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Posted: Wed Feb 06, 2013 8:33 pm
Name: Darrell Ambrose DOB: Aug 14 Age: 16 Year In School: First Height: 5'9 Weight: 158lbs Gender: Male Species: Lost Soul Sexual Orientation: Heterosexual
Weapons of Choice: (Up to 3) Shield//Armor: (If Any) Special Ability: (2 Max)
Obfuscate Level 1 • Cloak of Shadows The vampire may be unnoticed by most, by hiding completely motionless in a shadow, or in a place that puts an object (not necessarily an object big enough to hide behind) between herself and others who might see her. No roll is required.
Level 2 • Unseen Presence Roll: Wits + Stealth, difficulty 6 The vampire may go unseen, and even be subconsciously avoided, by others. No roll is required unless someone is looking for the vampire, or the vampire is moving in an abrupt manner, as during speech or combat.
Level 3 • Mask of the Thousand Faces Roll: Man. + Acting, difficulty 7 The vampire may assume another appearance. This is only in the minds of others, and often others will see different forms. This power may not usually be used for impersonation. 1 suc. A little different. She could still be picked from a police lineup. 2 suc. A bit more different. Descriptions vary. 3 suc. The desired appearance is successfully broadcast. 4 suc. Appearance, movements, and mannerisms are all radically different. 5 suc. Even race or gender can be altered.
Level 4 • Vanish From the Mind’s Eye ((Requires Training, Captain or Vice Captain Approval)) Roll: Cha. + Stealth, difficulty Wits + Alertness Demand: successes = 3 or more The vampire can disappear from view. If more successes are gained than a target’s Willpower, that target forgets that the vampire was even there, if the vampire leaves promptly.
Level 5 • Cloak the Gathering ((Requires Training, Captain or Vice Captain Approval)) The vampire can hide one extra target, for each point she has in Stealth, by the use of any Obfuscate power she knows. The roll is made once, and its efficacy is applied to the entire group.
Level 6 • Conceal ((Requires Training, Captain or Vice Captain Approval)) Roll: Wits + Stealth, difficulty 6 An inanimate object may be hidden, as per Unseen Presence, if the vampire is within thirty feet of it, and the object being hidden has emotional significance to her.
Level 6 • Mind Blank ((Requires Training, Captain or Vice Captain Approval)) Roll: Int. + Subterfuge, difficulty 7 Resist: Per. + Empathy, difficulty 9 The vampire may make herself impervious to telepathic contact. If a target wishes to force her way through it, she must make a resisting roll as above, and if she succeeds, she may only use the number of dice by which she succeeded in further rolls involving telepathic contact.
Level 6 • Scrawl (Clanbook:Malkavian) ((Requires Training, Captain or Vice Captain Approval)) The vampire may write a message that will only be understood by Malkavians, or only by a single Malkavian, though to encrypt it for a single Malkavian, she must know the true name of that Malkavian’s sire. No other characters will even recognize the writing as a form of communication, let alone be able to decipher it. This power is exempt from possible detection by higher Auspex, psychic powers, etc.
Level 6 • Soul Mask ((Requires Training, Captain or Vice Captain Approval)) The vampire may adopt a mask that changes the color of her aura. The color of the vampire’s mask is chosen when she learns this power, and may not subsequently be changed.
Celerity Alacrity Your reflexes are finely honed. Even as you watch others act, you can spring into action, completing your movements before they can respond. You can gain the ability to preempt any physical actions taken against you, as long as you are aware of them (face to face mugging - yes; sniper attack - no). Also, for example, if someone declares an attempt to pull out a hidden weapon and shoot at you, you can preempt that action to pull out your own gun and fire back (instead of being regulated to dodging). (The ability to use your reflexes to block or react to other's reactions)
Swiftness: With shocking speed, you move faster than humanly possible. Even as others are recovering from events, you are making your next move. For example, you can swing a sword twice, run twice as far as normal, fire a gun then duck behind cover, or otherwise perform multiple feats.
Rapidity: ((Requires Training, Captain or Vice Captain Approval)) Even other Vampires are dazzled by your superhuman speed. You routinely catch dropped objects and the speed of your passing whips clothes and loose debris about. Declaring Rapidity, you can perform actions where speed is of the essence, such as dodging an attack, throwing a knife or grabbing something out of someone's hand.
Legerity: ((Requires Training, Captain or Vice Captain Approval)) Moving faster than the human eye can track, you blur across the landscape with the speed of a cheetah. Is this just a more advance form of Swiftness?
Fleetness: ((Requires Training, Captain or Vice Captain Approval)) Calling on this discipline, you burst into a whirlwind of motion. Your passing extinguishes small flames, whips up flurries of debris and confuses slower moving entities. Using Fleetness, causes you to perform all actions with the utmost speed.
Personality: Darrell is a reserved compasionate person, but has a bit of an anger issue if his friends and family are in danger. He also is very shy around the opposite sex and ackward Mini Bio: Darrell Ambrose, a unique case for the Purgatory Academy. He was a normal human until a battle for his soul began when he was possessed by a demon at young age. His family had an exorsist perform a rite upon him. During which both the angel Uriel and unnamed demon left stains of their blood upon his soul. When he reached adolescence his powers granted by these stain began to emurge and out of fear, peer pressure and depression he attempted to overdose on painkillers. When he came to, he was sent to the Academy and partially wonders if this is all a halucination or a comatose dream. Extras:
Gaia Name: Calico_jack
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Posted: Sun Feb 10, 2013 2:36 pm
Name: Victor Redgrave DOB:1/6/1996 Age: 17 Year In School: Junior Height:6'2 Weight:172 Gender:Male Species:Renegade Demon (anti hero) Sexual Orientation:Bisexual and Pansexual
Weapons of Choice: Duel handguns, Katana and Bare fists Special Ability:Celerity and Protean
Protean Gleam of Red Eyes The vampire may see in the dark. When she is using this power, her eyes glow red. This change takes one turn to complete.
Wolf Claws By spending one blood point, the vampire may grow one-inch claws on her fingers, which do aggravated damage. This change takes one turn to complete.
Earth Meld By spending one blood point, the vampire may sink into the ground, gaining shelter from sunlight. This only works on earth; this power may not be used on concrete, asphalt, or even earth under a linoleum floor.
Shadow of the Beast ((Requires Training, Captain or Vice Captain Approval)) By spending one blood point over three turns, the vampire can transform into a wolf or a bat. This may also be done by spending three blood over one turn, if the vampire’s generation allows it.
Form of Mist ((Requires Training, Captain or Vice Captain Approval)) By spending one blood point over three turns, the vampire can transform into a mist. This mist may not be separated by wind, but it can be moved by it, and Potence must be used to resist being blown around. This may also be done by spending three blood over one turn, if the vampire’s generation allows it.
Adaptibility (Clanbook:Gangrel) ((Requires Training, Captain or Vice Captain Approval)) The vampire may survive and function in a particular extreme environment, such as extreme cold, underwater, etc. The environment in which the vampire may exist is chosen when she learns this power, and may not subsequently be changed.
Flesh of Marble ((Requires Training, Captain or Vice Captain Approval)) The vampire’s skin, while retaining its usual flexibility, is as hard as stone, and she will take only half-damage (round down) from everything except fire and sunlight.
Celerity Alacrity Your reflexes are finely honed. Even as you watch others act, you can spring into action, completing your movements before they can respond. You can gain the ability to preempt any physical actions taken against you, as long as you are aware of them (face to face mugging - yes; sniper attack - no). Also, for example, if someone declares an attempt to pull out a hidden weapon and shoot at you, you can preempt that action to pull out your own gun and fire back (instead of being regulated to dodging). (The ability to use your reflexes to block or react to other's reactions)
Swiftness: With shocking speed, you move faster than humanly possible. Even as others are recovering from events, you are making your next move. For example, you can swing a sword twice, run twice as far as normal, fire a gun then duck behind cover, or otherwise perform multiple feats.
Rapidity: ((Requires Training, Captain or Vice Captain Approval)) Even other Vampires are dazzled by your superhuman speed. You routinely catch dropped objects and the speed of your passing whips clothes and loose debris about. Declaring Rapidity, you can perform actions where speed is of the essence, such as dodging an attack, throwing a knife or grabbing something out of someone's hand.
Legerity: ((Requires Training, Captain or Vice Captain Approval)) Moving faster than the human eye can track, you blur across the landscape with the speed of a cheetah. Is this just a more advance form of Swiftness?
Fleetness: ((Requires Training, Captain or Vice Captain Approval)) Calling on this discipline, you burst into a whirlwind of motion. Your passing extinguishes small flames, whips up flurries of debris and confuses slower moving entities. Using Fleetness, causes you to perform all actions with the utmost speed.
Personality: Victor is mostly a smart a** but, he can be trusted. He is dependable loyal and honest. Even though he hides a lot, he wants to find someone he can be himself around. Mini Bio: Had his wings stripped from him before he was set to join the Holy Army. People say he was working with the demons, others say he ripped his own wings off in a fit of insanity. Whatever happened, he just hopes to move on a neutral path Extras: I heart Rap :3 (Stereotype to the fullest!) There's a pic here!
Gaia Name: Rezzy-Chan
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Xandra_Eiryklav Vice Captain
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Posted: Sun Feb 10, 2013 8:17 pm
Name: Soleil Cross DOB: 7/7/1997 Age: 16 Year In School: 2 Height: 5'5" Weight: 123 LBS Gender: Female Species: Demon Sexual Orientation: Bisexual
Weapons of Choice: (Up to 3) Her Body Shield//Armor: (If Any) Special Ability: (2 Max) Melpominee & Sanguinus
Melpominee The Missing Voice A Vampire with this power can "throw his voice," causing it to emanate from many place within his view. The voice operates independently of the vampire, and he can talk normally at the same time his voice sings elsewhere. System: This power works automatically, but if the vampire undertakes any other actions while using The Missing Voice, he loses two dice form his dice pool.
Tourette's Voice With this power, the vampire can project her voice to any point or person with which she is familiar. She can sing, talk or make any other vocal noises she likes, as loudly or as softly as she wants. The Daughter will not hear the sounds unless she is within earshot. System: Tourette's Voice requires the character to make a Wits + Linguistics roll (difficulty 7) and spend a Willpower point. Each success allows the character to speak for one turn.
Toreador's Bane This power enables the vampire to entrance others with her voice. The effect duplicates the Toreador clan weakness, but can affect anyone. The target will sit still, in awe of the character's voice, until the character stops singing. Thus the effects can last seconds, minutes, hours or even the entire night. System: The character makes a Charisma + Music roll (difficulty equals the target's Willpower [minus two for Toreador] and totals the successes, though one is enough to send the victim into this "trance." If the target wants to resist, she must make a Willpower roll (difficulty equals the number of accumulated successes.). If the target does not resist, than the trance will last until the character stops singing.
Art's Traumatic Essence ((Requires Training, Captain or Vice Captain Approval)) This is the power that other vampires fear the most. It is the song that drives others mad, and it can be used in conjunction with the other powers of this Discipline. It can only affect one target at a time. System: Art's Traumatic Essence requires a Manipulation + Empathy roll (difficulty equals the target's Willpower). The singer must accumulate a number of successes equal to the subject's Self Control + 5. Once this happens, the target acquires a new Derangement of the Storyteller's choice.
Death of the Drum ((Requires Training, Captain or Vice Captain Approval)) At this level, the character can use this discipline and his voice to inflict actual damage upon others. The damage caused to mortals is mainly that of punctured eardrums. Kindred may take serious damage as dead organs begin rupturing. Only one victim can be targeted at a time. The target must be within earshot, but does not actually have to hear anything. System: Use of this power requires a Manipulation + Intimidation roll (difficulty equals the target's Stamina + 3). Each success inflicts one level of aggravated damage. This damage can be soaked (difficulty 7).
Blessed Audience ((Requires Training, Captain or Vice Captain Approval)) At this point, the vampire learns to use Art's Traumatic Essence on a group. All affected must be within earshot of the vampire, and they must be able to hear her song. System: The roll and effects are the same as for Art's Traumatic Essence. The vampire can affect one person for every Blood Point she spends.
Sanguinus Brother's Blood By spending a blood point, any Blood Brother can heal a wound level of anyone in his circle without actually having to allow the target to drink his blood. This can be done at a distance, but only one level can be healed in a turn.
Coordinate Attacks By spending a blood point each, all the Brothers in the circle can enter into a group mind link, allowing them to function as one entity. This allows them to share perceptions, tactics and even knowledge for as long as they maintain the bond. This power can be reflexive. There are several aspects to this power:
* Powers such as Dominate, etc. attack against the highest Willpower of the entire circle, and must score one additional success for every member of the circle. If the power succeeds anyway, a mental 'circuit breaker' activates, severing the targeted Brother from the link, so only she is Dominated, etc.
* A dice pool of one extra die per person is set up; any of the Brothers can draw on this pool per round, although each die used by an individual subtracts from the total in the pool for that round (i.e., if there are five Brothers in the circle, there are five total extra dice available in the pool per round, not five per Vampire per round).
* Surprise attacks, etc. almost never work while in the bond; assume that if ANY of the Brothers could see an attack coming, all in the circle will know. Otherwise, reduce all Perception difficulties by three.
* By staying out of combat and concentrating, a Brother can give an Ability to another. Thus, a wounded Brother with Brawl 5 could rest while at the same time concentrating on her circle-mate who is fighting with Brawl 2; while the other Brother is concentrating, the Vampire in combat fights with Brawl 5.
* Any other logical advantages of being linked, such as tactical advantages and the like, may be given to the circle. Group acrobatics, etc. are quite common. A Brother does not have to have Sanguinus at this level to enter into the bond as long as someone in his circle does. However, if the does not have at least a three Sanguinus, then he will be subordinate in the link to others of his circle. He will subtract one from all advantages listed (if five dice are available in a pool, the character could only use a maximum of four, Perception difficulties reduced by only two, etc.); the Brothers who control the bond are going to divert all the most useful sensory information to themselves. Additionally, because the character is not attuned to the level of interaction involved, he loses one die in his own pool to compensate for the competing sensory input.
Borrow Organs ((Requires Training, Captain or Vice Captain Approval)) The donor and recipient must each spend a blood point and the donor must concentrate. The next round, one of the donor's exterior organs-eyes, arms, ears, legs, whatever-will vanish from the donor and reappear on the recipient's body, allowing for increased senses, extra dice for multiple attacks, or anything else appropriate. Internal organs-the brain, the heart, etc.-cannot be donated, nor can Disciplines be given away. Only the donor must have this power for it to be used.
Concentrate Generation ((Requires Training, Captain or Vice Captain Approval)) With this power, the Blood Brother may draw upon the vitae of her circle to increase her own generation. She may take one generation level from each member of her circle to add to her own. The 'donating' Brother must be willing or this power fails. Additionally, the donating Blood Brother effectively becomes one generation younger. If this would take the Blood Brother below 13th generation, she can only spend a Blood Point every other turn and can only have nine blood points in her pool. The generation can be given back later.
Coagulate Entity ((Requires Training, Captain or Vice Captain Approval)) With this grotesque power, all the Blood Brothers may unite, physically as well as mentally. All the Brothers spend three blood points and join hands, spending a round in concentration. On the next round, they will meld together into a composite entity, an enormous blob of flesh, entrails and stringy muscle tissue covered in eyes and mouths. The Generation of the creature will be that of the earliest Generation, reduced by one for every Brother who forms the entity. The creature will have a Strength, Stamina and Perception equal to the highest rating in the circle, +1 for ever member, and all other attributes will be equal to those of the Blood Brother with the highest rating. All physical actions will receive one extra die in their dice pool for every Blood Brother in the circle, usually used to take multiple actions (extra limbs, extra fangs, etc.). Only one Brother in the circle needs to have the discipline at this level, but any Brothers who don't have level 5 will be automatically subordinated to the will of the Brothers who do possess level 5 while in this form.
Personality: Soleil displays herself as if she is just as innocent or angelic as her twin sister Luna... When in fact she is evil incarnate. It would help though if she wouldn't follow up her acts of evil or conflict by crying her eyes out at the first sign of resistance or competition.
Mini Bio: Soleil is the twin sister of Luna. Their father was an angel and their mother was a demon. One would think they both would be half demon and half angel, but somehow Soleil was born Demon and Luna was born an Angel. Their parents accidentally got them confused and they have been raised by the opposite name of which they were intended. Soleil loves to cause trouble, but she has issues handling it when trouble comes her way.
Extras:
Gaia Name: Xandra_Eiryklav
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Posted: Sun Feb 10, 2013 8:29 pm
Name: Luna Cross DOB: 7/7/1997 Age: 16 Year In School: 2 Height: 5'5" Weight: 127 LBS Gender: Female Species: Angel Sexual Orientation: Bisexual
Weapons of Choice: Her Body Shield//Armor: Special Ability: Melpominee & Sanguinus
Melpominee The Missing Voice A Vampire with this power can "throw his voice," causing it to emanate from many place within his view. The voice operates independently of the vampire, and he can talk normally at the same time his voice sings elsewhere. System: This power works automatically, but if the vampire undertakes any other actions while using The Missing Voice, he loses two dice form his dice pool.
Tourette's Voice With this power, the vampire can project her voice to any point or person with which she is familiar. She can sing, talk or make any other vocal noises she likes, as loudly or as softly as she wants. The Daughter will not hear the sounds unless she is within earshot. System: Tourette's Voice requires the character to make a Wits + Linguistics roll (difficulty 7) and spend a Willpower point. Each success allows the character to speak for one turn.
Toreador's Bane This power enables the vampire to entrance others with her voice. The effect duplicates the Toreador clan weakness, but can affect anyone. The target will sit still, in awe of the character's voice, until the character stops singing. Thus the effects can last seconds, minutes, hours or even the entire night. System: The character makes a Charisma + Music roll (difficulty equals the target's Willpower [minus two for Toreador] and totals the successes, though one is enough to send the victim into this "trance." If the target wants to resist, she must make a Willpower roll (difficulty equals the number of accumulated successes.). If the target does not resist, than the trance will last until the character stops singing.
Art's Traumatic Essence ((Requires Training, Captain or Vice Captain Approval)) This is the power that other vampires fear the most. It is the song that drives others mad, and it can be used in conjunction with the other powers of this Discipline. It can only affect one target at a time. System: Art's Traumatic Essence requires a Manipulation + Empathy roll (difficulty equals the target's Willpower). The singer must accumulate a number of successes equal to the subject's Self Control + 5. Once this happens, the target acquires a new Derangement of the Storyteller's choice.
Death of the Drum ((Requires Training, Captain or Vice Captain Approval)) At this level, the character can use this discipline and his voice to inflict actual damage upon others. The damage caused to mortals is mainly that of punctured eardrums. Kindred may take serious damage as dead organs begin rupturing. Only one victim can be targeted at a time. The target must be within earshot, but does not actually have to hear anything. System: Use of this power requires a Manipulation + Intimidation roll (difficulty equals the target's Stamina + 3). Each success inflicts one level of aggravated damage. This damage can be soaked (difficulty 7).
Blessed Audience ((Requires Training, Captain or Vice Captain Approval)) At this point, the vampire learns to use Art's Traumatic Essence on a group. All affected must be within earshot of the vampire, and they must be able to hear her song. System: The roll and effects are the same as for Art's Traumatic Essence. The vampire can affect one person for every Blood Point she spends.
Sanguinus Brother's Blood By spending a blood point, any Blood Brother can heal a wound level of anyone in his circle without actually having to allow the target to drink his blood. This can be done at a distance, but only one level can be healed in a turn.
Coordinate Attacks By spending a blood point each, all the Brothers in the circle can enter into a group mind link, allowing them to function as one entity. This allows them to share perceptions, tactics and even knowledge for as long as they maintain the bond. This power can be reflexive. There are several aspects to this power:
* Powers such as Dominate, etc. attack against the highest Willpower of the entire circle, and must score one additional success for every member of the circle. If the power succeeds anyway, a mental 'circuit breaker' activates, severing the targeted Brother from the link, so only she is Dominated, etc.
* A dice pool of one extra die per person is set up; any of the Brothers can draw on this pool per round, although each die used by an individual subtracts from the total in the pool for that round (i.e., if there are five Brothers in the circle, there are five total extra dice available in the pool per round, not five per Vampire per round).
* Surprise attacks, etc. almost never work while in the bond; assume that if ANY of the Brothers could see an attack coming, all in the circle will know. Otherwise, reduce all Perception difficulties by three.
* By staying out of combat and concentrating, a Brother can give an Ability to another. Thus, a wounded Brother with Brawl 5 could rest while at the same time concentrating on her circle-mate who is fighting with Brawl 2; while the other Brother is concentrating, the Vampire in combat fights with Brawl 5.
* Any other logical advantages of being linked, such as tactical advantages and the like, may be given to the circle. Group acrobatics, etc. are quite common. A Brother does not have to have Sanguinus at this level to enter into the bond as long as someone in his circle does. However, if the does not have at least a three Sanguinus, then he will be subordinate in the link to others of his circle. He will subtract one from all advantages listed (if five dice are available in a pool, the character could only use a maximum of four, Perception difficulties reduced by only two, etc.); the Brothers who control the bond are going to divert all the most useful sensory information to themselves. Additionally, because the character is not attuned to the level of interaction involved, he loses one die in his own pool to compensate for the competing sensory input.
Borrow Organs ((Requires Training, Captain or Vice Captain Approval)) The donor and recipient must each spend a blood point and the donor must concentrate. The next round, one of the donor's exterior organs-eyes, arms, ears, legs, whatever-will vanish from the donor and reappear on the recipient's body, allowing for increased senses, extra dice for multiple attacks, or anything else appropriate. Internal organs-the brain, the heart, etc.-cannot be donated, nor can Disciplines be given away. Only the donor must have this power for it to be used.
Concentrate Generation ((Requires Training, Captain or Vice Captain Approval)) With this power, the Blood Brother may draw upon the vitae of her circle to increase her own generation. She may take one generation level from each member of her circle to add to her own. The 'donating' Brother must be willing or this power fails. Additionally, the donating Blood Brother effectively becomes one generation younger. If this would take the Blood Brother below 13th generation, she can only spend a Blood Point every other turn and can only have nine blood points in her pool. The generation can be given back later.
Coagulate Entity ((Requires Training, Captain or Vice Captain Approval)) With this grotesque power, all the Blood Brothers may unite, physically as well as mentally. All the Brothers spend three blood points and join hands, spending a round in concentration. On the next round, they will meld together into a composite entity, an enormous blob of flesh, entrails and stringy muscle tissue covered in eyes and mouths. The Generation of the creature will be that of the earliest Generation, reduced by one for every Brother who forms the entity. The creature will have a Strength, Stamina and Perception equal to the highest rating in the circle, +1 for ever member, and all other attributes will be equal to those of the Blood Brother with the highest rating. All physical actions will receive one extra die in their dice pool for every Blood Brother in the circle, usually used to take multiple actions (extra limbs, extra fangs, etc.). Only one Brother in the circle needs to have the discipline at this level, but any Brothers who don't have level 5 will be automatically subordinated to the will of the Brothers who do possess level 5 while in this form.
Personality: Luna is quiet and down to earth, sweet and innocent, and slightly shy. She has a bit of a mothering streak because of her twin sister, whom she's always having to console when trouble strikes. She can also become slightly obsessive because of her mild OCD.
Mini Bio: Luna is the twin sister of Soleil. Their father was an angel and their mother was a demon. One would think they both would be half demon and half angel, but somehow Soleil was born Demon and Luna was born an Angel. Their parents accidentally got them confused and they have been raised by the opposite name of which they were intended. Luna is always following up behind to comfort and console her dear sister whenever there's trouble with one of her evil plans.
Extras: 1 Pic//2 Pic
Gaia Name: Little Miss Lillybits
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Xandra_Eiryklav Vice Captain
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Posted: Mon Feb 11, 2013 6:16 pm
Name: Ludwig Dunkel DOB: March 13 Age: 21 Year In School: First Height: 6’ 7” Weight: 180 lbs Gender: Male Species: Demon Sexual Orientation: Bisexual
Weapons of Choice: Katana, bokken, and fists Shield//Armor: None Special Ability: Fortitude and Celerity
Fortitude Endurance: You can use your Soak against Aggravated Damage. You still suffer Aggravated wounds as normal, but generally suffer less damage than others would. You may endure 5 seconds of exposure to Sunlight without taking damage.
Resilience: Your Health points increase by 5, and your Soak is increased by +1 bonus point. These points are applied immediately and permanently. You can now endure up to 15 seconds of exposure to sunlight.
Mettle: You may now heal Aggravated Damage. It takes one minute to heal each point of Aggravated damage and costs 2 Blood Points per point healed. In addition, you can now endure up to 30 seconds of sunlight.
Perseverance ((Requires Training, Captain or Vice Captain Approval)) : You now heal normal damage more efficiently. At the cost of one Blood Point, you may heal 2 normal wounds at the rate of one point every 5 seconds. Secondly, you receive another +1 bonus to your Soak and another +5 bonus to your Health. These bonuses are cumulative with the bonuses from Resilience. Finally, you may endure up to a minute of full sunlight.
Aegis ((Requires Training, Captain or Vice Captain Approval)) : You can completely ignore one source of damage. This costs a permanent point of either Physical Attack or Physical Defence. You are protected against all the affects of an attack, such as an attempt to stake you; immune to the affects of sunlight or fire for five minutes; able to force a Diablerist to begin draining your Health points again during Diablerie and any other specific affects allowed by a Referee on a case-by-case basis.
Celerity Alacrity Your reflexes are finely honed. Even as you watch others act, you can spring into action, completing your movements before they can respond. You can gain the ability to preempt any physical actions taken against you, as long as you are aware of them (face to face mugging - yes; sniper attack - no). Also, for example, if someone declares an attempt to pull out a hidden weapon and shoot at you, you can preempt that action to pull out your own gun and fire back (instead of being regulated to dodging). (The ability to use your reflexes to block or react to other's reactions)
Swiftness: With shocking speed, you move faster than humanly possible. Even as others are recovering from events, you are making your next move. For example, you can swing a sword twice, run twice as far as normal, fire a gun then duck behind cover, or otherwise perform multiple feats.
Rapidity: ((Requires Training, Captain or Vice Captain Approval)) Even other Vampires are dazzled by your superhuman speed. You routinely catch dropped objects and the speed of your passing whips clothes and loose debris about. Declaring Rapidity, you can perform actions where speed is of the essence, such as dodging an attack, throwing a knife or grabbing something out of someone's hand.
Legerity: ((Requires Training, Captain or Vice Captain Approval)) Moving faster than the human eye can track, you blur across the landscape with the speed of a cheetah. Is this just a more advance form of Swiftness?
Fleetness: ((Requires Training, Captain or Vice Captain Approval)) Calling on this discipline, you burst into a whirlwind of motion. Your passing extinguishes small flames, whips up flurries of debris and confuses slower moving entities. Using Fleetness, causes you to perform all actions with the utmost speed.
Personality: Apathetic and self. Willing to sacrifice everything for himself and nothing for anyone else, but he loves a good fire. Also he talks to himself often about irrelevant situations. Mini Bio: Most would think sitting still for hours would be boring at one point but not Ludwig, he sits hours upon hours and thinks to himself, or otherwise he’d be talking to himself. Going about a large grassy plain one day Ludwig felt it necessary to burn down an orphanage, fortunately Ludwig trapped himself inside and was killed instantly by a burning pillar that fell on him. Ludwig was a very curious one, though he loved going about new lands, whether too hot or too cold, and learning new ways to use his katana, at one point he felt it like using a bokken instead, and his fists. Ludwig was not evil or good, he just cared solely for himself. Extras: Ludwig would cut down trees to see what they looked like inside and outside. After he was done observing Ludwig would implant the pieces of the tree in the ground and set it on fire, then proceed to walk in the opposite direction of the fire.
Gaia Name: Jyushin
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Posted: Tue Feb 12, 2013 6:22 pm
Name: Alyssa Bosko/Aidan Frost aka Cheshire DOB: April 1st Age: Unknown Year In School: First No it was second. Or maybe it was third Height: 5'7" 5'11" Weight: Why? Does this outfit make me look fat? Don't know why you're asking Gender: Last time I checked I was a girl Pretty sure I'm a dude Species: Demon Sexual Orientation: I liek da guys Bring on the ladies
Weapons of Choice: My words Shield//Armor: N/A Special Ability: Dementation & Cheshireity
Dementation
Passion This makes the victim feel more emotional about everything. Whatever the victim currently feels is doubled or tripled in intensity. The vampire has no control over exactly what the person feels. This power may even work on other vampires. System: The duration of the power is based upon the number of successes the vampire rolls using Charisma + Empathy (difficulty of the victim's Humanity or Path of Enlightenment score). 1 success One Turn 2 successes One Hour 3 successes One Night 4 successes One Week 5 successes One Month Mind Tricks The vampire is able to induce hallucinations within the victim's peripheral vision. The images appear to be fully real, but they can only be seen for a second or out of the comer of the eye. The victim will have a hard time convincing others of what she sees. The vampire causing this effect has no control over what the victim sees. The unnerving effects from the use of this power can last from one night to months. The effects occur sporadically but mostly at night, and usually when the person is alone. They usually take the form of the victim's subconscious fears, but the Storyteller should let his imagination run free when describing them. System: The vampire rolls his Manipulation + Subterfuge (difficulty equal to the victim's Perception + [Self-Control or Instincts]). l success One Night 2 successes Two Nights 3 successes One Week 4 successes One Month 5 successes Three Months Eyes of Chaos This unusual power allows the vampire to see another individual's true Nature. It also allows the vampire to perceive insanity and know how to bypass it when dealing with an unstable person. The vampire also possesses the ability to see patterns of insanity not immediately apparent to even the most perceptive individuals. System: The vampire can see a pattern by making a Perception + Medicine roll (difficulty based on the intricacy of the pattern. For instance: figuring out a person's Nature upon meeting him would be a 10, figuring it out after knowing him for a while would be an 8, discovering the modus operandi of a serial killer who shows no motive and leaves no evidence would be an 8, a secret code within a code would be a 7, and pictures formed in the sands on a beach by the tide require a 5). Nearly anything can contain several obscure patterns imperceptible to vampires without this power. Most patterns will have no meaning, but they may captivate the vampire for hours with their forms. Confusion ((Requires Training, Captain or Vice Captain Approval)) The vampire can make her victim feel totally disoriented just by looking him in the eye and talking to him. The victim will be aware of only bits and pieces of his memories. He will constantly feel confused and wander around in a daze. The victim must spend a point of Willpower to break out of the daze and perform any coherent action for a turn ( including, but not limited to, any action employing a Dice Pool). System: The effects last for at least one turn, but can last much longer depending upon the number of successes the vampire rolls using his Manipulation + Intimidation ratings (difficulty equal to the target's Perception + [Self-Control or Instincts] ) . 1 success One Turn 2 successes One Hour 3 successes One Night 4 successes One Week 5 successes One Month Total Insanity ((Requires Training, Captain or Vice Captain Approval)) This power allows the vampire to drive her victim (mortal or vampire) insane. The victim completely loses her sanity, taking on five Derangements of the Storyteller's choice. The victim must be completely focused on the vampire for this power to have any effect. System: The number of successes the vampire scores on a Manipulation + Intimidation roll (difficulty equal to the victim's Willpower rating) determines how long the effects last. 1 success One Turn 2 successes One Night 3 successes One Week 4 successes One Month 5 successes One Year
Cheshireity
Cheshireity This power allows the user to shift between Male, Female, Mist, Cat, and Anthro (In Between). Failures to shift mean being stuck in the current form for a duration of time (Rolling Under 2-10) or shifting to the most inopportune form for the situation (Rolling a 1). Due to the nature of this power- this is the only level of this power.
Personality: People say I'm a bit childish. And they sometimes don't understand what I say. Not that can't hear what they say but that it doesn't click in their heads. I speak my mind a lot. And sometimes I get myself into mischief. But one thing is for sure, I am mad. Mini Bio: I CAN'T REMEMBER ANYTHING!!! Extras: Image
Gaia Name: X-Yami-no-Ko-X
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Xandra_Eiryklav Vice Captain
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Posted: Tue Feb 12, 2013 7:29 pm
Name: Applinecia Gregorie (Apple Gregory) DOB: She doesn’t remember Age: She doesn’t remember, but looks 23 forever Year In School: Teacher (Subject doesn’t matter) Height: 6’ 9” Weight: 135lb Gender: Female Species: Fallen Angel (Seraphim) Sexual Orientation: Heterosexual
Weapons of Choice: Her scythe Shield//Armor: None. Special Ability: Serpentis --------------------------------------------------------------------------------
Eyes of the Serpent Roll: Willpower, difficulty 9 The vampire may paralyze anyone with whom she makes eye contact, for as long as eye contact is maintained. This power may be used on mortals without a roll. When the vampire first learns this power, her eyes change into those of a serpent. This is considered a permanent change, though the exact nature of the change varies, and may be detailed by the Player and/or Storyteller.
Tongue of the Serpent The vampire may change her tongue into that of a serpent, being about eighteen inches long and forked. This tongue can be used to inflict aggravated damage (difficulty 6, Strength damage), or to drink blood. This should be considered equivalent to the Kiss, including the pleasure caused in those on whom it is used.
Mummify The vampire may enter a form of torpor, in which she is only vulnerable to sunlight and fire, but completely inert. No other damage will affect the vampire in this state. This change takes one turn, and she must taste the blood of another to awaken.
Form of the Serpent By paying one blood point over three turns, the vampire can transform into a black, poisonous cobra, of about six feet in length. This may also be done by paying three blood over one turn, if the vampire’s generation allows it. In this state, all Perception rolls involving smell are rolled with their difficulties decreased by two, but all Perception rolls involving hearing are rolled with their difficulties increased by two.
Heart of Darkness The vampire may remove her heart on the new moon, and put it in a clay urn. She may even do this to another vampire, though this takes several hours. For the vampire to whom this is done, it reduces frenzy roll difficulties by two, and makes her unstakeable. If the heart is destroyed, she will die horribly. If the heart is staked, she will enter torpor. This power is automatic, and no rolls are required by its use, but the Storyteller may force Courage rolls to actually go through with it, and may cause mortal onlookers (and possibly even vampiric ones) to violently expectorate recent meals.
Obsession Roll: Wits + Subterfuge, difficulty 8 Demand: successes = Humanity or more By describing her victim’s lusts to her, the vampire may cause a victim to be obsessed with something. The victim will try to fulfill her lusts nightly, and may frenzy if unsatisfied. This should be treated as a derangement, and may be overcome as such. The difficulty to use this power is 9 if the victim is in Golconda.
Temptation ((Requires Captain or Vice Captain Approval)) Roll: Manipulation + Leadership, difficulty 8 Demand: successes = Humanity or more By describing her victim’s weaknesses to her, the vampire may encourage a victim to behave in a corrupt and decadent fashion, even if she may lose Humanity as a result. This should be treated as a derangement, and may be overcome as such. The difficulty to use this power is 9 if the victim is in Golconda.
Phobia ((Requires Captain or Vice Captain Approval)) Roll: Manipulation + Empathy, difficulty 8 Demand: successes = Courage + 3, or more By describing her victim’s fears to her, the vampire may give a victim a phobia, which may be of anything. To remain in the vicinity of the object of her phobia, the victim must roll of Courage, difficulty 9, and she must spend willpower points to touch it. This should be treated as a derangement, and may be overcome as such. The difficulty to use this power is 9 if the victim is in Golconda.
Corruption ((Requires Captain or Vice Captain Approval)) Roll: Manipulation + Empathy, difficulty Humanity Demand: successes = Humanity or more By touching her victim, the vampire may corrupt the victim, instilling a fondness for the Beast, and feelings of sadism. The vampire automatically loses one Humanity for doing this if her Humanity is above three. The victim loses one Willpower per month, and at zero falls into a psychotic rage. She will also remember, and try to relive, her most bestial moments. Victims in Golconda, or with a Willpower of 10, are not affected.
Form of Corruption ((Requires Captain or Vice Captain Approval)) Roll: Manipulation + Subterfuge, difficulty 6 Resist: Humanity, difficulty 6 An inanimate object may be infused with the power Corruption, as detailed above, but the vampire automatically loses one Humanity for committing this act. Such an object affects anyone it touches who would normally be subject to this power, and if the vampire learns about the victims of this object, she loses Humanity if her Humanity is above three.
Mark of Damnation ((Requires Captain or Vice Captain Approval)) By touching the forehead of her victim, the vampire may disfigure a target so horribly that all characters who see her must accumulate five successes over three Self-Control rolls, at difficulty 8, to refrain from attacking her. (She must roll likewise if she sees herself in a mirror, to avoid smashing the mirror.) This may be cured only by powerful rituals, or the consent of the vampire.
Nihilistics --------------------------------------------------------------------------------
Eyes of the Wraith The vampire may choose to perceive either the physical world, or the Shadowlands. She may not perceive more than sight and sound in the Shadowlands, and she may not perceive both worlds at once.
Consume the Dead The vampire may drink the corpus from a wraith, in the same fashion that vampires drink blood from mortals, at up to three points per turn. This inflicts one unsoakable level of damage on the wraith per blood point gained by the vampire. This power is not like the Kiss; a wraith is free to struggle, unless the vampire also has Black Blood.
Aura of Decay By spending a blood point, the vampire can infect inanimate material within a foot of her with the energy of Oblivion. The effects are noticeable between one turn and one day; for example, most highly technological devices will stop functioning in seconds, but the materials from which they are made will take much longer to be broken down. This also affects the vampire’s belongings.
The Dark Touch Roll: Cha. + Occult, difficulty Sta. + 3 By reaching out to a victim within ten feet of her, the vampire can direct the energy of Oblivion toward a victim, who is put in severe pain, and takes two levels of damage per success.
Nightcry ((Requires Captain or Vice Captain Approval)) Roll: Cha. + Intimidation, difficulty 8 The vampire may summon Shadowland creatures. Those summoned are either from the area where the vampire is, or other creatures, at the discretion of the Storyteller. A botch can result in a spectre, doppelgänger, malfean, or other hostile being responding to the summons.
Black Blood ((Requires Captain or Vice Captain Approval)) The vampire may effect wraiths with her blood just as she could normally effect others, as applicable. This could include blood-bonding a wraith, making a ghoul wraith, and creating ecstasy in the Kiss.
Oblivion’s Dance ((Requires Captain or Vice Captain Approval)) Roll: Sta. + Athletics, difficulty 6 The vampire can summon the energy of Oblivion, which emanates from every orifice on her head, and affects everything in the vicinity. The effects, which last for two turns per success, decay non-living material, and cause two levels of damage per success to any creatures in the area -- live, dead, or otherwise.
Personality: Hidden beneath the soft, carrying teacher act Apple Gregorie is evil to the core. In her day to day life as a teacher at Purgatory academy Apple is a sweet, kind, carrying teacher who looks after her students wellbeing, and despite her being fallen her wings have remained a tainted evil white. Looking at her, one wouldn’t believe what truly lay behind that ‘truly caring’ smile of Apple’s.
Mini Bio: As a Gregory Applinecia fell in much the same way as those who are of her kind, for the heart of a human. A single human man had caused her fall, and cursed were they for it. Every twenty years his soul is reborn anew, only to pass into the next life should she ever draw close to him. And for the first many years taken by her hearts longing the two lived in a never ending cycle of death, each twenty years she would find him and upon the first physical contact and many times even before as the realization as to what she was dawned for him his soul would pass on in a heavenly light only to be reborn anew elsewhere upon the world. This cycle was relived over and over, and each death seemed to only obsess Applinecia more and more with her human love. Her obsession grew so strong she began to shut everything else out, all that mattered were those breaf moments before the end of his life where the two where truly together again. However, an angel, smitten with Applinecia became jealous of her love for this man. And during the Pax Romana time (about AD 95) he broke the cycle, stepping in he took the life of her beloved before his time. Witnessing this act Applinecia’s heart cracked, the resulting battle between the two angels forced the volcano ‘Vesuvius’ to erupt in the city of Pompeii. Since this, Applinecia has plotted her way to take her revenge out upon this angel who took her beloved from her, and this two thousand years since has only served to strengthen her madness. Left without the object of her affection, Applinecia forfeited her heart to a clay jar, leaving behind any shred of humanity she once had so as to never be burdened by the pain of her loves death. In it’s place pure madness has rooted, fueled by the fires of an unknown source. She wishes nothing but the destruction of all now so twisted has this act left her. If by some act her beloved had been reborn in this life, she would not have the humanity to recognize him anymore.
Extras:
Gaia Name: Yunna Zee
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