Post by Raleigh Linwood on Oct 21, 2020 10:01:44 GMT
FIRST GLANCE
Full Name: Raleigh William Linwood.
Nickname/Alias: Ray, Lee
Age/Date Of Birth: 205 years old, born November 13, 1814
Sexual Orientation: Pansexual
Height: 6' 2"
Occupation: Baron of the Sea district
Group: Vampire, Double-Minder
Play-By: Nicholas Hoult
A DEEPER LOOK
LIKES ❤ Opium ❤ Sherlock Holmes, both the original novels and the modern iterations. ❤ Children. He finds them so delightfully curious, and oh so useful for being his eyes and ears in the city. So many people seem to always underestimate what children are capable of. ❤ Lampreys and leeches. Blood suckers and parasites of a kind, just like he is. And oh so much fun to torment people with. ❤ Being on ships, both at sea and docked. He especially loves the big ones used to ship containers and goods. | DISLIKES 🛇 Garlic. More so when it's used in excess rather than a proper amount. Not every dish needs it and not every dish needs large swathes of it. Moderation, people. 🛇 People who harm children. Given his dealings with strays, he loathes those who will willingly harm or abuse children, despite how often such acts drive them into his care and provide him with more spies. He thinks it's deplorable to harm the innocent. 🛇 Shadow lurkers. Just because they are kin doesn't mean he has to like them. He finds them terribly ugly and dislikes having to deal with them face to face. 🛇 Parrots. They're noisy, awful creatures. |
POSITIVE TRAITS ✓ Observant ✓ Cheerful ✓ Industrious ✓ Patient | NEGATIVE TRAITS ✗ Creatively cruel ✗ Devious ✗ Vindictive ✗ Nosy |
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.
Double-Minder
Insanity - Double Minders are all clinically insane; the mental illnesses they suffer range from schizophrenia to near-catatonia. Double Minders carry the curse of madness, each of them gaining a degree of insanity after they are turned. Their unhinged minds allow them to see things other Vampires cannot, a trait often referred to as the 'Gift of Insight'.
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.
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.
Double-Minder
Insanity - Double Minders are all clinically insane; the mental illnesses they suffer range from schizophrenia to near-catatonia. Double Minders carry the curse of madness, each of them gaining a degree of insanity after they are turned. Their unhinged minds allow them to see things other Vampires cannot, a trait often referred to as the 'Gift of Insight'.
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.
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
Raleigh has had opium in his life since the day he was born. Born a few weeks too early in the winter of 1814 in Dover, England, Raleigh had a hard start to life. His family had already lost 3 children before him, and there was fears he would not make it. But somehow he persevered and survived. Raleigh's family owned a shipping company, the East Dover Trading Company. It was a small private trading business, one that wasn't well known outside of the companies that hired them. But that was alright because they dealt in black market trades and were used to smuggle goods other companies couldn't risk their own ships for. EDTC was frequently hired by the East India Company to be one of their many "country traders"; ships that were employed to smuggle opium from India to China. Due to a ban in place, the company would license private traders like Raleigh's family to ship the opium in and sell it to smugglers along the Chinese coast. In turn, they would pass the profits back to the East India Company. It was a profitable business, and Raleigh grew up learning the business of ships, trading, and dealing with black markets.
He began getting hooked on opium himself when he was in his late teens, running wild with a group of outcast teens and menacing people on the Dover docks at night. One night when he was 19, Raleigh met an individual who went by the name Oliver Creed. One of his buddies tried to mug the man, but was taken down by him so swiftly, most of the teens in their opium addled state couldn't comprehend what they had seen. Raleigh was enthralled by the strength and beauty of Oliver, and wanted to get close to him. He didn't know why but he felt there was more to the man than met the eye. He managed to impress Oliver, and began to see him more and more as time went on. Oliver became like a mentor to Raleigh, teaching him a business savvy that improved on what his father had already been teaching him. Raleigh looked forward to the night visits, the discussions that took place as they walked through the docks of Dover.
He began getting hooked on opium himself when he was in his late teens, running wild with a group of outcast teens and menacing people on the Dover docks at night. One night when he was 19, Raleigh met an individual who went by the name Oliver Creed. One of his buddies tried to mug the man, but was taken down by him so swiftly, most of the teens in their opium addled state couldn't comprehend what they had seen. Raleigh was enthralled by the strength and beauty of Oliver, and wanted to get close to him. He didn't know why but he felt there was more to the man than met the eye. He managed to impress Oliver, and began to see him more and more as time went on. Oliver became like a mentor to Raleigh, teaching him a business savvy that improved on what his father had already been teaching him. Raleigh looked forward to the night visits, the discussions that took place as they walked through the docks of Dover.
PLAYER FACTS
Alias: Corbin
How Did You Find Us?: Invite yo
Experience: 11+ years
I (Raleigh) have read the site rules and understand them. The code word for the rules is: (Elektro)