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the_oubliette
Captain

Handsome Hunter

900 Points
  • Dressed Up 200
  • Treasure Hunter 100
PostPosted: Sat May 31, 2014 12:46 am


There are three types of powers available to your character: physical, mental, mystical. With sufficient RP you will gain more points to spend on these powers to make your character more powerful.

When you make a character, you start with 3 points to spend in any way you wish on any of the three categories. You define what your powers do, but please read below to see how they work. The Power Points are for fluff to add to your RPing and prowess in battle.

Reaching 6 points in a particular pool of powers
: When you reach 6 PP in a category, you gain a special 'unique' power' but also a 'unique' weakness that you must define at the time of gaining.
E.g: John Samson has 6 points in Physical powers and his unique power is overwhelming super-strength far above that of any other Vampire. His flaw is that if his hair is cut, he looses all this strength; so no barbershops for him.
PostPosted: Sat May 31, 2014 12:49 am


Gaining Power Points: every 4 completed RPs with a word-count over 700 words (for each participant) gains you 1 PP. You will need to track these in your character's journal and submit to the PP growth thread in order to have your cert updated.

the_oubliette
Captain

Handsome Hunter

900 Points
  • Dressed Up 200
  • Treasure Hunter 100

the_oubliette
Captain

Handsome Hunter

900 Points
  • Dressed Up 200
  • Treasure Hunter 100
PostPosted: Sat May 31, 2014 1:00 am


Physical Powers:


0 PP: a normal vampire. You are stronger than 2 humans, but you don't have anything special compared to other vampires. You can run about 15 km/ hour.

1 PP:
Stronger than a horse's kick. You can run about 30 km/ hour and bench press a 3 seater couch.

2 PP: You can take a hit from a car and stand back up. You run 50 km/ hour.

3 PP:
You can take a hit from a minivan or bus and the minivan will crumple. You can run 70 km/hour.

4 PP:
A grenade exploding in your face doesn't scratch you, and you aren't afraid of buses. You can run 100 km/hour without breaking a sweat.

5 PP: You've eaten rocket launchers and people generally think about anti-tank artilery and air-raids when they think about taking you out. You can run 160 km/hour.

6 PP You have some unique, scary physical ability, such as super-speed/strength/stamina. You can run faster than 300 km/hour and probably have to wear goggles when you do so because its windy at that speed. If you have enemies, you should watch for them buying depleted uranium.
PostPosted: Sat May 31, 2014 1:12 am


Mental Powers:


0 PP: a normal vampire. You can erase a few minutes of memory about yourself from human minds and you can sometimes skim surface thoughts when you concentrate a lot.

1 PP:
You can skim a number of thoughts from a human's mind when you concentrate and you can erase a day from their memory. You need eye-contact with your victims.

2 PP: You can rearrange a human's memory and command them to act in a way they might not be inclined to normally. Strong emotional stimulus will probably break them from your hypnosis. You need eye-contact with your victims.

3 PP:
You can skim the surface thoughts of vampires with weak mental powers (lower than yours by at least 2 PP) if you concentrate hard enough. You can make humans do whatever you command, no matter how heinous and you can erase a month from their minds. You need eye contact with vampires but not with humans any more.

4 PP:
You can cause mass-forgetting in groups of mortals and arrange a few simple memories in the small groups. You can get better information from other vampires with mental powers lower than yous (by at least 2 PP) minds and erase an hour of their memory.You still need eye contact with vampires.

5 PP: You can cause an effect of emotions over a large crowd of humans, from awe to fear, and you can skim surface thoughts with little effort of other vampires as well as make them forget a few days. vampires with no mental PP can be manipulated into doing small tasks that wouldn't contradict their own goals. You still need eye contact with vampires.

6 PP People avoid eye-contact with you, although they probably don't know it doesn't help anymore. You have a unique mental power; such as telepathy, empathy, illusions, animal control, mind-control, truth-telling, etc. Other vampires are probably a little leery of you even though they don't notice as much when you tinker with them. Any vampires with 3 PP in mental powers can resist you and usually shield against your intrusions.

the_oubliette
Captain

Handsome Hunter

900 Points
  • Dressed Up 200
  • Treasure Hunter 100

the_oubliette
Captain

Handsome Hunter

900 Points
  • Dressed Up 200
  • Treasure Hunter 100
PostPosted: Sat May 31, 2014 1:31 am


Mystical Powers:

Mystical powers are a little different to mental and physical powers in that the mystical powers are as unique as you want them to be. Each mystical power must be clearly outlined in your journals for this reason.


0 PP: a normal vampire. Nothing really odd happens around you other than being a vampire.

1 PP:
You have some sort of unique power; perhaps you are telekinetic, necromatic (ghosts, zombies, etc), elemental control, transformation (into other creatures), shadow manipulation, astral powers, blood manipulation, healing, summoning or enchanting etc. It is strong enough to affect 1 object/individual and you probably don't have the best handle on it yet. Creating your 'effect' takes effort and eye-contact with targets.

2 PP: You might have a second power, or perhaps your main power now affects 2 objects/individuals and is generally stronger and bigger.

3 PP:
You might have a third power; and your other two powers have become able to affect an area around you. You have much better control and can perform more tricky aiming.

4 PP:
Sometimes the lights flicker when you enter buildings; like you are interfering with science and the laws of physics. Your powers can affect small groups of individuals and objects and you might have an aura when you use them, even the subtle powers. You undergo minor physical changes that pertain to your power (i.e: when you summon fire, your eyes have flames in them, or your fingers are bathed in fire)

5 PP: Your powers are very rarely referred to as 'parlour tricks' any more. And people sometimes don't want to touch you when you get scary. Some physical changes may have become permanent to your body, and you probably have a reputation. It probably isn't a nice reputation. You can now affect a large group of objects and your power can be extended to a wider radius.

6 PP You have some unique, scary mystical ability such as exploding humans and vampires with the force of your fireballs, calling down hurricanes into cities; raising armies of the undead or creating the Blood weapons that have been lost for centuries. People don't know the full extent of your powers, and the scientific community won't appreciate them. If you have enemies, you should watch for them stocking up holy water and consulting an old priest and a young priest. You probably have several physical manifestations of whatever dark magic deals you've made and your weaknesses are as peculiar as you; perhaps you can only drink blood on a full moon now, or you cannot say your own name, perhaps the number 4 repulses you or the touch of silver burns.
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The World of Oubliette

 
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