Post by Admin on Dec 19, 2014 12:50:51 GMT -6
Fledgling Vampires (O-500)
These powers are automatically given to ALL vampires upon character creation. These are the main defining traits of a vampire.
Undead Flesh
Vampires are much like the Daft Punk song harder, better, faster, stronger… All of their attributes become preternaturally heightened. Not quite able to leap a tall building in a single bound but they definitely were the source material for the Ubermensch.
Mental Cosmetics
This is a psychic ability that vampires use to hide their true visage they usually use this to heighten their beauty. They can however use it to become either more beautiful or hideous.
Feel the Pulse
The ability to literally feel the life force of other beings as well as its intensity. A divining rod of sorts so they can avoid draining a donor to death or know those who are on the cusp before feeding.
Vampire’s Kiss
Much like a non-vampiric physical kiss this is a promise. And much like normal kisses endorphins are released in the recipient save in this regard the endorphins are psychic and allow a vampire limited control over the victim. The more kisses bestowed the more thorough the vampires control over the victim. The effects of the bite can be removed by cleansing the bite with holy water. This is extremely painful.
Rolling
This power allows the wielder to capture a single person's mind. As unobstructed eye contact must be made it is a fairly obvious ability if one knows what to look for. As such a person who is in the know will understand that pain and other distractions can help a person break free of the vampires will. This is a temporary hypnotic state in which the vampire can give simple easily understood commands to the victim; It is often used to reduce the pain of a vampire's bite.
Graves Embrace
Any wounds that the vampire has will heal faster while they are in a coffin. This does not apply to silver, preternatural combat wounds, or fire wounds.
"Ephemeral Feeding"
This power allows the vampire to feed on whatever their bloodline is based on. This does not completely negate the need for blood, but you can go several days. It is like consuming rations for a vampire while it will keep a person alive it will not sate the need for actual sustenance.
Fledgling Abilities
All starting Vampires start with (4) of these abilities. You may start with (1) Non-Master Bloodline power. If you start with any bloodline powers, they will count towards the Fledgling powers you are allowed to start with.
Freud’s Slip
This allows a Vampire the ability to select a target from which she may learn a thought that her target is suppressing and force her to blurt it out openly.
Creeping Dread
By talking to their victim, the vampire can instill a short-term (1-3 days) irrational fear of a certain object, substance, person, or condition. The object of the phobia can be as acute or obtuse as the Vampire wishes. This can be negated by a strong willed persons’ understanding of themselves or the victim being simply mentally stronger than the vampire.
Metaphysical Ventriloquism
A vampire with this power may "throw" her voice anywhere within her line of sight, even carrying on two conversations simultaneously as this power is completely metaphysical the Vampire using it doesn’t actually have to speak. This power can be used to impersonate other individuals' voices as well. This power only works on human voices.
Narcoleptic Touch
This power may be used to block a voluntary subject's pain from wounds or disease, or to put them to sleep. Physical contact is required to anesthetize someone and can never be used on the vampire themselves.
See the Aura
Using this power, the vampire can physically see another’s aura it allows them to gauge the type if preternatural as well as the inherent strength.
Aegis
This ability allows the vampire to push their aura outward and alter the course of moving objects. This is NOT telekinesis. It is more of a way for the vampire to deflects attacks from physical objects. The stronger the vampire is, the more movement they can get from an item, but it's usually just enough to alter the course of an attack.
Mask the Heart
A vampire who has developed this ability is able to conceal their aura for short periods of time. This power can be defeated by mentally stronger or more powerful beings.
Prey of the Blood
Vampires are able to discern specific emotions and impulses at a mere glance especially those connected with their blood line connection and aspects.
Read between the Lines
This ability allows the vampire to see fast-moving objects in detail that even their naturally heightened senses alone cannot reveal. A vampire with this power can track the single loaded chamber in a game of Russian roulette, read the headlines on a newspaper as he drives past the newsstand at 60 mph, or pick out subliminal images in film.
Reap the Whirlwind
A vampire with this power can seem to slow their victims' perceptions of time and perception. The power actually tricks the targets mind to work against itself. The harder they attempt to aim the more their own minds works against them causing them to be one step too close or further at all times. This makes the fighters' moves virtually impossible for an opponent to anticipate, allowing them to strike with little fear of reprisal.
Sheep’s Clothing
A vampire may use this power to pass through a crowd without fear of harm. This is not a power that makes the vampire "invisible to the mind," but rather a sort of "active neutrality" that makes all around the vampire inclined to step out of their way. The vampire seems inoffensive, pleasant, and harmless, and people are respectful and helpful to her without stopping to consider why. This power also ensures that anyone who pursues the vampire or obviously wishes to do her harm is met with unfavorable reactions by those who have been affected by this ability.
You’re not in Kansas anymore
Instead of concealing or disguising the vampire or an object, this power removes a victim's sense of direction. They literally cannot see which way to go, forcing them to move in circles and binding them to an area of the vampire's choosing.
Thousand League Boots
This power allows the vampire to move at fluid, nearly disappearing speeds for extended periods of time. To a human eye, they would simply seem to just vanish. This is not the same as clouding a person’s mind this is sheer out and out speed.
Hammer of Thought
This ability is nothing less than a direct mind-to-mind attack which uses the sheer force of the vampire's will to overpower their target. Victims of this ability show little outward sign of the attack, save for nosebleeds and expressions of intense agony; all injuries by means of this power are internal. A medical examination of a mortal victim of Psychic Assault invariably shows the cause of death to be a heart attack or aneurysm, while vampires killed with this power decay to dust instantly, regardless of age.
It’s Not Rocket Surgery
With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject's subconscious mind. Both the vampire and target must be free from distraction. Any distraction will force the vampire to begin this assault again. This is brain surgery of the highest order.
Mental Poltergeistism
The vampire may alter the sensory centers of her victim's brain, flooding the victim's senses with visions, sounds, scents, or feelings that aren't really there. The images, regardless of the sense to which they appear, are only fleeting "glimpses," barely perceptible to the victim. The power takes the form of the subject's repressed fears, guilty memories, or any other variety of things. The victim may feel as if they are going mad, or as if the world is.
No Inch Punch
With this power, a vampire can make the slightest gesture (a wave, a snap of the fingers, the toss of a ball) and have it unleash the full, devastating impact of a dead-on strike. The attack can come without warning, limiting the target's ability to dodge or anticipate.
Deep Rolling
This is a stronger form of rolling, allowing a vampire to place their victim in a deep and permanent hypnotic trance and gives the vampire hold over the person until one of them dies.
Emotional Influence
With this ability, a vampire can influence the emotions of those around them. This is not a targeted attack this is a sheer wall of the vampires emotions blasted into the immediate environment.
Media Savvy
This power allows a vampire to place a hypnotic effect over a group of people. The stronger the vampire, the larger a group of people they can hypnotize. This is illegal and obvious, there are repercussions.
Elder Vampires (100-800)
These powers are automatically given to ALL Master Vampires upon character creation or advancement. These are the main defining traits of a Master.
Human Servant
Vampires can create a connection between them and another person through a succession of four marks described here. Once a mark has been given, it cannot be taken back. A vampire can only have ONE Human Servant at a time. This power functions similar to a witch’s familiar. When a vampire’s human servant is near, all of their powers become amplified, especially when there is physical contact. Read here for more information on this power.
Empathy
This allows a vampire to “smell” emotions of others around them. The power is not based on scent per say, it is just the best way for it to be described. There is a mental ability to it that allows you to sense the emotions of those around you.
Truth Detection
This ability allows the vampire to sense whether others have spoken truth or falsehood. This power can be deceived if the person truly believes their words to be true. If the person answers in round about ways, they MAY be able to hide their lies, but it's not a definite thing.
Elder Vampire Powers
Starting off as an Elder Vampire, you receive (7) Fledgling Powers and (5) Elder Powers. You may start with (2) Non-Master Bloodline powers.
*In order to move from a Fledgling Vampire to an Elder Vampire, you must have (7) Ordinary powers and 100 posts.*
Animal to Call
This power gives a vampire the ability to summon and control a specific animal. When they call that animal, it does extend to the lycanthrope form as well. Some lycanthropes, if strong enough can resist this call. A non-master vampire can only have 1 animal to call. (Padma Vampires may have 2 or up to 5 if Master level)
Harmonious Hunting
This power is dangerous to use it allows a vampire to open up his mind to the thoughts and emotions created by the living nearby. The upside is it allows a vampire to gain an understanding of their total environment and choose the best prey. The major drawback is that it also lowers a vampires mental defenses to nil.
Silver Tolerance
While you can still be injured by silver and the wound will heal slower, this ability allows some vampires to withstand the pain better of have one at all. Both age and power effect how strong the resistance is. Age alone will not grant a higher tolerance.
Healing Touch
A vampire with this ability may heal the injuries of others by sinking their fangs into a being and sucking the infirmity into themselves. this can and has caused a vampire their life but with practice most vampires know how much ailments can absorb into themselves.
Occlusion
A vampire who masters this power can shuffle others' senses around to suit their preferences. The vampire can select one target and inflict a serious, disorienting, and all-encompassing case of synesthesia upon them, making it impossible for them to interact meaningfully with the real world for the power's duration. The vampire has complete control over how the target's senses work and can manipulate then to suit.
Voice Manipulation
This gives the vampire to ability attach certain qualities to their voice, such as making your voice feel like a feather running over someone’s body. Different vampires can portray different feelings better. They can also be emotional feelings as well.
Burning Blood
The vampire converts their blood to acid. Any blood they consume likewise becomes acid, which is corrosive enough to burn anyone, human, lycanthrope, and vampires alike. It also has been known to burn through material objects, i.e clothing, wood, soft metals. Only The vampire's human/animal servant are immune.
Drain Power
This allows a master vampire to draw power from anyone they have sired. The vampires become reduced to a near-skeletal state
Command
The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly. The order must be clear and straightforward -- for example: run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the power's use from others. This effort at subtlety still requires the vampire to make eye contact at the proper moment and stress the key word slightly. A strong willed alert bystander -- or victim -- may notice the emphasis.
Putting a Pin In It
With this power, the vampire will be able to use their mind to cause physical harm to another person. The power takes the form of an invisible whip or knife, cutting the person they are attacking. The stronger the vampire, the farther they can reach and the deeper they can cut.
Telepathy
The vampire projects a portion of her consciousness into a nearby mortal's mind, creating a mental link through which they can communicate wordlessly or even read the target's deepest thoughts. The vampire "hears" in their own mind the thoughts plucked from a subject as if they were spoken to them. The vampire can learn virtually anything from a subject without him ever knowing.
Master Vampires (500+(There are exceptions to this rule))
These powers are automatically given to the Master of The City upon Leadership Acceptance. It is a defining power that all Masters of the Cities possess. You must wait until you are accepted as the Master of The City before you add these powers.
Blood Oath
This is a tying of animating forces to the Master of choice. Non oathed vampires will cease to rise. While those who can breath on their own merely pledge their loyalty and allow the Master to derive a small measure of power from them. Non-masters oathed to the master very life force is in the masters hands and as such can deny them nothing. Powerful vampires giving the oath can resist or rebel against any order that they don’t agree with.
Call of The Blood
This allows a Master vampire to reach across an entire city and summon vampires to their side. Only Oathed vampires must heed but even those un-oathed will feel the pull only the stronger non-oathed would be able to stave off the call.
Master Powers
Starting off as a Master Vampire, you receive (10) Fledgling Powers, (8) Elder Powers, and (5) Master Powers. You may start with (4) Bloodline powers. If you start with any bloodline powers, they will count towards the Fledgling Powers you are allowed to start with
Mist Form
This truly unsettling power enables the vampire to turn into mist. Their physical shape disperses into a hazy cloud, but one still subject entirely to the immortal's will. They float at a brisk pace and may slip under doors, through screens, down pipes, and through other tiny openings. Although strong winds can blow the vampire from her chosen course, even hurricane-force winds cannot disperse her mist shape.
Memory Alteration
This power allows a vampire to go into another’s memory and alter things, making them forget or remember things. New memories can be implanted, but that takes great power and skill. (May only be used once per thread.)
Stealing Mind
This power lets the vampire rip memories and knowledge from sentient beings. Their victim become a mindless fool for the duration of this power's effect, able to function only on a basic autonomic level (mortals continue to breathe, while vampires simply stand in stupor). Normally in this state, the victim is so confused that they wander aimlessly, or sits and does nothing.
Rise Early
This power allows a vampire to rise before the setting of the sun provided they have fed within twelve hours before rising or within an hour of rising. If a vampire uses this ability without feeding the risk of them draining a donor beyond their limits raises exponentially.
Resist Dawn Death
This power allows a vampire to delay the pull of the sun’s rays. By doing so the vampire must remain indoors and be well fed. If the vampire hasn’t fed within six hours of resisting or once begun they will begin wasting as if they had not fed in two days. If a vampire uses this ability without feeding the risk of them draining a donor beyond their limits raises exponentially.
Pyrokinesis
This extremely rare ability allows the vampire to control fire. This ability works the same as any normal pyrokinetic's ability.
Spark
This ability when used can either prevent a soul from being raised as a zombie or obversely stop a person’s soul from moving beyond the veil. It when used benevolently can provide the tome for medical aid to be administered to save the person’s life.
When used maliciously it can be used to torture a person beyond the realm of death. Each use of this power does however drain a vampires strength requiring them to feed within an hour of doing so.
Animal Servant
This works in exactly the same manner as a human servant. A vampire can only have an animal servant if that lycanthrope is the same as their Animal to Call. This does not give the wielder the chance of forming a “Triumvirate” that is a separate ability that is usually beyond the ability of any vampire.
Oathbreaker
This rare ability allows the wielder to shatter all metaphysical bonds created between two people. The use of this ability always requires a massive investment of blood up to and often including a person’s death. It requires the wielder to upon the usage of this ability to gorge themselves. Even if they were completely sated before the usage this ability depletes the wielders reserves and if not sated will drop the user into a bloodless coma state. This condition will last no less than a week.
Faithful Splendor
The Master of The City can augment their supernatural mien a thousand-fold. The attractive become living definitions of the ideal of beautiful; the homely become things of nightmares. This ability inspires absolute devotion of the victim to the wielders aims and agendas. Lesser willed persons affected will literally work themselves to death for the wielder to achieve the wielders goals. They will heedlessly follow the wielders edicts and words slavishly. They literally find it impossible to deny any wish or request of the wielders.
Flight
This is the power to defy the laws of gravity aerodynamics and propulsion in one fell swoop. It is an absolutely must have for the vampire on the go. Sadly this power is obvious clearly unworldly and taxing enough that even vampires of sufficient power do not do so lightly. Usually the use of this power is the sign that someone has or will be dying soon. Only the most experienced of flyers can carry more than what is in their pockets with them.