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Emeleth DeFleur

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Alexandra Ash

PostPosted: Thu Sep 20, 2007 12:07 pm


Name: Emeleth DeFleur

Age: 12

Race: Taltos Vampire/Majin/Kitsune.

Height: 5"2'

Weight: 95 lbs

Appearence:

Personality: Em is a loveable girl and very kind and generous when her mother is around. She is the ideal Daughter, but once her mother turns her back she can be somewhat of a hellion, loving to pull pranks and just mess with people. Although she will get very edgy when word of her father is spoken to her. Usually she keeps personal matter to herself and her mother, and can be annoyed with nossy people.
PostPosted: Thu Sep 20, 2007 7:20 pm


Elemental

These powers were dawned by both parents although Emeleth has grown to study and practice more under the Hydrokinesis from her mother's side.

Pyrokinesis is the paranormal or legendary ability to control, ignite, and/or extinguish fire using only the mind. Its existence has been rumored to be true[citation needed], with the method of meditation manipulating the electrical energy used in the muscles and using it to heat a certain part of the body. With practice that part of the body over time becomes impervious to heat, and can be heated to such a degree to actually start fires.

Hydrokinesis is the paranormal or fictional ability to control the movement of water using only the mind. In most fiction, Hydrokinetic beings can control water, and usually can become water (Such as Hydro-man) along with usually being able to survive in deep areas of the sea, and breathe underwater. In some cases, Hydrokinetics can also control the molecular forms of water, being able to manipulate the surrounding water in the air, freeze water, or even make clouds of steam.

Clan Traits

The Clan Curse, Burden of Flesh... Basicaly, the Geist clan are still linked to their bodies, much more than any other clan. They can eat, to a small degree, and what's more they actualy taste the food, so they can enjoy it, rather than just for show. But the downside is there too... They not only can feel pleasure, they can feel pain, so unlike normal vampires they feel it if they get shot, it actualy DOES hurt.

Clan Powers:
Sanguin:
Blood Walk:
Making her own body explode into a bloody shower. Wich then allows her appear somewere else using the blood of someone else. This is more defined as walking out of someone, she then becomes herself once more. This action can lead her into a frenzy.

Disciplines:
Auspex:
This Discipline bestows uncanny sensory abilities upon the vampire. While Auspex initially heightens all of the Kindred's senses significantly, that is merely the beginning. As she grows in power, the vampire can perceive the psychic auras that flow around her and even project her mind into another being's thoughts. Furthermore, Auspex can pierce the disguises that Obfuscate creates.
Heightened Senses:
This power sharpens all of the vampire's senses, effectively doubling the clarity and range of sight, hearing and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more acute; the vampire could taste the hint of liquor in a victim's blood, or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires. At the Storyteller's option, this may make hunting easier.

Celerity:
The Embrace gifts some vampires with startling speed and reflexes. They can use Celerity to move with amazing swiftness in times of stress. Mortals, and even Kindred lacking this Discipline, move as if in slow motion compared to the astonishing blur the vampire becomes.

Fortitude:
All vampires possess a preternatural constitution that makes most normal damage inconsequential. Fortitude bestows a resilience and vigor far beyond even normal vampiric toughness. Kindred with this power ignore the mightiest punches and barely feel hails of bullets. This Discipline also helps protect against sources of damage even vampires fear, such as sunlight, fire and terminal falls.

Potence:
Vampires endowed with this Discipline possess preternatural strength. Potence enables vampires to leap tremendous distances, lift massive weights and strike opponents with terrifying force. Even the lowest ranks of this power gift the Kindred with physical might beyond mortal bounds. More powerful immortals have been known to leap so far they seem to be flying, toss cars aside like tin cans, and punch through concrete as if it were cardboard. While the mental Disciplines are awe-inspiring, Potence's brute effectiveness is formidable in its own right.

Presence:
This is the Discipline of supernatural attraction. Kindred who develop Presence can inspire zealous fervor, devoted passion or unspeakable terror in mortal and immortal alike. This subtle power is one of the most useful Disciplines a vampire can have.

Protean:
This Discipline allows the vampire to manipulate his physical form. Some Kindred view this power as a heightened
connection to the natural world, while others see it as a magnification of the mark of Caine. Whatever its basis, vampires who develop this Discipline can grow bestial claws, assume the forms of wolves and bats, transform into mist and meld into the earth.

Eyes of the Beast:
The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave. The vampire's Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.


Kitsune Traits


Foxfire (Kitsune-bi)

A kitsune can make lightning or fire. The kitsune can also, to a small range, breathe out fire. Kitsune can also make small 'fox lanterns', by producing small balls of fire to float around them, and guide their way. This fire can be used as a weapon, or as a toy. These ball of fire are not really ment to be used as attack, but they can surely be used as a good defensive matter.

Shapeshifting

A kitsune can transform into anything found in nature. This means they can turn into trees, forests, rocks, water, or other people. The limits are that the transformation does not give them the innate abilities of the form they have taken, and they are vulnerable to what can harm that form. Kitsune who are possessing someone can not use this form of transformation, unless they are doing it through illusions.

Foxfire Hole
This ability lets you produce a ring of Foxfire through which you can teleport. The size of the portal grows as you increase in power, eventually letting you teleport a group or large object that you happen to be carrying. Invented by Ten Tails.

Foxfire Dash
This ability allows you to increase your speed to a inhuman amount and walk on walls through expending Foxfire. You can move up to 20 feet on any vertical surface and you run twice as fast as you normally could. Invented by Ten Tails.

Foxfire Stab
By channeling your foxfire into a pointed object, normally a sword, you can attack with an armor piercing stab. The attack melts through armor and deals burning damage to those it touches. Invented by Ten Tails.

Foxfire Sword
you can solidify your foxfire into one of the following: a Rapier, a Katana, a Short Sword, or a Longsword. You may wield this weapon for as long as you wish and even reuse the foxfire you made the blade from, but if it leaves your hand the blade disappears and the foxfire it was created from is lost. Any abilities that apply to a sword you can apply to your Foxfire Sword. Invented by Ten Tails.

Foxfire Slash
By wreathing your weapon with a light coating of Foxfire and slashing with it, you can unleash a long, burning slash of foxfire that mimics the sharpness of your blade. In short, you may make a ranged attack with you weapon as well as dealing burning damage. Invented by Ten Tails.

Foxfire Stimata
This is a VERY advanced foxfire spell. With this spell you can heal the wound on your friend, but you receive the same wound you healed. This spell also has a secret function to those that truely master it; a master of Foxfire Stigmata can invert the spell and give wounds to others will stealing health from them to heal himself.

DeFleur Traits


Spectral Gaurdian:Ashlar is a protective spirit over the Family Defleur. A powerful spirit that will usually show himself as a handsome young man. He Consider's the DeFleur Women to be like his brides, giving him rights to them whenever he wish's. Ashlar is also a kind spirit allowing the women to marry, but people he does not accept are not allowed or death will be swift. He will also defend the woman at all costs when summoned by them.

Witch's Scent:
The Witch's scent is a special Pheromone that other Witch's can pick up upon. She herself can also sniff out other Witch's wich allows them to meet one another easily.

Taltos Strength:
The Taltos are a proud race that age quicker then human and live longer. They also seem to posses a superhuman strength allow them to defy physics and lift objects clearly to heavy for them.

Defleur Telepathy: All DeFleurs have a special Telepathic link allowing them to comunicate with anyone from the clan at will. This also allowed Emeleth to start learning while she was still in the womb of her mother.

Alexandra Ash


Alexandra Ash

PostPosted: Thu Sep 20, 2007 7:50 pm


History


Emeleth is the offspring of Adama Geist, and Kami DeFleur. She was born only 2 months ago but already her body and mind is that of a young girl. But as she was growing her mother put many idea's about her father and now she won't admit to even having one.
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