The Chosen 🐺

By Supreme_Enchantress

73.5K 2K 153

The past might find it's way back to you. But if your Immortal... Well, that's a whole different story... Ali... More

Introduction:
Chapter One: New Girls'
Chapter Two: Mr Hale
Chapter Three: French Class
Chapter Four: Illegal Digging!
Chapter Five: The Past
Chapter Six: Wounds That Don't Heal
Chapter Seven: Derek's Wound
Chapter Eight: The Heal
Chapter Nine: Derek's Life
Chapter Ten: Selflessness
Chapter Eleven: Alpha Run
Chapter Twelve: Magic User
Chapter Thirteen: Mr Hale?
Chapter Fourteen: Thirst
Chapter Fifteen: Talisman
Chapter Sixteen: The Monster Within
Chapter Seventeen: Tracking
Chapter Eighteen: First Love ♥
Chapter Nineteen: Jackass
Chapter Twenty: Alpha!
Chapter Twenty-One: Betrayed
Chapter Twenty-Two: Memories
Chapter Twenty-Three: The Shot
Chapter Twenty-Four: Dress to Impress
Chapter Twenty-Five: Surprise Bitch!
Chapter Twenty-Six: School Dance
Chapter Twenty-Seven: The Saviour's
Chapter Twenty-Eight: The Dead
~ Epilogue ~

Alice

6.6K 120 27
By Supreme_Enchantress


Name: Alice Elizabeth Harper

Alias(s): Ali White, Phoebe Moore, Elizabeth Hope, Morgan Long, Katie Stocks, Poppy Bennett, Liz Flamming

Titles(s): The Witch, The Vampire, Hybrid, Abomination, Vamp-chick, Witch-Bitch.

Nicknames(s): Ali, Allie, Pop, Kat, Kate, Lizzie, Liz, Hun, Love, Witchy, Blood Drinker, Walking Dead.

Date Of Birth April 11th, 1617

Age: 18
Turned: 1635
2011 Age: 376 Year Old

Nationality: American

Species: Hybrid (Vampire/Witch)

Portrayed By: Eliza Taylor


Family: 

Mary Harper- Mother†

Mark Harper- Father†

Eliza Harper- Younger Sister†

Unnamed Grandparent's† 


Personality:

From a young age Alice had to deal with the fact that she was a powerful witch, meaning that all her youth had been stolen away from her. Her parents wanted to teach their first born daughter the ways of Witchcraft as early as possible. Meaning the childhood that she dreamed of, she never had. Years later her little sister was born, while Alice was 10 year old. June 7th 1627. She was finally a big sister, and she loved it.

But with reason, she did enjoy the family bonding time. Casting spells, gaining power from each spell she casted. Her parents were teaching their Wiccan ways so she would be ready for the real world, and supernatural one. Her younger sister watched in amazed what her older sister could do.

Alice is kind, caring. She's too kind to everything living, because nature was her friend. With age, her sweetness only grew more and more, among her beauty. The world around her changed, her world changed, as she began more intent training. Learning the true creatures that were out in the dark. But she always believed that they were people before they were monsters, and so she wanted to help them in every way she could.

But not all monster's could be changed so easily. 


Powers/Abilities:

Spell Casting: Be able to work magic through the recitation of incantations. Spells can produce a wide variety of effects, both harmful and helpful. They can produce physical changes in a person or object. Therefore, they can also have profound mental effects such as altering memory, manipulating emotions, or causing magical compulsion (forcing them to speak truthfully). Spells can manipulate other kinds of magic, such as binding (preventing the use of) a witch's powers, transferring powers between individuals, breaking magical barriers, or lifting curses.

Channelling: This is a power that allow witches to draw extra power from nature or an element to boost their magic. Thus, allows users to harness energies in their surroundings to perform greater magical feats, and be able to cast stronger spells beyond that which one is usually able to accomplish solely on their own. Energy can be draw from numerous things such as other witches, the elements and a celestial event such as a Full Moon, The Sun, Eclipses, Comets.

Telekinesis: This is an ability of a witch, this allows them to move objects with their mind through force of will. Commonly used to bring objects to them or create a massive force to push people away. More adept users can easily snap bones or inflict wounds upon their victims.

Pain Infliction: This is an ability of a witch, this allows them to inflict great pain onto a person by causing their blood vessels to burst and thus giving them multiple aneurysms.

Element Control: Allows a witch to change, control or manipulate the elements of air, fire, water and earth.

Divination: Allows a witch to gain insight on the future, the present or the past. 

Immortality: When turned, the person stops aging. Upon their transition, vampires become immune to all conventional illness, diseases, viruses and infections. 

Healing Factor: Vampires are able to regenerate from any damage sustained on their bodies, but will still feel the pain of the wound before it heals. Vampires can snap their bones back into place after they have been broken. 

Super Strength: Allows vampires to be much stronger than humans, and they are able to grow their strength as they grow older. Werewolves in their human form are over powered by the vampires, meaning they can take them down. 

Super Speed: Vampires are much faster humans, werewolves, and other supernatural creatures. Vampires can accelerate their movement to cover short distances in an instant, usually faster than the human eye can see. However, when running across long distances, they appear as vibrating blurs of motion allowing them to appear or vanish quickly and quietly. Like their strength, their speed also increases with age. 

Super Agility: Vampires possess super-human agility. They have shown that they can move quickly, jump very high, climb, and run incredibly fast without difficulty or exhaustion. They can jump with their super speed too. This ability also increases with age. 

Super Senses: Vampires have extremely keen of senses of hearing, sight, smell, and taste that far exceed those of humans and werewolves. They can hear whispered conversations, even ones in far of buildings and on phones, though most vampires typically learn how to tune out most ambient noises when it's not necessary to hear them. These senses improve with their growth or strength, age, and experience. 

Super Durability: Vampires can take a great amount of physical damage without being slowed down. Even vampires who have been shot with bullets, have been seen to continue to fight. Vampires can also still be stunned and dazed but strikes and trauma, though their tolerance for it will increase as they get older. 

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. 

Emotional Control: Vampires have the supernatural ability to remove or dull their emotions by turning off their humanity, which is directly connected to their emotions. Doing so allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse. 

Mind Compulsion: Vampires have the ability to influence and control thoughts, emotions, and behaviour and can alter or erase memories. 

Telepathy: Vampires have a limited form of telepathy that allows to easily enter the minds of humans, and with more effort other supernatural creatures. 
Dream manipulation is another power of their telepathy allowing them to control dreams and the subconscious. This aspect of telepathy is much easier to learn, and with it, a vampire has the ability to produce and modify dreams. 

Scent: Because of her witch side, she gives off a normal human scent, meaning that werewolves or other supernatural creatures will smell her as a human. It will probably smell like sweet strawberries.

True Face: All Vampire's have a true face. It is the truce face that lays under their normal human face. When vampire's true face is revealed, the sclera of their eyes turns blood-red, dark veins appear under their eyes as the blood pumps forcefully through the, and their canine teeth extend into razor-sharp fangs. True faces can be revealed whenever they wish, like feeding, scaring people away. But will appear against their will whenever they are aroused by the scent of blood, or are feeling intense emotions such as fear, anger, lust, sadness. 



Weaknesses:

Broken Neck: Once broken, the vampire's neck will be snapped, but this will not kill them, but it will render in a death like state for varying amount of time. Depending of the age of the vampire recovery time can be quick.

Decapitation: Dismembering of 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.

Sunlight: Sunlight and UV rays burn vampires on contact, and prolonged exposure will cause them to burst into flames and die. However, the weakness can be subdued by wearing an enchanted stone that can be fitted into a ring or other jewellery.

Invitation: Vampire cannot enter a home without an invitation by the owner or a family member.

Heart Extraction: Removing the heart of a vampire will end in instant death. Causing their bodies to become grey, dry husk with their vampiric veins exposed all over their body.

Vervain: Exposure to or ingestion of vervain causes a vampire to become severely feverish and weak to the point that it can even hinder their healing abilities as well. 

Disbelief: The act of denying or disbelieving in one's potential could cause a witch to inadvertently their magical power.

Distraction: Denying a witch from concentrating or giving full attention to their spells, may render the, ineffective. Since most spells are spoken verbally and take times to take effect, witches are vulnerable to attack before their completion. Additionally, certain spells require items, tools, and/or special events during casting, therefore they can't be invoked on mere whim.

Emotions: A witch's magic is subject to the influence of their emotional state and may fluctuate according to them when untrained. 

Herbs: With the right ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. 

Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death. 

Nature: It is said that nature will always find a balance when witchcraft is performed, thus spells will always have loopholes. This means, among other things, that no being can be truly immortal.


Love Interests:  Derek Hale & Jordan Parrish *Later in the Books*

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