Post by ELDER GOD on Oct 23, 2010 2:34:05 GMT -5
The Vampires of Nosgoth
Vampires are creatures that have been resurrected from death to an existence of life that is unholy. The vampire is not human, nor are they demons so they do not so easily fall prey to certain weapons and resources that the Sarafan may use against them. They retain many of their human qualities and knowledge however some never once regain their mortal memories. It is easy to influence a new born fledgling's mind to retain their powers instead of memory. Blood magic is the system that all vampires have found themselves bound. Magic that can control younger vampires and magic that can even control the elements. All Vampires have basic powers but through age, and time they can hone their skills and grow into something stronger and greater.
Vampire Appearance
Vampires are creatures that never age nor do they change in appearance. This is partly true. Vampires retain what ever state of appearance they held before they are resurrected. A beautiful woman who has been stabbed will be in her vampire form a beautiful woman. Vampires born with out limbs will never be able to regrow that missing limb. The age of the vampire also depends on the age of the mortal at their death. What may seem like an old man could be a new born vampire. It is crucial to not create a vampire that is not physically able to defend itself.
Eyes: A vampire's eyes are usually noted for having flecks of red with in them. This is the easiest way to define a vampire. Vampires who in life were light eyed usually are doomed to have light red to darker red eye color. Those who in their mortal life retained darker eye color will have blackened eyes and the red is only visible by direct light into them. Darker eyes are harder to define as vampires.
Hair: A vampire's hair does grow, it can grow for how ever long it is allowed to grow. It can be cut and can be made to easily fashion to the mortal trend of the age. A vampire's hair is much like that of humans it can rage from red, blonde, brunette, and gray or white.
Finger and toe Nails: A vampire's finger nails are constantly capable of growing. They can also be induced to grow but what makes a vampire's nails so special is that they are hard as steel. They do not bend nor chip while being used as a weapon. Finger nails can range from being fashioned (by the vampire) sharp like a felines, or rounded like a mortals.
Skin: A vampire's skin is very pale, they can not pass for human because of this. A vampire must feed constantly to maintain the illusion of human skin. A vampire's skin is so perfect that every pore works as a repellent of dirt or other harmful elements. Pore also absorb blood into the body.
General Appearances: Short, fat, tall or muscular a vampire will retain the same likeness they have always had in their mortal world. However they do not blemish, they do not bruise, and they do not keep any wound given to them.
Psychic l Vampires
Vampires have all retained a mind link to one another and can speak with out words. This is a gift that can pass far from distance to one another. The span of distance does have its limits. Sometimes too much distance can dis spell the connection. Also if a vampire has wondered in the territory of a priest they can not call nor warn others from a priest's spell. Though vampires can also do much more with their mind alone then any Sarafan or mortal unlike gypsies they can evoke such power that can dangerously control their enemy. However a vampire can only use a total of FIVE abilities in their un-life. Age of the vampire decides how strong a vampire's ability is.
Animal Telepathy - The ability to communicate with (but not command or influence) various kinds of creatures. Think "pet psychic".
Astral Projection - The ability to leave one's body and travel in spirit to another location.
Aura Reading - The ability to see the energy fields that emanate from living beings. Psychic ability can often reveal itself throught the seeing of auras.
Automatic Writing - Writing through the subconscious mind without conscious thought, or through the guidance of an outside intelligence.
Channeling - Associated with mediums, this is the ability to act as a channel or vessel for an outside intelligence.
Clairaudience - Put simply, this type of ability is used to hear what is "inaudible". For example, someone with this ability could be a thousand miles way and "hear" a loved one's cry of distress.
Clairvoyance - Usually confused with Precognition, this ability actually has much more in common with "Remote Viewing", True clairvoyance is not the abilitly to see into the future, but the psychic ability to see visions of that which is hidden or far away.
Clairsentience - In this instance the psychic has an insight or "knowing" of and a hidden or forgotten fact.
Divination - A broad term that includes fortune telling, precognition, prophesy, and other methods used in an effort to predict the future.
Dowsing - Also known as "water witching", dowsing involves the use of a rod, sticks, or pendulum to locate water or lost objects.
Empathy - The talent to sense the needs, drives, and emotions of another. As with Aura Reading, psychic ability can often reveal itself through the development of empathy.
E.S.P. - Extra Sensory Perception is the awareness of information about events external to the psychic that are not gained through the senses and not deducible from previous experience. Often used to describe clairvoyance, precognition, telepathy, etc...
Intuition - Similar to clairsentience, this is the power or faculty of attaining direct knowledge or cognition without rational thought or inference.
Levitation - The ability to cause one's body to hover off the ground. One of the more well-documented cases of levitation involved St. Theresa of Avila during the 16th century.
Mind Over Body - Suppressing or mentally satisfying the need for water, food, or sleep. There is some debate over whether this is actually a psychic ability since many of those who are associated with this trait (monks, yogis, mystics, etc...) are not generally called "psychics".
Precognition - Quite simply, "knowing the future". However, since time is a dynamic construct, no one psychic can ever know every detail about the future. Usually this ability refers to knowing general outcomes of specific courses of action, with occasional flashes of detailed insight.
Psychometry - Also known as "object reading", psychometry enables a psychic to pick up on psychic impressions (vibrations) left on an object by someone connected with it. Someone with this ability could use an unfamiliar object to reveal much about its owner.
Pyrokinesis - The ability to start fires with one's mind.
Telekinesis - Also known as psychokinesis, the ability to move objects with one's mind.
Telepathy - The ability to communicate mind-to-mind with another.
Vampire Strengths and Weaknesses
Passive Vampire Abilities[/b]
Improved Strength and Speed:
Vampires possess strength and speed much higher than that of a human, complete with incomparable grace, a different sort than the animalistic fluid nature of lycanthropes. Older vampires have greater power and speed than younger. Vampires often seem much faster than they truly are, however – with their mind tricks, they can be across the room in what seems like an eye-blink.
Improved Senses:
Vampires new and old possess senses much greater than that of humans. Even the newly dead have better hearing than most dogs, and their sense of sight is much greater as well. However, they do not have a sense of taste as they cannot ingest food.
Heightened Endurance and Resistance:
Vampires are resistant to many things – in fact, regular bullets will hardly slow them down and will heal nearly instantly. Wounds dealt by a lycanthrope/vampire claws and fangs, however, will heal with near-human slowness. [Depending on the age of the vampire]
Mesmerization with Eyes:
With direct eye contact, a vampire can mesmerize a human, hypnotizing them. This is illegal according to human law. This can be done to keep a person in temporary stasis (called mind-rolling), or have lasting effects, giving the vampire control over the human until the vampire is killed. It can also be used to cause short-term memory loss. Even other vampires can be mesmerized with direct eye contact. Animators, necromancers, sorcerers, and alpha lycanthropes have partial or full immunity to this ability.
Mind-Rolling:
Through direct eye-contact if a vampire is new or through voice-tricks or sheer presence if one is an older master, a vampire can capture the mind of his target and hold them in a hypnotized state where they are not aware what is going on. This is a skilled art rather than a thing of brute power – elegance instead of strength. It is through mind-rolling that vampires can seem to disappear or move across large distances in an instant. Once more, animators, necromancers, sorcerers, and alpha lycanthropes have partial or full immunity to this ability.
Other Vampire Weaknesses:
Some Vampires are not immune to direct sunlight shone on a vampire causes them to burst into flame as true with Decapitation, and Fire.
Flying/Levitation:
After a few decades as a vampire, most learn the ability of flight to varying degrees. Many have no control or grace, but others have the ability to glide, levitate, and fly with grace, speed, and power.
Stillness / Making no Sound:
Once a vampire has existed as a vampire for several decades, he begins to come into his own power. Old vampires gain several traits, such as the ability to remain perfectly still, beyond that of anything a human can achieve. They also learn the trick of smiling without flashing their fangs – it is considered juvenile to do otherwise. Because of their grace, vampires can move similar to lycanthropes, making next to no sound. Strangely enough, other undead such as ghouls possess this same ability to move without sound.
Waking when Threatened: Vampires of several hundred years of age gain the ability to wake if their bodies are threatened, even during the day time. While sunlight will still destroy them, if they are inside or underground, they can rise up to kill those who attempt to slay them.
Shape shifting
Vampires can alter their appearances. Sometimes they may change into mortals taking on a human appearance. This means changing of the eye color, and skin color to match that of a human. Vampires that have strong magic can and may also be able to change into the form of a large bat. Capable of flight and areal assaults Bat form is a draining process and requires much concentration. The side effects include lack of sense and other powers. Such physic ability and rapid healing.
Master Vampire Powers
All Master Vampires possess the ability of flight and waking when tthreatened as well as the passive abilities available to all vampires. They are stronger and faster than regular vampires even if their physical appearance is smaller. A master vampire will gain powers as he ages, but there is a limit; after a few hundred years, a master vampire is as powerful as he will likely ever become, unless he takes a human servant Master Vampires possess powers over those they bring across. One of these is the ability to contact them telepathically even over great distances - this is possessed by all Master Vampires who have made vampires themselves. The non-bloodline powers that a vampire gains are completely random: a Master Vampire's maker might have a completely different set of powers than him. IMPORTANT NOTE: Not all vampires possess the ability to become a Master Vampire.
Animal to Call:
Many Master Vampires possess the ability to call a certain animal and lycanthropes that share that beast. Through this ability, a Master Vampire can control animals and lycanthropes as his puppets. It is possible for a Master Vampire to be able to call an animal to which there is no lycanthrope – one Master Vampire in the series could call butterflies and another could call bats, for example. A strong alpha lycanthrope can fight the call of a Master Vampire, potentially protecting both himself and his people. It is important to note that not all Master Vampires have an animal to call – even strong ones li ke Asher and Collin. Being able to call more than one animal is even rarer, and only related animals are able to be called – for example, leopards and lions or bats and rats. It would be impossible to call both a snake and a bear, for instance. One Master Vampire possessed the unique ability to call ghosts, but the ability was just that – unique and one of a kind.
For the purposes of our room, the ability to call more than one (even related) breed of animal will be considered a prime power, which is defined at the bottom of this page. Keep in mind that if a Master Vampire calls a certain lycanthrope group against their will, it can signify an act of war, possibly ending in the death of the Master Vampire – or giving him a group of servants.
Damage from a Distance*:
Some Master Vampires possess the very rare and powerful ability of inflicting damage from a distance. The ability to use this power skillfully and the level of power to do so vary from vampire to vampire able to use it. This power cannot be used on regular mortal humans – it requires an aura of power to target. Lycanthropes, magicked humans, fae, and other vampires are able to be targeted, however. Wearing a religious item like a totem with faith can make a person immune to this power.
Elemental Vampires
Malevolent Elements, The evil to the good, the darkness to the light, these are elements of pure vile corruption and destruction. Nothing good ever comes from one of these elements.
Shadows :
The control of shadows and darkness. Those who controls this power tend to be cruel and conniving, always lerking in the background to their advantage. They are false and full of trickery keeping others blind to the truth and inferring lies.
I. Shadow Manipulation
Ability to manipulate the shadows and darkness casted by light. They are able to increase shadows to black out ones sight to see nothing in an area; or make the shadows fall back. Shadow wielders also have a natural sense of seeing in the dark.
II. Abyssal Walk
At this level a shadow element wielder can use medium to large dark spots as portals to walk through the “doors” of the Abyss and come out another shadow at another location. The further the wielder wants to go the more energy it takes.
III. Deception
With the wielder’s control being honed, the can fill one’s mind with mental shadows of doubt and lies that are able to cloud away reason and rationality. Almost as if putting something in the dark to not be seen.
IV. Nex Umbra
Bringing the touch of death to darkness itself, one with this level can use shadows themselves to kill. When the Nex Umbra(a shade like doppelganger) follows the victims, death is soon to follow by dragging them into the darkness itself or by slaughtering the target. {May take moments, Days, Months, or Years.. depending on the energy put into it and command of the wielder.}
Bad Luck: Elemental control over the flow of bad luck. Much like those that are gifted with the shadow element, a wielder of bad luck is a trickster. Though instead of being sneaky with lies and manipulation, they are amused by playing pranks and seeing bad things accidently happen to others.
I. Misfortune
The easiest and like child’s play to a wielder of bad luck, they can cause the littlest things to continuously go wrong for a target like their coffee is too hot and burns their mouth, their shower breaks in the middle of cleaning, car breaks down on the way to work… all the annoying little shit that just drives a person crazy.
II. Trouble
If cursed with trouble by a manipulator of bad juju the target tends to either always find themselves in serious trouble with others, or seems to always stumble about it enough to feel unsafe in the world.
III. Calamity
Reaching to this level of power a wielder can make a person worse than just a mere klutz. What can start off as a small trip of the feet or drop of something will always turn into a domino effect of causing one klutz thing to happen right after the next until it’s a complete disaster… even causing possible death to innocent by standers or the target if not careful.
IV. Nightmare
There is a reason the term “what can go wrong will go wrong.” came to being. Almost as if living in a never ending nightmare, those cursed with this level of bad luck are bad omens and tend to be avoided because of terrible things always happening around them. If they love somebody, that person dies; if they cook, the stove burns the house down; if they even try to mow their lawn, a rock could shoot out and hit their neighbor in the head killing them. Nothing ever goes right.
Corrosion: The element of decomposition and decay. The worst of the malevolent elements, those who are wielders of this power are nasty and rotten to the core. Nothing is better to them then causing chaos and destruction by breaking things down… and it’s just in their nature to do bad things.
I. Deterioration Manipulation
Unlike those of healing, wielders of the element of corrosion can speed up, slow down, or completely halt the process of something decomposing. Though, the process of decaying has to be already present in order for one to do this.
II. Wither
Attacking the living tissue and muscle of a person or creature, grabbing the targeted limp and holding onto it, a holder of this element deteriorated the nerves and muscles as if mummifying it. The effects of having this done to a person is very painful for them, and can be permanent if not healed or nourished back to health. {The longer the wielder can hold on the more damage it can cause}
III. Putrefy
Unlike the first level, those who have reached the third have learned how to cause rotting and decay in living organisms such as plants, animals, and humanoids. Though, to determine how long it will take to decompose all depends on the already existing health of the target and the concentration of the wielder.
IV. Cerebral Oxidization
Those who have mastered this horrid element are able to focus their destructive ability to breakdown the mind of a target by touching and keeping contact with the person. The longer they hold on the more decay is done to the brain and the more brain dead the target will become… even to the point of the nervous system failing and the person dying because of not being able to tell its own body to breath. {Even though it is powerful it is a long process to complete and requires contact}[/font]
Some information was obtained by other sources and people aside from me.