Post by The Overseer on Feb 6, 2011 16:22:10 GMT -5
The powers and gifts listed below may fall into a place where it must be stated, so if your character holds these powers that are needed to be taught, then state in their history of how they were taught and aquired. The stronger the power is, the stronger the history and training by your character's history should state. If it was taught in this room, in character, then that is all that needs to be stated, that it was here, and which character had taught it.
Vampire:
Novice(Automatic)-
Creature Sense= To be able to tell Vampires, from Humans, from Lycanthrope, from Unknown.
Heightened Attributes=Strength, Speed, Reflex, Jumping, Endurance, Leverage, etc x5 of Human
Heightened Senses= Smell, Sight, Hearing, Feeling and Taste x10 of Human
Idolism New= The ability to entrance, create mild feelings of awe and strike fear in humans beings with eyecontact.
Masqueing= To make one's self look human again in order to blend, this is done after feeding.
Mind Wash= When taught, the Vampire will be able to cover mental traces of the feeding from the victim, as if erasing the fact they had ever seen that Vampire.
Rolling= This is automatic to all Vampires. When making Eye Contact with a human/weaker being the Vampire will 'Roll' their mind, this putting them in a trance so feeding becomes painless.
Telepathy New= They can communicate Telepathically/Through their Minds with their Creator/Master only, and the Creator/Master must invoke it everytime, or be the first to speak Telepathically to the Novice Vampire.
Intermediate(Taught)-
Damage Wave= The ability to break the skin of a being of equal or lesser power from a distance as long as they are in eye sight. It is done through the aura, thus it can only be done from one Vampire to another.
Decayance= The ability to decay one's body on will, the stronger the ability, the more flesh that can be rotted, then rejuvinated. This is a Line Specific power, so if a Vampire has this ability, then it is inherited from their Creator.
Naviation= The ability to fly controllingly, if untaught the Vampire will merely raise from the ground, and continue into the atmosphere. Also the more control the Vampire has with this ability, the quieter their steps become, when they have Mastered this, then the Vampire can move around silently.
Presence Cover= The ability to block the Vampire's presence from being felt, the stronger this gift, the stronger the Vampire they can hide their presence from. It helps the Vampire to blend in, even making their skin flushed as the Vampire must have fed recently for this to take full effect.
Telepathy Taught= The ability to communicate through thought to beings of equal or lesser power. The Vampire can -Not- read thoughts by this, just speak into the mind and hear what is said in return to that part of the mind.
Telekenetics= The stronger this ability, the heavier the object able to move, i.e. Newly Taught/Table, Chair, etc. Thoroughly Taught/Human, Large Trashcan, etc. Only Master Vampires will be able to use this against a being that is animated, with either a soul, or other, again this is from using the Aura, and it is very difficult to do.
Master-
Beast Summoning= A specific species of beast, i.e. Wolf, Rat, Tiger, Snake, etc. with the ability to call them in need of either help, or to quell as an Alpha would. It is an affinity
Cadence= The ability to force a lesser Vampire to obey you indefinately, or until the Cadence is broken.
Call to the Pomme de Sang= The Master Vampire may summon their Pomme de Sang when in need, or at any moment as the Pomme de Sang will subconsciously get to their Master, the stronger the call, the harder the Pomme de Sang rushes to their Master.
Hypnotique= Once looking to the Aura of a being, the Vampire may create mental images that seem so real they are actually connected to all five senses. If the being is sleeping, the Vampire may invade the dreams as they would to a human servant with 2 marks, thus being able to manipulate the power when the targeted being is awake, yet the Vampire can not change a room, or others, only themselves and the feelings of the targeted being through manipulation.
Injuvination= The Master Vampire may form and reform their flesh and bones at will, healing damage to replacing broken bones. In some cases the Master Vampire can extend bones and muscles, making them appear to be taller, shorter, stronger, thinner as they see fit.
Mind Wash= When taught, the Vampire will be able to 'Roll' their victim, this meaning to instill and control the lesser beings' emotions, the stronger this is, the stronger the Vampire can control who they are rolling.
Reality Trance= The ability to change the Reality of a lesser being, i.e. to make the room larger, the temperature colder, even make them believe they are being attacked by fierce creatures.
Servant's Markings=
1. Shields against the Master issuing, Heightened Endurance and Shared Lifeforce.
2. Merging Minds and Sharing Experiences, Vampire can feed from the Human's energy from a distance as if it were blood, causing the human to eat more in order to restore the taken energy.
3. Upon actual feeding from the Human Servant, when the Master gets close to the Human Servant, a specific scent will fill the air, as the Master's natural scent as the Human will fall under this as if it were an energy source, captivated with it to the point that rolling is unneeded, also the Master will have direct Mind Contact with the Human Servant at all times.
4. The final mark, to where the 1-3 marks form together and strengthen fully, this making it to where the Human Servant can draw their Master's powers, and use them as their own. Also the Human Servant will age, and they become immortal as they will live as long as their Master does, upon getting this mark a blood supply must be opened and the Human Servant must drink from the Master as the Master chants a phrase sealing the union. In rare cases a Master Vampire may give the marks to a Lycanthrope ajoined to their Animal to Call, possibly create a triumverate if they have enough power.
Shadow Cloaking= The ability to control and manipulate the shadows to act as cover, the strong the Vampire is at this... the thicker the shadows are... even to the point of completely cloaking themselves.
Signicance= Once eyecontact is made, the Vampire can see into the mind to find the being's true desires. Once finding this, the Vampire can delve further into the mind of the being and learn all they wish through the trance. The more powerful the being, the harder this is, as it would be the equalivant of rolling a Master Vampire or Alpha Lycanthrope.
Special Gifts-
Daywalker= As being born with a form of Pyrokenetics, when turned into a Vampire the gift from their mortal life will extend into their unlife. This coming in the form of being able to walk around in the day. However there can be no direct sunlight to their skin, and during the day the Vampire is normally weakened, with very few exceptions to this.
Necromancy Special= Some Master Vampires bring knowledge, belief and practices of Necromancy from their existence, thus the stronger the Master Vampire is, the higher their Necromatic abilities are, and the stronger they can use them.
Taste of Lust= In rare cases as a side effect the Vampire can actually feed from pleasure and lust as if it were blood itself, it becomes like a lifeforce for them, a source of energy and power that will quell their bloodlust.
Taste of Fear= In rare cases as a side effect the Vampire can actually feed from fear and uneasiness as if it were blood itself, it becomes like a lifeforce for them, a source of energy and power that will quell their bloodlust.
The Beautiful Kiss Special= In rare cases as a side effect the Vampire's kiss (bite) will be orgasmic, the stronger the Vampire, the deeper the pleasure will be upon the one they are feeding from.
Lycanthropes:
Pomme de Sangs-
Master Sense(Experience)= Certain Pomme de Sangs will be able to sense all Master Vampires near them, within a block radius.
Submissive/Lessers(Automatic)-
Heightened Attributes= Strength, Speed, Reflex, Jumping, Endurance, Leverage x10 of Human.
Heightened Senses= Sight, Hearing, Smell, Taste and Touch x20 of Human
Sense Deception= When taught, the ability to tell when another being is lying to you by their vitals, shifts in heart rhythm, muscle tensions, etc.
Shifting= The ability to turn into the beast infected, thus if infected by a Werepanther, the Lycan takes form upon their own beast, and become their unique Werepanther as example.
Moderate-
Beast Quell= Keeping control of their own beast, keeping from Shifting and being lost to their Beast. In this case only an Alpha that the Lycanthrope has admitted them to be under will have the power to shift them, i.e. with Beast Quell if the Character is in Homid/Human form they can not be Force Shifted into their Lycanthrope form, however if they are in Lycanthrope Form, the Alpha will have full control over.
Familiarity= The Ability to give off the feeling of Group to a Lesser Lycan, this could help them with controlling their beast. This will occur in certain situations to where the Familiarity given releases a sense of safety and security to the lesser Lycanthrope.
Group Detection= The ability to tell by just the presence of another Lycan of the same species if they are of your group, or not, i.e. if your character is a Wolf, then they see another Wolf, they will be able to tell if it is Pack.
Increased Healing= The Ability to heal sooner when shifted than other Moderates, wounds will knit swiftly, however blood loss will still take time to regain strength, silver and burned wounds are uneffected by this and will still heal humanly slow.
Partial Shift= The ability to shift only certain parts of one's body into beast form, the stronger the Moderate, the more control they will have over this. This is the first step to Beast Claws, in Partial Shifting the shifted part will not sustain long, and will either have to be shifted back to Homid form, or fully shifted into Beast Form upon an attack.
Alpha-
Beast Calling= The ability to call the Lycanthrope specific to what they are, i.e. if the Lycanthrope is a Wereleopard they can call other leopards, either Wereleopards or naturally born leopards.
Beast Claws= The Ability to shift one's hands into dangerous claws, thus having the ability to control them just as they would their hands.
Call to the Flesh= The abilit to invoke healing in another Lycanthrope. This is a very rare gift that does -not- have to be sexual, other means of gaining and building this power to spread out and help heal the wounded. Just because this is used does -not- mean the wounded is instantly healed, silver and burnmarks will still scar and take longer to heal.
Commanding= The ability to command a lesser Lycanthrope, to give an order and it be executed as the Law of the Wild. This is done more through the voice than anything, a deep understanding as to with a Lycanthrope the only place their beast and their human conscious can communicate is in the sub-conscious.
Feral Communication= The Ability to communicate with group members through suggestions of the mind. It is a persuasion and they may not exchange words, only commands and directive suggestions that help aid the Lycanthrope of the Group who is the recipient of this.
Feral Whispers= The ability to speak with animals in a tongue that no Humans or Vampires can understand unless taught. It is Species Specific as a Wolf may only use Feral Whispers upon other Wolves, Bears to Bears, so on and so forth.
Invokation= The ability to give passion or feelings to lesser Lycanthropes, to quell their beast, or force them into shifting. This does not mean they can arouse or bring forth fear as a Vampire can, it merely is to help the lesser Lycanthrope to help keep them in check.
Rejuvination= The ability to heal one's self quickly from attack, the stronger the Alpha, the quicker they will heal. The flesh and muscle will knit together at a rapid pace, however silver and burned wounds are uneffected by this and still heal humanly slow.
Revertion= The Ability to literally rip the beast from the lesser, this happens in an explosion of the flesh shell that is their Human Form. This means that when it is instated and done properly the beast within jumps to the surface and the shifting is excelled in a matter of moments.
Shields= The Ability to protect others of the Group from presence, psychic and aura powers/attacks. To protect the Lycanthrope from being vulnerable to a Metaphysical attack, however if they are attacked by a stronger Lycanthrope the shields will be in jeopardy.
Alpha Leaders (Automatic to Leaders)-
Call to the Munin (Wolf)= The Ability to draw energy from the Munin, increasing Reflexes x3
Hunter's Call (Hyena)= The Oba of a clan has the Ability to give a depthed sound, letting the other Hyenas on the hunt to trap the target and surround the location as the Hyenas will only answer this coming from their Oba and no one else.
Order the Horde (Rat)= The Ability to command thousands of Animals of the Leader's specific species to one specific duty, i.e. find someone, swarm over the area, devour the target.
Shield the Call (All)= The Ability to Shield the Group from a Master Vampire's call to the Animal/Species, however the stronger the Master Vampire, the sooner the Alpha Leader must answer the call themselves in order to Protect their Group.
Speak to the Munin (Wolf)= The Ability to understand the Munin through dreams.
War Cry (All)= The Ability to call to the Group as letting their beasts know there is threat in the area.