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Posted: Wed Jan 09, 2013 10:09 pm
Name: Az Onan DOB: May. 1 Age: 35 in appearance Year In School: Headmaster Height: 6'4" Weight: 183 lbs Gender: Male Race: Dominion Angel Sexual Orientation: Straight
Weapons of Choice: Greatsword Shield//Armor: Heavy armor when in battle. Special Ability: Spiritus and Presence
Spiritus
• Speak with Spirits Roll: Wits + Linguistics, difficulty 6 The vampire may telepathically communicate with any spirits in her vicinity for one turn per success. Note that the spirits are not obligated to communicate back.
•• Summon Spirit Beasts Roll: Charisma + Animal Ken, difficulty 7 The vampire can summon the spirit of a dead animal, which will obey her telepathic commands. This spirit has a physical form, and the same number of Health levels as when it was alive. When incapacitated, it becomes incorporeal.
••• Aspect of the Beast Roll: Manipulation + Occult, difficulty 7 By spending a blood point, the vampire may call on a spirit of an animal to give her an ability of that animal, for one turn per success. Possible powers can include the following:
Bear Strength is increased by 2 Beaver The vampire can bite through nearly anything Chameleon The vampire can adopt the colors of her surroundings, adding five dice to Stealth pools if she moves slowly Cougar Courage rolls at difficulty -1 Cricket The vampire can make loud chirps that can temporarily deafen others Falcon The vampire can see great distances Hare Perception rolls involving hearing are made at difficulty -2 Hound The vampire can smell more keenly, and may track by smell with a roll of Perception + Survival, difficulty determined by Storyteller whim Leapfrog The vampire can jump three times her normal height or distance Serpent The vampire can bite a victim, who suffers two dice of damage per turn, until cured, or the vampire’s power ends Squirrel Athletics rolls involving balance are rolled at difficulty -2 Stag The vampire can run twice her normal speed This list is by no means complete, the vampire is free to call upon other animal spirits.
•••• Engling Fury Roll: Manipulation + Intimidation, difficulty 8 The vampire can feed off of animal spirits, gaining one willpower point per success. This power destroys an animal spirit each time it is used.
••••• The Wildebeast The vampire may transform into a feral beast. In this form, the vampire’s hand damage and tooth damage are increased by one, her Strength is increased by three, her Dexterity and Stamina are increased by two, her Manipulation is reduced by three, and her Appearance is reduced to zero.
Presence
• Awe Roll: Charisma + Acting, difficulty 7 The vampire can make others attracted to her. Once a target has spent one willpower point for each success, the effect is ignored, and the target can not be affected for the rest of the scene. The number of victims affected is as follows: 1 suc. one person 2 suc. two people 3 suc. six people 4 suc. twenty people 5 suc. everyone in the vicinity
•• Dread Gaze Roll: Charisma + Intimidation, difficulty Wits + 3 The vampire can adopt a threatening presence against a victim. In addition to the loss of one die per success on the next action, the victim is affected as follows: botch The victim is immune to all further uses of Presence by the vampire for the remainder of the story. failure All accumulated successes are lost. 1 suc. The victim is cowed. 3 suc. The victim flees in horror. If cornered, she will often adopt the fetal position at the vampire’s feet.
••• Entrancement Roll: Appearance + Empathy, difficulty Willpower The vampire may enchant the target, who will seek to please the vampire, of her own free will. The effects last for the following time periods: 1 suc. one hour. 2 suc. one day. 3 suc. one week. 4 suc. one month. 5 suc. one year.
•••• Summon Roll: Charisma + Subterfuge, difficulty variable The vampire may make another target come to him. The difficulty varies according to how well the vampire knows the target, as follows: dif. 4 The target has previously succumbed to the vampire’s use of Presence. dif. 5 The target is someone the vampire knows. dif. 7 The target is a stranger. dif. 8 The target has previously resisted the vampire’s use of Presence. The effect only lasts for 24 hours, and may therefore have to be repeated. The target will home in on the vampire as quickly as possible, without knowing why, or having to be told where she is, even if the vampire changes location after using this power. The degree of the effect is as follows: 1 suc. The target approaches, but with hesitation. 2 suc. The target approaches, but tentatively. 3 suc. The target approaches. 4 suc. The target approaches with great haste. 5 suc. The target rushes as quickly as possible.
•••••• Majesty Resist: Courage, difficulty Charisma + Intimidation The vampire is automatically respected and feared.
•••••• Aire of Elation (Clanbook:Toreador) Resist: Self-Control, difficulty Wits + [removed](Comedy) The vampire can invoke laughter in others; they will find whatever she does or says to be hilarious. In fact, they will have to make a resistance roll to do anything more than laugh.
•••••• Enrage Roll: Manipulation + Subterfuge, difficulty 8 The vampire may enrage others. Vampires so enraged must immediately spend a willpower point to avoid frenzy. The number of victims affected is as follows: 1 suc. two people 2 suc. four people 3 suc. eight people 4 suc. twenty people 5 suc. everyone in the vicinity
•••••• Intensification (Clanbook:Toreador) Resist: Self-Control, difficulty 7 By spending twenty blood points (no more than five per day), the vampire can cause an inanimate object to provoke an emotion of her choice in anyone who looks at it. This object must be one that looks like it was intended to provoke such a reaction.
•••••• Love Roll: Charisma + Acting, difficulty Willpower The vampire can influence a victim as if the victim was blood-bound to her, and under the influence of Entrancement, as described above.
•••••• Siren’s Song (Clanbook:Toreador) The vampire may use her music to invoke Awe in all who hear it, even on a recording. She may also try to inspire certain emotions with her music, but this can be unpredictable. This power also grants three extra dice in all music-related rolls.
•••••• Star Magnetism (Clanbook:Toreador) The vampire can extend the influence of the power Awe to anyone who sees her on film, or sees a painting of her, if it is a good likeness. She may consciously refrain from doing this, but at all other times, if someone takes a picture of her (even without her knowledge), the resulting film will exhibit the effects. Anyone who sees the film who wishes to resist must do so each time they see the film.
•••••• Two-Tiered Communication (Clanbook:Toreador) Roll: Manipulation + Empathy, difficulty 10 - Perception By spending a blood point, the vampire may tell a target one thing verbally, and send a different message subliminally. The number of successes required is determined by the extent of the difference between the superficial message and the real message.
••••••• Mask Empathy Roll: Manipulation + Subterfuge, difficulty Willpower Resist (vampires): Willpower, difficulty 8 The vampire may make a group of people lose all special interests, like love, friendship, or comraderie, in each other. The number of victims affected is as follows: 1 suc. three people 2 suc. six people 3 suc. fifteen people 4 suc. thirty people 5 suc. everyone in the vicinity
••••••• Mind Numb Roll: Manipulation + Intimidation, difficulty Willpower Resist (vampires): Willpower, difficulty 8 The vampire may make a group of people apathethic, even if in danger, or insulted. The number of victims affected is as follows: 1 suc. three people 2 suc. six people 3 suc. fifteen people 4 suc. thirty people 5 suc. everyone in the vicinity
•••••••• Invoke Frenzy Roll: Manipulation + Empathy, difficulty Willpower Resist: Self-Control, difficulty 7 The vampire may put a vampire into a frenzy. The type of frenzy is at the discretion of the vampire.
••••••••• Heart of the City Roll: Charisma + Area Knowledge, difficulty 10 The vampire may make all in a city feel any emotion she wants them to feel, for the following time periods: 1 suc. one minute 2 suc. ten minutes 3 suc. one hour 4 suc. one day 5 suc. one week
•••••••••• Dream World Roll: Wits + Etiquette, difficulty 9 The vampire may broadcast messages, in dreams, to the entire world, or one city, or one individual. The impact of these dreams is as follows: 1 suc. The target may or may not remember the dream, but it may have subconscious effect. 2 suc. The target remembers bits and pieces of the dream. 3 suc. The target remembers most of the dream. 4 suc. The target remembers all of the dream, and will later reflect on it. 5 suc. The target has probably been permanently traumatized by the dream, and will certainly never forget it.
Personality: You'd never guess Az's age by the way that he acts. He's high spirited and a kidder, bursting with energy. Az isn't one for stuffy or formal situations, which can make him seem childish and irresponsible. Many wonder how he remains the Headmaster of the school. His temper is slow to rise and just as quick to diminish after the eventual explosion. He tends to know everything about those whom he keeps in company, but they rarely ever know much about him. He's skilled in conversation and very quick witted. Mini Bio: Az was one of the first Academy students. He was fascinated with the school and very much loved it. His home was decidedly there, so he applied for Headmaster as soon as the position was open. His younger years are a mystery, but it is well known that he is somewhat of a messenger between demons and angels, as he works so closely with both. Extras: He has a habit of dropping in on the kids' ball games and physical activities "just to get out the energy." He also secretly absolutely loves kids. Hey, pic! Hey, another one!
Gaia Name: Little Miss Lillybits
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Posted: Fri Jan 11, 2013 5:43 am
Name: Elizabeth Greyling DOB: Nov. 5 Age: 17 Year In School: Third Height: 5'2" Weight: 125 lbs Gender: Female Race: Angel (though not sure what kind yet, she's got her fingers crossed for Creation) Sexual Orientation: Pansexual
Weapons of Choice: Bow & Arrows Shield//Armor: N/A Special Ability: Creo Materia and Hands of Destruction
Creo Materia
• Summon the Simplest Form : Conjure a very simple object
• Permanency: It becomes easier to permanently conjure an object
• Magic of the Smith: Conjure a complex object
• Reverse Conjuration: Banish objects conjured with this path ((Requires Training, Captain or Vice Captain Approval))
• Power Over Life: Conjure living (though mindless) beings for a temporary duration ((Requires Training, Captain or Vice Captain Approval))
Hands of Destruction
• Decay : Cause an inanimate object to age years in seconds
• Gnarl Wood: Ruin an object of wood with a look
• Acidic Touch: Your hand dispenses a powerful acid ((Requires Training, Captain or Vice Captain Approval))
• Atrophy: Cause a victim's limb to wither ((Requires Training, Captain or Vice Captain Approval))
• Turn to Dust: Make a person age years in seconds ((Requires Training, Captain or Vice Captain Approval))
Personality: Elizabeth is a bright girl with a relatively sweet disposition. However, she can fly off the handle at times, and her feelings are easily hurt. To her friends and family, she is fiercely loyal, to the point of being slightly selfish of them. She can seem rather stand-offish because of her tendency to be quiet in larger crowds, but with a group of close friends she's as loud and opinionated as ever. She's creative, and loves books more than people. Mini Bio: Looking at her, you wouldn't think she was born of an Archangel and a Creation Angel. The petite girl was brought into the world one rainy November night and found that she quite liked most things about it. From a young age she's been going to Purgatory, starting in their Junior Academy. She's led a rather blessed life, no mishaps or tragedies. Her only wish is that she would have had siblings at some point. Extras: Elizabeth likes to hide out in the library more often than not. Woo picture! Woo another picture! The uniform in her picture is Iv - Student Uniform F Gaia Name: Little Miss Lillybits
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Posted: Fri Jan 11, 2013 6:19 pm
Name: Ian Moone DOB: December 10th Age: 16 Year In School: Second Height: 5'6" Weight: 136 lbs Gender: Male Race: Half-Demon Sexual Orientation: Curious
Weapons of Choice: Specter, Dagger, Spear Shield//Armor: He wears light armor Special Ability: Chimerstry and Obtenebration
Chimerstry
• Ignis Fatuus By spending a willpower point, the vampire may create a static illusion involving one sense. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
•• Fata Morgana By spending two willpower points, the vampire may create a static illusion involving all senses. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
••• Apparition Having created an illusion, the vampire may spend a blood point to make it move. This movement is limited to a specific pattern, and may not be changed once she has stopped concentrating on the illusion.
•••• Permanency ((Requires Training, Captain or Vice Captain Approval)) Having created an illusion, the vampire may spend a blood point to cause it to remain for as long as she is in the general vicinity, even if she can no longer sense it.
••••• Horrid Reality ((Requires Training, Captain or Vice Captain Approval)) Roll: Man. + Subterfuge, difficulty 6 Resist: Per. + Self-Control, difficulty 6 The vampire may create illusions, as described above, and use them to "injure" a victim. Each success represents one level of damage. The vampire may announce (to the Storyteller) ahead of time that she only wishes to inflict a certain amount of damage. A victim may not be killed in this fashion, but she will still be subject to wound penalties for as long as she believes herself to be injured. The difficulty to use this power is 8 if the vampire is inflicting aggravated "damage".
•••••• Fatuus Mastery ((Requires Training, Captain or Vice Captain Approval)) The vampire may create illusions without paying the willpower costs described above. Also, all illusions created will last as long as the vampire is no more than a mile away, unless she wishes them to end before then; she need not sense them to maintain them. (Addendum Clanbook: Ravnos) - In addition to the ability previously stated, Ravnos gain an additional benefit from mastering this level of Chimerstry, though in most cases even the wielder herself will not know it. Upon attaining Fatuus Mastery, illusions created by the character also manifest in th ePenumbra and the Shadowlands, and appear convincing to anyone viewing the scene from there. However, a Ravnos who cannot peer into these locations is still unable to affect them directly.
•••••• Mass Reality ((Requires Training, Captain or Vice Captain Approval)) As Horrid Reality, but the vampire may use the illusions to "injure" everyone in her general vicinity.
•••••• Fata Amria (Clanbook: Ravnos) ((Requires Training, Captain or Vice Captain Approval)) Rolls: Manipulation + Intimidation, diff targets Willpower Using this power, a Ravnos may place a potent curse on a target. By evoking the power in her blood, the Ravnos essentially "locks" an illusory effect to the target, which manifests from time to time. The effects of Fata Amria can range from merely annoying to potentially lethal, depending on the severity of the curse and the number of successes rolled by the Ravnos. System: A Fata Amria costs one Willpower point to initiate. The Ravnos verbally curses the target, then rolls Manipulation + Intimidation against a difficulty of the target's Willpower. The number of successes determines the strength of the effect, as shown on the table below. The example effect given is simply a guideline; the way in which the Fata Amria manifests is based solely upon the nature of the curse accompanying it. 1 suc - Inconvenient effects; target loses two dice from a given Dice Pool. 2 suc - Minor effects; difficulty numbers are raised by two when in a given circumstance. 3 suc - Major effects; target automatically fails a certain action at a pinnacle moment. 4 suc - Serious effects; target automatically fails certain actions in any stressful simulation. 5 suc - Disastrous effects; target fails all actions involving a given Attribute, Ability or Discipline.
••••••• Far Fatuus ((Requires Training, Captain or Vice Captain Approval)) Roll: Wits + Subterfuge, difficulty variable The vampire may create illusions at a distance. Once she has succeeded, she may use any Chimerstry power at that location. The difficulty varies with her familiarity with the area, as follows: dif. 6 She knows the area like her own haven. dif. 7 She has been there frequently. dif. 8 She has been there a few times. dif. 9 She is basing her knowledge on the detailed description of someone else, having never been there herself. dif. 10 She has a photograph, but has never been there herself.
•••••••• Pseudo Blindness ((Requires Training, Captain or Vice Captain Approval)) The vampire will always know a lie when she hears it. She also can not perceive any power of Obfuscate or Chimerstry below level nine -- even if she wants to, and is incapable of either being affected by them, or realizing that they are being used. (Addendum Clanbook: Ravnos) In addition to the benefits previously stated for this power, a Ravnos who has mastered Pseudo-Blindness is also unmoved by the effects of the Delirium, nor is she affected by faerie seemings. The Ravnos can also see any chimerical items or animals drawn from the Dreaming as if she were enchanged.
•••••••• Sensory Overload (Clanbook: Ravnos) ((Requires Training, Captain or Vice Captain Approval)) Roll: Intelligence + Occult, difficulty targets Willpower By overstimulating all five senses, a Ravnos may physically incapacitate a target. Though the target may remain conscious, he is unable to move or speak coherently; he is effectively cut off from the outside world, save through his screams. 1 suc - One turn 2 suc - One scene 3 suc - One hour 4 suc - Six hours 5 suc - One day
••••••••• Sensory Deprivation ((Requires Training, Captain or Vice Captain Approval)) Roll: Man. + Intimidation, difficulty Willpower The vampire can cause her victim to lose all five senses, and all related abilities, like Auspex. This power lasts for the following time periods: 1 suc. one turn. 2 suc. one hour. 3 suc. one day. 4 suc. one month. 5 suc. one year.
•••••••••• Reality ((Requires Training, Captain or Vice Captain Approval)) Roll: Wits + Intimidation, difficulty Willpower + 2 Demand: successes = 3 or more The vampire can invent a fantasy world, and put her victim into it. To escape, the victim must spend one willpower point for each success. This victim actually disappears from the real world, and can not be found with any discipline.
Obtenebration
• Shadow Play By spending a blood point, the vampire can manipulate shadows and dim (but can not extinguish) lights, gaining a one-die bonus in all Intimidation and Stealth rolls.
•• Shroud of Night Roll: Manipulation + Occult, difficulty 6 The vampire may cover ten square feet, per success, in a black matter that obscures all light and sound. Most are blind and deaf within it; those with Heightened Senses or Gleam of Red Eyes are not, but lose three dice in relevant pools. If the vampire can not see the area to be blackened, she must spend a blood point, and the difficulty is increased by two.
••• Arms of the Abyss ((Requires Training, Captain or Vice Captain Approval)) Roll: Manipulation + Occult, difficulty 7 The vampire may create dark tendrils. Each success either summons a six-foot shadowy tendril, or increases such a tendril by six feet. Each tendril has Strength 4, Dexterity 3, Brawl 2.
•••• Nightshades ((Requires Training, Captain or Vice Captain Approval)) Roll: Wits + Occult, difficulty 7 The vampire may create a circle of moving shadows. Within such a circle, all adversaries, and even all allies who don’t have Obtenebration, suffer a +3 difficulty to initiative rolls, and lose one die from all pools. With one success, this circle is ten feet in diameter. Each additional success adds five feet to the diameter.
••••• Shadow Body ((Requires Training, Captain or Vice Captain Approval)) By spending three blood points, the vampire may transform, over three turns, into a shadow. In this state, the vampire may see in absolute darkness, slither through cracks, and is invulnerable to physical attack. The drawback is that Rötschreck rolls are increased in difficulty by one.
•••••• Call the Lamprey ((Requires Training, Captain or Vice Captain Approval)) The vampire may summon from within herself a large shadowy monster. If it attacks mortals, it may draw blood at one point per turn, and if drawn back into the vampire, she gains half the blood it drew. Other vampires suffer a +3 difficulty to all rolls, and if bitten, must roll Courage, difficulty 8, to avoid Rötschreck. The Lamprey is immune to physical attack, has Stamina 4, and any non-physical damage done to it, or any attack against the vampire, will kill it. The vampire must concentrate solely on the Lamprey; she may not split her dice pool.
••••••• Shadow Step ((Requires Training, Captain or Vice Captain Approval)) Roll: Intelligence + Stealth, difficulty 6 The vampire may teleport, by stepping into one shadow, and emerging from another, up to fifty feet away. By rolling Intelligence + Brawl, difficulty 7, she may even pull someone else through the shadow.
•••••••• Eyes of the Night ((Requires Training, Captain or Vice Captain Approval)) The vampire can see in absolute darkness -- even darkness created by Obtenebration. She gains Gleam of Red Eyes if she did not already have it, and if in a poorly lit area, may close her eyes and concentrate to see anything in a fifty-foot radius.
••••••••• Shadow Slave ((Requires Training, Captain or Vice Captain Approval)) Roll: Willpower, difficulty 8 By spending a blood point, the vampire may animate her own shadow, which may move up to 150 feet away from her. In the event of a botch, the shadow will be hostile to her. The shadow has no disciplines, except for Obtenebration at half that of the vampire, and its abilities and attributes are half those of the vampire, except for Stealth, which is that of the vampire. If the shadow is destroyed, the vampire loses half of her willpower, must make a Rötschreck roll at difficulty 9, and can not use this power for a month. This power lasts for one hour per success.
•••••••••• Entombment ((Requires Training, Captain or Vice Captain Approval)) Roll: Wits + Security, difficulty Dexterity + Occult The vampire may trap the victim in an impenetrable darkness, which will dissipate under sunlight, or at the will of the vampire. The vampire may choose to make it airtight, and mortals trapped within will asphyxiate after a number of minutes equal to their Stamina.
••••••••••• Master of the Night ((Requires Training, Captain or Vice Captain Approval)) By spending one willpower point, and spilling five blood points on the ground, the vampire may create a shade, and by spending one blood point each, she may summon up to three. These shades obey every command she gives them. The shades have the following traits: Strength 3, Dexterity 4, Stamina 3, Charisma 0, Manipulation 0, Appearance 0, Perception 4, Intelligence 1, Wits 5, Athletics 1, Brawl 3, Dodge 1, Stealth 8, Celerity 1, Obfuscate 1, Obtenebration 6. Additionally, they do not take wound penalties, and all hand damage that they inflict is aggravated.
•••••••••••• Summon the Abyss ((Requires Training, Captain or Vice Captain Approval)) Roll: Intelligence + Stealth, difficulty 6 By spending two willpower points and concentrating for three turns, the vampire may summon a sentient darkness. The number of successes is the amount of damage this darkness does to anyone within fifty feet of the vampire. This darkness remains for one turn, and cleans up after itself; all corpses are removed.
••••••••••••• Banishment ((Requires Training, Captain or Vice Captain Approval)) Roll: Willpower, difficulty Humanity The vampire may send a victim to the abyss, for the following time periods: 1 suc. one day. 2 suc. one week. 3 suc. one month. 4 suc. one year. 5 suc. forever, until the victim finds the way out herself.
Personality: A light-hearted young man who can sometimes take a joke, sarcasm and the like too seriously and personal. He's usually laid-back and carefree, though he will cause hi-jinx and trouble if he believes he can talk his way out of it or get away with it. He does have a bad temper and often throws a fit if he scores anything lower than a "B", considering he strives for perfection and a "B" is already "bad enough." He's also a smart mouth which already lands him in hot water as is already and a flirt. Though he won't like it, if given no choice, Ian does try to play peacemaker to avoid conflicts and fights. He can hold his own but as he tends to rely on ranged attack and his powers, close combat and the like are his biggest weakness. He also has some identity issues as to who he is as for a good chunk of his life, he was unaware he was not entirely human. He also has a tendency to abuse his powers as he's of the mindset, "If you have it, flaunt it."
Mini Bio: Born from a succubus and a mortal man, Ian grew up mostly with his mortal father and his family until his mother saw fit to finally lend a hand in raising him at the age of 10. For the next 6 years, he drifted between his father's home and his mother's, coming to terms that he isn't entirely human. But then again, he always felt like he didn't quite belong and now there was a valid reason. He only came to Purgatory Academy as his mother pushed for him to go to a school to better understand his 'kind' and his 'powers.'
Extras: Well nothing comes to mind at the given moment. I'll let you know if I do~
Gaia Name: Briza Daragon / Alundra_Daydreamer (contact me on either or FB too!)
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Posted: Sun Jan 13, 2013 6:02 pm
Name: Ichijo Mei DOB: 11/11/1880 Age: 16 Year In School: 2 Height: 5’3” Weight: 120 LBS Gender: Female Race: Angel Born of Demons Sexual Orientation: Heterosexual
Weapons of Choice: Samurai Sword, Heavy Pistols X2 Shield//Armor: Leather Body Suit
Special Ability: Daimonion & Path of Corruption
Daimonion
• Sense the Sin By making a Perception + Empathy roll against a difficulty of the target's Self-Control + 4, the Baali can sense the subject's greatest character flaw- be it a low Virtue, a weak Will, a Derangement, or whatever.
• Fear of the Void Below The Baali must first use Sense the Sin (above) to discern the tragic flaw of the target. She must then speak to the target, telling him of his inevitable damnation and lack of any hope for redemption. If the Baali makes a Wits + Intimidation resisted roll against the target's Courage + 4, the victim will fly into a Terror frenzy; if the Baali scores three or more successes, the target will collapse in a useless panic.
••• Flames of the Netherworld The Baali may hurl blasts of flame which do one die of damage per blood point spent; the Baali must roll Dexterity + Occult, with a difficulty dependent on range, to hit.
••••Psychomachia ((Requires Training, Captain or Vice Captain Approval)) The Baali is able to summon the Beast in an individual. After using Sense the Sin (above) to discern weakness, the Baali can actually coax the Beast to the surface. The victim must roll against his greatest weakness (i.e. lowest Virtue) with a difficulty of 8 or fly into a frenzy; any Derangements possessed by the victim will be in evidence.
••••• Curse ((Requires Training, Captain or Vice Captain Approval)) By making an Intelligence + Occult roll against the target's Willpower, the Baali may cast a curse on the target. One of the target's Traits, chosen by the Baali, will drop to zero for a duration depending on the number of successes: 1 Success One night 2 Successes One week 3 Successes One month 4 Successes One year 5 Successes Permanent
•••••• Ignore the Searing Flames ((Requires Training, Captain or Vice Captain Approval)) Fire no longer affects the character.
••••••• Summon the Herald of Hell ((Requires Training, Captain or Vice Captain Approval)) This power requires a one hour ritual, three blood points' expenditure and a human sacrifice. The Baali may then summon a lesser demon from Hell to do her bidding. Demons vary greatly in abilities and form, but will usually be built on something approximating the following statistics: Demons Attributes: 10/7/3 Abilities: 15 points worth Willpower: 8 Disciplines: 10 points worth, as well as a Fortitude of at least 3 and the ability to heal like a Lupine. Form can vary wildly-some demons are beautiful seductresses, others reptilian horrors. The demon may be summoned without the hour-long ritual or the sacrifice, but the Baali must spend six blood points and the demon will be uncontrolled-it may well decide to drag the Baali down to Hell with it for her temerity.
•••••••• Great Curse ((Requires Training, Captain or Vice Captain Approval)) This curse is more subtle than the Level Three power, and affects a much wider area. With this curse, the Baali afflicts an entire city or province with a feeling of gloom, despair and malaise. The more successes rolled on the Baali's Intelligence + Occult against a difficulty of 9, the greater the effect. Crime and violence soar, petty angers become seething hatreds, the economy takes a downward spiral, marriages break up over trivial causes, and the world just becomes a nastier place in general. Even Kindred organizations become more fractious and less efficient- thus, this power is ideal for undermining Camarilla power structures in a city. A successful use of Auspex 9 or above will enable the user to determine that there is a malevolent outside aura on the region affected; otherwise, the populace will simply assume that the times, they are a-changin'- for the worse.
••••••••• Call the Great Beast ((Requires Training, Captain or Vice Captain Approval)) This ritual takes four hours to cast and requires the sacrifice of 50 victims (Kindred or kine) with at least 4 Humanity each. One of the Great Demon Lords of the Netherworld will thereupon erupt from Hades; the details of this are up to the Storyteller, but it is safe to say that such entities are more powerful than any Vampire, and that the world is in serious trouble. This is presented more as a plot device than a way for sadistic Storytellers to waste the Troupe.
Path of Corruption
• Contradict Roll: Manipulation + Subterfuge, difficulty Willpower + 1 The vampire may cause a victim to do the opposite of what she was originally going to do.
•• Disfiguration Roll: Intelligence + Disguise, difficulty 8 The vampire may alter the facial appearance of a target. This may be used to make someone look better, worse, or just different. The difficulty to use this power for impersonation is 10.
••• Change Mind ((Requires Training, Captain or Vice Captain Approval)) Roll: Manipulation + Empathy, difficulty Willpower + 1 The vampire may choose a Demeanor, and force a victim to adopt it, for the following time periods: 1 suc. one turn. 2 suc. one day. 3 suc. one month. 4 suc. one year. 5 suc. permanently.
•••• Cripple ((Requires Training, Captain or Vice Captain Approval)) Roll: Willpower, difficulty Courage + Fortitude + 3 The vampire can make a victim effectively paraplegic, for the following time periods: 1 suc. one turn. 2 suc. one day. 3 suc. one month. 4 suc. one year. 5 suc. permanently.
••••• Corrupt Soul ((Requires Training, Captain or Vice Captain Approval)) Roll: Charisma + Empathy, difficulty Willpower + 3 The vampire may choose a Nature, and force a victim to adopt it, for the following time periods: 1 suc. one turn. 2 suc. one day. 3 suc. one month. 4 suc. one year. 5 suc. permanently.
Personality: Mei is an openminded and good hearted individual with a bit of a rebellious streak.
Mini Bio: Mei, the daughter of two demons somehow was born an Angel. On top of that, she wasn’t even born in this time, she was born as the Samurai Era was ending and was pulled into the present day by the current Demon Headmistress as a possible mate for her son. She hid Mei from the Angel Headmaster until Mei was of age to attend Purgatory Academy. She tried to sneak Mei in as a Demon when abruptly during student orientation the Angel Headmaster publicly thanked the Demon Headmistress for bringing Mei to him and the school so she could get a proper education. From that moment on Mei has been in the care of the Angel Headmaster who just so happened to be a very doting and concerned father. Mei however still retains a little demon behavior here and there which concerns the Angel Headmaster and gives hope to the Demon Headmistress that she still may have a chance of swaying Mei over to her side and into the arms of her son.
Extras:
Gaia Name: Xandra_Eiryklav
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Posted: Sun Jan 13, 2013 7:21 pm
Name: Talya Schwarz DOB: May 18 Age: 18 Year In School: First Height: 5'7" Weight: 140-ish Gender: Female Race: Nephilim Sexual Orientation: Asexual
Weapons of Choice: Daggers, Studded Fingerless Gloves Shield//Armor: None Special Ability: Obeah and Fortitude
Obeah
• Sense Vitality: Detect how healthy an individual is or how they came to harm
•• Anesthetic Touch: Remove feelings of pain from a target or put a living creature to sleep
••• Corpore Sano: Heal any sort of wound on yourself or others by expending vitae
•••• Neutral Guard: ((Requires training, Captain or Vice Captain Approval)) Create a barrier 10 feet from you that prevents others from approaching
••••• Peacemaker: ((Requires training, Captain or Vice Captain Approval)) Soothe those around you and make them inclined to discuss any disputes peacefully
••••• King David's Blessing: ((Requires training, Captain or Vice Captain Approval)) Use music to help heal someone mentally or physically
••••• Mens Sana: ((Requires training, Captain or Vice Captain Approval)) Cure the derangements of others
•••••• Sheperd's Watch: ((Requires training, Captain or Vice Captain Approval)) Create a barrier 10 feet from you that prevents others from approaching
•••••• The Ailing Spirit: ((Requires training, Captain or Vice Captain Approval)) Cure the derangements of others
•••••• Unburdening the Bestial Soul: ((Requires training, Captain or Vice Captain Approval)) Draw out someone's soul and hold it in your mind while cleansing it, improving the subject's Path rating
••••••• Pain for Pleasure: ((Requires training, Captain or Vice Captain Approval)) Make a subject feel intense pleasure instead of pain
••••••• Renewed Vigor: ((Requires training, Captain or Vice Captain Approval)) Focus for a moment and heal all the wounds of a subject
••••••• Warding the Beast sad (Requires training, Captain or Vice Captain Approval)) Draw out someone's soul and hold it in your mind while cleansing it, improving the subject's Path rating
••••••• Safe Passage: ((Requires training, Captain or Vice Captain Approval)) Make the people around inclined to let you pass and give help if you need it
••••••• Repulsion: ((Requires training, Captain or Vice Captain Approval)) Cause people to instinctively move away from you, as if remembering something unpleasant and having no interest to pursue it
•••••••• Purification: ((Requires training, Captain or Vice Captain Approval)) Purge an individual of infernal possession and force such demons into nearby objects
•••••••• Vitae Block: ((Requires training, Captain or Vice Captain Approval)) Make a portion of the target's blood pool unusable
•••••••• Spirit Marionette: ((Requires training, Captain or Vice Captain Approval)) Take control of a target's soul and pantomime their actions
••••••••• Unbind the Flesh-Clad Soul sad (Requires training, Captain or Vice Captain Approval)) Release a mortal's soul from their body to exist in the Astral Realms.
•••••••••• Resurrection sad (Requires training, Captain or Vice Captain Approval)) Bring a recently dead mortal back to life
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: ((Requires training, Captain or Vice Captain Approval)) 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.
If you become immune to the effects of an Attack, then you cannot be harmed by that specific attack for the next five minutes. So, if you use Aegis to ignore an attack from Character A armed with an sword, you would not be protected from Character B with a sword, or Character A with an Axe, only from Character A with a sword (any sword). It is Ref's discretion whether one use of Aegis protects against an attack: if Character A picked up a Kinslayer sword, the Aegis would not protect as it is considered a different attack.
•••••• Personal Armour (GC) ((Requires training, Captain or Vice Captain Approval)) Causes anything that strikes a Kindred who employs this to shatter on impact.
•••••• Armor of Vitality (Dark Ages Companion) ((Requires training, Captain or Vice Captain Approval)) Toughens the vampire's skin to marble breaking ordinary weapons with no blemish to vampire's skin
Personality: Talya has an almost rude way of saying what's on her mind. Being a natural leader she didn't have a hard time creating gangs in whatever school she was attending. The downside being she wasn't even very loyal to those in her gangs. If she felt they were worthless she'd cut them loose and never look back. Mini Bio: Being a nephilim, her mother died in childbirth and with her father not sticking around she was placed right in foster care because her mother's family wanted nothing to do with the illegitimate child. The first set of foster parents only wanted Talya for the money. Emotionally and, even sometimes, physically abusing the child, taught Talya only to use and abuse others. When she was finally taken from that family, the damage was already done and the next couple families tried to teach Talya to trust and cherish others with almost no affect. When Talya came of age, her angelic nature started to manifest, but that made her a beacon for danger. One night after she ran away from her final foster family a man approached her and managed to convince her to attend Purgatory Academy. Talya still doesn't know that the "man" that came to her that night was her father. Extras: Image1/Image2
Gaia Name: X-Yami-no-Ko-X
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Posted: Sun Jan 13, 2013 8:22 pm
Name: Ashtoreth (Ash) DOB: Unknown Age: A Lady doesn’t disclose her age. Year In School: Demon Headmistress Height: 5’6” Weight: 134 LBS Gender: Female Race: ArchDemoness Sexual Orientation: Bisexual
Weapons of Choice: Scythe Shield//Armor: When she wears it, she wears fine polished mirror quality silver-colored armor. Special Ability: Institutionalization & Ars Speculorum
Institutionalize • Halls of Power - Reveals the complex web of social connections that allows an insular institution to run effectively.
•• Social Censure - Forces the target to behave himself, by making it impossible to break the rules and etiquette governing the situation.
••• Off Limits - Blocks an area completely, forbidding anyone from entering it until the Morotrophian chooses to lift the ban.
•••• Panopticon - Become the eyes and ears of a chosen institution, seeing, hearing, and experiencing everything that anyone within those halls is subject to.
••••• Lord of the Manor - Take complete control over the institution building, controlling it as naturally as if it were a part of the user's body.
Ars Speculorum • Wry Opticks - Allows the user to unblur his mirror image without the use of Willpower, or blur it even more, beyond visible comprehension.
•• Catoptromantricks - Look into a mirror and ask a question, to gain one insight on an unknown entity.
••• Panoptickon - See through one mirror directly out any other mirror in existence.
•••• Childermas Surprise - Makes a mirror into a focal point for disciplines, allowing most mental disciplines to be used through a mirror.
••••• Quicksilver Shoes - Enter into a mirror and leave at another mirror, somewhere else.
Personality: Ashtoreth is all about control. She loves to tip the scale of fate, especially when it comes to her son. Mini Bio: Ashtoreth is the Demon Headmistress of Purgatory Academy. Two years ago she enrolled her son Abaddon and an angel named Mei into the academy. Not much is known about why or how she acquired Mei, but despite the fact Mei is in the care of the Angel Headmaster, she continues to show interest in recruiting Mei, especially in regards to her son.
Extras:
Gaia Name: Xandra_Eiryklav
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Posted: Sun Jan 13, 2013 9:38 pm
Name: Abaddon DOB: 3/1/1996 Age: 16 Year In School: 2 Height: 6’3” Weight: 210 LBS Gender: Male Species: Demon (Puck/Mischievous) Sexual Orientation: Heterosexual
Weapons of Choice: Tazer, Knife Shield//Armor: Leather Jacket Special Ability: Hypnagogia & Detournment Hypnagogia • The Void - Collects a single memory from the sleeper, and places it into an abyssal memory storage inside the Usiri.
•• Overwrite - Destroys a memory inside the sleeper, allowing it to be replaced with any memory the user desires.
••• The Realm Between - The target is rendered insensate, hypnotized; they cannot feel emotions other than bliss, and the Beast even loses its ferocity.
•••• Spirit Guide ((Requires Training, Captain or Vice Captain Approval)) Tricks the target into thinking that the user is a guide through the realm of dreams, that can be trusted with secrets.
••••• Tabula Rasa ((Requires Training, Captain or Vice Captain Approval)) Destroys the memory of the target, making them clueless to the here and now, as well as to the vampiric condition.
Detournment • The Contagion Principle - A shred of fingernail is implanted on a target; as long as that shred exists, the user will be able to track the target anywhere.
•• The Pleasure of the Text - Instantly absorbs all information held in writing, video, or other media, destroying the medium as it is performed.
••• The Eye Behind the Glass ((Requires Training, Captain or Vice Captain Approval)) Removes an eye and installs it, semi-permanently, into the wiring of a camera system or other similar object, allowing the user to record what it records.
•••• The Face of New Flesh ((Requires Training, Captain or Vice Captain Approval))- By cutting away a face from a living person, that face can be worn as a mask, both giving the user the appearance of that person, and the appearance of a human, until it rots away.
••••• The Soul Transplant ((Requires Training, Captain or Vice Captain Approval))- Cuts a mortal's soul out of their own body, allowing it to be consumed for a temporary Willpower dot, or it can be transplanted into someone else.
Personality: Abaddon seems to teeter back and forth between serious and mischievous. Maybe it is just boredom… or maybe he is just trying to annoy his mother by being indecisive. Mini Bio: Abaddon is the son of the Demon Headmistress. He likes to play pranks, and sometimes his pranks are cruel. Strangely enough though, he seems to sort of get along with the girl his mother kidnapped to be his future bride, but that doesn’t seem to deter him from pursuing other interests. Extras:
Gaia Name: Aaltarh_Elbas
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Posted: Fri Jan 25, 2013 7:22 pm
Name: Mica Stevens DOB: October 30 Age: 17 Year In School: First Height: 5'9'' Weight: 175lbs Gender: Male Species: Half-Demon Sexual Orientation: Straight
Weapons of Choice: Distraction, His hands and feet, and rarely his teeth Shield//Armor: Special Ability: Protean
Level 1 • 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.
Level 2 • 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.
Level 3 • 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.
Level 4 • Shadow of the Beast ((Requires Training, Captain or VC 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.
Level 5 • Form of Mist ((Requires Training, Captain or VC 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.
Level 6 • Adaptibility (Clanbook:Gangrel) ((Requires Training, Captain or VC 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.
Level 6 • Flesh of Marble ((Requires Training, Captain or VC 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.
Level 6 • Earth Control ((Requires Training, Captain or VC Approval)) The vampire may move around in the earth, as if swimming in it. Chases under earth may be resolved by both parties making Strength + Athletics rolls.
Level 7 • Homunculus ((Requires Training, Captain or VC Approval)) By pulling some flesh from the back of her mouth, the vampire may summon a three-inch-tall copy of herself, which has a personality that is a warped version of her own. This creature lacks disciplines, will die if it runs out of blood or suffers two levels of aggravated wounds, burns one blood point per hour, and may hold three blood points at a time.
Level 7 • Form of the Ghost ((Requires Training, Captain or VC Approval)) By spending a blood point, the vampire can become insubstantial. The vampire’s appearance doesn’t change, she can move as if real, she is not affected by gravity or wind, and she may pass through solid objects.
Level 8 • Movement of the Slow Body ((Requires Training, Captain or VC Approval)) The vampire may move at an inch per minute, even if she is staked, or would otherwise be unable to move.
Level 9 • Dual Form ((Requires Training, Captain or VC Approval)) The vampire may split into two weaker versions of herself, unless one of her attributes is at zero. For each new replicant, all attributes are reduced by one, and blood pool and the amount of blood that can be spent are each halved. Unless the character has the appropriate Auspex powers, there is no communication between them beyond intuition. The two characters may reunite by touching, but this is quite nauseating for others to watch.
Level 10 • Body of the Sun ((Requires Training, Captain or VC Approval)) By spending three blood points, the vampire may turn into a nearly invulnerable fireball, and may remain in this state by spending two blood points per turn. If a target is touched by it, she takes aggravated damage (difficulty 9, wounds of two on resistance roll). If a vampire looks at the vampire for more than one turn, they will be blinded for one hour. The vampire is invulnerable to all physical attack, and sunlight will only hurt her if she botches a Stamina roll, difficulty 6.
Mytherceria
Level 1 • Fey Sight A vampire with this power is in tune with faeries and things faerie. The vampire can see faerie regions (areas which are part of this world and Arcadia). They can also see through faerie glamour and see invisible faeries. The vampire can make out the faint outlines of spirits that are not on the physical plane, though this requires intense concentration. System: This power usually requires no special roll unless the character is trying to see a particular spirit, in which case she must roll Perception + Occult (difficult 9).
Level 2 • Darkling Trickery The Kiasy'd can cause minor magical pranks. The vampire can create numerous spontaneous effects, and while none of them should be overtly harmful, they most certainly should be annoying to the victim. It is up to the player and Storyteller to come up with the pranks' effects. System: Using this power requires a Manipulation + Occult roll (difficult 7). The number of successes usually determines how long the trickery lasts. This varies based on what the trick is. Here are just a few possibilities: remove hair (the victim's hair falls out), banshee's wail (the vampire lets out a scream, deafening all nearby for an hour and causing fear in animals), blight crops (causes all plants within a 100-yard radius to wither away and die), falling stones (telekinetically causes small stones to fall), slip (causes one victim to slip on the floor unless he makes a Dexterity + Dodge roll with a difficult of 7), and foul simple machines (the vampire causes a simple machine to malfunction when the victim uses it).
Level 3 • Goblinism ((Requires Training, Captain or VC Approval)) The Kiasy'd has an innate understanding of earth and stone. The Kiasyd can instantly identify metals, rock formations and stones. Underground, the vampire has an intuitive direction sense. Through long and strenuous effort, the Kiasyd can also alter earth and stone. The vampire can use this power for many purposes, such as shaping tunnels, building supports for underground havens, and smoothing out surfaces into flat floors and walls. System: The knowledge and direction sense associated with this power do not require a roll, but shaping rock means the vampire must summon faerie goblins to aid him. The goblins will be inclined to help him, but not obligated. One goblin will appear per success on a Charisma + Leadership roll (difficult based on how far underground the vampire is -in a mine shaft would mean a difficult of 6, on the street would have a difficult of 8, and at the top of the Sears Tower would have a difficulty of 10, if the Storyteller permits it at all.).
Level 4 • Faerie Wards ((Requires Training, Captain or VC Approval)) The Kiasyd can protect designated areas with faerie glyphs, causing anyone who enters the area to become extremely disoriented. Kiasyd will occasionally put these glyphs on people who have offended them, causing the victim to be disoriented until the glyphs fade. System: The warder must roll Dexterity + Security (difficulty 7 for inanimate objects or the target's Willpower + 2). Success means the glyphs appear wherever the warder wants and can be seen with the unaided eye. Anyone entering the protected area finds all rolls involving Mental Attributes have their difficulties increased by one. They will also become lost unless they can make an Intelligence + Investigation roll (difficulty 8 ). The glyphs lasts for a length of time based on the number of successes rolled. 1 Success One Hour 2 Successes One Night 3 Successes One Week 4 Successes One Month 5 Successes One Year
Level 5 • Riddle Phantastique ((Requires Training, Captain or VC Approval)) As soon as someone hears the Riddle Phantastique, she can do nothing but try to solve it. The Riddle is so impenetrable that it can actually damage the fragile brains of those who think about it. Malkavians and other twisted degenerates, however, seem to have an easier time figuring it out. System: The riddler rolls Manipulation + Faerie Lore (difficult of the victim's Willpower). After a successful roll, the victim can do nothing but sit and ponder the riddle until she accumulates five times the riddler's successes. She rolls Wits + Faerie Lore (difficult 10 minus the number of Derangements the victim has). She makes this roll as soon as she is told the riddle and then once per hour until she has gathered enough successes. Every time the victim has more botches than successes, she takes one level of damage and loses that number of successes from the accumulated total. This damage cannot be healed until the riddle has been solved. The riddler can end this trance just by telling the victim the answer, but no one else can do so.
Level 6 • Stone Travel ((Requires Training, Captain or VC Approval)) The Kiasyd can travel into the earth by creating a small tunnel. The tunnels can be used by others, but they will not be very safe and they collapse easily. The vampire is able to travel underground with almost no chance of being captured. System: Tunneling requires physical contact with the ground as well as a Strength + Athletics roll (difficulty 6). The number of successes translates into the miles per hour at which the traveler can move. Also, the tunneler can cave in any part of the tunnel.
Level 7 • Earth Sword ((Requires Training, Captain or VC Approval)) The Kiasyd cause huge, strong spikes to shoot out of walls, ceilings and floors. These will be made of whatever material they shoot out of and can be especially dangerous to vampires in wooden houses. System: The attacker rolls Wits + Melee (difficult 6) and spends a point of Willpower while the target resists with a Wits + Dodge roll (also difficult 6). If the attacker rolls more successes, the target takes three damage dice for each success, though the damage can be soaked normally. If the target rolls more successes, then he is unscathed. Five successes are required to impale a specific location, like the heart.
Level 8 • Basilisk's Touch ((Requires Training, Captain or VC Approval)) The Kiasyd can turn victims to solid stone simply by touching them. The effects are permanent, and the only way to reverse the effect is through powerful Thaumaturgy or by another touch of the Kiasyd. System: This power takes effect as soon as the attacker succeeds in touching the victim and spending two points of Willpower. The victim resists with at least three successes on a Willpower roll (difficulty 8 ).
Personality: Mica is known for being a relentless flirt, a loyal friend and complete and total clown most of the time. Mini Bio: Born on a Reservation in Utah, Mica was raised by his mother. His family, and his tribe trained him as best they could but his demonic heritage gain the legends in his tribe that he was related to the Coyote spirit and he adopted it as his name. During his rite of passage to gain recognition of his tribe, his powers began to surface. The local missionaries sent word to have him transfered to this school to control his heritage and gifts Extras: I don't have any extras as I do my own stunts
Gaia Name: Calico_Jack
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Xandra_Eiryklav Vice Captain
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Posted: Sat Jan 26, 2013 6:26 am
Name: Arine Walker DOB: December 3rd Age: 17 Year In School: 2nd year Height: 4'8'' Weight: 113lbs Gender: Female Species: Demon Sexual Orientation: Pansexual
Weapons of Choice: Wire, small knives, dolls Shield//Armor: none Special Ability: Can animate her dolls and seems to attract an unussually large amount of fataly bad luck for some reason.
The Living Doll Path (Pieced Together By VC Approval)
Power Over Life Though you cannot make true life, you can conjure creations that bear a semblance of life. Power Over Life lets you make any creature up to your own size. Such creatures have no independent will, though. They obey your commands mindlessly instead.
Bestow The Mildly Conscious Mind To The Inanimate Though you cannot make true life, you can conjure creations that bear a semblance of life. Power Over Life lets you make any creature up to your own size. At this level the conjured creation can make some minor independent decisions like that of a child.
Bestow The Mostly Independent Mind To The Inanimate ((Requires Training, Captain or Vice Captain Approval)) Though you cannot make true life, you can conjure creations that bear a semblance of life. Power Over Life lets you make any creature up to your own size. At this level the conjured creation can make regular decisions on it's own with one catch, the conjurer or counter magician always knows best.
Greater Animation ((Requires Training, Captain or Vice Captain Approval)) At this level, the thaumaturge has refined her knowledge to allow her to animate more complex creatures. Even human corpses and large animals may be given the “spark of life” with this power - one biothaumaturge in Egypt is rumored to have a pair of animated elephants with which he terrorizes his enemies.
Bestow The Mildly Conscious Mind To The Greater Animation ((Requires Training, Captain or Vice Captain Approval)) Though you cannot make true life, you can conjure creations that bear a semblance of life. Power Over Life lets you make any creature up to your own size. At this level the conjured Greater Animation can make some minor independent decisions like that of a child.
Bestow The Mostly Independent Mind To The Greater Animation((Requires Training, Captain or Vice Captain Approval)) Though you cannot make true life, you can conjure creations that bear a semblance of life. Power Over Life lets you make any creature up to your own size. At this level the conjured Greater Animation can make regular decisions on it's own with one catch, the conjurer or counter magician always knows best.
Sunnikuse (Luck)
Jinx - Steals luck from a target, giving them an automatic failure on their next action, and the caster an automatic success.
Evil Eye - Damages a target's luck just by staring at them, inflicting penalties upon their rolls for the scene.
Calamity - ((Requires Training, Captain or VC Approval)) Causes an item to become hideously cursed, making failure imminent for as long as that item is held.
Twist of Fate - ((Requires Training, Captain or VC Approval)) Alters a roll that has been just made up or down by one level of success (i.e. turning a dramatic failure into a failure, or a success into an exceptional success).
Gift of the Crow -((Requires Training, Captain or VC Approval)) Grants the user extra rerolls for the entire night, in exchange for causing someone else to suffer a dramatic failure.
Personality: Quiet and seemingly shy, she keeps her own company for her own reasons. An introvert in every way, even just being in a group of people is exhausting to her and so she tends to avoid crowded places, which is hard in a school. After a rather scarring incident in Elementary school she decided to keep her own company and arms herself with quiet sarcasm and razor sharp wit to make sure people get the hint, despite how politely she might have put it. Mini Bio: A girl who was raised in a seemingly normal human family, she had no knowledge of her demonic heritage until after her foster parents death, though she suspected somethingwas strange for a long time before hand. After leaving a trail of unmentionablly bad happenstances behind her she was finally taken up my Rathiel and sent to Purgatory Academy, if only to rid her of that quiet disturbinghabit. Dolls, at that age...really. Extras: She has hemochromatism, one eye being blue and the other so light a gray as to only barely hint at color at all. She keeps the lighter eye covered as much as possible through her bangs, a hat, a patch a veil. Anything that comes to hand really. Hi there.
Gaia Name: Enxydys
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Posted: Wed Jan 30, 2013 8:29 pm
Name: Lilith Akay DOB: July 15th Age: 16 Year In School: 2nd Height: 5'4" Weight: 135lbs Gender: Female Species: Lost Soul Sexual Orientation: Questioning
Weapons of Choice: Bo staff, spear Shield//Armor: Light Leather Armor Special Ability: Extra sensitive hearing, ability to make others feel different emotions
Xinyao Clear the Path - Cancels the natural reaction of mortals to fear Kindred, allowing for more successful human-vampire relations.
Stoke the Flames - Brings the emotions of their target to the surface, causing them to ignore reason and act on impulse.
Sympathetic Call - The Xiao shares emotions with those around her, feeling strength as they do, and subjecting them to her sorrows.
Guiding the Conflagration -((Requires Training, Captain or Vice Captain Approval)) Directs the flow of emotions through people, allowing for crowds to be manipulated subtly.
Shackle the Soul - ((Requires Training, Captain or Vice Captain Approval)) Shields the Xiao from emotional attack, by stealing the self-control of another nearby.
Auspex
Level 1 • Heightened Senses Secret Roll: Auspex, difficulty ??? The vampire can sharpen any or all of her senses, at will, for as long as she wants. However, traumas caused by sensory overload (IE very bright lights, loud noises, etc) while in this state last much longer. How this comes into play is decided by the Storyteller, who may describe details more fully. The vampire will also sense things that she would otherwise not sense, that might be important. How this danger sense is used is up to Storyteller whim.
Level 2 • Aura Perception Roll: Per. + Empathy, difficulty 8 The vampire may read the aura of another. If the vampire attempts a second reading on anyone, treat any failure as a botch (a wildly inaccurate reading). Conditions contributing to aura colors, and their corresponding effects, are in the chart below. 1 suc. The vampire can tell if the aura is pale or bright, IE vampire or otherwise. 2 suc. The predominant color can be distinguished. 3 suc. Patterns can be recognized. 4 suc. Shifts in color or pattern can be detected. 5 suc. All aspects of the aura can be read.
Level 3 • The Spirit’s Touch((Requires Training, Captain or Vice Captain Approval)) Roll: Per. + Empathy, difficulty ??? The vampire may touch an object, and get psychic impressions of the last one who touched it.
Level 4 • Telepathy ((Requires Training, Captain or Vice Captain Approval)) Roll: Int. + Subterfuge, difficulty Willpower The vampire may read a target’s mind. If the target is a vampire, a willpower point must also be spent. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read.
Level 5 • Psychic Projection ((Requires Training, Captain or Vice Captain Approval)) Roll: Per. + Occult, difficulty ??? The vampire may leave her body, and travel in astral form. In this state, she may travel up to 500 miles per hour, connected to her physical body by a silver cord. The integrity of this cord is reflected by the number of willpower points she has; if she goes down to zero willpower points, this cord breaks, stranding her in the astral plane. In this state, the vampire may use mental disciplines, but may not interact with physical reality, except that she may manifest as a ghostly form for one turn by spending a willpower point. Otherwise, she is nearly imperceptible in physical reality (except to those with Auspex, Mind 2, etc.). Due to the lack of a physical body, Wits replaces Dexterity, Manipulation replaces Strength, and Intelligence replaces Stamina. All damage causes loss of willpower points, rather than Health levels.
Personality: Lilith is quiet and often sullen. However a smile is hidden in there if one takes the time to coax it out. Often suffering from headaches because of her hearing, she can be a bit snappish from time to time, and easily vexed. If one takes the time, however, she's a rather charming girl with a good sense of humor. Mini Bio: As far as Lilith ever knew, she was human. Nothing ever pointed to otherwise. She grew up on a normal street in a normal neighborhood. Her parents were average, she was average. At least, until the day of the accident, the day she was blinded. The day everything changed for the worst. Never being particularly religious, it boggled her mind when she was suddenly caught in the middle of a battle between two beings she'd never thought or even dreamed existed. It was a bright light and some flying glass that blinded her, power clashing on power to shatter windows around them. But that wasn't the only thing that changed. Something else inside of her was changing now, and she was having a hard time grasping what that could be. By way of apology, one of the beings (she was never sure which one) gave her the name of this school. That was five years ago. Extras: She carries her ear plugs with her at all times, and might have to be talked to twice before you can get her attention. Oh look, more pictures.
Gaia Name: Little Miss Lillybits
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Xandra_Eiryklav Vice Captain
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Xandra_Eiryklav Vice Captain
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Posted: Tue Feb 05, 2013 1:42 pm
Name: Alureza Rozeldia Claricia DOB: Unknown Age: looks around seventeen Year In School: 3rd Height: 5’ 8” Weight: 134lb Gender: Female Species: Angel (half and half) (Father is a Fallen, Mother is an Angel) Sexual Orientation: Heterosexual Weapons of Choice: no weapon, she doesn’t like to fight. Shield//Armor: Magical Pendent: protection charm. Special Ability: Obeah -------------------------------------------------------------------------------- Panacea By licking a target’s wound, and spending blood, the vampire may heal a level of damage for each blood point spent. Anaesthetic Touch Roll: Willpower, difficulty Willpower By touching a target, the vampire may numb and paralyze her. This power lasts for the following time periods: 1 suc. one turn. 2 suc. two turns. 3 suc. five turns. 4 suc. one hour. 5 suc. one day. Neutral Guard Resist: Willpower, difficulty 6 Roll: Willpower, difficulty 6 By spending two willpower points, the vampire may create a protective barrier. No one who is further than ten feet from the vampire may come closer than ten feet away from her. Those who try must roll as above. If the vampire gets three successes, the intruder is paralyzed for five turns. Corpore Sano ((Requires Training, Captain or Vice Captain Approval)) The vampire may touch another and heal her wounds. Treat the Sick Mind ((Requires Training, Captain or Vice Captain Approval)) Roll: Perception + Empathy, difficulty 7 The vampire may sense a derangement of a target. When the vampire uses this power, her third eye and the target both glow in gold light. Roll: Charisma + Medicine, difficulty Willpower + 3 The vampire may cure a derangement of a target. If she first made a roll to sense the derangement, each success on that roll grants an extra die on the roll to cure the derangement. When the vampire uses this power, her third eye and the target both glow in gold light. Unburdening of the Bestial Soul((Requires Training, Captain or Vice Captain Approval)) Roll: Willpower, difficulty 6 Demand: successes = 3 or more Resist: Willpower, difficulty 6 By looking at a target with her third eye, the vampire may store her soul within herself. This soul, once inside her, may have some of its Humanity restored; the vampire may spend a willpower point for each point of Humanity she wishes to restore to the target, up to her own Empathy score. She may only use this power on a target once. If she does not return the target’s soul to her body in a reasonable time, she automatically loses Humanity. No roll is needed for a willing target. Renewed Vigor ((Requires Training, Captain or Vice Captain Approval)) By touching a target’s skin and spending a willpower point, the vampire may heal all of the target’s wounds, including aggravated wounds. Pain for Pleasure ((Requires Training, Captain or Vice Captain Approval)) Roll: Willpower, difficulty 8 The vampire may cancel all of a target’s wound penalties, and this target will feel pleasure instead of pain. This might lead to the target’s self-endangerment, or even self-mutilation. Repulsion ((Requires Training, Captain or Vice Captain Approval)) The vampire may alter her spirit to make others avoid her, without realizing what they are doing. This power draws no attention to the vampire. Vitae Block ((Requires Training, Captain or Vice Captain Approval)) Roll: Intelligence + Occult, difficulty [blood pool, to 8] The vampire may make one point of a victim’s blood pool unusable for each success. The victim must spend a number of willpower points equal to the number of blood points that are blocked in this manner. This blood must be freed in its entirety before any of it can be used. Spirit Marionette ((Requires Training, Captain or Vice Captain Approval)) Roll: Willpower, difficulty 6 Demand: successes = Willpower or more Resist: Willpower, difficulty 6 The subject may force a victim to move exactly as she does, and use her disciplines, Talents, Skills, etc, as if the victim also had them. However, the vampire must roll Empathy, difficulty 9, to move without the victim copying her. Resurrection ((Requires Training, Captain or Vice Captain Approval)) By spending one willpower point for each hour that the mortal has been dead, the vampire may bring her back to life, but the body must be eighty percent complete. The third eye will glow so brightly that it will blind anyone looking directly at it. All parts missing will regenerate. Necromancy -------------------------------------------------------------------------------- Insight Roll: Per. + Occult, difficulty 8 The vampire may look into the eyes of a target no longer living, and see the last things they saw. The difficulty to use this power is 10 if the target is a vampire. 1 suc. The vampire sees how the victim died. 2 suc. The vampire sees a rough impression of the victim’s final minutes. 3 suc. The vampire sees and hears a rough impression of the victim’s final minutes. 4 suc. The vampire sees and hears the last half-hour of the victim’s life. 5 suc. The vampire completely understands the last hour of the victim’s life. Summon Spirit Roll: Per. + Occult, difficulty 6 Resist: Willpower, difficulty 6 The vampire may summon a spirit, and speak with it. For each question asked, roll the number of successes in the initial roll; failure means that contact is lost. The vampire must know the name of the spirit, and have a fetter, to use this power. Compel ((Requires Training, Captain or Vice Captain Approval)) Roll: Man. + Occult, difficulty Willpower The vampire may attempt to control a spirit, once she has summoned it. botch The spirit is pissed off, and attacks. failure The spirit is free to leave, and free to attack. 1 suc. The spirit must remain, and can not attack anyone without the consent of the vampire. 2 suc. As above. Additionally, the spirit must truthfully answer questions. 3 suc. As above. Additionally, the spirit must truthfully -- and completely -- answer questions. 4 suc. As above. Additionally, the spirit must follow the orders of the vampire. If unwilling, it may intentionally misinterpret orders or follow them poorly. 5 suc. As above, but the spirit must do the best of which it is capable to follow orders. Haunting ((Requires Training, Captain or Vice Captain Approval)) Roll: Man. + Occult, difficulty Willpower The vampire may force a spirit into the world of the living, for one day per success. The spirit may still use Argos to escape. The difficulty to use this power is 4 if the spirit is willing. Soul Stealing ((Requires Training, Captain or Vice Captain Approval)) Roll: Man. + Occult, difficulty Willpower + Occult The vampire may force a soul out of its body, treating it as a spirit. The unoccupied body deteriorates as if dead or in torpor, and the spirit must spend a willpower point to return to it. In the meantime, the spirit treats its body as a fetter, and has no Arcanos. The difficulty to use this power is 6 if the victim is willing. Zombie ((Requires Training, Captain or Vice Captain Approval)) The vampire may create a zombie from a body that has been dead for less than eight hours. This zombie has one more point in each of Strength and Stamina, and a Dexterity of one. Zombies can only move at ten feet per minute, and must be fed one blood point daily. Torment ((Requires Training, Captain or Vice Captain Approval)) Roll: Sta. + Empathy, difficulty Willpower The vampire may psychically assault a spirit. Each success inflicts one level of damage, and causes the spirit pain. Soul Exchange ((Requires Training, Captain or Vice Captain Approval)) Roll: Man. + Occult, difficulty 7 Demand: successes = sum of Willpowers, or more The vampire may switch souls between two bodies. Both victims must be within eyesight of the subject, and within ten feet of each other. Possession ((Requires Training, Captain or Vice Captain Approval)) Roll: Willpower, difficulty 6 Demand: successes = 5 or more Resist: Willpower, difficulty 6 The vampire may place a willing spirit into a body that has been dead less than thirty minutes. This power may be used on any dead body other than that of a vampire without a roll. Death Pact ((Requires Training, Captain or Vice Captain Approval)) Roll: Int. + Occult, difficulty 6 By having a mortal victim sign an appropriate contract in her own blood, the vampire may bind the mortal, effective after death... but she must serve the mortal until then. Once the mortal has died, the vampire may demand service from them once for each success in the initial roll. Personality: Caring, not distrustful, kind, easily hurt, low self esteem Mini Bio: When Roza was born it was between a brief, unwanted bond between her mother(an Angel) and her father (a Fallen). The forced relationship did not last long, and her parents separated. As a result of the bond however Roza’s wings came out half and half, one black one white. Unwanted by her parents Roza was sent away, and much of her past is unknown as she is unwilling to speak about it with others. However she does not wish any harm on others, and is willing to put herself in harms way to protect those she calls friends. However few there are. However due to her cercomstances Roza believes herself a terrible burden to others, mostly her parents, and often takes things the wrong way when they concern her. Extras: Gaia Name: Yunna Zee
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Posted: Wed Feb 06, 2013 6:21 pm
Name: Rovanus Castelloriens DOB: 13/10/93 Age: 19 Year In School: 1st Height: 6'0" Weight: 77kg Gender: Male Species: Demon Sexual Orientation: Pansexual
Weapons of Choice: Throwing knives Shield//Armor: Just the clothes on his back Special Ability: (oWoD) Obtenebration & Chimerstry
Obtenebration Level 1 • Shadow Play By spending a blood point, the vampire can manipulate shadows and dim (but can not extinguish) lights, gaining a one-die bonus in all Intimidation and Stealth rolls.
Level 2 • Shroud of Night Roll: Manipulation + Occult, difficulty 6 The vampire may cover ten square feet, per success, in a black matter that obscures all light and sound. Most are blind and deaf within it; those with Heightened Senses or Gleam of Red Eyes are not, but lose three dice in relevant pools. If the vampire can not see the area to be blackened, she must spend a blood point, and the difficulty is increased by two.
Level 3 • Arms of the Abyss Roll: Manipulation + Occult, difficulty 7 The vampire may create dark tendrils. Each success either summons a six-foot shadowy tendril, or increases such a tendril by six feet. Each tendril has Strength 4, Dexterity 3, Brawl 2.
Level 4 • Nightshades ((Requires Training, Captain or Vice Captain Approval)) Roll: Wits + Occult, difficulty 7 The vampire may create a circle of moving shadows. Within such a circle, all adversaries, and even all allies who don’t have Obtenebration, suffer a +3 difficulty to initiative rolls, and lose one die from all pools. With one success, this circle is ten feet in diameter. Each additional success adds five feet to the diameter.
Level 5 • Shadow Body((Requires Training, Captain or Vice Captain Approval)) By spending three blood points, the vampire may transform, over three turns, into a shadow. In this state, the vampire may see in absolute darkness, slither through cracks, and is invulnerable to physical attack. The drawback is that Rötschreck rolls are increased in difficulty by one.
Level 6 • Call the Lamprey ((Requires Training, Captain or Vice Captain Approval)) The vampire may summon from within herself a large shadowy monster. If it attacks mortals, it may draw blood at one point per turn, and if drawn back into the vampire, she gains half the blood it drew. Other vampires suffer a +3 difficulty to all rolls, and if bitten, must roll Courage, difficulty 8, to avoid Rötschreck. The Lamprey is immune to physical attack, has Stamina 4, and any non-physical damage done to it, or any attack against the vampire, will kill it. The vampire must concentrate solely on the Lamprey; she may not split her dice pool.
Level 6 • Shadow Step ((Requires Training, Captain or Vice Captain Approval)) Roll: Intelligence + Stealth, difficulty 6 The vampire may teleport, by stepping into one shadow, and emerging from another, up to fifty feet away. By rolling Intelligence + Brawl, difficulty 7, she may even pull someone else through the shadow.
Level 6 • Eyes of the Night ((Requires Training, Captain or Vice Captain Approval)) The vampire can see in absolute darkness -- even darkness created by Obtenebration. She gains Gleam of Red Eyes if she did not already have it, and if in a poorly lit area, may close her eyes and concentrate to see anything in a fifty-foot radius.
Level 7 • Shadow Slave ((Requires Training, Captain or Vice Captain Approval)) Roll: Willpower, difficulty 8 By spending a blood point, the vampire may animate her own shadow, which may move up to 150 feet away from her. In the event of a botch, the shadow will be hostile to her. The shadow has no disciplines, except for Obtenebration at half that of the vampire, and its abilities and attributes are half those of the vampire, except for Stealth, which is that of the vampire. If the shadow is destroyed, the vampire loses half of her willpower, must make a Rötschreck roll at difficulty 9, and can not use this power for a month. This power lasts for one hour per success.
Level 8 • Entombment ((Requires Training, Captain or Vice Captain Approval)) Roll: Wits + Security, difficulty Dexterity + Occult The vampire may trap the victim in an impenetrable darkness, which will dissipate under sunlight, or at the will of the vampire. The vampire may choose to make it airtight, and mortals trapped within will asphyxiate after a number of minutes equal to their Stamina.
Level 8 • Master of the Night ((Requires Training, Captain or Vice Captain Approval)) By spending one willpower point, and spilling five blood points on the ground, the vampire may create a shade, and by spending one blood point each, she may summon up to three. These shades obey every command she gives them. The shades have the following traits: Strength 3, Dexterity 4, Stamina 3, Charisma 0, Manipulation 0, Appearance 0, Perception 4, Intelligence 1, Wits 5, Athletics 1, Brawl 3, Dodge 1, Stealth 8, Celerity 1, Obfuscate 1, Obtenebration 6. Additionally, they do not take wound penalties, and all hand damage that they inflict is aggravated.
Level 9 • Summon the Abyss ((Requires Training, Captain or Vice Captain Approval)) Roll: Intelligence + Stealth, difficulty 6 By spending two willpower points and concentrating for three turns, the vampire may summon a sentient darkness. The number of successes is the amount of damage this darkness does to anyone within fifty feet of the vampire. This darkness remains for one turn, and cleans up after itself; all corpses are removed.
10 • Banishment ((Requires Training, Captain or Vice Captain Approval)) Roll: Willpower, difficulty Humanity The vampire may send a victim to the abyss, for the following time periods: 1 suc. one day. 2 suc. one week. 3 suc. one month. 4 suc. one year. 5 suc. forever, until the victim finds the way out herself.
Chimerstry Level 1 • Ignis Fatuus By spending a willpower point, the vampire may create a static illusion involving one sense. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
Level 2 • Fata Morgana By spending two willpower points, the vampire may create a static illusion involving all senses. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
Level 3 • Apparition ((Requires Training, Captain or Vice Captain Approval)) Having created an illusion, the vampire may spend a blood point to make it move. This movement is limited to a specific pattern, and may not be changed once she has stopped concentrating on the illusion.
Level 4 • Permanency ((Requires Training, Captain or Vice Captain Approval)) Having created an illusion, the vampire may spend a blood point to cause it to remain for as long as she is in the general vicinity, even if she can no longer sense it.
Level 5 • Horrid Reality ((Requires Training, Captain or Vice Captain Approval)) Roll: Man. + Subterfuge, difficulty 6 Resist: Per. + Self-Control, difficulty 6 The vampire may create illusions, as described above, and use them to "injure" a victim. Each success represents one level of damage. The vampire may announce (to the Storyteller) ahead of time that she only wishes to inflict a certain amount of damage. A victim may not be killed in this fashion, but she will still be subject to wound penalties for as long as she believes herself to be injured. The difficulty to use this power is 8 if the vampire is inflicting aggravated "damage".
Level 6 • Fatuus Mastery ((Requires Training, Captain or Vice Captain Approval)) The vampire may create illusions without paying the willpower costs described above. Also, all illusions created will last as long as the vampire is no more than a mile away, unless she wishes them to end before then; she need not sense them to maintain them. (Addendum Clanbook: Ravnos) - In addition to the ability previously stated, Ravnos gain an additional benefit from mastering this level of Chimerstry, though in most cases even the wielder herself will not know it. Upon attaining Fatuus Mastery, illusions created by the character also manifest in th ePenumbra and the Shadowlands, and appear convincing to anyone viewing the scene from there. However, a Ravnos who cannot peer into these locations is still unable to affect them directly.
Level 6 • Mass Reality ((Requires Training, Captain or Vice Captain Approval)) As Horrid Reality, but the vampire may use the illusions to "injure" everyone in her general vicinity.
Level 6 • Fata Amria (Clanbook: Ravnos) ((Requires Training, Captain or Vice Captain Approval)) Rolls: Manipulation + Intimidation, diff targets Willpower Using this power, a Ravnos may place a potent curse on a target. By evoking the power in her blood, the Ravnos essentially "locks" an illusory effect to the target, which manifests from time to time. The effects of Fata Amria can range from merely annoying to potentially lethal, depending on the severity of the curse and the number of successes rolled by the Ravnos. System: A Fata Amria costs one Willpower point to initiate. The Ravnos verbally curses the target, then rolls Manipulation + Intimidation against a difficulty of the target's Willpower. The number of successes determines the strength of the effect, as shown on the table below. The example effect given is simply a guideline; the way in which the Fata Amria manifests is based solely upon the nature of the curse accompanying it. 1 suc - Inconvenient effects; target loses two dice from a given Dice Pool. 2 suc - Minor effects; difficulty numbers are raised by two when in a given circumstance. 3 suc - Major effects; target automatically fails a certain action at a pinnacle moment. 4 suc - Serious effects; target automatically fails certain actions in any stressful simulation. 5 suc - Disastrous effects; target fails all actions involving a given Attribute, Ability or Discipline.
Level 7 • Far Fatuus ((Requires Training, Captain or Vice Captain Approval)) Roll: Wits + Subterfuge, difficulty variable The vampire may create illusions at a distance. Once she has succeeded, she may use any Chimerstry power at that location. The difficulty varies with her familiarity with the area, as follows: dif. 6 She knows the area like her own haven. dif. 7 She has been there frequently. dif. 8 She has been there a few times. dif. 9 She is basing her knowledge on the detailed description of someone else, having never been there herself. dif. 10 She has a photograph, but has never been there herself.
Level 8 • Pseudo Blindness ((Requires Training, Captain or Vice Captain Approval)) The vampire will always know a lie when she hears it. She also can not perceive any power of Obfuscate or Chimerstry below level nine -- even if she wants to, and is incapable of either being affected by them, or realizing that they are being used. (Addendum Clanbook: Ravnos) In addition to the benefits previously stated for this power, a Ravnos who has mastered Pseudo-Blindness is also unmoved by the effects of the Delirium, nor is she affected by faerie seemings. The Ravnos can also see any chimerical items or animals drawn from the Dreaming as if she were enchanged.
Level 8 • Sensory Overload (Clanbook: Ravnos) ((Requires Training, Captain or Vice Captain Approval)) Roll: Intelligence + Occult, difficulty targets Willpower By overstimulating all five senses, a Ravnos may physically incapacitate a target. Though the target may remain conscious, he is unable to move or speak coherently; he is effectively cut off from the outside world, save through his screams. 1 suc - One turn 2 suc - One scene 3 suc - One hour 4 suc - Six hours 5 suc - One day
Level 9 • Sensory Deprivation ((Requires Training, Captain or Vice Captain Approval)) Roll: Man. + Intimidation, difficulty Willpower The vampire can cause her victim to lose all five senses, and all related abilities, like Auspex. This power lasts for the following time periods: 1 suc. one turn. 2 suc. one hour. 3 suc. one day. 4 suc. one month. 5 suc. one year.
Level 10 • Reality ((Requires Training, Captain or Vice Captain Approval)) Roll: Wits + Intimidation, difficulty Willpower + 2 Demand: successes = 3 or more The vampire can invent a fantasy world, and put her victim into it. To escape, the victim must spend one willpower point for each success. This victim actually disappears from the real world, and can not be found with any discipline.
Personality: Never-Back-Down Mini Bio: Rovanus is intensely protective over his past... some parts of it are a mystery even to him, but what is known is that he was found at the age of five in a back alley, surrounded by dead rats and a deathly chill in the air. He spent the next twelve years in "protective custody" until released rather abruptly for unknown reasons. He wouldn't admit it in public but the Academy is the only real place he has to go.
Gaia Name: Rovanus
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Posted: Wed Feb 06, 2013 6:33 pm
Name: Sariel DOB: Unknown Age: Unknown but looks mid-40's Year In School: Staff Height: 6'2" Weight: ~160 lbs Gender: Male Species: Grigori Sexual Orientation: Straight
Weapons of Choice: Scimitar Shield//Armor: N/A Special Ability: Animalism and The Way of Wind
Animalism Level 1 • Sweet Whispers
Roll: Man. + Animal Ken, difficulty 6 With eye contact, the vampire may communicate with an animal, and request favors... if the animal feels like listening. No roll is needed for communication.
Level 2 • The Beckoning
Roll: Cha. + Survival, difficulty 6 By making an animal call, the vampire can summon animals of a particular species who can hear her call. However, she can only call one species at a time. A call can not be retracted. 1 suc. One animal responds. 2 suc. A quarter of the animals in range respond. 3 suc. Half of the amimals in range respond. 4 suc. Most of the animals in range respond. 5 suc. All of the animals in range respond.
Level 3 • Song of Serenity
Roll: Man. + Empathy, difficulty 7 Demand: successes = Willpower or more The vampire may steal the Beast of an animal or mortal, pacifying it. A botch indicates that that target becomes permanently immune to Song of Serenity from that vampire. Someone who has no Beast may not use or regain Willpower, and slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned.
Level 4 • Sharing of Spirits
Roll: Cha. + Animal Ken, difficulty 8 With eye contact, the vampire may possess an animal, but goes into torpor in so doing. Less than three successes means that willpower points must be spent if an act is against an animal’s instincts. 1 suc. Successful possession of the animal. 2 suc. As above. Also, Auspex can be used. 3 suc. As above. Also, Presence can be used. 4 suc. As above. Also, Dominate can be used. 5 suc. As above. Also, Thaumaturgy can be used. This occasionally leads to the vampire retaining some instincts of the animal; a roll of Wits + Empathy, difficulty 8, may be required for the vampire to reclaim her mind afterward.
Level 5 • Drawing out the Beast
Roll: Man. + Animal Ken, difficulty 8 The vampire may transfer her Beast to someone else, who will frenzy instead of her. 1 suc. The Beast is transferred to an unintended target. 2 suc. The Beast is transferred, but the vampire is exhausted, and gets no actions the next turn. 3 suc. The Beast is transferred to its intended target. If the victim leaves while in frenzy, the vampire’s Beast will be left within the victim, and she may have to go to some lengths to regain it. In the meantime, she may not use or regain Willpower, is incapable of frenzy, and slowly becomes more and more apathetic and incapable of creative thought, until she regains her Beast. The victim is affected in the opposite way.
Level 6 • Songs in the Dark (Clanbook:Nosferatu)
Roll: Cha. + Survival, difficulty 8 The vampire may summon... something. Exactly what is summoned is up to the Storyteller, but the thing should be an impressive, monstrous, large beast that is neither known by humans nor recognized by modern taxonomy. If the roll botches, the thing will be quite hostile to the vampire. Level 6 • Animal Succulence
All blood that the vampire drinks from animals is doubled before it is added to the her blood pool.
Level 6 • Shared Soul
Roll: Per. + Animal Ken, difficulty 6 By touching an animal, the vampire may share her experiences with an animal, and will learn of the animal’s experiences. This power costs one willpower point per turn.
Level 6 • Shepherd’s Innocence
Roll: Cha. + Animal Ken, difficulty ??? The vampire may become very attractive to animals, which will trust her and aid her.
Level 6 • Species Speech
Roll: Cha. + Animal Ken, difficulty 8 Like Sweet Whispers, but the vampire may talk with a group of animals if all are of the same species.
Level 6 • Deep Song (Clanbook: Ravnos)
Roll: Manipulation + Music, difficulty WP Through the words of a song, a vampire may attempt to sway the passions of his audience. Three successes are required to alter the listener's emotional state as desired. On a botch, the target manifests the desired emotion, but focuses it exclusively on the singer. The effects of the Deep Song last for roughly one hour, or in the case of a botch, the remainder of the night.
Level 7 • Conquer the Beast
Roll: Willpower, difficulty 7 The vampire may enter a frenzy over which she has a significant degree of control. A botch means that an uncontrolled frenzy was achieved. This power costs one willpower point per turn.
Level 7 • Master’s Voice
As Species Speech, but the group of animals may be of several species.
Level 8 • Mass Summons
Roll: Man. + Leadership, difficulty 7 the vampire may summon all animals, or all animals of a specific kind, in a given area. Two successes are required to summon an animal given contrary orders, four successes are required to summon ghouls that were not created by the vampire, and five successes are required to summon animals that would endanger themselves by responding to the summons. 1 suc. All animals within a block in the city, or half a mile in the wilderness, will respond. 2 suc. All animals within two blocks in the city, or a mile in the wilderness, will respond. 3 suc. All animals within five blocks in the city, or five miles in the wilderness, will respond. 4 suc. All animals within half a mile in the city, or seven miles in the wilderness, will respond. 5 suc. All animals within a mile in the city, or ten miles in the wilderness, will respond.
Level 8 • Twin Spirits
Roll: Man. + Intimidation, difficulty 6 The vampire may control an animal as if she was inside it, but also may act in her own body. When the vampire is split up like this, all rolls she makes in either body are increased in difficulty by one. This power lasts for the following time periods: 1 suc. one hour. 2 suc. six hours. 3 suc. one day. 4 suc. one week. 5 suc. indefinitely.
Level 9 • Flesh Bond
Roll: Sta. + Animal Ken, difficulty 7 The vampire may take an animal into herself. She must give up an amount of her blood capacity equal to one fifth of the blood capacities of the animals she is storing. This part of her blood capacity may not be filled until the animal is released. Roll: Sta. + Empathy, difficulty 7 The vampire may enter an animal. She may still be detected by Auspex, which will show her aura as well as that of the animal. This power does not, by itself, grant any control over the animal.
Level 10 • Army of Beasts
Roll: Leadership + Survival, difficulty 6 The vampire may control, and become one with, all animals in a given range. With one success, the range is a mile. Each additional success doubles the range.
The Way of Wind • Breath of Whispers Even in their absence, koldun instill deep fear in their boyars. This power carries the vampire’s words on a light breeze and returns with the target’s reply. The vampire need only address the target by name and forcibly mimic a deep exhalation of breath as he speaks his message. System: Every time the koldun wishes to send a new message via this power, his player makes the usual activation roll. The player need only spend blood the first time the power is used during a given scene. Each success permits one turn of speech. After the vampire concludes the message, swift winds carry it to its destination. Within a minute, the target hears the koldun as if the vampire had whispered in his ear. He may reply or remain silent, but anything he says within a number of turns equal to the length of the vampire’s message flies back to the koldun... This power may bring words to anyone within a mile who is not in a sealed room. While using this power, a koldun must concentrate fully. Any disturbance breaks the communication.
•• Biting Gale Vengeful koldun sought to invoke a wind as chill as air atop the Carpathian Mountains. This power achieves that end, unleashing a cutting wind that can freeze a man’s blood in his veins as it swirls through an area of his choosing. Besides its obvious combat applications, this power also facilitates a dramatic entrance for those so inclined. System: With a successful activation roll, the koldun summons a freezing wind within a maximum of a 100-yard radius. Anyone caught in this frigid blast suffers one die of bashing damage each turn, loses two dice from all Dexterity pools and moves at half normal speed. The winds last as long as the koldun wills, provided he maintains concentration. Any nonreflexive actions on the part of the vampire cause the winds to still and dissipate. This includes any movement.
••• Breeze of Lethargy Although they cannot induce immediate sleep, the winds evoked by this power bring growing exhaustion and numbing weariness through every muscle. Victims of this power often smell a hint of bittersweet smoke before they fall entranced. System: For two turns per success, the koldun creates a wind inflicting extreme lethargy within a 200-foot radius. Players of characters caught in this wind must roll Stamina + Athletics (difficulty cool . This roll is made once every two turns of exposure. Failure means the character halves all dice pools involving physical actions for the remaining duration of the wind and halves all movement rates for the scene. A botch puts the character to sleep (or a state of light torpor for vampires) for the scene. Sleeping characters awaken if prodded, shaken or otherwise manhandled, though they move slowly and may suffer halved dice pools if the wind still persists.
•••• Ride the Tempest A koldun employing this power moves at incredible speeds riding along the winds. Such voivodes may appear in each of their boyar’s homes and the villages of their lands in a single night, instilling fear among the peasants and terrorizing all to fealty. Few mortals of any class dare risk the wrath of a koldun who may arrive to administer punishment. While traveling with this power, a vampire assumes a blurred form that coalesces as he reaches his destination. System: With a successful activation roll, the koldun fades into the wind and flies at 250 mph to his destination. This power cannot function effectively in caves, buildings or other firmly enclosed areas, and any vampire foolish enough to try suffers 5-10 dice of bashing damage for his trouble from crashing into walls. Outside, the vampire’s flight navigates all obstacles. Once the koldun arrives at his destination or the scene ends, the vampire descends to earth and fully solidifies. Such an arrival is quite impressive, heralded by a flurry of sudden gusts that extinguish candles and blow leaves about.
••••• Fury of the Night Sky Applying fury magnified by blood and will, a koldun may project the full measure of his anger into the night sky. Churning gray clouds blot out stars and moon, unleashing spiraling gusts and a driving downpour of freezing rain. Lightning arcs overhead, each thunderous flash casting jagged shadows. System: With a successful activation roll and a point of Willpower (in addition to the usual blood), a koldun may conjure a terrible storm. It takes six hours for the clouds to gather and thicken overhead, minus one hour for every success rolled. If this results in a duration less than one, the clouds blossom outward from directly overhead like a black canopy, filling the sky in mere minutes. Once the clouds form, the rain begins to fall in torrents and the lightning begins. The storm persists at full strength for one hour per success rolled. It gradually dissipates during the hour following that. During the peak of its fury, the storm may cause flooding and certainly chills any exposed mortal to the bone (one die of unsoakable bashing damage every five minutes of full exposure). Lightning strikes regularly — far more than a usual storm. Indeed, a koldun may direct lightning at a foe. This requires the player to spend one Willpower point and roll Perception + Occult (difficulty 6). A successful strike inflicts 10 dice of lethal damage. Only one such attack may be made each turn.
Personality: Sariel is a little insane and is always chasing the mortal women. He often losses his train of thought around full blooded angels as if a part of him wishes he had stayed in Heaven. Mini Bio: Sariel like many of the other Grigori got caught up in Earthly desired and were cast out of Heaven. Since the Fall, Sariel sent his time creating and moving many "red-light districts" while he waited for angels to come and tell him he could go home. He also fathered a number of children, including Talya, while on Earth. Extras: Image1 / Image2
Gaia Name: X-Yami-no-Ko-X
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Posted: Wed Feb 06, 2013 8:07 pm
Name: Levi Laaksonen DOB: 12/25/1995 Age: 17 Year In School: 3 Height: 6'2" Weight: 160 Gender: Male Species: Angel: Cherubim Variety Sexual Orientation: Heterosexual
Weapons of Choice: (Up to 3)Improvised Weapon (Whatever is lying around), Broadsword Shield//Armor: (If Any) None Special Ability: (2 Max) Ways of the Earth Grasping Soil - A koldun can use dirt to immobilize a target.
Endurance of Stone - A koldun can harden their flesh to the consistancy of stone.
Hungry Earth - A koldun can drag a target completely underground, smothering them.
Root of Vitality - ((Requires Training, Captain or Vice Captain Approval)) Similar to Hungry Earth, except the target is now able to breathe underground and can be healed.
Kupala's Fury - ((Requires Training, Captain or Vice Captain Approval)) A koldun calls on Kupala to create a powerful earthquake.
Potence Prowess: Your unarmed or clubbing attacks deal lethal damage instead of bashing if you so choose
Might: You can make a free retest on any challenge involving strength
Vigor: ((Requires Training, Captain or Vice Captain Approval)) You may use the bomb (beats rock and paper, loses to scissors) on any challenge involving strength
Intensity: ((Requires Training, Captain or Vice Captain Approval)) You may bid the potence and not risk losing any physical traits in challenges of strength
Puissance: ((Requires Training, Captain or Vice Captain Approval)) You win on ties involving all strength based tests and deal an additional level of damage in which your strength is a factor.
Personality: Levi is kind of a loner. He really doesn't have a lot of friends, but most returning students know who he is and their reactions to his name are polarizing. Fear or respect. There is no in between. The strange part is, no one knows exactly why Levi is to be feared aside from wild and 'unproven' rumors and teenage gossip.
Mini Bio: Levi came to this school against his will, he was transferred in for behavioral issues. His transcripts from his previous school are filled with accusations of violent acts and disturbing behaviors, none of which have reoccurred since he was enrolled. The fact he arrived on a motorcycle doesn't help quiet the rumors and no one has really bothered to ask for clarifications or explanations, not even Az himself.
Extras:
Gaia Name: Aaltarh_Elbas
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