Orientation: Homosexual
Height: 5'0
Occupation: Celebrity Genius Prodigy, her sizable assets being falsely owned by two Day Walker Vampires who function as her false parents and work as proxies. Has her finger in multiple businesses and corporations both within the city and beyond, as well as criminal elements. She is well rooted in her position as Princess.
She also serves as a "Mystery Artist" as a sculptor and painter under the name of Lesbos.
Group: Vampire - Double Minder
Play-By: Sophia Lillis
A DEEPER LOOK
LIKES ❤ Learning new things ❤ Alternative Rock (Nirvana has a special place in her undead heart) ❤ Wine & Olives - they give her no sustenance but they're an old favorite | DISLIKES 🛇 Disorder 🛇 Disrespect in any form to herself or the laws of her domain 🛇 Cheap Wine |
POSITIVE TRAITS ✓ Brutally Efficient ✓ Genius-Savant ✓ Tactical | NEGATIVE TRAITS ✗ Lacks many social graces and misses on queues ✗ Ruthless ✗ Obsessive |
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.
Gift Of Insight - Double Minders are often individuals of insight and have psychic visions. When they do so, they go into a strange meditative trance and their visions are always very cryptic and don't make sense to most sane people.
Body Manipulation - Double Minders appear to have complete control over another person's actions, but not their thoughts. They are able to force people to perform any physical action they desire, even if it would force them to harm themselves or others.
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.
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.
Gift of Madness - Clancy's nature as a Double Minder amplified her particular issues she possessed in life - this has caused Clancy to deal with bouts of extreme Obsessive Compulsive Disorder, which given how long she has lived with it, she has learned to manage - although like everyone, she has bad days, and thus everything in her home and lair must be 'just so' or her subjects end up facing her wrath in one shape or another.
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.
Gift Of Insight - Double Minders are often individuals of insight and have psychic visions. When they do so, they go into a strange meditative trance and their visions are always very cryptic and don't make sense to most sane people.
Body Manipulation - Double Minders appear to have complete control over another person's actions, but not their thoughts. They are able to force people to perform any physical action they desire, even if it would force them to harm themselves or others.
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.
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.
Gift of Madness - Clancy's nature as a Double Minder amplified her particular issues she possessed in life - this has caused Clancy to deal with bouts of extreme Obsessive Compulsive Disorder, which given how long she has lived with it, she has learned to manage - although like everyone, she has bad days, and thus everything in her home and lair must be 'just so' or her subjects end up facing her wrath in one shape or another.
STORY SO FAR
PHOEBE
Clancy was born at the height of Ancient Greece, in the age of warriors, heroes and philosophers. Specifically, she was born in Sparta. In that country, when a child displayed sickness or frailty, they were thrown from the top of a mountain to die, either by the impact or from exposure. Clancy was one of these children; with her mother not being happy about this fact as she tried her best to pull away from the soldiers who would throw her baby off. By some miracle, she managed, and she got her child in her arms.
Just for both of them to be booted from the cliff.
Clancy's mother did the job any mother could, really, in shielding her daughter as they plummeted from that cliff towards the ground below. She didn't let go of her daughter for even a moment as they fell. Each impacted stone was absorbed fully by her mother as her wailing red haired child was held close to her chest, and when they finally hit the bottom... Clancy had survived, but was left alone. At least initially.
Traders, not native to Spartan lands, heard the wailing of the child from their distant camp site and gave time to investigate. When they discovered the crumpled body of her mother on the ground, the still alive babe in her arms, they carefully pulled Clancy from the dying woman after her final pleas and took the small child with them, leaving Sparta with her and sailing across the Greek world. These two traders; Agape and Neas, would sail across Greece before finally settling in Athens, the home of philosophy and democracy to a rather wealthy mercantile business. Clancy would grow up with the finest education that could be offered, considered a gift from the Gods to her parents. Known as Phoebe at the time, she was obviously a bright start of intelligence and competence beyond her years, with a hunger for absorbing new information and skills at a rapid pace, albeit lacking in social graces. However, her health issues never did falter, and when she reached her young adulthood, her father opted that perhaps they should consult with the Pythia, the Oracle of Delphi, in order to seek guidance for his daughters condition and how to mend it from the Gods themselves.
Her adoptive father and Phoebe set off on a mission and did eventually arrive, and were able to speak with the Oracle one night - who upon meeting with the two of them, made a request that both startled and honored the family. For Phoebe to remain with her, as a handmaiden and caretaker, where her service to the Gods would be rewarded with a mending of her weak body and life eternal. Without hesitation, her father agreed - not knowing it would be the last time he would see Phoebe for decades, as did Phoebe - seeing this as a chance to expand her knowledge of the world and how the Gods functioned. It wasn't known to her until later that night that Pythia did have other things in mind for the young woman - the Oracle of Delphi, prophet of Apollo, being in fact just that. A prophet... a vampire, as well.
Perhaps seeing herself in Phoebe, or driven by machinations that Phoebe would never be able to understand, that same night Pythia turned Phoebe from human into something else, and it became obvious that she had intentions on using Phoebe as her eternal handmaiden. At first, she was more than happy to assist her immortal mistress as a caretaker and guardian as she learned the reality of the situation that rested before her, but as the years went past, and Clancy absorbed all that Pythia had to offer, the young woman sat down one evening and sank into a meditative trance where she sought insight from the deities above them who had given her this gift of strength and immortality and she saw something.
Of moments later, when Pythia would be approaching from behind her with a wooden stake.
She'd felt threatened by her apprentice. Instead, what Phoebe did there that evening, is she assumed control of her sires body and forced her to jam the wooden stake into her own heart without so much as looking back her direction. She had nothing else to teach the young vampire, and she knew that now, leaving that same night with all of the valuables she could carry and taking to the open road and see - to wider horizons and what she expected to be a life of eternal wandering, of which eventually led her back to Athens - now in the process of collapse from plagues and invasion of Sparta, her homeland, she sought out her mother and father. What she found, instead, was a tired, sick and dying old man - her mother having died years before. And if nothing else, Phoebe saw him off in the end, closing the chapter on her homeland before she took as much as she needed, and as much as she could carry in the form of valuables, before she departed.
Shifting to different names as she drifted from place to place, Clancy would drift all over Greece, and Rome, and then even Egypt and beyond as the world had become her oyster. She did meet others of her kind, learning from them the facts of their nature and the world in which they lived - and that they were not the only strange thing in existence that went bump in the night, keeping those rules in mind, the same rules her oracle had imparted on her for their continued survival, before she drifted off once more. Eventually, she would leave Greece and instead arrive in Egypt during the Roman occupation, where she would meet a young woman named Aya. Using her birth name there, she was immediately smitten with Aya, and a secretive relationship would emerge between her and the young woman while Clancy lived in Alexandria alongside her. She loved Aya, deeply and truly, and she had ended up not only revealing her true nature to her, but offering to turn her as well - something Aya was considering, when one night Clancy would have a vision of what she believed to be Aya being murdered by that which made her. At the time, what she believed was her father.
She didn't know when, and she didn't know where it would happen, but without hesitating or so much as asking Aya - she turned her that same night. Aya was by no means happy with the situation when she eventually rose, but by then it was far too late to go back, taken by the Gift of Madness, Aya would find it hard to cope with the pressure, and while she did love Clancy deeply, and Clancy she, she could see that her lover was suffering immensely; but she knew her father would be unable to reach her now, they were beyond him surely.
No such luck, as eventually Clancy would awaken to find dear Aya crouched over the body of a child she had drained dry and ripped the heart from. This ended up telling Clancy all she needed to know as she observed. She attempted to help, to no avail. Aya had lost herself to the Gift entirely, and any semblance of the woman that Clancy knew melted away with the madness that came with it. So in the end, it was what brought her to be that murdered her. It was Clancy, fixing a grievous mistake. And it was in that moment that Clancy decided she would never sire another, and she would not for some time - until much later in her life.
Once more she drifted from place to place, laying down roots for decades at a time before moving on to new places to meet new people and learn new things, her insatiable thirst for knowledge leading her through the Kingdoms of Europe, through interactions with Vikings, werewolves, the Mongols, and even for a time China and Japan, where she ended up spending a few hundred years simply due to a keen fascination with the culture itself. She did, after all, have nothing but time - and had a tendency to fly well below the radar, not that others didn't make attempts on her life of course - conflict would always come eventually, but she was becoming far too old and experienced with it for it to ever be much trouble.
Through centuries of wandering, generations of drifting, hundreds of names and dozens of friends, lovers and enemies, Clancy would eventually find herself settling in London - where she, for the first time, would properly engross herself into vampire politics as more than just an outcast watching from the outside. She'd learned much over the decades of learning and observation, but putting it into practices had made it an entirely different beast, and in a world where man was rapidly learning new and different ways to become more and more dangerous... huddling close with other dead bodies seemed like a much more preferable option than drawing the attention of others. It was in this time she would rapidly draw the attention of many, who would underestimate her age in many ways given that she was sired so young, but had been alive for so long and learned so much in her travels from one end off the continent to the other. She rose through the ranks rapidly, and for a time even served as the equivalent of a Baron within London beneath the local Prince, where she made a name for herself quickly as something of a painfully efficient force of nature - something that did not go unnoticed by the others within the same circles as her, especially when one takes the time to consider that through all of the chaos the time spent in London wrought, through multiple wars, monster hunters, incursions and infighting.
The last remaining member of that original set of leaders was Clancy. Still minding her territory, happily so, and she would do so through two world wars, up until the 1980s, quite happy with her lot in life and feeling fulfilled by the job in which she was given where she was able to enforce the rules that bound their people, and with the world progressing oh-so-rapidly, there was no shortage of things for her to continue to observe as humanity continued to develop and expand itself. In the 80s, she was contacted about finally leaving behind her post in London for something much more grandiose. A Princedom, over a decent holding within the United States. She was quick to accept, rising to her station within Crawford City and establishing herself firmly, bringing along a group of trusted vampires that she placed strategically within Baronys, and settling in for the long haul.
She didn't plan on going anywhere - and her reputation gradually became all the more dangerous and sharp with the rise in station. She took the time to install herself as a facet in both the Vampire underworld, and in the public eye of humans as a rich, exceedingly intelligent young tech mogul at the helm of philanthropic efforts with her false parents, who are two Day Walkers specifically assigned to her affairs to function as her proxies, with dozens of other proxies serving to work her various business and philanthropic efforts throughout the city and beyond - all while she sits comfortably at the top.
PLAYER FACTS
Alias: Revan
How Did You Find Us?: Dean
Experience: Enough
I (Some Vampire Bitch) have read the site rules and understand them. The code word for the rules is: (ELEKTRO)