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Bliss' Journal
I Write to Keep my Sanity...
Xindel
Full name: Xindel "Xinn" Delacroix

Age: 27 when turned, full age is unknown

Nationality: French

Race: Vampire

Sub Race: Elder

Orientation: Bisexual

Hair/Eyes: Her hair is black and waist length, her eyes are also black but turn red while hunting.

Personality: Bold, enthusiastic, and defiant. She is very vain and concerned with fashion, and is also fond of music: she sings, and plays the piano and violin. Although she is illiterate as a mortal woman, she learns to read and loves literature as a vampire. The first language that she learns is French, hence her French accented English.

Short bio: Xindel was born in the 1700’s, the seventh daughter of a marquis. While they were technically aristocrats, the Delacroix family's fortune had been squandered, and they lived in relative poverty in their feudal castle.

It is not yet known how Xinn attracts the attention of the ancient vampire named Angelique d'Angoulême the one who transformed her into a vampire.

What is known is that after turning Xindel, Angelique disappears, leaving her to fend for herself without any kind of guidance. After this Xindel finds herself heir to nearly inexhaustible wealth, and begins an adventure that leads her all around the world.

Relations:

Cassandra "Cassie" Novikova - In her many travels Xindel encountered many hardships. On one memorable occasion, while she visited Russia, a young pickpocket managed to steal her prized possession, the Delacroix family pocket watch. This pocket watch bore the family crest and was an eye catching gold that seemed to glint in the sunlight, not that Xinn would know, it had been centuries since she had last seen the sun. Sensing the pickpocket's intentions but not wanting to draw attention to herself she let herself be robbed, but not before she attempted to catch the thief. And that's when she saw them, eyes so blue they reminded her of cloudless skies on a sunny day, and as she slowly released her grip on Cassie's arm, and let her merge with the night crowd, she swore silently to herself that she would never let them leave her sight again.


Favored Apparel: Aristocratic/Noble MALE clothing. Her favorite outfit consists of her gold trimmed black satin coat and vest worn over long black gold trimmed pants, and knee length high heeled boots.

Weapon: Gold handled rapier

Optional accessories: Monocle (or glasses), gloves, and cravat (could be black or white). (Note: A cane may also be added instead of her rapier)

Powers:

I - Orgasmic Bite - When her fangs sink into someone’s skin, it causes orgasmic rapture to flood them, a heavily addictive pleasure even more intense than the usual lust-inducing bite.

II - Induce Lust - She has the ability to both feed on and induce lust. In fact, she must feed this need just as she must feed on blood, or her powers would wane and eventually it would kill her. This need is called the arduer - the arduer is a need to feed from lust. It is a hunger that can never be satiated, but after a fashion, it can be controlled. The only way it can be fed is through sexual energy. It does not necessarily need to be intercourse, and blood can be involved, but the main component is lust. Female vampires that can feed on lust are called succubus. These vampires are very sexual creatures – their slightest movements and mere appearance will arouse even the coldest of hearts.

III - Stillness / Making no Sound - Old vampires gain several traits, such as the ability to remain perfectly still, beyond that of anything a human can achieve. They also learn the trick of smiling without flashing their fangs – it is considered juvenile to do otherwise. Because of their grace, vampires can move similar to lycanthropes, making next to no sound.

IV - Waking when Threatened - Vampires of several hundred years of age gain the ability to wake if their bodies are threatened, even during the day time. While sunlight will still destroy them, if they are inside or underground, they can rise up to kill those who attempt to slay them.

V - Flying/Levitation - After a few decades as a vampire, most learn the ability of flight to varying degrees. Many have no control or grace, but others have the ability to glide, levitate, and fly with grace, speed, and power.

VI - Mesmerization with Eyes - With direct eye contact, a vampire can mesmerize a human, hypnotizing them. This can be done to keep a person in temporary stasis (called mind-rolling), or have lasting effects, giving the vampire control over the human until the vampire is killed. It can also be used to cause short-term memory loss. While crosses and other holy articles backed with faith can push back vampires, they are useless if a person is mesmerized into removing them. Even other vampires can be mesmerized with direct eye contact.

VII - Improved Strength and Speed - Vampires possess strength and speed much higher than that of a human, complete with incomparable grace, a different sort than the animalistic fluid nature of lycanthropes. Older vampires have greater power and speed than younger. Vampires often seem much faster than they truly are, however – with their mind tricks, they can be across the room in what seems like an eye-blink.

VIII - Improved Senses - Vampires new and old possess senses much greater than that of humans. Even the newly dead have better hearing than most dogs, and their sense of sight is much greater as well. However, they do not have a sense of taste as they cannot ingest food.

IX - Heightened Endurance and Resistance - Vampires are resistant to many things – in fact, regular bullets will hardly slow them down and will heal nearly instantly. Wounds dealt by silver and lycanthrope/vampire claws and fangs, however, will heal with near-human slowness. Damage inflicted by fire and holy items backed by faith, such as crosses and holy water, cause permanent scarring.

X - Mind-Rolling - Through direct eye-contact if a vampire is new or through voice-tricks or sheer presence if one is an older master, a vampire can capture the mind of his target and hold them in a hypnotized state where they are not aware what is going on. This is a skilled art rather than a thing of brute power – elegance instead of strength. It is through mind-rolling that vampires can seem to disappear or move across large distances in an instant.

XI - Voice Tricks - The ability to roll the minds of humans and lesser lycanthropes with their voices alone. It is a very warm and pleasurable sensation and very hard to fight against it because of it. Once more, this is a power of elegance rather than power – it is a skilled use of power and not something to overwhelm a person with using force.

XII - Day-Walking and Early Rising - When dawn hits, all vampires no matter how powerful must fall into their slumber. However, many strong vampires, can wake once threatened, even during the day. All Master Vampires awake from the day-induced slumber earlier than regular vampires, though how much varies based on that vampire’s power. The stronger the vampire, the less sleep he needs, but once more, all vampires require some once dawn rises. Rarer and more awe-inspiring still is the ability to be awake and moving during the day, though direct sunlight will still destroy even these vampires.

XIII - Mental Malestorm - The vampire may take the emotions and heighten it to feverish heights, thus totally controlling it and altering the persons state of being. Anger to Rage..making a person into a murderous killer, or Sadness to depression, causing the person to commit suicide, the ability to urge and prod subliminal messages is active with this power.

XIV - Dementia - The Vampire with this power is a scary thing indeed, enabling them to rip the worst fears and memories into reality, Dreams now become the reality of the person, where everything becomes what the vampire wishes, The Vampire is the sole focus of the memory or fear they choose to manipulate.

XV - Human Servant - Some Master Vampires possess the ability to take a human servant. After four marks, each successive mark bringing the human closer to the vampire, the human and vampire are linked forever. A human servant and Master Vampire share their power – Master Vampires gain another source of energy, while human servants gain increased strength, speed, senses, partial immunity to vampire tricks, and the ability to be as immortal as the Master Vampire. Unless the human servant is an animator or necromancer, the Master Vampire can control them even against their will even if they are powerful in their own right. After four marks, if one of the two dies, the other is soon to follow.

First Mark - The vampire shares his/her "life force" with the human. This makes the human immune to their vampire's glance, voice and mind tricks. However, they might still be susceptible to other vampires. In addition, it becomes much harder to hurt the human servant.

Second Mark - Two points of flame from the vampire come and overtake the human. They merge into the human's eyes, causing them to glow briefly with color, and then they vanish. After this point, the dreams of the human can be invaded by the vampire. Also, the vampire can feed off the human from a distance, and can sustain their life energy by using the life energy of the human servant as opposed to drinking blood. The human will tend to eat much more than normal and the extra energy is siphoned off by the vampire and the vampire can taste the food that is being eaten.

Third Mark - The vampire drinks the blood of the human, not to death, but close enough. During this time, the initial bite might hurt, but then the scents and flows of power take over. Depending upon the vampire, the scent is different. This mark establishes a more firm link. Direct mind contact can now be opened between the vampire and his/her human servant, allowing telepathic contact.

Fourth Mark - The vampire opens a blood supply, usually in the chest, and the human servant drinks from it. The human servant is now very difficult to kill and will live as long as the vampire lives. Some human servants have been known to be several centuries old. The result is the human lives as long as the vampire does and possesses his/her strength and stamina, without giving up the daylight. Wounds heal much more quickly and they can withstand greater levels of physical pain.

Weaknesses: Wounds inflicted by silver or vampire/lycanthrope claws and fangs heal at near-human slowness. Direct sunlight shone on a vampire causes them to burst into flame. Holy items such as crosses will brighten with blue light if a person of faith holds them and is threatened by a vampire – though it will keep from lighting if the vampire is not a threat to the bearer of the holy item. Contact with a cross held by a person of faith cause serious burns to even Master Vampires – the majority of vampires cannot even bear to see the light issued from crosses. The burns caused by contact from crosses and other holy items, as well as holy water (which has an effect akin to acid) and burns caused by regular fire or direct sunlight, leave permanent scars. Vampires cannot enter a residence that they have not been invited to - places of business do not count as residences. Holy wafers placed at windows and doors can keep even invited vampires out of residences or places of business.

References: [1] [2] [3] [4] [5] [6]

Alternate Clothing:

Tops - [1] [2] [3] [4]

Bottoms - [1] [2]

Outfits - [1] [2] [3]


Disclaimers: Power information from [x]
Various references for clothing/hair found on google. All designs/images belong to their respective owners.
Thank yous: I'd like to thank Sprinkle Bear for helping me with the various clothing/hair references




Post Permanent Link Blissful Xinn · Fri May 28, 2010 @ 04:47am · 0 Comments
Blissful Xinn
Community Member
Blissful Xinn
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