Post by Admin on Nov 24, 2014 14:58:23 GMT -6
Fledgling Vampires (0-500 years)
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 years)
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, ie 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 this is the standard})
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 tieing 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. Nonmasters 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 unoathed will feel the pull only the stronger nonoathed 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.
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Morte D'Amor (Greed)
Non-Master
Right to the Bone:
Vampires with this power can literally rot, their body decomposing or falling apart without suffering damage or dying. This makes the vampire very hard to kill. Only fire can kill a vampire with this ability. The horrific nature of this disease causes most who see the victim to flee in disgust.
The Truth of all Things:
This ability gives the wielder the power to hasten the natural decay of any nonorganic thing around them. This power only has an average range of one foot from the wielder's body, while this power can be an obvious one even when not utilized to the full limits of the wielder’s ability living things will feel the corruption and decay the wielder and avoid any clos proximity with them.
Lariat of Viscera:
This power enables the vampire to stretch their flesh tight across their bodies or loosen it into folds of flesh to mask their appearance or hide weapons in the pockets of your body or fashion their epidermis into fleshy tendrils thereby using their own flesh as a flashy snare, lasso or whip.
Premature Gray:
Allows the wielder to wither and decay their opponent into a hideous countenance.
MASTER
Hag’s Wrinkles:
The vampire can rot away multiple enemies as well as delay the effects so as the person just seemingly turns into a putrescent pool of once living matter.
Putrefaction:
This power allows the vampire to cause supernaturally rapid decomposition in a victim. The victim loses skin and hair, teeth loosen, blisters and cysts appear, and fungus develops. Needless to say, the psychological impact of this power can be as devastating as the physical.
Octopod:
This grotesque power allows the Morte D’Amour to share limbs and appendages. The organs so "borrowed" travel mystically over a distance, and some vampires have told stories of fighting single members of Morte D’Amour circles who grew extra arms to carry weapons or extra legs to brace themselves from falling. The most unsettling aspect of this power is not the additional limbs acquired by the recipient, however; rather, the quadriplegic, eyeless, or mouthless Morte D’Amour littering the battlefield when this power is invoked is a far more grisly sight.
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Moroven (Fear)
Non-Master
Eye of Phobos:
This ability allows the wielder to meet another’s gaze and immobilize them.
Shadow Play:
This power grants the vampire a limited control over shadows and other ambient darkness. Though the vampire cannot truly "create" darkness, she can overlap and stretch existing shadows, creating patches of gloom. This power also allows the vampire to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not truly there. Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility while under the vampire's manipulation. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims.
Siren's Beckoning:
This power reaches deep into its victims' souls to twist their psyches. Siren's Beckoning causes temporary insanity in its victims. This ability can only affect one person at a time.
MASTER
Paralyzing Glance:
Victim's of this power are not precisely paralyzed in a physical sense, but rather frozen with sheer terror. The Wielder locks gazes with the victim and as long as the two are so conected the victim is frozen to the spot where they are.
Terrorize:
It is a power that is exactly as it sounds. It grants the wielder the ability to have the victim terrorize themself with their greatest fears.
Horrid Reality:
As terrorize with the added benefit that the damage done by a victim's fears actually harm them.
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The Dragon (Rage)
Non-Master
Rage Against:
The Dragons have the ability to increase even the smallest bit of anger inside a person to a frenzying magnitude.
Frenzy Unleashed:
This ability is the grandfather of rage against. It will move the victim to destroy whatever it can lay a hand upon. If there is nothing near at hand the victim will attempt to destroy themselves. Weaker willed people will literally tear themselves limb from limb.
Berserkers Dance:
If a vampire with this ability becomes angry enough, they can tap into that anger and for a short period of time and increase their base power. If this ability is used too often, the vampire will become weakened for a short period of time, feeling drained. (This can only be used once per thread)
Warriors Heart:
This is a lesser form of a Masters ability to share and siphon energy. While the energy shared is enough to keep a vampire from fading away into nothing it will leave them on edge with hunger.
MASTER
Ares Blessings Eris Curse:
The Dragon line can with this power drive a person mad by sowing discord or false harmony between the two emotions of lust and anger. Tying the two together in any number of ways so that one emotion would trigger the other.
The Flame of War:
The wielders of this power can use the fires of their own anger to siphon another’s life force. The upper limits of this ability being complete soulless death.
The Bliss of Release:
The wielder of this power a with but a touch can inflict a rage so excruciating that the only surcease of the pain the victim feels is by inflicting pain upon another.
Deimos Song:
By pushing the fire of their inner rage into their voice the wielder of this power can incite the rage of any within earshot. Those who hear this eruption of sound from the Dragon become not only enraged but focused on collectively destroying the target of either the Dragons anger or the most commonly hated being. It unfortunately depending on the Dragons state of being could sweep the Dragon into the same wave of communal rage.
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Marmee Noir (Vainglory): (This Bloodline is only allowed with Staff approval)
Non-Master
Wasting Away:
A vampire may cause a victim to sweat blood.
Silence of the Grave:
The wielder of this ability summons a void of complete silence within range of their clear line of sight.
Whisper of Pain:
Allows the Vampire to transform a portion of his/her body fluids into a weakening poison which even works against preternaturals.
Betrayal of Flesh:
Allows the Vampire to turn a victim's own humors against them. The victim’s own blood literally destroys the victim from the inside out by flooding the lungs and bursting blood vessels.
Master
Poison of the Night:
A temporary but devastating Power that allows the wielder to momentarily shut down any preternatural ability a victim has. It is debilitating because both wielder ad victim during the interim are linked as if they were blood bound to each other. What one does affects the other.
Two Worlds Both Dark:
Vampires of this line carry a heightened form of lycanthropy as well as vampirism. Their beast is a Similodon and their bites are the only contagion that can effect vampires. However they must be shifted for their contagion to work. Their bite however while infectious works similar to a vampires causing any infected with their strain to be beholden to those who infected them.
All Death All the Time:
Having a beast and the curse of the grave allows this line to steal any ability they witness with a concentrated effort. The character must not be engaged with any other task so much as a word spoken will break the connection and concentration necessary to perform this “trick”.
Pass the Blame:
This is a potent ability that allows the wielder to not only affect the targeted victim but any and all of the people metaphysically connected or blood related to the victim.
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Mr. Oliver (Serenity)
Non-Master
Circle of Life:
This ability allows the wielder to tap into the biosphere and use it to gain knowledge and insights not visible to the naked eye.
Dust to Dust:
This allows the wielder to merge and meld with natural soil/earth.
Earthquake:
This has
MASTER
Vamp Smash:
The ability to transmit a blow through the earth some distance up to twenty feet per power rank away.
Armor of Gargoyles:
A very risky power. It turns the wielders skin into nearly impenetrable stone and grants them immunity to most attacks sadly it also makes them potential victims as they cannot move while this power is in effect.
Death From Below:
The wielder of this power is able to turn the very ground beneath their victims feet into quicksand which immediately drags them into its waiting maw.
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The Traveler (Mania)
Non-Master
Power Source:
This ability allows the vampire to share some of their powers and abilities with another for a short period of time. The power shared does not remain with the person who it was shared with.
Sixth Sense:
This power allows the Traveller to do a low-level telepathic scan of an opponent, and tap into their physical reflexes, allowing the character to anticipate an enemy's moves in personal combat.
Double Take:
Traveller’s have this uncanny ability to make an illusionary double of themselves. The double cannot do physical harm at all; it merely acts as a decoy for the Traveller. Now whether they use this to distract people so they can get away or use it to cause confusion so they can create a strike is up to the vampire. If someone tries to touch the image, it will dissipate.
MASTER
Astral Projection:
Travellers with this awesome ability project their senses out of their physical shell, stepping from their body as an entity of pure thought. The vampire's astral form is immune to damage or fatigue, and can "fly" with blinding speed anywhere across the earth, even underground. The vampire’s body lies in a catatonic state while they are active in their astral form, and the vampire isn't aware of anything that befalls their body until they return to it. A metaphysical shimmery cord connects the Traveller's psyche to their body. If this cord is severed, their consciousness becomes stranded. Attempting to return to the vampire's physical shell is a long and terrifying ordeal, especially since there is no guarantee that they will accomplish the journey successfully. This significant danger keeps many Travellers from leaving their bodies for long, but those who dare can learn much.
Shield Presence:
Vampires with this ability can “shield” their presence, making it harder for other creatures of the preternatural world to be able to tell that they are a vampire. The stronger the vampire, the stronger the shield is. This cannot be done indefinitely, but can be done for extended periods of time.
Personality Metamorph:
This power is a weaker version of possess other. While you cannot control the vampire physically, you can place your own personality into another. The vampire with this “new personality” would seem as if they have multiple personality disorder. The original personality of the person is fully aware of what is going on and what is being said. They would feel as if they are trapped inside their head and cannot do anything to get them out. The person does NOT enter the vampire’s body, they simply morph their own personality into another’s.
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Vittorio, The Day Father (Frenzy)
(Another powerful and rare bloodline within the bloodline there is no true difference in terms of which powers are available to master or non-master. Giving the vampires of this lie a natural camouflage to disguising their power.)
Daywalking:
This allows the vampire to not only stay awake during the day, but allows them to tolerate certain amounts of in direct sunlight.
Talking with Non-Angels:
Allows the vampire to not only see but speak to and subtly control Djinn. The Wielder can not summon non-existing Djinn, however.
Summon Djinn:
The Wielder can summon and control Djinn from anywhere within one hundred miles from there location. The further they are away the longer it takes their arrival. This is not a subtle ability and the Djinn will seek the wielders blood the moment they have an opportunity.
Gift of Solar Lunacy:
The vampire causes an opponent to be overtaken by their greatest weakness and lose control during their daytime rests. The victim will be plagued for no less than one month per rank of wielders power and ability.
Contagion of Flames:
The wielder is able to summon the full durability of their daywalking potential and spit balls of metaphysical flame at an opponent. In the process it also voids the vampires potential to daywalk for a period of no less than one month.
Mirror the Beast:
This ability allows the wielder to for one evening sunset to sunset steal a lycanthropes beast as well as the ability to shift. This is not taking of the beast as the Tiger ability but a gut wrenching tearing of the lycanthropes soul.
Bestial Lust:
Allows the vampire to feed on the essence of a lycanthropes beast. Doing so sustains the vampire as if they fed on blood. It also lowers the lycanthropes power ranking for a period of no less than one week. The vampire however has the side effect of developing a ghost beast in direct proportion to the amount of essence they could consumed for no less than one month.
A Bevy of Kisses:
This allows the wielder to awaken any vampires and curse them with the ability of daywalking against their will. It is often used to torture captured and immobilized vampires.
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Andrius (Shifting Emotions/Darkness)
Non-Master
The Beholder’s Eye:
When concentrating enough, members of this line can peer into the very soul of another grasping the darkest most evil thing they’d ever felt guilty over doing. As the wielder grows in ability and power they become able to inflict that moment on the victim over and over. The power lasts up to an hour yet its effects could and has caused long lasting psychoses.
Shroud of Darkness:
Wielders of this power can summon the metaphysical essence of darkness to the area of their line of sight. At lower levels this power manifests as shadows and gloom of increasing depths roughly up to a 500/3tt. Master vampires, depending on their personal power, can hide house sized areas.
Cloak of Shadows:
This power allows for the wielder to manipulate the shadows around them to actively conceal themselves from others. This power works on two levels the physical shadows around the wielder as well as the metaphysical shadows of the souls of those within line of sight. At this level, the wielder must rely on nearby “naturally” occurring shadows and cover to assist in hiding their presence. They remain concealed as long as they stay silent, still, under some degree of cover out of direct lighting. Their scent seems displaced and spread over the area though a diligent hunter could and would find them depending on how long the wielder stays in the area. The concealment completely vanishes if the wielder moves, attacks, or falls under direct light.
Shadow Play:
This power grants the vampire a limited though complete control over existing shadows as well as all other forms of ambient darkness. The wielder while unable to "create" darkness, can stretch, meld, bend, separate and deepen existing shadows or patches of gloom. This power also allows the wielder to give the shadows a metaphysical tangibility while in their control. Thusly controlled the shadows and or darkness may be used to smother victims choking them with either a super humidity or a burning cold that works its way inside the victim leaving no room for air.
MASTER
Cloaked in Absence:
This power allows a vampire to move from shadow to shadow instantaneously. If witnessed it appears as if the wielder oozes into reality from a nightmare.
The Depraved Soul:
The wielder summons the evil actions of either their own or a victims past into a formed shadow being that revisits those actions against the victim of the wielders anger.
Instant Hysteria:
The wielder traps a person in a sensory deprivation cone made of distilled darkness. The victim will sense nothing but darkness for the duration of the attack. In reality the victim will be completely at the mercy of outside stimulus trapped within the shadows of their own mind.
Eternal Damnation:
As “Instant Hysteria” save the victim remains trapped feeling as if years are passing by for each second not for mere moments but for as long as the wielder concentrates and does nothing but expend energy to maintain the damnation.
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Belle Morte (Lust)
Non-Master
The Ardeur:
The most basic aspect this inspires intense sexual passion in all it touches. Those under its thrall are gripped with an intense desire to have sexual intercourse with the user of the ardeur or anyone that is near. This drains the energy of those it feeds on and can drain that person to the point of death. So those possessed with this power have a sea of lovers so they can feed it properly without killing anyone.
Fascinate:
Asher was able to use this with humans, a Bella Vampire with this gift is able to make others Transfixed with everything they so down to a flick of a finger. Victims will gladly do whatever is within their ability to make the wielder happy. If a victim is held too long under this they can lose the will to do for themself and will only think of the vampire needs. Those who have mastered this gift are able to use it on more than one victim at a time, though in such cases the effects are easier to avert.
Angelic Beauty:
Bella Morte vampires are beautiful but these vampires look like they are angels trapped on earth. In fact whenever one thinks of this vampire they only can think of the living work of art.
Ambrosia:
Using the ardeur on these vampires generates greater power. They are able to feed the Ardeur in one sitting. The drawback being that the wielder of this ability is twice as prone to become addicted to the ardeur and if not used with care will become fixated on the wielder. They become instantly the jealous lover and addict out for a fix.
MASTER
Insane Lovers:
Wielders with this ability are able to move into the mind of other vampires twisting their memories and feelings of love into a weapon that only inflicting pain on or destroying the object of their heart’s desire.
Incubi/Succubi:
It is true that all those in Belle Morte's line that possess the ardeur but only a select few are able to become the Demon of lust themselfs. They are able to rip lust from anyone around them to feed their needs, but while doing this they take the life force of the victim healing any wounds that they may have and fixing any wrongs that they may have. This is very rare and can only be done roughly once every five months.
Loves First Bite:
Like Asher this ability is able to make those fall in love with them after the first bite. There is something that in there saliva that is a neurotoxin that release dopamine or that is what they want you to believe. The weaker one is the more likely this will work on them. The more one is bitten the longer it can last. While this 'love' with the vampire will fade over time if not re-bitten.
Le Petite Mort:
This is cause by a bite and with this bite it can cause the victim of it to a powerful orgasm that will bring the strongest to their knees and the weakest black out for a time. The one bitten will have flashbacks of this time whenever the vampire touches them, this will bring the original reaction as if they were bit again.
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Padma (Bestial Drives)
Non-Master
Animal Tamer:
The Padma with this gift are able too tame the animals around them and can make them bend to there will if they want. The younger ones in this can only pick on or two animals the stronger the vampire the more animals at a time the can 'tame'.
Calming the Beast:
This is an aura that is naturally put out to keep those fearful calm and at peace the stronger one is the stronger this works. Even those who are fearful are instantly calmed around them.
Beastly Rage:
The one with this gift is able to stir anyone with an animal instinct or animal side of them to awaken in a rage that will only be satisfied by flesh or blood.
Animal Whisperer:
A vampire with this is able to talk to the animals and understand them, though it is mostly mental and physical contact will be needed to get into deeper conversations. Though a simple question can be asked through sight.
Eyes of the Beast:
With this power the a vampire is able to pick an animal and go into the beast mind to see as them, they have no control of where the beast will take them but a lot of the times it is used on the animal to call or ones they feel the closest too.
MASTER
Mastering the Beasts:
Like Padma the one with this can master the beasts some more so than others. Mostly used on animals only but those who are stronger enough can control the lycanthropes too. This gift is very very rare.
Feral break:
With this gift one is able to pull the animal out of any lycanthrope that is around. The strongest with this gift can break the animal inside of the Lycanthrope which can cause death since the Lycan and the animal are combined. If death is cause this ability is known to come and bite back killing the vampire too.
Shape Shift:
The Vampire with this gift can shift into the form of their animal to call. They look like a normal animal and they are only able to hold it for at the longest half an hour.
Taking the Best:
This one is like the tigers and any with this can take the beast of any lycanthrope so they don’t shift if need be this only works with the animals to call.
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Jean-Claude (Love)
Non-Master
Masque:
The one with this ability is able to mask there age to others around them. They can seem younger and older, stronger or weaker whatever is needed but the cost is that sometimes they may fool themselves and get hurt.
The Waltz:
This ability makes the user graceful in ways others could only dream about, not only with the way they hold themselves and move but with words and glances too.
Whipping Boy/Girl:
This ability makes it so all the physical damage that would be given to the vampire is transferred to another vampire, lycan or human that they are close to.
MASTER
Kingly/Queenly Voice:
This is able to make people feel what the user wants them to feel just by their voice; it could be silk against the skin or something rough like sand paper. Some who are stronger can make the person they are using this against feel as if they are being touched in ways.
Masquerade:
The one with this can mask themselves to look and seem like another vampire, human or lycan the only thing they cannot look like is Fae. They hide who they are and what they are to others around them the stronger this gift is the easier it is to hide themselves from everyone around them.
Kissing the Morning:
The ones with this don’t really die at dawn like the rest of the vampires. In fact it is more of a deep sleep and are able to be awoken easily but they will get hurt if the sun hits them like other vampires.
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Itzpapalotl (Ecstasy)
Non-Master
Wings of one Soul:
The butterfly is known to be the soul or spirit of one so with this one the vampire can collect information on someone from the spirits that are around the victim.
Light feet:
Those who have this gift are light footed and bearly makes a sound with anything they do.
Spirit wings:
One with this gift is able to call butterflys made from their aura that can add light to bring people to them as if it was the butterflys leading them.
Mimicry:
The vampire with this ability is able to mimic another being with its aura to keep it safe. May it be Human to Fae. This only last for ten minutes an used asz defenses only.
Dye metamorphosis:
This is the ability to change everything about them without using energy only needing a thought to do it. If they want pink hair and green eyes with purple lip then so be it (though you better master the gift before try this color combo) , though it takes a long time to master this without changing everything with a thought.
MASTER
Gynandromorphy: (male)
This Ability is very rare and is thought to be a myth. It takes a week of pure un interrupted meditve state and once it is over the can emerge a different person mostly the other sex. This can only be used once.
Cihuateteo: (female)
They are able to take a 'forum' of the Devine woman by having their body so a strange red light and are able to cause seizures and madness while in this 'forum'. The forum is really the Aura lashing out and causing others to see them in a red haze. The vampire that uses this will be weakened (effectively one rank lower in power) for a week.
Deceit:
Itzpapalotl cannot tell when someone is lying because Itzpapalotl is lying to herself, since she truly believes she is a god. So one is able to lie with this gift and not give off that they are lying to anyone for part of them believes the lie fully.
Read Power:
Itzpapalotl had the ability to instantly read and recognize the power of other preternaturals. So like her the one with this is able to do it no matter how hard the other shields it away.
Monarch Spirits:
Aztecs believed that Monarch butterflies were the spirits of their fallen warriors, dressed in battle colors ready to go to war. The one with this ability is able to call forth the ancient spirit of the Aztec Warriors to fight with them if need be though the price of it can drain the vampire into a true death if they are not careful. When this is in use the users eyes turned back as Obsidian.