_______________________.:[Details
Entire Name::[ Kristoph Demetriou
Acquired Name (As spoken)::[ Kris
Alias::[ The Number Three
Sex::[ Male
Sexual Orientation::[ Straight
Marital Status::[ Single
Apparent Age::[ Mid 20's
Actual Age::[ 118
Date of Birth::[ June, 15th 1892
Date of Death::[ August, 5th 1917
_______________________.:[Blood Lines
Linage (Birth)::[ Birth Parents Unknown
Linage (Sire)::[ Bashir
Origin (Verse)::[ Whitewolf
Origin (Country)::[ Greece
Origin (City or Region)::[ Riviotissa
Location::[ Gaia Commerce
Clan::[ Ravnos
Blood Type::[ O
Blood coloring::[ Red
Diet::[ Vitae
_______________________.:[Body Type
Body (Overall)::[ Kristoph is slender, well built, and toned.
Body (Upper)::[ Slender, with toned torso and arms.
Body (Lower)::[ Slender, and athletic
Height::[ 5'9
Weight::[ 145
Complexion::[ Pale dark skin tones.
Skin Condition::[ Smooth, and unmarred.
Hair Style::[ Medium length, usually tussled; or unkempt.
Hair Color::[ Brown-red
Hair Length::[ 4-6 inches, bangs hang infront of his eyes, and in back reaches half way down his neck.
Facial Hair::[ Usually short, unshaven for a few days.
Eyebrows Color::[ Brown-red.
Eyebrow Shape::[ Thin and long.
Eye Color::[ Red, but they can change in color.
Eye Shape::[ Slightly almond shape.
Face (Ears)::[ Small, rounded, and pierced.
Face (Nose)::[ Narrow.
Face (Mouth)::[ Lush, and pale lips.
Face (Chin)::[ Small, and slightly pointed.
Voice::[ Rough, lush with confidence.
_______________________.:[Mentality
Favorite Color::[ Black and Red.
Disorders (Hereditary)::[ Vampirism
Disorders (Gained)::[ None
Personality::[
Dominance::- Dominance in the context of biology and anthropology is the state of having high social status relative to other individuals, who react submissively to dominant individuals. The opposite of dominance is recessiveness. The dominant individual in a group may exert control over others.
Insensitivity::- The sensitivity or insensitivity of a human, often considered with regard to a particular kind of stimulus, is the strength of the feeling it results in, in comparison with the strength of the stimulus. The concept applies to physical as well as emotional feeling.
Self-Awareness::- In psychology, conscientiousness is the trait of being painstaking and careful, or the quality of acting according to the dictates of one's conscience. It includes such elements as self-discipline, carefulness, thoroughness, organization, deliberation (the tendency to think carefully before acting), and need for achievement. It is an aspect of what was traditionally called character.
Conscientiousness is related to emotional intelligence and impulse control, but it should not be confused with the kind of impulsiveness found in neuroticism. People high on impulsiveness find it very difficult to resist temptation or delay gratification. Individuals who are low on self-discipline are unable to motivate themselves to perform a task that they would like to accomplish. These are conceptually similar but empirically distinct.
Conscientious individuals are generally hard working and reliable. When taken to an extreme, they may also be workaholics, perfectionists, and compulsive in their behavior. People who are low on conscientiousness are not necessarily lazy or immoral, but they tend to be more laid back, less goal oriented, and less driven by success.
Indolence::- is a disinclination to activity or exertion despite having the ability to do so.
Mentality Structure::[
Extroversion::- 95% The trait of Extraversion-Introversion is a central dimension of human personality. Extraverts are gregarious, assertive, and generally seek out excitement. Introverts, in contrast, are more reserved, less outgoing, and less sociable. They are not necessarily asocial, but they tend to have smaller circles of friends, and are less likely to thrive on making new social contacts.
Neuroticism::- 25% Neuroticism is a fundamental personality trait in the study of psychology. It can be defined as an enduring tendency to experience negative emotional states. Individuals who score high on neuroticism are more likely than the average to experience such feelings as anxiety, anger, guilt, and clinical depression. They respond more poorly to environmental stress, and are more likely to interpret ordinary situations as threatening, and minor frustrations as hopelessly difficult. They are often self-conscious and shy, and they may have trouble controlling urges and delaying gratification. Neuroticism is related to emotional intelligence, which involves emotional regulation, motivation, and interpersonal skills. It is also considered to be a predisposition for traditional neuroses, such as phobias and other anxiety disorders.
Agreeableness::- 60% Agreeableness is a tendency to be pleasant and accommodating in social situations. In contemporary personality psychology, agreeableness is one of the five major dimensions of personality structure, reflecting individual differences in concern for cooperation and social harmony. People who score high on this dimension are empathetic, considerate, friendly, generous, and helpful. They also have an optimistic view of human nature. They tend to believe that most people are honest, decent, and trustworthy.
Conscientiousness::- 75% n psychology, conscientiousness is the trait of being painstaking and careful, or the quality of acting according to the dictates of one's conscience. It includes such elements as self-discipline, carefulness, thoroughness, organization, deliberation (the tendency to think carefully before acting), and need for achievement. It is an aspect of what was traditionally called character.
Conscientiousness is related to emotional intelligence and impulse control, but it should not be confused with the kind of impulsiveness found in neuroticism. People high on impulsiveness find it very difficult to resist temptation or delay gratification. Individuals who are low on self-discipline are unable to motivate themselves to perform a task that they would like to accomplish. These are conceptually similar but empirically distinct.
Openness to experience::- 95% Openness to experience is one of five major domains of personality identified by psychologists. Openness involves active imagination, aesthetic sensitivity, attentiveness to inner feelings, preference for variety, and intellectual curiosity. A great deal of psychometric research has demonstrated that these qualities are statistically correlated. Thus, openness can be viewed as a global personality trait consisting of a set of specific traits, habits, and tendencies that cluster together.
Flaws/Quirks::- Laziness, Kristoph rarely finds motivation to do little more than what ever catches his fancy. Gambling, Kristoph has a strong weakness to gambling, he will place a bet on the most insignificant things. He is even known to create something to bet on.
_______________________.:[Abilities
Talents::[
Alertness::[10/10] - ■■■■■■■■■■
Athletics::[5/10] - ■■■■■□□□□□
Brawl::[8/10] - ■■■■■■■■□□
Dodge::[7/10] - ■■■■■■■□□□
Empathy::[4/10] - ■■■■□□□□□□
Expression::[8/10] - ■■■■■■■■□□
Intimidation::[10/10] - ■■■■■■■■■■
Leadership::[2/10] - ■■□□□□□□□□
Streetwise::[7/10] - ■■■■■■■□□□
Subterfuge::[10/10] - ■■■■■■■■■■
Skills::[
Animal Kin::[5/10] - ■■■■■□□□□□
Crafts::[2/10] - ■■□□□□□□□□
Drive::[7/10] - ■■■■■■■□□□
Etiquette::[1/10] - ■□□□□□□□□□
Firearms::[4/10] - ■■■■□□□□□□
Melee::[10/10] - ■■■■■■■■■■
Performance::[10/10] - ■■■■■■■■■■
Security::[5/10] - ■■■■■□□□□□
Stealth::[10/10] - ■■■■■■■■■■
Survival::[10/10] - ■■■■■■■■□□
Knowledges::[
Academics::[7/10] - ■■■□□□□□□□
Computer::[8/10] - ■■□□□□□□□□
Finance::[2/10] - ■■□□□□□□□□
Investigation::[8/10] - ■■■■■■■■□□
Law::[1/10] - ■□□□□□□□□□
Linguistics::[0/10] - □□□□□□□□□□
Medicine::[2/10] - ■■□□□□□□□□
Occult::[7/10] - ■■■■■■■□□□
Politics::[3/10] - ■■■□□□□□□□
Science::[2/10] - ■■□□□□□□□□
_______________________.:[Proficiencies
Combat::[
Hand to Hand::[9/10] - ■■■■■■■■■□
Lightweight Pistols::[10/10] - ■■■■■■■■■■
Heavyweight Pistols::[10/10] - ■■■■■■■■■■
Machine Pistols::[10/10] - ■■■■■■■■■■
Lightweight Revolvers::[10/10] - ■■■■■■■■■■
Heavyweight Revolvers::[7/10] - ■■■■■■■□□□
Assault Rifles::[1/10] - ■□□□□□□□□□
Laser Weapon System::[0/10] - □□□□□□□□□□
Sub-machine Gun::[1/10] - ■□□□□□□□□□
Unarmed::[10/10] - ■■■■■■■■■■
Knives::[10/10] - ■■■■■■■■■■
Eastern Swords::[3/10] - ■■■□□□□□□□
Western Melee Weapons::[9/10] - ■■■■■■■■■□
Demolition::[4/10] - ■■■■□□□□□□
Tactical::[
Computer Hacking::[2/10] - ■■□□□□□□□□
Interrogation::[9/10] - ■■■■■■■■■□
Torture::[10/10] - ■■■■■■■■■■
Negotiation::[8/10] - ■■■■■■■■□□
Infiltration|::[5/10] - ■■■■■□□□□□
Assassination::[10/10] - ■■■■■■■■■■
Urban Warfare::[6/10] - ■■■■■■□□□□
Espionage::[4/10] - ■■■■□□□□□□
Miscellaneous::[
Sleight of Hand::[10/10] - ■■■■■■■■■■
Cheating::[9/10] - ■■■■■■■■■□
_______________________.:[Attributes
Physical::[
Strength::[6/10] - ■■■■■■□□□□
Dexterity::[5/10] - ■■■■■□□□□□
Stamina::[8/10] - ■■■■■■■■□□
Social::[
Charisma::[10/10] - ■■■■■■■■■■
Manipulation::[10/10] - ■■■■■■■■■■
Appearance::[7/10] - ■■■■■■■□□□
Mental::[
Perception::[9/10] - ■■■■■■■■■□
Intelligence::[10/10] - ■■■■■■■■■■
Wits::[10/10] - ■■■■■■■■■■
_______________________.:[Disciplines
Clan Disciplines::[
Animalism::[2/10] - ■■□□□□□□□□
Chimerstry::[10/10] - ■■■■■■■■■■
Fortitude::[8/10] - ■■■■■■■■□□
Learned Disciplines::[
Dominate::[7/10] - ■■■■■■■□□□
Potence::[6/10] - ■■■■■■□□□□
Celerity::[6/10] - ■■■■■■□□□□
_______________________.:[Reserves
Blood Pool::[20/20] - ■■■■■■■■■■■■■■■■■■■■
Will Power::[20/20] - ■■■■■■■■■■■■■■■■■■■■
_______________________.:[Appearance
_______________________.:[Weaponry
Knives::[
Bassalisk Fangs::- Two custom made vibranium-titanium alloy combat knives. The blades are made from a combination of vibranium and titanium. Vibranium is a rare metal that possesses the ability to absorb all vibrations in the vicinity as well as kinetic energy directed at it. The energy absorbed is stored within the bonds between the molecules that make up the substance. As a result, the more energy vibranium absorbs the tougher it becomes. There are limits to the capacity of the energy that can be stored however, and the exact limitations are unknown as of now. When enough vibrations are absorbed the vibranium produces its own vibrations. These vibrations produce a specific wavelength that can cut the molecular bonds in other metals resulting in clean cuts with little to no resistance.
The blades were sharpened using a carborundum abrasive grinder to hone the blades, then processed using a chemical etching. A mixture of acids used to
remove irregularities an burrs in the surfaces and so make the edge more
perfectly sharp. A coating was applied to the blade by putting them into a high vacuum, and vaporizing carbon so that it coated the blades in a very thing, very hard diamond-like carbon layer. The carbon layer is nearly as hard as diamond and are not easily dulled, allowing the blades to stay sharper, and cut through harder materials without dulling the edge.
The blades are full tang with finger rings for extra support with use. The edge and spine are lined with serrated teeth that cause excess damage to targets, as well as give the blades a utility use.
Kristoph's knives were made with two nib wells along the length of the blade. The nibs are connected to a hollow tube inside the spine of the blade. The tube is a reservoir that holds a bio-organic acid, which is highly corrosive to organic material, while completely uneffecting metals. Upon contact with a solid object the nibs release the contents of the reservoir.
The reservoir travels through the handle to a loading dock in place of the pommel. This allows for mid combat reloading of the bio-organic acid. The acid is stored in steel cartridges, loaded into the pommel. If the cartridges are loaded when the reservoir is empty the vacuum will draw the acid in for easy storage. A trigger in the finger ring puts pressure on the reservoir causing the acid to spray from the nibs it high force. The acid wont be as corrosive as direct contact, but it will melt away faces, eyes, out outer layers of flesh, or non-synthetic clothing.
The acid will continue to corrode through organic material until it is stopped by a non-organic material, with time it breaks itself down into harmless hydrocarbons after exposure to open air. If released into the blood stream the acid will corrode blood, capillaries, veins, arteries, and any other part of the body it touches. Eventually it will reach the heart, lungs, and brain; corroding them as well.
_______________________.:[Clothing
Head::[ Romani Galsses
Front::[ A faded red button up cotton shirt.
Back::[ None
Hips::[ A black belt, and a sheathe for one knife.
Legs::[ Black pants, and a sheathe under his left pant leg.
Feet::[ Black chucks.
_______________________.:[Abilities
Weapons::[
-::Weapon use, and related abilities.
Kristoph's primary weapons are a set of vibranium combat knives with acid bites. The blades can cut through most any material and are nearly indestructible. The blades contain an acid that can corrode any organic substance including dead tissue.
Vampire Related Abilities::[
-::Abilities granted to all vampires.
Note::-Kristoph demonstrates a range of supernatural attacks and abilities, with some requiring certain release states. It should be well noted that up to several abilities could be explained by one another. These are not his true abilities, but yet what they would appear from a second hand experience or encounter. For example; his speed and teleportation could be the same ability, this much is unknown to anyone else but him. Though if it need come to a clear explanation during battle, one shall be given. These abilities include:
Immortality::- Like other vampires, Kristoph is immortal in that he does not age. It is also nigh-impossible to injure him in any way that actually compromises his health from most perspectives. Whether this is truth or speculation it's unknown, but from arbitrary appearances, this seems to be the case.
Regeneration::- Kristoph is able to regenerate from almost any wound, even seemingly fatal wounds. Small wounds seem to heal instantly, while more grevious wounds do take time, however it is still unnerving to see him come back a day later after taking a bullet to the head or heart.
Superhuman Senses::- Being a vampire grants him considerably enhanced senses.
Superhuman Strength::- Kristoph is much stronger than a human of his size should be capable of.
Superhuman Speed::- He is faster and more agile than even a well trained human.
Teleportation::- He can seemingly move from places to places.
Torper::- Kristoph survives long periods of time without consuming blood. He eats nothing for 30 years but appears to look like a mummy
The Knowing::- The ability to sense supernatural activity. This power is also displayed by others, and thus may also be a vampire staple ability.
Frenzy::- His strength, speed, and ferocity are increased, he retains some form of intelligence, but lacks thoughts of self preservation, at some points, he may even attack allies, but this case is rare.
Discipline Related Abilities::[
-::Abilities granted by his Disciplines.
Potence::[
Supernatural Strength::- Kristoph is strong beyond reasoning. Able to, with ease lift a dump truck, and hurl it with great force.
Imprint::- Kristoph can exert enough force with his grip that he can leave indentions in steel, and dig his fingers into solid rock.
Relentless Pursuit::- Kristoph can make extraordinary leaps through the air, and over long distances. His current known record is 150 yards.
The Fist of Caine::- The force of Kristoph's strikes is so great that even if he were to miss some of the force will still be transferred. He can strike from a few yards away and the force of the attack will cause some damage.
Master of the Forge::- Kristoph is able to use his strength to work with even the hardest of metals, able to make exceptional weapons far beyond the capabilities of mortals.
Celerity::[
Supernatural Speed::- Kristoph is able to move with speed far greater than most other vampires, he can move so fast that he becomes nearly invisible to the naked eye appearing as only a faint blur.
Flawless Parry::- So long as all his attention is put towards dodging an attack, it is nearly impossible to hit kristoph because of his high level of speed.
Tireless Tred::- Kristoph can cross vast distances on his feet as a mortal would in a car. He can sustain expressway mile speeds for hours on end with very little effort.
Projectile::- Kristoph can extend his speed to weapons thrown by him, giving them the same supernatural speed he uses. Weapons thrown while using Celerity remain invisible to the naked eye until they hit something, or someone is moving at a high rate of speed as well.
Fortitude::[
Supernatural Endurance::- Kristoph is able to take blows that would kill even more kindred as if they were a small thing. Attacks that should do great damage seem to only leave minor damage, and minor damage seem to bounce right off
Stand Against all Foes::- By focusing all his energy into his endurance Kristoph can be made nearly immobile, very few forces could move him back even a step.
Personal Armor::- Weapons that his Kristoph have a chance of breaking when they come in contact with his supernatural endurance. The stronger the material the less the chance, but even indestructible metals, and enchantments have been known to shatter.
Curse the Laurel::- Kristoph can still move even if staked in the heart, although his movements are slow and sluggish. If he is able to pull the steak out his heart regenerates to normal.
Eternal Vigilance::- Kristoph is able to resist the suns rays durring the day. He can remain awake, and even walk in the sun nearly at full strength without fear of death.
Animalism::[
Feral Speech::- Kristoph seems to be able to speak to animals, though he rarely uses this for little more than gags.
Beckoning::- By calling out in the sound of an animal, Kristoph can call to him animals whos sounds he called.
Dominate::[
Mind Control::- Through gaze or touch, kristoph can take control over anothers mind. Issuing commands he can force them to act out his will, and do whatever tasks he wishes, regardless of the danger. Most mortals the control is almost absolute, for higher minds however he may need a few moment of physical, or optical contact.
Tyrant's Gaze::- With a single look Kristoph can reduce someone will to fight, shut down their ability to withstand damage, and sap their strength.
Chain the Psyche::- For those who fall under Kristoph's mind control, his power is absolute. Should they try and resist they will be racked with crippling pain.
Still the Mortal Flesh::- Once Kristoph has control over someone, he has complete control. Should he wish, he can shut down any bodily function. Even functions that the victim should have no control over.
Chimerstry::[
Fatuus Master::- Kristoph can make illusions that effect all 5 senses with no effort at all. These Illusions cannot be dispelled unless an extra sensory ability is used. These Illusions cannot harm anyone, but the effects caused by them are real. (ie. A roaring fire erupts around a group of vampires. They go into Rötschreck. The frenzy is real even though the fire is not.)
Permanency::- Kristoph's illusions will remain in the place he created them even if he leaves. They sill stay until broken, or he wishes them to leave.
Horrid Reality::- Kristoph can create an illusion in the mind of a victim. The illusion is totally real to that victim. Fire will burn them, a noose will strangle them, a steak will paralyze them. The illusion can be broken by the victim realizing it is an illusion, but they tend to refuse to believe others. Damage done by the illusion is real, but the illusion cannot actually kill the victim. However, a heart attack caused by panic, or a vampire being put into a state of torper is very real.
Fata Amria::- Kristoph can curse someone with a recurring illusion. The hallucinations will stay with them for the remainder of the curse, even if they know it is only an illusion. The curse can be as minor as whispers in their ear, or as severe as dark figures attacking at any point.
Horrid Blade of the Demon::- Kristoph can summon a jagged black sword from nothing. The blade becomes real for a short period of time and can tear through most anything. Each strike from the blade places a severe Fata Amria on its victim that ultimately results in a Horrid Reality hallucination.
Far Fatuus::- With a detailed description, a photograph, or past memory Kristoph can create illusions in places he is currently not at. The illusions become less refined the further away he is, as well as his lack of knowledge of the area.
Suspension of Disbelief::- Kristoph can temporarily make an Illusion seem real, and reality seem like an illusion. No matter hos impossible the illusion, to the victim it will seem more real than their own items.
Fantasy World::- Kristoph can force his victims into their own mind, into a fantasy world that he creates. They will be stuck there and it will seem real to them, they may leave should they know they are in the fantasy world, and they want to. While in the fantasy world their body can either act catatonic, or as they move and react in the fantasy world. The victim is unaware of anything outside of the illusion.
Pseudo Blindness::- Kristoph is able to see through lesser works of Chimerstry and Obfuscate. This is a passive ability that is always active.
Sensory Overload::- By overstimulating all five senses, Kristoph may physically incapacitate a target. Though the target may remain conscious, he is unable to move or speak coherently; he is effectively cut off from the outside world, save through his screams. This effect lasts for a limited time.
Sensory Deprivation::- Kristoph can cause his victim to lose all five senses, and all related abilities, like Auspex. Though the target may remain conscious, he is unable to see, hear, or feel his surroundings; he is effectively cut off from the outside world. This effect lasts for a limited time.
Visions from the Asura::- Kristoph begins to assault his opponent with illusions, they begin small, but build up continually until the victim is overwhelmed with illusions, and is unable to tell the difference between illusion and reality. This attack takes a while to reach its full effectiveness, but the effects are permanent, until he wishes otherwise.
Mayaparisatya::- Kristoph can temporarily make an illusion completely real or alter a person or object that already exists, possibly even erasing them from existence. Doing so can leave him drained of power, or worse. Erasing someone from the fabric of reality would likely leave him in torper.
Ritualistic Chimerstry::[
Truths of the Universe::- With prolonged concentration and energy Kristoph can make his illusions become reality. The effects are permanent and vast, but the energy required takes a great deal of time and blood. It takes approximately one week to do so.
_______________________.:[Bio
About::[ Kristoph is one of the few remaining Ravnos left in the world. He has an unparalleled mastery of Chimerstry. He is confident and rebellious to any form of leadership, lazy, and intelligent. He enjoys pranks and jokes, as well as gambling on just about anything he can. He prefers not to fight, but for his purpose he was trained to excel in combat.
History::[ Kristoph was born in Greece, in the late 1800's. He grew up in the countryside of what was once Sparta. He was a bright kid, devoted to his family. When Europe went to war he signed up. In 1917 him and the rest of his platoon vanished while in northern Italy.
His platoon had been heading north on the trail of an Austrian battalion. In the mountains they came to an abandoned castle. Most of it had fallen in on itself from decay. The men sought shelter from the coming storm, and storm it did. Sometime in the night his captain fell through the floor into a crypt. By the time his men got below they found their captain, mutilated. The world around them changed nightmarish events chased them through the halls of the castle. Kristoph was the last one alive, he had seen past the illusions finally and had managed to injure the vampire Bashir. Not much, but this was enough to impress the ancient creature. It embraced Kristoph and taught him about Kindred society.
His sire was an ancient vampire, he had sired 11 childer before Kristoph, however most had been killed by the other Ravnos Methuselah. He had planned on spending the next few centuries in secret. For nearly 90 years Kristoph learned to master the art of Chimerstry. Then in 1999 during the week of nightmares the childer fought his sire. The castle was destroyed in the battle, but in the end. Kristoph killed and diablarized his sire.
Over the next 10 years he wandered the world, driven by his nature to seek out thrills. Eventually he made his way to Gaia. Despite having killed his sire, part of him still seeks to find the Ravnos Methuselahs, and kill them.
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The Number Three
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