Post by Casey Romano on Sept 10, 2009 16:23:50 GMT -5
Credit goes to squeak entirely. Thanks so much dear! Powers borrowed from NYU, our sister room, with Squeak's permission.
You will be given choices in all some levels. You will also be given the chance to advance upon certain lesser abilities. IE move faster, and stronger mesmerization. This will add to variances in vampires in the room.
All use of powers will be labeled in the room when in use. IE. "My char stares intently in to your eyes (Mesmerize) and its as if the rest of the world falls away ETC..".
==========Fledgling==========
**At this level you take all of the fledgling abilities. Remember: Some of these advance with you in levels**
Detect Lies:
Deceit is something that comes as a first nature to all vampires. They are the children of the social arena, and misdirection is their calling. As such, due to how well they know how to lie themselves, they are easily capable of detecting such deceit when it comes from someone else. Unlike lycanthropes, who can determine lies in others by watching them and seeing how their body reacts as they speak, the vampire can determine this based on some other worldly means.It's as if there is an after taste or flavor left upon the back of the vampires pallet when in the presence of lies. None the less, they can know. However, this power can also fail, if the vampire is lied to by another of higher ranking. In the instance of a higher ranking Super, be they lycan or vampire, there is a 30% Chance (70 or higher roll of dice) that they will know it for a lie.
Enhanced Agility:
Supernatural grace and dexterity are natural traits of the vampire. The fluidity of motion is somewhat hard to describe, but suffice it to say that at even the first moment after they have entered into the endless night, they are capable of the most beautiful of dance. As they grow in power, this power grows exponentially, giving them near complete control over their forms. Speed is also another benefit of becoming a vampire, but this however is much more easily measured. We will measure this by the 100 meter dash, to determine how fast they are capable of moving. Also if you feel your character can level up in any category faster then others feel free to leave a petition on the boards or pm it to one of the Admin so they can discuss it and decide if you are able.
(Fledgling): 100 Meters in 10 Seconds
(Prodigy): 100 Meters in 8 Seconds
(Mod): 100 Meters in 6 Seconds
(Old Moderate): 100 Meters in 5 Seconds
(Master): 100 Meters in 4 Seconds
(Greater Master): 100 Meters in 3 Seconds
Enhanced Constitution:
Increased aspects of endurance and resilience are a must have for the newly undead. They would not survive for very long in the world of preternatural if they did not possess this. The constitution of the vampire grows with age, but even at it's initial rank, a mortal would see the vampire as a near demi-god like creature. Since something such as this is somewhat harder to rank, it will be listed with a rough example of what kind of damage they can take carte blanche.
(Fledgling): Can suffer most mundane blows without flinching.
(
Prodigy): Can suffer any mundane strike without flinching or minor damage (IE from a bat or lead pipe).
(Moderate): Can take lesser supernatural blows without flinching.
(Old Mod): Can be shot by a low caliber handgun bullet with minor damage or needing to stop and heal by feeding or draining energy from a child or sourdre de sange. OR unless to a lucky organ shot was had
(Master): Can be can a limb shot off and it will regenerate before right there before the eyes, and the vampire will still continue on without having to feed to heal the injury unless its a head or heart shot.
(Greater Master): Can remain stationary and catch a small car that is driven in to or tossed at them.
Enhanced Healing:
In the tumultuous life of the vampire, the ability to heal ones self is most necessary. Greater ranks of healing allow the vampire to overcome banes that most legends state will kill them. Like with Enhanced Constitution, it is slightly difficult to measure the healing process except by either comparing it to a humans, or by giving rough examples of the visuals one might think of. The latter is the option that has been choosing for the ranking of this ability.
(Fledgling): Can heal minor flesh wounds instantly.
(Prodigy): Can heal major tissue wounds instantly.
(Moderate): Can heal broken bones and organs in a matter of moments (minus heart and head).
(Old Mod): Can regrow lost appendages after a nights rest and major feeding. (except heart or head).
(Master): Can slowly (eight hours) recuperate any damage save loosing the head or heart after a small feeding of blood and energy except heart or head.
(Greater Master): Can slowly (three hours) recuperate any damage save losing the head & the heart from just an energy feeding.
Enhanced Strength:
Power, force, these are not just things one must envision about a powerful vampire, or fear from his influence, but an actual manifestation of their form which they use to awe, amaze, and kill. Even at the earliest rankings, a vampire's supernatural strength can let them toss cars around with little exertion. What's more powerful though is the way they can punch through a mortals chest and skull. Lycanthropes might have manged to garner a quicker footfall, but a vampire is the reigning champion when it comes to feats of physical prowess. Strength will be measured in pounds.
(Fledgling): 1,760 lbs..
(Prodigy): 2,210 lbs.
(Moderate): 2,660 lbs.
(Old Mod): 3,110 lbs.
(Master): 3,560 lbs.
(Greater Master): 4,010 lbs.
Mesmerism:
One of the more classic example of vampiric power, Mesmerism is the ability for the vampire to take over the mind of another, influencing them into doing things they would not normally do. At earlier levels, humans are the only subject to this power. It will extend to preternatural at higher ranks, however. Like with all mental sorts of powers, when applied to preternatural, Mesmerism will only work on those whom are a lower level.
(Fledgling):can effect one mortal with a fail chance since you are young, Unless the other Player has agreed to a certain outcome due to Rp Purposes. Roll a D6 for effectiveness. 1-3 They are able to shake it off. 4-6 They are completely mesmerized.
(Prodigy): Can affect one mortal while maintaining eye contact.
(Moderate): Can affect three mortals while keeping them in sight.
(Old Mod): Can affect one preternatural (non Alpha) while maintaining eye contact, and effect three humans.
(Master): Can affect three preternatural or One Alpha while keeping them in sight, and up to five humans.
(Greater Master): Can affect a crowd of mortals by keeping them in sight, One Strong Alpha, Several Preternaturals.
==========Prodigy==========
**You will gain all of the weak mod abilities. remember to increase your Fledgling Abilities with your rank.**
Shielding:
Shielding is damn near a requirement, though some are lacking in the aspect of it. Shielding essentially is resistance against mental or spiritual (metaphysical) effects that might be sent against the vampire. Each ranking of it will help stave off a being whom is an amount of levels higher than the vampire. Of course, Shield Piercing which comes later will counteract this, as well as efforts by a group of adversaries. They are now able to resist the mind or spirit effects of another preternatural of the same level or lower.
Binding Bite:
With this ability, the vampire can bite another
individual as they normally would, and with it leave traces of themselves behind. Irregardless of it's potency, the victim will think very kindly of the vampire's bite (so long as it wasn't used as an attack). The potency will however determine how much they think about it, and what they will do to get back to it. Unlike other Weak Moderate abilities, there is only one rank of this power, and it needs only be purchased once. When the vampire bites another, they will roll a 6-sided die. They will then follow the effect of the number 1-5. If a 6 is rolled, they can choose which potency they would like their bite to have. Another vampire biting the same victim, if they possess and employ this power, will shift the victims focus to the most recent vampire who bit them.
Special 1: The bite of the vampire will leave a lasting impression in someone's memory.
Special 2: The bite of the vampire will be something
the victim thinks about frequently.
Special 3: The bite of the vampire will be something
the victim thinks about constantly and drive them to distraction.
Special 4: The victim will actively seek out the vampire who bit them.
Special 5: The victim will let nothing get between them and the vampire who bit them.
==========Moderate==========
You may now choose two of these abilities. As your character levels you will need to make note of your ranks next to your ability. IE. Animal Affinity rank 1, 2, 3 as your char progresses. This will help the Admin in keeping track of any spars and such.
Animal Affinity:
While obviously not as tied to them as lycanthropes, vampires still have a strong connection with animals, though some may extend this to wholly different kinds of beings. The ranking below show essentially the sphere of influence that a vampire will have over his chosen animal type, culminating with a merger of power between the vampire and a chosen lycanthrope. The call of the vampire when used against other lycanthropes can be resisted by a lycanthrope whom is a higher level than the vampire, or one who is of an equal level if they possess the appropriate lycanthrope abilities. A vampire who acquires an animal servant will gain one of the lycanthrope's Enhanced Senses. Likewise, the animal servant will gain one of the vampire's version of Enhanced Strength.
(Moderate): The vampire can call 1 Natural Animals of their type IF they are within the vicinity IE ten Mile radius.
(Old Mod): The vampire can call 3 Natural Animals IF they are within the vicinity IE ten Mile radius.
(Master): The vampire can call a three lesser of lycanthrope's of their type, and is able to turn those willing in to an animal servant.
(Greater Master): The vampire can turn a single Alpha lycanthrope of their type, whom is not willing, into an Animal Servant.
**Note: if the Greater Master petition is accepted they are now able to call all the famila of that animal. IE From Leopards to include all great cats.
Levitation / Flight: While not quite as common, dependent on the legend, vampires do (or rather, can) possess the ability to levitate and fly. These things, as well as bringing others along for the defiance of physics, are ranked below.
(Moderate): The vampire can levitate their own body.
(Old Mod): The vampire can levitate another by
maintaining the slightest of touches.
(Master): The vampire is capable of flight.
(Greater Master): The vampire is capable of flying with up to two other people, so long as touch is maintained.
Voice Control:
The vampire is capable of producing the effects of Mesmerism by the power of their voice, instead of always using sight as a medium. This is good with especially large crowds that one cannot watch all at once. The type of people they can effect is still limited by Mesmerism, this power telling of the area of effect instead. The effects of the Mesmerism employed with Voice Control will end once the vampire stops talking, just as if they had broken eye contact. They are now able to purvey a touch or caress thru the inflections of tone. IE laughter feeling as if an intimate touch was felt along the recipients flesh.
(Moderate): Effects three Mortals who is within two feet of the vampire, unless they are shielding (shielding rules apply to recipient unless voice used in conjunction with shield piercing).
(Old Mod): Effects five Mortals or anyone within five feet of the vampire, unless they are shielding (shielding rules apply to recipient/s unless voice used in conjunction with shield piercing).
(Master): Effects anyone who is within twenty feet of the vampire, unless they are shielding (shielding rules apply to recipient/s unless voice used in conjunction with shield piercing).
(Greater Master): Effects anyone who can hear the vampire regardless of distance.
==========Old Moderate==========
You May choose One of these abilities. Please note your rank next to all powers.
Telepathy:
Contacting another through thought alone, without use of a phone, letter, or verbal speech, is a very useful tool. It is more limited for the vampire than it would be for humans who share the same give, but it is very convenient none the less. Telepathy opens a gateway to release further attacks, so it can be resisted with shielding. By some, anyways. Several telepaths all grouped together can hold rather large conferences.
(Old Mod): The vampire can maintain telepathic communication with one other person, and vampiric descendant's cannot resist.
(Master): The vampire can maintain telepathic
communication with three other people, and all vampiric descendant regardless of amount.
(Greater Master): The vampire can maintain telepathic communication with five other people, and can daisy chain the amount of people with other telepaths.
Camouflage:
Through means of what must be minor illusion, the vampire is capable of hiding themselves from crowd or individual, even while in the immediate vicinity of them. This is not a trick such as being perfectly still, but rather some employment of supernatural ability. To those who seek them, they will always just seem to 'skip over' that part where the vampire is located at, irregardless of how keen their senses usually are. Interestingly, this only works when the vampire can hide among a throng of people, not if they are somewhere secluded from groups of humanity.
(Old Mod): The vampire can hide themselves from a single person who is looking for them specifically, by blending into a crowd.
(Master): The vampire can hide themselves from a small group of people (about 5 or 6) who are looking for them specifically, by blending into a crowd.
(Greater Master): The vampire can hide themselves from a large crowd who is looking for them, by hiding in that crowd itself.
~~Continued~~
© squeak - 2006
========Old Moderate 2: Clanless and Clanned========
Synonymous with the Strong Moderate level, there are different rules depending on clanless vampires and vampires in a clan. Vampires in a clan will be able to choose from the ranks of Clan Abilities, in addition to the regular Old Moderate increases in chosen abilities from above. Clanless vampires will instead receive an extra rank in weak Moderate or Moderate level abilities... OR feel free to design your own clan. Just design the levels and powers then post to Admin for review. Clanless, of course, might still have human powers left over after they have been turned, Please see admin for this approval.
==========Master==========
**At the Master level you may gain Three abilities. Plus your clan ability**
Dance with Silver: Silver has traditionally been the bane of Lycanthropes in stories, but it applies to vampires as well to some extent. That is, until a Master vampire takes it upon himself to learn mastery of this power.
(Master): The vampire can heal damage caused by silver normally, ranging from flesh wounds to being pierced with silver.
(Greater Master): The vampire can heal damage caused by silver nitrate in the veins as if it were any other type of poison.
Human Servant:
One of the most useful tools a Master vampire can have, a human servant is indeed a rather great ability. It allows the vampire to feed off of that servant's energy, to communicate to them telepathically, to bestow their supernatural power into them, and furthermore to increase their own power simply by forming the connection. Much like an animal servant, in fact. The ability to have a human servant is ranked, because it takes a more powerful attunement to mark a human who has preternatural power into their servant. IN this the vampire might gain the ability to resist or even sometimes use the Human servants powers, in the very least control the degrees of it.
(Master): The vampire can make a mundane (null) person their human servant.
(Greater Master): The vampire can make a supernatural person their human servant.
Shadow Crawler:
Daylight is indeed a great bane that no vampire can overcome full, the sun standing as their greatest enemy. It's rise sends them to sleep, it's descent allowing them to wake. The truly powerful however can overcome this, waking earlier and staying up past it's ascension. The light itself must still be avoided to various degrees, but simply remaining awake during a time that an enemy might come after you is a good thing. A Master vampire can also wake up at any hour if their form is threatened, whether this ability is purchased or not.
(Master): Can remain awake two hours after sunrise, and awaken two hours before sunset. Sunlight must still be avoided, but heavily shaded areas outside are acceptable.
(Greater Master): Can remain awake four hours after sunrise, and awaken four hours before sunset. Sunlight must still be avoided, but any heavily shadowed area outside is acceptable.
Mind Roll Illusions:
This is one of the most important powers for a Master vampire to possess. With it, the vampire is able to recreate the memories of others, which is very useful for cleaning up the messes of younger vampires when they screw up. For the Master's own safety, as the weaker vampire will probably be destroyed if they messed up bad enough to need the minds of others wiped. This power works in conjunction with Mesmerism as to who and how many people the vampire can effect.
(Master): The vampire can alter the memories of an individual of events that happened within the past three nights. Can also create illusions, or recreate illusion of what transpired without compromising the persons morals and some lesser levels of inhibitions.
(Greater Master): The vampire can alter the memories of an individual of events that happened within the past week. Also can Create any feasible illusion that will be believable even to the point of compromising the victims own morals or wiping out inhibitions completely.
==========Greater Master==========
Plus the addition of your clan abilities.
Aura Inversion:
One of the most powerful metaphysical attacks (spared only by certain clan line abilities), the vampire is capable of summoning fourth their power and striking out at the aura of another, causing physical damage to appear on them from a distance. While this power is used, all the Shielding of the vampire must be dropped, leaving them open to mental or physical attacks by those of equal or greater level than them, the few that there are. The damage caused by Aura Inversion is not normal, and while it can be healed completely, it only does so slowly and on a human level of healing unless they acquire mass quantities of blood and energy if such applies. IE Arduer.
(It is possible to form a triumvirate at this level but you must seek prior Admin approval)
==========Master of the City==========
Note: The powers of the Triumvirate, are all very confusing powers. As such, you will most likely be confused at some point. If you are seeking any of these things, please run it by the room admin first, so they can help with translations. Sometimes each char will gain unique abilities and as such your ideas should be run by the room ADMIN for approval. WITH: detailed concept of the powers each will gain. IE Human will get faster and so on. IE Anita picking up Jean Claude's Arduer
==========Sourdre de Sang==========
NOTE: this is a completely powerful level of growth and is at the room Admins discretion.
Due to the fact that we will not allow anyone to play a council member in anything other then an NPC to further a story line (AT ADMIN'S APPROVAL) You can ascend to the ultimate ranking. You may break away from your blood clan and create your own. You become that clans fount of blood, the fountainhead of their creation. With this comes a full background and you will be asked to create and submit your own ideal for the clan along with working closely with the room admin in creating levels and powers for your new clan.
~~ Continued on to Clan / Blood line abilities~~
© Squeak - 2006
Clan abilities
With each clan comes special abilities. Here in choose Two, and remember your strength in such increases.
=======Belle Morte=========
Beauty's Persuasion:
Beauty and seduction is the nature of the vampire, and as such, their appearance will change drastically for the better once they are turned. Anyone who sees them will have to admit, at least to themselves, the vampire's beauty. Dependent on the vampire's expertise in learning the nature of attraction, they can even overcome the taboos of sexual reference or those with sexual dysfunction. Religious celibacy still stands a chance against them however, dependent on the victims personal strength of will. Such beauty might make those chosen victims that the vampire turns this upon, willingly compromise their own morals if this is used in conjunction with mesmerize.
(Old Moderate): Appears astoundingly beautiful to any who are attracted to the vampire's sex.
(Master): Appears astoundingly beautiful to everyone, even to people not attracted to the vampire's sex.
(Greater Master): Appears astoundingly beautiful even to beings who have no libido.
Succubus' Kiss:
The fangs of the vampire are even more potent than the powers of the Ecstatic Touch. Not only does it allow for the manipulations of other preternaturals, but it is several times as strong, usually leading to the best climax the victim has ever had. At it's highest ranking, the Succubus' Kiss can leave someone addicted to the memory of the molestation.
(Old Moderate): The bite of the vampire causes the highest sensations of arousal.
(Master): The bite of the vampire can bring preternatural to orgasm.
(Greater Master): The bite of the vampire can leave a trace, which causes someone to orgasm whenever they recall the bite.
Ecstatic Touch: If the Vampire has already bitten the victum once with the use of mind roll, and or Succubus kiss then they are able to return that powerful sexual sensation if not orgam to the victim with nothing more than a simple touch. This usually can bring them past the brink, so that they orgasm right then and there, irregardless of the crowd that might be around them.
(Old Moderate): Can use any intimate touch to make most victims quiver as if they were just bitten and had been party to hours of foreplay.
(Master): Can use even a casual touch to make the victim orgasm.
(Greater Master): Can cause most mortals to orgasm by simply the inflection of their voice IE used in conjunction with voice control. (lick of the lips, touching themselves, etc.).
Ardeur:
The Ardeur is a sexual spirit that lives within certain vampires of the Belle Morte line. It is very powerful, and very few of this line's vampires actually manage to possess it. It focuses around the spread of sexual desire much like it was a disease, able to infect another with it's carnality. It is the cause of some of the greatest Roman orgies. It also allows the vampires to feed on the sexuality of a scene, to replenish their power as if they fed off of blood. Indeed, it is possible to fuck someone to death with this power. This power is given out only at the room controller's discretion. the downside or weakness to this is its own bane. It is an almost incarnate being residing within the vampire and demands its own feeding. If not fed within some hours it can and will rise in an accord of its own often forcing the vampire to seek a feeding or copulation from a victim not of it's own choosing.
(Old mod): The vampire possesses the Ardeur, and is able to entice any mortal or non alpha being in to a sexual frenzy, and feed on it by joining. Ardeur must be fed every 8 hrs.
(Master): The vampire is able to feed the Ardeur by being around sex and the lustful, feeding it from afar without engaging. Ardeur must be feed within a 24 hr. period.
(Greater Master): The vampire has greater control over the Ardeur, and can feed it by overfeeding on blood for a minimal amount of days.
========Dragon=========
Provocation:
Stirring the metaphorical pot and pissing everyone off is something that the Dragon's are very good out. Though they usually must make themselves the target for this, at least initially, it is none the less one of the best ways to destroy thoughts of peace between others. As such, members of the Dragon line are often not welcome into rooms where people are trying to mediate their differences, in case the agenda of the Dragon vampire causes them to screw everything up.
(Old Mod): Can incite a mortal into a blind fury just by touching them.
(Master): Can incite a group of mortals into fury by looking at them, or a preternatural by striking them.
(Greater Master): Can incite a room full of preturnaturals into unstoppable rage letting out insults.
Rage Focus:
The powers of hatred and anger is a fuel to increase one's own power. By taking advantage of those who are under the sway of the vampire's Provocation, the vampire can feed a limited amount of their Fledgling abilities. Of course, only one Fledgling ability can be raised at a time, though it can possibly be done by a drastic amount. Complex thoughts don't really register to blind hatred.
(Old Mod): Raises a Fledgling ability by one rank, by feeding off of one person afflicted with Provocation.
(Master): Raises a Fledgling ability by two ranks, by feeding off of two people afflicted with Provocation.
(Greater Master): Raises a Fledgling ability by three ranks, by feeding off of three people afflicted with Provocation.
Call to Blood:
Forcing into another the same focus of power that Rage Focus allows, the vampire can make it manifest
as a manipulation of blood. This power is extremely deadly, and as such, each rank of it must be approved by the room controllers.
(Old Mod): Causes someone to fill with immense pain with a simply glance, by making their blood heat in their veins.
(Master): Causes someone to weaken immensely with the slightest touch, by making their blood begin to sweat out through their flesh.
(Greater Master): Causes most beings to near die, though it requires they be held onto tightly. Their blood boils inside, exploding outwards in showers of gore.
Caprice of Asperity:
The vampires of the Dragon's line are all savage, primal creatures. This shows upon their physical shape, often making them look demonic to most humans, and seriously pissed off to supernaturals. It is hard to find uses for showing one's rage, but they are out there. Most however consider this to be a flaw, and nothing more. This is a double edged sword to those of this line and even in and of itself is hardly seen as a fallibility to those of the Dragons line. the can insight rages and feed from it whilst sometimes indulging in the physical effects of the tumult, which can be dangerous.
(Old Mod): Appears to have eyes of blood, which both flows and maintains it's spherical shape. This can incite a low broiling agitation in the mortal or even non Alpha lycan within the vampire's line of sight. They victim would be wholly inconsolable and even pick fights with others (imagine a nice hard liquor irritation)
(Master): Appears to have eyes that glow red and a body that seems larger than it is, as well as being much more menacing. This can incite a group of five mortals. They will suddenly become agitated then in grow in to rages as they begin brawling with each other and including others about the. The screen quiet infectious. Lesser lycans will feel the rage of their beast as if under attack and possibly shift if moderates or lower ensuing in a feeding frenzy.
(Greater Master): Appears to be what can only be described as a demon, completely and utterly savage and antagonistic. This ability can incite whole riots and can sustain the vampire on either the emotions embroiled from the rages or berserking from a single human, non-alpha lycan even though in the back of their mind they will know they can not defeat the vampire they will haplessly throw themselves against it in a blind rage, or they will go after others with that red rage. It can enrage to the point that the victim is only able to use the most basic of abilities IE handle a club.
========Mora=========
Intimidation:
Merely by being in the presence of others, the Mora vampires bring with them and overwhelming and irrational fear. The progress of this ability applies only to those whom it can effect. The degree to which they are effected is ultimately up to the victim's character. All Mora will possess at least one ranking of this ability, as it is the birthright of their blood.
(Old Mod): The presence of the vampire can shake a mortal's resolve, and send the weak of will into panic.
(Master): The presence of the vampire can make most supernaturals suffer from fear and panic.
(Greater Master): The presence of the vampire will if nothing else, unnerve anyone in the vicinity, even those of the most ironed will.
Dread Gaze:
A more focused form of Intimidation, it is in essence twice as powerful, but not as free roaming. Victims of this power must fall under the vampire's direct gaze, though they don't necessarially have to be meeting the vampire's eyes with their own. Often the victim will see the very thing they fear most as if the vampire were able to plunge thru their mind and pull out the victims own most dreaded fears or phobias though the victim themselves are the ones who's own subconsciousness' form their own fears not that the vampire can read minds.
(Old Mod): The baleful stare of the vampire can cause irrational fear to rise up in an individual mortal.
(Master): The look in the vampire's eyes can cause irrational fear into a single preternatural target, or up to five humans.
(Greater Master): The vampire can cause irrational fear to well up within up to three preternatural, or ten humans.
Clutching the Shroud:
The powerful 'magic' of the Mora allow them to create horrible illusions. These illusions look different to whomever they are used against, echoing out against their psyche instead of manifesting the way the vampire wants them to. It first only applies to a single victim, but then can be used against any who lay eyes on the vampire, and finally being able to be timed, so the illusions will effect one at a later time, instead of while in the presence of the vampire. This greatest power over illusions is a fantastic tool in the social arena.
(Old Mod): Minor illusions of what a person fears will dance around the vampire and lash out at the target.
(Master): Major illusions of what a person fears will daance around the vampire and lash out at all who are looking at the vampire.
(Greater Master): A target of the vampires whim can suffer nothing in immediacy, but then be beset by the most horrendous of nightmares for weeks after, and the vampire will have knowledge of what that item is that frightens the victim so.
Démence:
The Démence is a spirit of paranoia and delusions which lives within certain vampires of the Mora line. It is very powerful, and very few of this line's vampires actually manage to possess it. It focuses around the spread of delirium much like it was a disease, transmitted by touch from one to another. It is likely the cause of many witch hunts and mobs against innocent (or sometimes, not so innocent) enemies of the vampire. It also allows the vampires to feed on the fear of a scene, to replenish their power as if they fed off of blood. Indeed, it is possible to scare someone to death with this power. This power is given out only at the room controller's discretion.
(Old Mod): The vampire possesses the Démence, and is able to insight fear and madness into any they touch, feeding on it by entering their own delirium. Must be feed every 8hrs.
(Master): The vampire is able to fed the Démence by only being around insanity and insecurity, without falling to it's whim themselves. Must be fed within a 24 hr. period.
(Greater Master): The vampire has greater control over the Démence, and can feed it by overfeeding on blood, no longer being beholden to having to feed upon the fears daily, or not having to indulge in a full blood feeding for a 24 hr. period.
=======Morte d' Amore========
Corpse Masque:
The image of vampires from the Morte d' Amore line are an extremely disturbing sight when they are in their natural form. Like the Belle Morte vampires, they are able to change from the moment of their embrace, always possessing at least one rank in this power, only instead of looking beautiful, they look like death warmed over. This power is double edged, acting as a flaw against them when they are in the presence of human kind, but a usefull tool for intimidation or playing possum when they are in preturnatual midsts. they are able to blend in with all corpses and some are not able to always rot away in to ashes like their Elder Masters. They are even harder to distinguish from other vampires.
(Old Mod): Appears to be a fresh corpse, having little signs of animation and is that much harder to sense.
(Master): Appears to be a corpse frozen over for a few months in the morgue.
(Greater Master): Does not appear to be Distinguishable as even being one of the undead.
Sacrifice of Form:
Kamikaze tactics are not an uncommon ability for these vampires. Forcing themselves to decompose, they sacrifice some of their power in order to gain resistance from certain elements which might hurt them. They also are able to make weapons manifest out of their rotting organs and bones, and have a very interesting form of counterattack for when they are successfully hurt.
(Old Mod): Can decompose themselves enough to be immune to most physical damage, from poison, staking, and decapitation. Fire if not in skeletal form, (if applicable) and sunlight still hurt.
(Master): Can take on self-inflicted damage, in order to form simplistic weapons from their body.
(Greater Master): Can take extra damage from blows, and in return let their heal to the point they might appear as blisters thereby the wounds explode with the fluids able to taint another if it has an entrance point IE splattered and leaked in to another already made wound. Note: This will slowly rot the victim and may take hours if not a full day till death is reached.
Sacrilage of Form:
An exact mimicry of Sacrifice of Form, Sacrilege is essentially a ranking of whom they can turn these same powers on. It is easiest to do this to another vampire of the Morte d'Amore line, then humans, and finally, preternatural beings of a different sort. For those not of their line a bite or wound is required to use any of these abilities.
(Old Mod): May force any Sacrifice of Form power available to them onto another member of the Morte d'Amore line and it will proceed within moments.
(Master): May force any Sacrifice of Form power available to them onto a mortal. This can kill and rot as a superseded speed where the mortal bitten/wounded will die with an hour.
(Greater Master): May force any Sacrifice of Form power available to them onto a preternatural creature. This will happen also at a super speeded time frame of hours.
Herald of Plagues:
One of the most deadly powers any vampire can wield, the vampires who possess this will have the ability to create diseases. These are unique contagions, though they possess many qualities of illnesses already in existence. It is most deadly in humans, because of the fact that it can be made to be contagious. Preternatural cannot catch those same illnesses, the Morte d' Amore vampire can target them specifically. All forms of this power are delivered first through the vampire's fangs, known as the Corruption Bite. This power is given out only at the room controller's discretion.
(Old Mod): The vampire can make a disease, with a low level of contagiousness (the cold, influenza) and make it manifest in a human. It will not spread.
(Master): The vampire can take a highly contagious disease (small pox, yellow fever) and set it off against a human. It will spread to those who come in contact with that human only.
(Greater Master): The vampire can use either of the aforementioned disease types and inflict it against a preternatural creature, who will have to deal with it normally, discounting most of their advanced healing process.
© Squeak - 2006
You will be given choices in all some levels. You will also be given the chance to advance upon certain lesser abilities. IE move faster, and stronger mesmerization. This will add to variances in vampires in the room.
All use of powers will be labeled in the room when in use. IE. "My char stares intently in to your eyes (Mesmerize) and its as if the rest of the world falls away ETC..".
==========Fledgling==========
**At this level you take all of the fledgling abilities. Remember: Some of these advance with you in levels**
Detect Lies:
Deceit is something that comes as a first nature to all vampires. They are the children of the social arena, and misdirection is their calling. As such, due to how well they know how to lie themselves, they are easily capable of detecting such deceit when it comes from someone else. Unlike lycanthropes, who can determine lies in others by watching them and seeing how their body reacts as they speak, the vampire can determine this based on some other worldly means.It's as if there is an after taste or flavor left upon the back of the vampires pallet when in the presence of lies. None the less, they can know. However, this power can also fail, if the vampire is lied to by another of higher ranking. In the instance of a higher ranking Super, be they lycan or vampire, there is a 30% Chance (70 or higher roll of dice) that they will know it for a lie.
Enhanced Agility:
Supernatural grace and dexterity are natural traits of the vampire. The fluidity of motion is somewhat hard to describe, but suffice it to say that at even the first moment after they have entered into the endless night, they are capable of the most beautiful of dance. As they grow in power, this power grows exponentially, giving them near complete control over their forms. Speed is also another benefit of becoming a vampire, but this however is much more easily measured. We will measure this by the 100 meter dash, to determine how fast they are capable of moving. Also if you feel your character can level up in any category faster then others feel free to leave a petition on the boards or pm it to one of the Admin so they can discuss it and decide if you are able.
(Fledgling): 100 Meters in 10 Seconds
(Prodigy): 100 Meters in 8 Seconds
(Mod): 100 Meters in 6 Seconds
(Old Moderate): 100 Meters in 5 Seconds
(Master): 100 Meters in 4 Seconds
(Greater Master): 100 Meters in 3 Seconds
Enhanced Constitution:
Increased aspects of endurance and resilience are a must have for the newly undead. They would not survive for very long in the world of preternatural if they did not possess this. The constitution of the vampire grows with age, but even at it's initial rank, a mortal would see the vampire as a near demi-god like creature. Since something such as this is somewhat harder to rank, it will be listed with a rough example of what kind of damage they can take carte blanche.
(Fledgling): Can suffer most mundane blows without flinching.
(
Prodigy): Can suffer any mundane strike without flinching or minor damage (IE from a bat or lead pipe).
(Moderate): Can take lesser supernatural blows without flinching.
(Old Mod): Can be shot by a low caliber handgun bullet with minor damage or needing to stop and heal by feeding or draining energy from a child or sourdre de sange. OR unless to a lucky organ shot was had
(Master): Can be can a limb shot off and it will regenerate before right there before the eyes, and the vampire will still continue on without having to feed to heal the injury unless its a head or heart shot.
(Greater Master): Can remain stationary and catch a small car that is driven in to or tossed at them.
Enhanced Healing:
In the tumultuous life of the vampire, the ability to heal ones self is most necessary. Greater ranks of healing allow the vampire to overcome banes that most legends state will kill them. Like with Enhanced Constitution, it is slightly difficult to measure the healing process except by either comparing it to a humans, or by giving rough examples of the visuals one might think of. The latter is the option that has been choosing for the ranking of this ability.
(Fledgling): Can heal minor flesh wounds instantly.
(Prodigy): Can heal major tissue wounds instantly.
(Moderate): Can heal broken bones and organs in a matter of moments (minus heart and head).
(Old Mod): Can regrow lost appendages after a nights rest and major feeding. (except heart or head).
(Master): Can slowly (eight hours) recuperate any damage save loosing the head or heart after a small feeding of blood and energy except heart or head.
(Greater Master): Can slowly (three hours) recuperate any damage save losing the head & the heart from just an energy feeding.
Enhanced Strength:
Power, force, these are not just things one must envision about a powerful vampire, or fear from his influence, but an actual manifestation of their form which they use to awe, amaze, and kill. Even at the earliest rankings, a vampire's supernatural strength can let them toss cars around with little exertion. What's more powerful though is the way they can punch through a mortals chest and skull. Lycanthropes might have manged to garner a quicker footfall, but a vampire is the reigning champion when it comes to feats of physical prowess. Strength will be measured in pounds.
(Fledgling): 1,760 lbs..
(Prodigy): 2,210 lbs.
(Moderate): 2,660 lbs.
(Old Mod): 3,110 lbs.
(Master): 3,560 lbs.
(Greater Master): 4,010 lbs.
Mesmerism:
One of the more classic example of vampiric power, Mesmerism is the ability for the vampire to take over the mind of another, influencing them into doing things they would not normally do. At earlier levels, humans are the only subject to this power. It will extend to preternatural at higher ranks, however. Like with all mental sorts of powers, when applied to preternatural, Mesmerism will only work on those whom are a lower level.
(Fledgling):can effect one mortal with a fail chance since you are young, Unless the other Player has agreed to a certain outcome due to Rp Purposes. Roll a D6 for effectiveness. 1-3 They are able to shake it off. 4-6 They are completely mesmerized.
(Prodigy): Can affect one mortal while maintaining eye contact.
(Moderate): Can affect three mortals while keeping them in sight.
(Old Mod): Can affect one preternatural (non Alpha) while maintaining eye contact, and effect three humans.
(Master): Can affect three preternatural or One Alpha while keeping them in sight, and up to five humans.
(Greater Master): Can affect a crowd of mortals by keeping them in sight, One Strong Alpha, Several Preternaturals.
==========Prodigy==========
**You will gain all of the weak mod abilities. remember to increase your Fledgling Abilities with your rank.**
Shielding:
Shielding is damn near a requirement, though some are lacking in the aspect of it. Shielding essentially is resistance against mental or spiritual (metaphysical) effects that might be sent against the vampire. Each ranking of it will help stave off a being whom is an amount of levels higher than the vampire. Of course, Shield Piercing which comes later will counteract this, as well as efforts by a group of adversaries. They are now able to resist the mind or spirit effects of another preternatural of the same level or lower.
Binding Bite:
With this ability, the vampire can bite another
individual as they normally would, and with it leave traces of themselves behind. Irregardless of it's potency, the victim will think very kindly of the vampire's bite (so long as it wasn't used as an attack). The potency will however determine how much they think about it, and what they will do to get back to it. Unlike other Weak Moderate abilities, there is only one rank of this power, and it needs only be purchased once. When the vampire bites another, they will roll a 6-sided die. They will then follow the effect of the number 1-5. If a 6 is rolled, they can choose which potency they would like their bite to have. Another vampire biting the same victim, if they possess and employ this power, will shift the victims focus to the most recent vampire who bit them.
Special 1: The bite of the vampire will leave a lasting impression in someone's memory.
Special 2: The bite of the vampire will be something
the victim thinks about frequently.
Special 3: The bite of the vampire will be something
the victim thinks about constantly and drive them to distraction.
Special 4: The victim will actively seek out the vampire who bit them.
Special 5: The victim will let nothing get between them and the vampire who bit them.
==========Moderate==========
You may now choose two of these abilities. As your character levels you will need to make note of your ranks next to your ability. IE. Animal Affinity rank 1, 2, 3 as your char progresses. This will help the Admin in keeping track of any spars and such.
Animal Affinity:
While obviously not as tied to them as lycanthropes, vampires still have a strong connection with animals, though some may extend this to wholly different kinds of beings. The ranking below show essentially the sphere of influence that a vampire will have over his chosen animal type, culminating with a merger of power between the vampire and a chosen lycanthrope. The call of the vampire when used against other lycanthropes can be resisted by a lycanthrope whom is a higher level than the vampire, or one who is of an equal level if they possess the appropriate lycanthrope abilities. A vampire who acquires an animal servant will gain one of the lycanthrope's Enhanced Senses. Likewise, the animal servant will gain one of the vampire's version of Enhanced Strength.
(Moderate): The vampire can call 1 Natural Animals of their type IF they are within the vicinity IE ten Mile radius.
(Old Mod): The vampire can call 3 Natural Animals IF they are within the vicinity IE ten Mile radius.
(Master): The vampire can call a three lesser of lycanthrope's of their type, and is able to turn those willing in to an animal servant.
(Greater Master): The vampire can turn a single Alpha lycanthrope of their type, whom is not willing, into an Animal Servant.
**Note: if the Greater Master petition is accepted they are now able to call all the famila of that animal. IE From Leopards to include all great cats.
Levitation / Flight: While not quite as common, dependent on the legend, vampires do (or rather, can) possess the ability to levitate and fly. These things, as well as bringing others along for the defiance of physics, are ranked below.
(Moderate): The vampire can levitate their own body.
(Old Mod): The vampire can levitate another by
maintaining the slightest of touches.
(Master): The vampire is capable of flight.
(Greater Master): The vampire is capable of flying with up to two other people, so long as touch is maintained.
Voice Control:
The vampire is capable of producing the effects of Mesmerism by the power of their voice, instead of always using sight as a medium. This is good with especially large crowds that one cannot watch all at once. The type of people they can effect is still limited by Mesmerism, this power telling of the area of effect instead. The effects of the Mesmerism employed with Voice Control will end once the vampire stops talking, just as if they had broken eye contact. They are now able to purvey a touch or caress thru the inflections of tone. IE laughter feeling as if an intimate touch was felt along the recipients flesh.
(Moderate): Effects three Mortals who is within two feet of the vampire, unless they are shielding (shielding rules apply to recipient unless voice used in conjunction with shield piercing).
(Old Mod): Effects five Mortals or anyone within five feet of the vampire, unless they are shielding (shielding rules apply to recipient/s unless voice used in conjunction with shield piercing).
(Master): Effects anyone who is within twenty feet of the vampire, unless they are shielding (shielding rules apply to recipient/s unless voice used in conjunction with shield piercing).
(Greater Master): Effects anyone who can hear the vampire regardless of distance.
==========Old Moderate==========
You May choose One of these abilities. Please note your rank next to all powers.
Telepathy:
Contacting another through thought alone, without use of a phone, letter, or verbal speech, is a very useful tool. It is more limited for the vampire than it would be for humans who share the same give, but it is very convenient none the less. Telepathy opens a gateway to release further attacks, so it can be resisted with shielding. By some, anyways. Several telepaths all grouped together can hold rather large conferences.
(Old Mod): The vampire can maintain telepathic communication with one other person, and vampiric descendant's cannot resist.
(Master): The vampire can maintain telepathic
communication with three other people, and all vampiric descendant regardless of amount.
(Greater Master): The vampire can maintain telepathic communication with five other people, and can daisy chain the amount of people with other telepaths.
Camouflage:
Through means of what must be minor illusion, the vampire is capable of hiding themselves from crowd or individual, even while in the immediate vicinity of them. This is not a trick such as being perfectly still, but rather some employment of supernatural ability. To those who seek them, they will always just seem to 'skip over' that part where the vampire is located at, irregardless of how keen their senses usually are. Interestingly, this only works when the vampire can hide among a throng of people, not if they are somewhere secluded from groups of humanity.
(Old Mod): The vampire can hide themselves from a single person who is looking for them specifically, by blending into a crowd.
(Master): The vampire can hide themselves from a small group of people (about 5 or 6) who are looking for them specifically, by blending into a crowd.
(Greater Master): The vampire can hide themselves from a large crowd who is looking for them, by hiding in that crowd itself.
~~Continued~~
© squeak - 2006
========Old Moderate 2: Clanless and Clanned========
Synonymous with the Strong Moderate level, there are different rules depending on clanless vampires and vampires in a clan. Vampires in a clan will be able to choose from the ranks of Clan Abilities, in addition to the regular Old Moderate increases in chosen abilities from above. Clanless vampires will instead receive an extra rank in weak Moderate or Moderate level abilities... OR feel free to design your own clan. Just design the levels and powers then post to Admin for review. Clanless, of course, might still have human powers left over after they have been turned, Please see admin for this approval.
==========Master==========
**At the Master level you may gain Three abilities. Plus your clan ability**
Dance with Silver: Silver has traditionally been the bane of Lycanthropes in stories, but it applies to vampires as well to some extent. That is, until a Master vampire takes it upon himself to learn mastery of this power.
(Master): The vampire can heal damage caused by silver normally, ranging from flesh wounds to being pierced with silver.
(Greater Master): The vampire can heal damage caused by silver nitrate in the veins as if it were any other type of poison.
Human Servant:
One of the most useful tools a Master vampire can have, a human servant is indeed a rather great ability. It allows the vampire to feed off of that servant's energy, to communicate to them telepathically, to bestow their supernatural power into them, and furthermore to increase their own power simply by forming the connection. Much like an animal servant, in fact. The ability to have a human servant is ranked, because it takes a more powerful attunement to mark a human who has preternatural power into their servant. IN this the vampire might gain the ability to resist or even sometimes use the Human servants powers, in the very least control the degrees of it.
(Master): The vampire can make a mundane (null) person their human servant.
(Greater Master): The vampire can make a supernatural person their human servant.
Shadow Crawler:
Daylight is indeed a great bane that no vampire can overcome full, the sun standing as their greatest enemy. It's rise sends them to sleep, it's descent allowing them to wake. The truly powerful however can overcome this, waking earlier and staying up past it's ascension. The light itself must still be avoided to various degrees, but simply remaining awake during a time that an enemy might come after you is a good thing. A Master vampire can also wake up at any hour if their form is threatened, whether this ability is purchased or not.
(Master): Can remain awake two hours after sunrise, and awaken two hours before sunset. Sunlight must still be avoided, but heavily shaded areas outside are acceptable.
(Greater Master): Can remain awake four hours after sunrise, and awaken four hours before sunset. Sunlight must still be avoided, but any heavily shadowed area outside is acceptable.
Mind Roll Illusions:
This is one of the most important powers for a Master vampire to possess. With it, the vampire is able to recreate the memories of others, which is very useful for cleaning up the messes of younger vampires when they screw up. For the Master's own safety, as the weaker vampire will probably be destroyed if they messed up bad enough to need the minds of others wiped. This power works in conjunction with Mesmerism as to who and how many people the vampire can effect.
(Master): The vampire can alter the memories of an individual of events that happened within the past three nights. Can also create illusions, or recreate illusion of what transpired without compromising the persons morals and some lesser levels of inhibitions.
(Greater Master): The vampire can alter the memories of an individual of events that happened within the past week. Also can Create any feasible illusion that will be believable even to the point of compromising the victims own morals or wiping out inhibitions completely.
==========Greater Master==========
Plus the addition of your clan abilities.
Aura Inversion:
One of the most powerful metaphysical attacks (spared only by certain clan line abilities), the vampire is capable of summoning fourth their power and striking out at the aura of another, causing physical damage to appear on them from a distance. While this power is used, all the Shielding of the vampire must be dropped, leaving them open to mental or physical attacks by those of equal or greater level than them, the few that there are. The damage caused by Aura Inversion is not normal, and while it can be healed completely, it only does so slowly and on a human level of healing unless they acquire mass quantities of blood and energy if such applies. IE Arduer.
(It is possible to form a triumvirate at this level but you must seek prior Admin approval)
==========Master of the City==========
Note: The powers of the Triumvirate, are all very confusing powers. As such, you will most likely be confused at some point. If you are seeking any of these things, please run it by the room admin first, so they can help with translations. Sometimes each char will gain unique abilities and as such your ideas should be run by the room ADMIN for approval. WITH: detailed concept of the powers each will gain. IE Human will get faster and so on. IE Anita picking up Jean Claude's Arduer
==========Sourdre de Sang==========
NOTE: this is a completely powerful level of growth and is at the room Admins discretion.
Due to the fact that we will not allow anyone to play a council member in anything other then an NPC to further a story line (AT ADMIN'S APPROVAL) You can ascend to the ultimate ranking. You may break away from your blood clan and create your own. You become that clans fount of blood, the fountainhead of their creation. With this comes a full background and you will be asked to create and submit your own ideal for the clan along with working closely with the room admin in creating levels and powers for your new clan.
~~ Continued on to Clan / Blood line abilities~~
© Squeak - 2006
Clan abilities
With each clan comes special abilities. Here in choose Two, and remember your strength in such increases.
=======Belle Morte=========
Beauty's Persuasion:
Beauty and seduction is the nature of the vampire, and as such, their appearance will change drastically for the better once they are turned. Anyone who sees them will have to admit, at least to themselves, the vampire's beauty. Dependent on the vampire's expertise in learning the nature of attraction, they can even overcome the taboos of sexual reference or those with sexual dysfunction. Religious celibacy still stands a chance against them however, dependent on the victims personal strength of will. Such beauty might make those chosen victims that the vampire turns this upon, willingly compromise their own morals if this is used in conjunction with mesmerize.
(Old Moderate): Appears astoundingly beautiful to any who are attracted to the vampire's sex.
(Master): Appears astoundingly beautiful to everyone, even to people not attracted to the vampire's sex.
(Greater Master): Appears astoundingly beautiful even to beings who have no libido.
Succubus' Kiss:
The fangs of the vampire are even more potent than the powers of the Ecstatic Touch. Not only does it allow for the manipulations of other preternaturals, but it is several times as strong, usually leading to the best climax the victim has ever had. At it's highest ranking, the Succubus' Kiss can leave someone addicted to the memory of the molestation.
(Old Moderate): The bite of the vampire causes the highest sensations of arousal.
(Master): The bite of the vampire can bring preternatural to orgasm.
(Greater Master): The bite of the vampire can leave a trace, which causes someone to orgasm whenever they recall the bite.
Ecstatic Touch: If the Vampire has already bitten the victum once with the use of mind roll, and or Succubus kiss then they are able to return that powerful sexual sensation if not orgam to the victim with nothing more than a simple touch. This usually can bring them past the brink, so that they orgasm right then and there, irregardless of the crowd that might be around them.
(Old Moderate): Can use any intimate touch to make most victims quiver as if they were just bitten and had been party to hours of foreplay.
(Master): Can use even a casual touch to make the victim orgasm.
(Greater Master): Can cause most mortals to orgasm by simply the inflection of their voice IE used in conjunction with voice control. (lick of the lips, touching themselves, etc.).
Ardeur:
The Ardeur is a sexual spirit that lives within certain vampires of the Belle Morte line. It is very powerful, and very few of this line's vampires actually manage to possess it. It focuses around the spread of sexual desire much like it was a disease, able to infect another with it's carnality. It is the cause of some of the greatest Roman orgies. It also allows the vampires to feed on the sexuality of a scene, to replenish their power as if they fed off of blood. Indeed, it is possible to fuck someone to death with this power. This power is given out only at the room controller's discretion. the downside or weakness to this is its own bane. It is an almost incarnate being residing within the vampire and demands its own feeding. If not fed within some hours it can and will rise in an accord of its own often forcing the vampire to seek a feeding or copulation from a victim not of it's own choosing.
(Old mod): The vampire possesses the Ardeur, and is able to entice any mortal or non alpha being in to a sexual frenzy, and feed on it by joining. Ardeur must be fed every 8 hrs.
(Master): The vampire is able to feed the Ardeur by being around sex and the lustful, feeding it from afar without engaging. Ardeur must be feed within a 24 hr. period.
(Greater Master): The vampire has greater control over the Ardeur, and can feed it by overfeeding on blood for a minimal amount of days.
========Dragon=========
Provocation:
Stirring the metaphorical pot and pissing everyone off is something that the Dragon's are very good out. Though they usually must make themselves the target for this, at least initially, it is none the less one of the best ways to destroy thoughts of peace between others. As such, members of the Dragon line are often not welcome into rooms where people are trying to mediate their differences, in case the agenda of the Dragon vampire causes them to screw everything up.
(Old Mod): Can incite a mortal into a blind fury just by touching them.
(Master): Can incite a group of mortals into fury by looking at them, or a preternatural by striking them.
(Greater Master): Can incite a room full of preturnaturals into unstoppable rage letting out insults.
Rage Focus:
The powers of hatred and anger is a fuel to increase one's own power. By taking advantage of those who are under the sway of the vampire's Provocation, the vampire can feed a limited amount of their Fledgling abilities. Of course, only one Fledgling ability can be raised at a time, though it can possibly be done by a drastic amount. Complex thoughts don't really register to blind hatred.
(Old Mod): Raises a Fledgling ability by one rank, by feeding off of one person afflicted with Provocation.
(Master): Raises a Fledgling ability by two ranks, by feeding off of two people afflicted with Provocation.
(Greater Master): Raises a Fledgling ability by three ranks, by feeding off of three people afflicted with Provocation.
Call to Blood:
Forcing into another the same focus of power that Rage Focus allows, the vampire can make it manifest
as a manipulation of blood. This power is extremely deadly, and as such, each rank of it must be approved by the room controllers.
(Old Mod): Causes someone to fill with immense pain with a simply glance, by making their blood heat in their veins.
(Master): Causes someone to weaken immensely with the slightest touch, by making their blood begin to sweat out through their flesh.
(Greater Master): Causes most beings to near die, though it requires they be held onto tightly. Their blood boils inside, exploding outwards in showers of gore.
Caprice of Asperity:
The vampires of the Dragon's line are all savage, primal creatures. This shows upon their physical shape, often making them look demonic to most humans, and seriously pissed off to supernaturals. It is hard to find uses for showing one's rage, but they are out there. Most however consider this to be a flaw, and nothing more. This is a double edged sword to those of this line and even in and of itself is hardly seen as a fallibility to those of the Dragons line. the can insight rages and feed from it whilst sometimes indulging in the physical effects of the tumult, which can be dangerous.
(Old Mod): Appears to have eyes of blood, which both flows and maintains it's spherical shape. This can incite a low broiling agitation in the mortal or even non Alpha lycan within the vampire's line of sight. They victim would be wholly inconsolable and even pick fights with others (imagine a nice hard liquor irritation)
(Master): Appears to have eyes that glow red and a body that seems larger than it is, as well as being much more menacing. This can incite a group of five mortals. They will suddenly become agitated then in grow in to rages as they begin brawling with each other and including others about the. The screen quiet infectious. Lesser lycans will feel the rage of their beast as if under attack and possibly shift if moderates or lower ensuing in a feeding frenzy.
(Greater Master): Appears to be what can only be described as a demon, completely and utterly savage and antagonistic. This ability can incite whole riots and can sustain the vampire on either the emotions embroiled from the rages or berserking from a single human, non-alpha lycan even though in the back of their mind they will know they can not defeat the vampire they will haplessly throw themselves against it in a blind rage, or they will go after others with that red rage. It can enrage to the point that the victim is only able to use the most basic of abilities IE handle a club.
========Mora=========
Intimidation:
Merely by being in the presence of others, the Mora vampires bring with them and overwhelming and irrational fear. The progress of this ability applies only to those whom it can effect. The degree to which they are effected is ultimately up to the victim's character. All Mora will possess at least one ranking of this ability, as it is the birthright of their blood.
(Old Mod): The presence of the vampire can shake a mortal's resolve, and send the weak of will into panic.
(Master): The presence of the vampire can make most supernaturals suffer from fear and panic.
(Greater Master): The presence of the vampire will if nothing else, unnerve anyone in the vicinity, even those of the most ironed will.
Dread Gaze:
A more focused form of Intimidation, it is in essence twice as powerful, but not as free roaming. Victims of this power must fall under the vampire's direct gaze, though they don't necessarially have to be meeting the vampire's eyes with their own. Often the victim will see the very thing they fear most as if the vampire were able to plunge thru their mind and pull out the victims own most dreaded fears or phobias though the victim themselves are the ones who's own subconsciousness' form their own fears not that the vampire can read minds.
(Old Mod): The baleful stare of the vampire can cause irrational fear to rise up in an individual mortal.
(Master): The look in the vampire's eyes can cause irrational fear into a single preternatural target, or up to five humans.
(Greater Master): The vampire can cause irrational fear to well up within up to three preternatural, or ten humans.
Clutching the Shroud:
The powerful 'magic' of the Mora allow them to create horrible illusions. These illusions look different to whomever they are used against, echoing out against their psyche instead of manifesting the way the vampire wants them to. It first only applies to a single victim, but then can be used against any who lay eyes on the vampire, and finally being able to be timed, so the illusions will effect one at a later time, instead of while in the presence of the vampire. This greatest power over illusions is a fantastic tool in the social arena.
(Old Mod): Minor illusions of what a person fears will dance around the vampire and lash out at the target.
(Master): Major illusions of what a person fears will daance around the vampire and lash out at all who are looking at the vampire.
(Greater Master): A target of the vampires whim can suffer nothing in immediacy, but then be beset by the most horrendous of nightmares for weeks after, and the vampire will have knowledge of what that item is that frightens the victim so.
Démence:
The Démence is a spirit of paranoia and delusions which lives within certain vampires of the Mora line. It is very powerful, and very few of this line's vampires actually manage to possess it. It focuses around the spread of delirium much like it was a disease, transmitted by touch from one to another. It is likely the cause of many witch hunts and mobs against innocent (or sometimes, not so innocent) enemies of the vampire. It also allows the vampires to feed on the fear of a scene, to replenish their power as if they fed off of blood. Indeed, it is possible to scare someone to death with this power. This power is given out only at the room controller's discretion.
(Old Mod): The vampire possesses the Démence, and is able to insight fear and madness into any they touch, feeding on it by entering their own delirium. Must be feed every 8hrs.
(Master): The vampire is able to fed the Démence by only being around insanity and insecurity, without falling to it's whim themselves. Must be fed within a 24 hr. period.
(Greater Master): The vampire has greater control over the Démence, and can feed it by overfeeding on blood, no longer being beholden to having to feed upon the fears daily, or not having to indulge in a full blood feeding for a 24 hr. period.
=======Morte d' Amore========
Corpse Masque:
The image of vampires from the Morte d' Amore line are an extremely disturbing sight when they are in their natural form. Like the Belle Morte vampires, they are able to change from the moment of their embrace, always possessing at least one rank in this power, only instead of looking beautiful, they look like death warmed over. This power is double edged, acting as a flaw against them when they are in the presence of human kind, but a usefull tool for intimidation or playing possum when they are in preturnatual midsts. they are able to blend in with all corpses and some are not able to always rot away in to ashes like their Elder Masters. They are even harder to distinguish from other vampires.
(Old Mod): Appears to be a fresh corpse, having little signs of animation and is that much harder to sense.
(Master): Appears to be a corpse frozen over for a few months in the morgue.
(Greater Master): Does not appear to be Distinguishable as even being one of the undead.
Sacrifice of Form:
Kamikaze tactics are not an uncommon ability for these vampires. Forcing themselves to decompose, they sacrifice some of their power in order to gain resistance from certain elements which might hurt them. They also are able to make weapons manifest out of their rotting organs and bones, and have a very interesting form of counterattack for when they are successfully hurt.
(Old Mod): Can decompose themselves enough to be immune to most physical damage, from poison, staking, and decapitation. Fire if not in skeletal form, (if applicable) and sunlight still hurt.
(Master): Can take on self-inflicted damage, in order to form simplistic weapons from their body.
(Greater Master): Can take extra damage from blows, and in return let their heal to the point they might appear as blisters thereby the wounds explode with the fluids able to taint another if it has an entrance point IE splattered and leaked in to another already made wound. Note: This will slowly rot the victim and may take hours if not a full day till death is reached.
Sacrilage of Form:
An exact mimicry of Sacrifice of Form, Sacrilege is essentially a ranking of whom they can turn these same powers on. It is easiest to do this to another vampire of the Morte d'Amore line, then humans, and finally, preternatural beings of a different sort. For those not of their line a bite or wound is required to use any of these abilities.
(Old Mod): May force any Sacrifice of Form power available to them onto another member of the Morte d'Amore line and it will proceed within moments.
(Master): May force any Sacrifice of Form power available to them onto a mortal. This can kill and rot as a superseded speed where the mortal bitten/wounded will die with an hour.
(Greater Master): May force any Sacrifice of Form power available to them onto a preternatural creature. This will happen also at a super speeded time frame of hours.
Herald of Plagues:
One of the most deadly powers any vampire can wield, the vampires who possess this will have the ability to create diseases. These are unique contagions, though they possess many qualities of illnesses already in existence. It is most deadly in humans, because of the fact that it can be made to be contagious. Preternatural cannot catch those same illnesses, the Morte d' Amore vampire can target them specifically. All forms of this power are delivered first through the vampire's fangs, known as the Corruption Bite. This power is given out only at the room controller's discretion.
(Old Mod): The vampire can make a disease, with a low level of contagiousness (the cold, influenza) and make it manifest in a human. It will not spread.
(Master): The vampire can take a highly contagious disease (small pox, yellow fever) and set it off against a human. It will spread to those who come in contact with that human only.
(Greater Master): The vampire can use either of the aforementioned disease types and inflict it against a preternatural creature, who will have to deal with it normally, discounting most of their advanced healing process.
© Squeak - 2006