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       #Post#: 6377--------------------------------------------------
       London Profile: Aradia Vigil
       By: Coolcat207 Date: October 22, 2020, 11:38 pm
       ---------------------------------------------------------
       "We reach into the shadows, reach into hell. We pull out what
       you find there, and paint the world with it."
       ~Angellis Ater Clan Quote
       "Precision is the difference between a butcher and a surgeon."
       "If you don't have the talent to fight, at least have the
       decency to die."
       "Don't go looking for something you don't want to find."
       "The dark forces and I have a... complicated relationship."
       "I'm what you would call a deniable asset."
       "The harsh memory of one's past does not soften with age, young
       one."
       "Morality is a beautiful servant and a dangerous master."
       "Elegance never goes out of fashion."
       "Everything has a place. Forgetting yours is dangerous."
       "We all have lines, hunter. I don't know about you but I may
       have crossed a few during my time here."
       "It is not the weapon that defines you, but how you wield it."
       "This is simply my profession."
       "The world is not black or white, but a delicious shade of
       grey."
       "The luxury of mercy is one I cannot afford."
       "Rudeness is a sure way to an ugly death."
       "Funny thing about heroes; they all end up dead."
       "I've been asleep for a few decades and I see a bunch of dark
       spirits rampaging. Those fools can't do anything right without
       me, can they?"
       ~Aradia on the White Council when she was awaken from her long
       slumber
       "The only reason why I joined Sirius' ragtag group was because
       of that fascist warlock and his cult. They were targeting those
       who didn't fit his "views" of pureblood magic users. And due to
       my physiology, you can tell how it's anything but good in that
       situation."
       "I honestly don't care what the opposing forces are doing. All I
       care about is being left alone in solitude. Apparently, it's too
       much to ask when it comes to boorish and simple minded fools who
       fail to see that their arrogance will lead to their own demise."
       Sushuma: after being saved by Aradia Thank you, Lady Aradia.
       Aradia: Hmph. You may thank me when this is over.
       Enemy Werewolf: Shouldn't you be six feet under?
       Aradia: Shouldn't you be on a leash?
       Young Wizard: Jeez lady, how old are you?
       Aradia: I'm old enough to know better. Also, ask me that again
       and I'll break your jaw.
       "At the end, ego brings everyone to their knees."
       ~Aradia states coldly to a vampire hunter as she place a foot on
       the hunter's throat and crush it with her heel
       "We are all monsters. Now, you are just one on the outside."
       ~Aradia when she encountered Bellatrix who became a vampire
       after nearly escaping death
       "As much as I hate to admit it, Amalia is that much of a threat
       to the point that not even my powers alone will be enough to
       stop her. And now that she reclaimed her coven, things will be
       much worse. Doesn't help that the half jinn aligned herself with
       Nightshade." sighs "Obviously, two Blackstaffs are barely enough
       to put a dent in their tracks which is anything but good.
       Alright, I'll help you and your little children of light with
       this crisis."
       ~Aradia agreeing to help Sir Sarika Bordas with the Salem Witch
       crisis after hearing that Amalia returned.
       "You're mistaken. Danae Levesque is the Blackstaff of New
       Orleans, which is in your country. We have our own Blackstaff in
       England. And she is someone I would not want to be around. I've
       face many dangerous monsters and other paranormal crap in my
       life but that witch... her presence alone makes my spine
       quiver."
       ~Roxanne Lockwood to Mari "Vixen" McCabe on the Blackstaff of
       England, Aradia
       Name:
       Aradia Vigil
       Other Names/Title(s):
       Blackstaff of England
       Witch of Knowledge
       Elder Witch
       Age:
       Unknown
       Gender:
       Female
       Species:
       Demonic Dhampir
       Family:
       Father: Unnamed Demonic Vampire (Deceased; Killed by Tzimisce
       vampire)
       Mother: Unnamed Human Witch (Deceased; Killed by a hunter)
       Birth Clan:
       Angellis Ater (Forgotten; Presumed Extinct)
       Generation:
       4th
       Sect:
       None; Independent
       Clan Disciplines:
       Daimonion, Obtenebration, Dominate, Potence
       Learned Disciplines:
       Auspex, Thaumaturgy
       Disciplines:
       Daimonion:
       Sense the Sin:
       ~A real mark always convinces himself. The most dangerous Baali
       aren’t the ones that use extortion, threats, or over displays of
       power; the most dangerous Demons simply know how to talk their
       victims into cutting their own throats. This power allows the
       Baali to find a target's particular vice. If successful, the
       Baali can sense the subject’s greatest weakness. The
       significance of this information is dictated by the degree of
       success: One success might determine a low Virtue, weak
       Willpower, or a poorly defended avenue of approach, while two
       might yield a closely guarded secret or conversational misstep.
       Three or more yields a central derangement or formative trauma
       from the subject's past.
       Fear of the Void Below:
       ~Once the Baali has mastered reading a subject's darkest
       secrets, he can reach into the victim's mind and twist what he
       finds there. The shock of feeling one's most deeply held beliefs
       and darkest fears manipulated can send the victim into catatonia
       or fits of panic. The Baali must first employ Sense the Sin
       (above) or use some other method to discern the tragic flaw of
       the target. She must then speak to the target, playing upon his
       inadequacies and the inescapable consequences of his
       shortcomings. A successful attempt drives the victim into fits
       of terror (one success), mindless panic-borne flight similar to
       Rötschreck (two successes), or even unconsciousness (three or
       more successes). All effects last for the remainder of the
       scene. Kindred or other supernatural targets may resist with a
       strong willpower or a psychic shield to the point that stronger
       willed people can resist the power completely.
       Psychomachia:
       ~With this power, the Baali combines his ability to read the
       psyche of a victim with the ability to summon up matter from the
       Outer Dark. Psychomachia pits a victim against the most
       dangerous, shameful parts of her own subconscious. The vampire,
       after learning the targets tragic flaw (such as after using
       Sense the Sin, above), might force the target to go search
       through their lowest Virtue. Failing to do so pits the target
       against an apparition summoned from her darker self, perceptible
       to the subject only. The target may see or feel his abusive
       father, a long-dead lover, a childhood bogeyman, or (for Kindred
       victims) even the Beast itself. A botch indicates the target has
       been overwhelmed and frenzies — or, worse, becomes possessed by
       his inner demons.
       This imaginary antagonist may be wholly narrated, or assigned
       Traits equivalent or slightly inferior to the victim's, at the
       RPer's option. All injuries sustained by the target in such an
       encounter are illusory (substitute catatonia or torpor for death
       as appropriate) and vanish upon the phantasm's defeat or the
       Baali's loss of concentration.
       Bring the Plague:
       ~A Baali with Bring the Plague calls down a Biblical plague on
       her enemies, cursing them with a highly infectious disease that
       plagues mortal and Cainite alike. It causes violent, painful
       boils that look like bleeding burn wounds when they burst. The
       target attracts swarms of insects and vermin wherever he goes as
       they wait for his inevitable death and their inevitable feast.
       The Baali must touch the initial victim in order to Bring the
       Plague. A victim with the plague cannot heal by any means,
       naturally or with blood. Every day, the victim's health declines
       inch by inch. The victim may be able to resist if their stamina
       is strong enough but can shake the plague off entirely if their
       stamina is as strong as the castor's stamina. The plague can
       also physically damage their skins. Supernatural creatures such
       as vampires may be able to heal from the physical damage but
       mortals such as humans will be forever scarred even when healed
       by the plague (unless their regeneration are supernatural or
       have supernatural buddies with strong healing powers).
       Those in contact with the victim of the plague must have stamina
       that is as strong or stronger than the castor's in order to
       resist the plague. It can spread by touch, by breath, or by any
       bodily fluids. This includes drinking blood. In fact, the
       difficulty to resist blood-borne transmission is two times worse
       than resisting infection by other means. Those with True Faith
       (basically people like holy vampires or supernatural priests)
       are not only immune to this discipline, but if they touch a
       victim of the power, the victim ceases to be contagious.
       Obtenebration:
       Shadow Play:
       ~This power grants the vampire limited control over shadows and
       other ambient darkness. Though the vampire cannot truly "create"
       darkness, she can overlap and stretch existing shadows, creating
       patches of gloom. This power also allows Kindred to separate
       shadows from their casting bodies and even shape darkness into
       the shadows of things that are not there.
       Once a Kindred takes control of darkness or shadow, it gains a
       mystical tangibility. By varying accounts cold or hellishly hot
       and cloying, the darkness may be used to aggravate or even
       smother victims. Certain callous Lasombra claim to have choked
       mortals to death with their own shadows.
       Shroud of Night:
       ~The vampire can create a cloud of inky blackness. The cloud
       completely obscures light and even sound to some extent. Those
       who have been trapped within it (and survived) describe the
       cloud as viscous and unnerving. This physical manifestation
       lends credence to those Lasombra who claim that their darkness
       is something other than mere shadow. The tenebrous cloud may
       even move, if the creating Kindred wishes, though this requires
       complete concentration.
       Arms of the Abyss:
       ~Refining his control over darkness, the Kindred can create
       prehensile tentacles that emerge from patches of dim lighting.
       These tentacles may grasp, restrain, and constrict foes.
       Tenebrous Form:
       ~At this level, the Kindred’s mastery of darkness is so
       extensive that she may physically become it. Upon activation of
       this power, the vampire becomes an inky, amoeboid patch of
       shadow. Vampires in this form are practically invulnerable and
       may slither through cracks and crevices. In addition, the
       shadow-vampire gains the ability to see in natural darkness.
       Shadowstep:
       ~The vampire has such fine control over the darkness that he may
       become it briefly and reform himself from other darkness close
       by. The vampire may Shadowstep through walls, floors, and even
       mystical barriers. The Cainite simply steps "into" a shadow and
       re-emerges from another shadow a short distance away (or next to
       the barrier, if there is no shadow on the other side).
       Shadow Twin:
       ~The vampire's control over darkness has progressed to such a
       degree that he may bestow upon it a limited degree of sentience.
       By animating his own shadow or that of another, the Cainite can
       actually "free" the shadow cast by light. While this power is
       active, the subject casts no shadow, as it has left to pursue
       the vampire’s commands.
       This power can unnerve mortals and even a few inexperienced
       vampires. The Kindred wielding Obtenebration commands the
       individual’s shadow; some vampires report having seen mortals
       literally scared to death, as their shadows leapt away to taunt
       or menace them.
       Dominate:
       Command:
       ~The vampire locks eyes with the subject and speaks a one-word
       command, which the subject must be obey instantly. The order
       must be clear and straightforward: run, agree, fall, yawn, jump,
       laugh, surrender, stop, scream, follow. If the command is at all
       confusing or ambiguous, the subject may respond slowly or
       perform the task poorly. The subject cannot be ordered to do
       something directly harmful to herself, so a command like "die"
       is ineffective.
       Mesmerize:
       ~With this power, a vampire can verbally implant a false thought
       or hypnotic suggestion in the subject’s subconscious mind. Both
       Kindred and target must be free from distraction, since
       Mesmerize requires intense concentration and precise wording to
       be effective. The vampire may activate the imposed thought
       immediately or establish a stimulus that will trigger it later.
       The victim must be able to understand the vampire, though the
       two need to maintain eye contact only as long as it takes to
       implant the idea.
       Mesmerize allows for anything from simple, precise directives
       (handing over an item) to complex, highly involved ones (taking
       notes of someone’s habits and relaying that information at an
       appointed time). It is not useful for planting illusions or
       false memories (such as seeing a rabbit or believing yourself to
       be on fire). A subject can have only one suggestion implanted at
       any time.
       Memory Block:
       ~This variant of The Forgetful Mind allows the vampire to stop a
       dominated subject talking about or revealing specific
       information without forgetting it. When questioned about the
       memory or detail, the victim will evade the question without
       even noticing she is doing it. If pressed, she will discover he
       cannot say out loud or even write down the blocked information.
       This is very useful when a servant needs to possess classified
       data, but the vampire wants to be certain she cannot reveal it,
       even under torture.
       Chain the Psyche:
       ~Not content with merely commanding their subjects, some elders
       apply this power to ensure obedience from recalcitrant victims.
       Chain the Psyche is a Dominate technique that inflicts
       incapacitating pain on a target who attempts to break the
       vampire’s commands.
       Implanted Opinion:
       ~Dominate usually focuses on giving the target specific orders.
       Using this power, a vampire can instill a feeling, opinion, or
       even a personality trait the victim will believe is his own. He
       might be told he loves modern art, hates his new neighbors, or
       that aliens are looking to abduct him. He can be given new
       political or religious beliefs, suddenly becoming a dedicated
       liberal or a born-again Christian (although in the latter case
       he doesn't gain real faith; he just decides to follow the tenets
       of a faith).
       He might even be given bigoted views, making him racist or
       sexist, or he may be cured of such opinions. Unlike
       Conditioning, the vampire has little connection to the target,
       and can use him as an agent to steer policies to her design
       without needing to explain her plans.
       Potence:
       Crush:
       ~The vampire with this refined application of Potence knows just
       how to apply her deadly strength to destroying inanimate
       objects.
       Imprint:
       ~A vampire with extensive knowledge of Potence can squeeze very,
       very hard. As a matter of fact, she can squeeze (or press, or
       push) so hard that she can leave an imprint of her fingers or
       hand in any hard surface up to and including solid steel. A use
       of Imprint can simply serve as a threat, or it can be used, for
       example, to dig handholds into sheer surfaces for purposes of
       climbing.
       Brutality:
       ~With this level of power, the Cainite’s hands move through
       flesh the way a mortal’s moves through packed sand.
       Earthshock:
       ~According to some pundits, Potence is merely the art of hitting
       something very hard. But what do you do when your target is too
       far away to hit directly? The answer is, if you’re sufficiently
       talented with the Discipline, to employ Earthshock. On its
       simplest level, Earthshock is the ability to hit the ground at
       point A and subsequently have the force of the blow emerge from
       the ground at point B.
       Immovable Object:
       ~The vampire’s strength is such that her force of will alone is
       enough to make her an immovable object, whether or not she has
       something to hold on to. She can lock herself in place, clinging
       onto where she stands with the power of her mind. Using this
       ability, she can resist any attempt to shift her by telekinesis
       or physical strength. She digs in, holding herself in place with
       her will alone.
       Flick:
       ~It is a truism that "the great ones always make it look easy."
       In the case of Flick, that saying stops being a truism and
       becomes literal truth. With this power, a master of Potence can
       make the slightest gesture — a wave, a snap of the fingers, the
       toss of a ball — and have it unleash the full, devastating
       impact of a deadon strike. The attack can come without warning,
       limiting the target’s ability to dodge or anticipate; this makes
       Flick one of the most feared applications of Potence.
       Auspex:
       Heightened Senses: Self Explanatory
       An Ear for Lies:
       ~Scions place great stock in the truth, and successful rulers
       and leaders learn to discern truth from falsehood, even when
       spoken by the most convincing liars, This power allows the user
       to know when someone is lying to him. To the Cainite, lies stand
       out, harsh and discordant from all other speech.
       Psychic Projection:
       ~The Kindred with this awesome ability projects her senses out
       of her physical shell, stepping from her body as an entity of
       pure thought. The vampire's astral form is immune to physical
       damage or fatigue, and can "fly" with blinding speed anywhere
       across the earth - or even underground - so long as she remains
       below the moon's orbit.
       The Kindred's material form lies in a torpid state while her
       astral self is active, and the vampire isn't aware of anything
       that befalls her body until she returns to it. An ephemeral
       silver cord connects the Kindred's psyche to her body. If this
       cord is severed, her consciousness becomes stranded in the
       astral plane, the realm of ghosts, spirits, and shades.
       Attempting to return to the vampire's physical shell is a long
       and terrifying ordeal, especially since there is no guarantee
       that she will accomplish the journey successfully. This
       significant danger keeps many Kindred from leaving their bodies
       for long, but those who dare can learn much.
       Spirit Bond:
       ~This power allows the Cainite to establish a mental bond with
       an object or person. The vampire may "check up on" the object or
       person at any time after achieving this bond. Invoking the bond
       instantly reveals exactly where the object or person is located.
       This power is best used sparingly - many who apply it in excess
       become paranoid and useless, checking on their bonds every
       waking hour.
       Aura Perception:
       ~Using this power, the vampire can perceive the psychic "auras"
       that radiate from mortals and supernatural beings alike. These
       halos comprise a shifting series of colors that take practice to
       discern with clarity. Even the simplest individual has many
       shifting hues within his aura; strong emotions predominate,
       while momentary impressions or deep secrets flash through in
       streaks and swirls.
       The colors change in sympathy with the subject's emotional
       state, blending into new tones in a constantly dancing pattern.
       The stronger the emotions involved, the more intense the hues
       become. A skilled vampire can learn much from her subject by
       reading the nuances of color and brilliance in the aura's flow.
       Aside from perceiving emotional states, vampires use Aura
       Perception to detect supernatural beings. The colors in Kindred
       auras, while intense, are quite pale; mage auras often flare and
       crackle with suppressed power; werebeasts have strikingly
       bright, almost frantic, halos; ghosts have weak auras that
       flicker fitfully like a dying flame, and faerie creatures'
       radiance is shot through with rainbow hues.
       The Spirit's Touch:
       ~When someone handles an object for any length of time, he
       leaves a psychic impression on the item. A vampire with this
       level of Auspex can "read" these sensations, learning who
       handled the object, when he last held it and what was done with
       it recently.
       These visions are seldom clear and detailed, registering more
       like a kind of "psychic snapshot." Still, the Kindred can learn
       much even from such a glimpse. Although most visions concern the
       last person to handle the item, a long-time owner leaves a
       stronger impression than someone who held the object briefly.
       Gleaning information from the spiritual residue requires the
       vampire to hold the object and enter a shallow trance. She is
       only marginally aware of her surroundings while using The
       Spirit's Touch, but a loud noise or jarring physical sensation
       breaks the trance instantly.
       Thaumaturgy:
       Alchemy:
       ~Thaumaturgy has some of its roots in the early practices of
       Hermetic alchemy, which concerned itself with changing the
       properties of given ideals. Indeed, much of Thaumaturgy's
       codified structure and basic principles are very similar to
       those of alchemy.
       In the near-millennium that has passed since the Tremere's
       earliest efforts with blood magic, alchemy has fallen by the
       wayside, however. Modern technology makes possible almost
       anything this path can do and far more — it is easier and more
       reliable to mine for gold, for example, than it is to create it
       by transmuting other materials. Still, old habits die hard among
       vampires, and the Tremere are no exception. A few elders still
       practice this path, and of these, some still teach it to their
       childer to illustrate the basic tenets of modern blood magic.
       Lure of Flames:
       ~This path grants the thaumaturge the ability to conjure forth
       mystical flames - small fires at first, but skilled magicians
       may create great conflagrations. The Lure of Flames is greatly
       feared, as fire is one of the surest ways to bring Final Death
       upon a vampire.
       The fire created by this path is not "natural." In fact, many
       vampires believe the flames to be conjured from Hell itself.
       Fire conjured by The Lure of Flames must be released for it to
       have any effect. Thus, a "palm of flame" does not bum the
       vampire's hand and cause an aggravated wound - it merely
       produces light. Once the flame has been released, however, it
       burns normally and the character has no control over it.
       Path of Shadow Crafting:
       ~Although the Tremere have long been enemies of the Tzimisce, a
       chantry of 17th-century Portuguese Tremere once turned their
       talents to specialized means of combating the treacherous
       Lasombra of neighboring Spain. In the modern nights, however,
       Tzimisce-Lasombra ties in the Sabbat mean that the Tremere must
       sometimes bring their attentions to the depredations of the
       lords of shadow. Indeed, some Tremere wryly comments that for
       every sorcerous Tzimisce counselor who advises a Lasombra
       bishop, a cunning Tremere counsels an insidious Ventrue. With
       the Camarilla's recent upturn in clashes with the Sabbat, the
       Tremere have needed a means to blunt the Sabbat's edges. The
       unearthed Path of Shadowcrafting offers one such opportunity,
       albeit in a scope that never became widespread due to its
       limited utility.
       Students of the Path of Shadowcrafting learn to manipulate
       shades, but not in the same fashion as the Lasombra. While
       Shadowcrafting tugs at the absence of light, Tremere who have
       fought the Lasombra firsthand come away with the distinct
       impression that Obtenebration manipulates something else – a
       tangible darkness, a sort of abyssal nothingness coaxed into the
       material world. What this bodes, even the Tremere do not know,
       and the few Lasombra antitribu certainly aren't forthcoming. In
       the meantime, the Tremere hope to refine the path into a means
       of controlling or duplicating the Lasombra's power, while
       keeping their failures quietly away from influential Camarilla
       ears. As is, the path is relatively weak, but those exploring it
       hope to make breakthroughs any night now....
       Weather Control:
       ~Command over the weather has long been a staple power of
       wizards both mortal and immortal, and this path is said by many
       to predate the Tremere by millennia. The proliferation of usage
       of this path outside the clan tends to confirm this theory;
       Weather Control is quite common outside the Tremere, and even
       outside the Camarilla. Lower levels of this path allow subtle
       manipulations, while higher stages of mastery allow a vampire to
       call up raging storms. The area affected by this power is
       usually rather small, no more than three or four miles in
       diameter, and the changes the power wreaks are not always
       immediate.
       Bind the Accusing Tongue:
       ~This ancient ritual is said to have been one of the first
       developed by the Tremere and a primary reason for the lack of
       cohesive opposition to their expansion. Bind the Accusing Tongue
       lays a compulsion upon the subject that prevents him from
       speaking ill of the caster, allowing the thaumaturge to commit
       literally unspeakable acts without fear of reprisal.
       Blood Mastery:
       ~Whispered rumors tell that one should never allow the Tremere
       to gain access to the blood of another vampire. Paranoid tales
       in hushed tones tell of the Tremere's mastery over other Kindred
       through the sole use of a few vitae. While modern, cosmopolitan
       Kindred scoff at such tales, even they are careful not to let
       their blood fall into the wrong hands, just in case.
       Such caution, though, is well-deserved. A Tremere with even
       rudimentary understanding of blood can focus its power into
       sympathetic forms. By destroying another Kindred’s blood, the
       Tremere gains symbolic power over that Kindred. This, in turn,
       allows the Tremere to manifest his supremacy over the victim.
       Illuminate Trail of Prey:
       ~This ritual causes the path of the subject's passing to glow in
       a manner that only the thaumaturge can see. The footprints or
       tire tracks (or whatever) shine distinctly, but only to the eyes
       of the caster. Even airplane trajectories and animal tracks
       shine with unhealthy light. The ritual is nullified if the
       target wades through or immerses himself in water, or reaches
       the destination of his journey. The thaumaturge must burn a
       length of white satin ribbon that has been in her possession for
       at least 24 hours for this ritual to take effect.
       Will o'the Wisp:
       ~This ritual allows a Thaumaturgist to produce a supernatural
       ball of light. The ball of light travels as the vampire mentally
       commands. The ball of light, referred to as a Will o'the Wisp,
       can be made to travel anywhere within sight of the vampire and
       perform tricks.
       Among the things the ball of light can do are: glow brighter,
       glow dimmer, divide into many smaller balls, fly about, bathe
       someone in its magical glow, swirl, remain stationary or perform
       whatever maneuver the vampire can imagine. This ritual is useful
       as a diversion or simply a light source.
       This ritual requires a small branch from a willow tree. The
       vampire must recite the magical incantations and throw the stick
       into the air, whereupon it bursts into the ball of light. The
       light lasts as long as the vampire concentrates upon it.
       Purify Blood:
       ~Kindred learned to be cautious of diseased vessels during the
       Black Plague. Experimentation showed that most diseases, even
       blood-borne ones, rarely have any effect upon Kindred, but that
       vampires can carry such diseases and pass them to their victims.
       Cautious Tremere can use a simple rite to insure that the blood
       remains safe to drink. The caster simply decants the blood into
       a suitable container and makes a few passes of his hands over
       it, combined with some thaumaturgical phrases and a mixture of
       ash and crushed ginger. The blood lightens slightly in color if
       the ritual succeeds, and the rite cleanses all poison or disease
       from the sample.
       Unfortunately, Purify Blood does not function on blood that's
       still in a creature's system. The ritual, therefore, cannot
       cleanse a human of disease or make drinking from such a vessel
       safe; it will only purify blood that is removed from the human
       first. Some vampires shun this ritual because of the extra work
       involved in securing blood without the Kiss, and the
       less-than-satisfactory taste (not to mention the lack of a warm,
       beating pulse) definitely puts off Kindred connoisseurs. For
       these reasons, Purify Blood remains more a survival ritual
       during desperate epidemics, not a nightly staple. (See also
       Cleansing of Flesh and Purity of Flesh for other applications of
       this ritual's principles.)
       Sense the Mystical:
       ~This ritual provides the ability to sense the "mystical
       residue" left by magical objects and effects. This ritual was
       originally developed to seek out non-Tremere who use Thaumaturgy
       and magical artifacts and is common among the younger Tremere
       seeking a name for themselves. While this power is in effect,
       the thaumaturge carries a lit candle, whose light causes the
       stuff of magic to glitter.
       Heart of Stone:
       ~A vampire under the effect of this ritual experiences the
       transformation suggested by the ritual's name: his heart is
       completely transmuted to solid rock, rendering him virtually
       impervious to staking. The subsidiary effects of the
       transformation, however, seem to follow the Hermetic laws of
       sympathetic magic: the vampire's emotional capacity becomes
       almost nonexistent, and his ability to relate to others suffers
       as well.
       Craft Bloodstone:
       ~This ritual creates a small stone used as a tracking device.
       The caster must place a small pebble into a vial filled with
       three points of blood from any source. This blood need not be
       human. Every night for three nights, the thaumaturge recites an
       invocation over the vial. The bloodstone absorbs a single point
       of blood each night, and the liquid becomes slightly clearer,
       until on the third night it becomes as transparent as water. The
       vampire then has a mystical connection to the stone, and knows
       its relative position at all times.
       Deny the Intruder:
       ~To protect chantries from unwanted observation, Tremere rely
       not only upon mystic wards but also upon mortal bureaucracy. An
       enemy can hardly drop in if the chantry isn't listed in any
       directories or real estate paperwork, after all. Better still, a
       little judicious paper-shuffling can "lose" records for
       electrical payments, telephone calls and other incriminating
       evidence.
       To set up a chantry's bureaucratic defense, the Tremere simply
       scrawls a series of mystic characters on a piece of paper. This
       page goes out by main (some modern Tremere even scan the page
       and use e-main) and promptly becomes lost in the system. For the
       next year, the chantry becomes difficult to track via the usual
       paperwork routes.
       Eyes of the Nighthawk:
       ~This ritual allows the vampire to see through the eyes of a
       bird, and to hear through its ears. The bird chosen must be
       touched by the vampire when the ritual is initiated, and it must
       be a predatory bird. At the end of this ritual, the caster must
       put out the bird's eyes, lest she suffers blindness herself.
       Skin of the Chameleon:
       ~The Tremere caster first creates an alchemical mixture
       distilled from a variety of color-changing lizards and flowers.
       This compound is then mixed with the vitae of the Gargoyle. When
       this mixture is rubbed into the Gargoyle's skin, the Gargoyle
       gains the ability to blend in with its surroundings.
       Iron Mind:
       ~This ritual makes its target invulnerable to Auspex for one
       night. The ritual requires an earring, hat pin or other object
       containing iron to be worn on the head. The object must have the
       ritual cast upon it. The object then creates what could be
       called "psychic static," blocking all users of Auspex against
       the person wearing the object. The individual using the Auspex
       will know something is wrong, but not what.
       Shadow of the Wolf:
       ~This powerful ritual actually lets the vampire become a Lupine
       for one night. The vampire must develop a separate Lupine
       character using his basic statistics. The type of Lupine depends
       on the exact nature of the ritual. There are several variations
       of this ritual; each imbues a different form. The vampire is
       subject to the same limitations and advantages that all Lupines
       possess. The material component is a cloak made from the skin of
       a wolf.
       Mirror Walk:
       ~The vampire can step into any mirror large enough for him to
       crawl through, and use it as a supernatural portal and transport
       to the closest mirror large enough for him to exit. If no mirror
       is present, the vampire exits through the closest sheet of
       glass. The vampire may use this ritual to transport from place
       to place, but it is especially useful during escapes. The mirror
       "liquefies" when the vampire Thaumaturgist steps through,
       forming ripples. Once the vampire has stepped through, it
       reverts to its original shape, but the vampire cannot be seen.
       The material component is a ring bearing an emerald, which glows
       when the ritual is in effect. The vampire may transport one
       additional person, pulling him through by the arm. If anyone
       tries to enter after the vampire has stepped through, but before
       the mirror stops rippling, the individual is cut in half. Half
       ends up in front of one mirror, while half ends up in front of
       the other.
       Thor's Fury:
       ~The thaumaturge may strike her enemies from afar as though she
       were a god. She may direct an arc of lightning from her body to
       nearby targets.
       Eye Of The Storm:
       ~The thaumaturge becomes a shifting, sparkling pillar of
       electrical power. The energy channeled in the Eye of the Storm
       shields her body from virtually any direct harm.
       Lion Heart:
       ~The vampire using this ritual may temporarily increase her
       abilities as a warrior. The ritual grants the vampire two points
       of Strength, one point of Dexterity, and one point of Stamina.
       The vampire's Courage or Morale is also increased by three
       points. Even beyond this, the vampire gains two extra points in
       her Brawl and Leadership Talents. The effects of this ritual
       lasts for 20 minutes. The vampire using this ritual must rest
       within two hours after this ritual ends or she will begin to
       lose Health Levels at a rate of one every 10 minutes until she
       rests. This can be a very dangerous ritual to cast, but its
       effects are incredible.
       The Verdant Blade:
       ~Archons sometimes have to take Kindred either for judgment or
       (more likely) for questioning. Carrying a heavy wooden stake is
       fairly conspicuous, though, and it lets your target know that
       you don’t want him dead. Several Quaesitors developed the
       Verdant Blade in the 1800s. Its use is limited largely to that
       group, though a few other archons have learned it. The ritual
       temporarily enchants any sharp object — a sword or large knife,
       a bone, a piton or tent spike — to paralyze Kindred staked with
       it as though it were wooden. The weapon or item must be placed
       in a vat or tub along with a freshly cut tree branch, several
       ounces of sap and a gallon of water. When the ritual is
       complete, the weapon will paralyze a vampire when driven into
       its heart. This effect works only once; once the weapon is
       removed, it must be enchanted again if the caster wishes to use
       it to stake another Kindred.
       Powers:
       Dhampir Physiology:
       ~User with this ability either is or can transform into a
       dhampir, a vampire/human hybrid, which in most cases has all the
       strengths that a normal vampire has without any of the
       weaknesses. Blood is still a factor in most cases, either they
       need to feed because they will die or they simply are weakened
       when they don't feed. Some dhampirs can subsist on either blood
       or human food. Whatever the case, just like with vampires, the
       quantity of blood a dhampir needs will vary greatly. Their
       resistance to sunlight varies as well; some may be weakened by
       it, while others are completely immune to its effects.
       Physically dhampirs are in top form, having the strengths of a
       vampire they are very strong, most do not age and others age
       very slowly. There are far less variations in appearance when it
       comes to dhampirs because of their human side. Most dhampirs
       will look like normal humans, some will be extremely attractive
       but there are not many non-humanoid dhampirs out there.
       Mystic Vampire Physiology:
       ~User with this ability either is or can transform into a
       mystically empowered vampire, with well rounded arcane powers
       and have tremendous magical power. These abilities may be result
       of Mystic vampires being Homo Magi before they were turned or
       they were descendants from a long line of witches and warlocks
       and have been turned, but other origins are possible, for
       example being turned/buried on/to mystically significant place.
       Mystic vampires can overcome the limitations most vampires have,
       because of their abilities in magic.
       Dark Magician:
       ~As an archetype, the dark magician is a sorcerer, a sorceress,
       witch or wizard, or even a supernatural being that represents or
       has studied the mystic arts and is usually naturally gifted with
       dark magics, or learns them, or even just possesses dark
       magic-based powers and learns the mystic arts later. Usually the
       magic they learn to use is the dark arts. These types of
       magicians are considered fairly powerful and in magical circles.
       Mostly, these types of sorcerers are always considered on the
       cusp of evil or neutral; however, on rare occasions, this is not
       always the case and they can be somewhat good.
       These types of sorcerers are not the same of Umbramancer, as
       umbramancers are elemental sorcerers who conjure and manipulate
       darkness and shadows. However, it isn't uncommon for dark
       magicians have possessed some darkness-based powers as well.
       Unlike truly Evil Sorcerers, dark magicians are not fully evil
       or simply just naturally possess dark magics. However, these
       types of black magic users can become evil sorcerers if they go
       to deep within the dark arts, loosing themselves within it at
       great cost. These mages have even been known to come back from
       the dark arts and in the white arts, abandoning their dark
       paths. Where truly evil sorcerers are completely unable to come
       back from the darkness and prefer to stay there.
       Vampiric Force Manipulation:
       ~The user of this power possesses and is able to utilize strong
       vampiric power. This ability not only grants the user great
       strength and control over numerous variations of vampiric
       abilities but also allows them to overwhelm weaker vampires as
       well as rival that of powerful vampiric entities.
       Through this, the user can perform such feats as infusing
       weapons with vampiric power, allowing them to transfer blood
       and/or life-force to the user, or into projectile weapons that
       would continuously drain the target's blood/lifeforce once stuck
       in their body, nullifying regeneration and softening them up for
       the finishing blow, as well as convert other beings into
       vampires without biting them or mixing blood.
       Daytime Walking:
       ~User is a nocturnal creature (typically a vampire) able to
       withstand exposure to direct sunlight and be active during the
       day. This can be because they are a Dhampir, are endowed with
       magic or are unique physically in one way or another.
       Blood Consumption:
       ~The power to gain power from blood and bodily fluids usually by
       ingestion.
       Blood Absorption:
       ~The power to absorb blood and utilize it in some way.
       Vampirization:
       ~The power to transform people into vampires. Vampires can turn
       others into vampires if she chooses with her bite and blood.
       Immortality:
       ~The power to never age and recover from almost any injury.
       Immortality Types: Regeneration: High level regeneration of body
       that heals any injuries, even fatal ones, preventing one from
       dying. Self-Resurrection: Completely heal fatal injuries and
       resurrect upon death if body isn't entirely destroyed.
       Weaknesses: Immortality Negation. Immortality Removal. Cannot
       overcome the End of Time, unless the form of immortality is an
       absolute type, hence why just like Regenerative Healing Factor,
       it is unclear how long it would last. May be erased from history
       via the effects of time-manipulating powers, killing the
       immortals in question before they become immortal. While users
       are immune to the ravages of time, most are vulnerable against
       direct application used against them. Nonexistence may wipe the
       user out of existence, as opposed to simply killing them
       biologically. User may go mad, from the effects of time and
       boredom. This can also cause madness overtime because the
       immortal is forced to watch those who aren't immortal die. May
       forget events that happened long ago. Can be sealed in an empty
       dimension with no chance to escape.
       Blood Resistance:
       ~Commonly vampires whom are users of this power; can prevent
       their thirst from becoming a 'frenzy' when being in sight or in
       contact with blood. This enables them to be more dangerous
       because they can use human-like intelligence and strategy rather
       than raw strength. On the other hand, some vampires who have
       positive sides to humans are usually safer around them and are
       capable of becoming their protectors.
       Unnatural Presence:
       ~The user's mere presence in an area or proximity to an
       individual can result in bizarre changes to the surrounding
       areas including loss of superpowers, weather changes, paranoia
       and hostility in people in the area and inexplicable disasters.
       Supernatural Concealment:
       ~The user can hide themselves from anything, including humans
       and even supernatural entities such as Angels, Demons and
       possibly deities. In short, the user can't be found unless they
       want to be.
       Claw Retraction:
       ~The user can project/retract razor-sharp claws of energy, bone,
       metal, keratin, etc., from their
       fingertips/hands/wrists/fists/feet for various (mostly
       offensive) purposes.
       Fang Retraction:
       ~The user has abnormally sharp fangs and can deliver a deadly
       bite with them. In some cases, the fangs may even be
       retractable.
       Unbreakable Nails:
       ~The user possesses unusually indestructible nails/claws that
       are impervious to any harm or damage.
       Enhanced Mauling:
       ~The users possess enhanced skills to rip their enemies to
       shreds with just pure force alone or just a powerful strike.
       Enhanced Violence:
       ~Users are incredibly skilled at harming others, whether
       intentionally or unintentional. Users have no problem using any
       means to get their way with others, even if it involves breaking
       a few bones or leaving some scars. They don't necessarily have
       to be good at fighting or killing to be violent, however, the
       intention to harm has to be there, which usually does lead to
       the deaths or maiming of others.
       Killing Instinct:
       ~User possesses the capability that enables them to be the
       "ultimate killing machine". They have instincts to kill by any
       means and in the most effective ways possible, use anything at
       hand to do so and, have no mental/emotional issues or moral
       dilemmas either before, during or after the deed. They are, in
       short, cold and merciless killers. They are focused on nothing
       except killing their enemies and how they should do so, putting
       all of their efforts into making sure whatever they kill is good
       and dead. They can also give off a murderous aura, inducing fear
       into their opponents.
       Predator Instinct:
       ~The user possesses predatory instincts, allowing them to become
       masters of assassinating, hunting, manipulating, planning and
       tracking. One with this ability instantly discern all factors of
       any situation and manipulate them so its the most optimal and
       favorable for them. Making them a master of manipulation,
       pursuit ,and capture. This includes sensing what will happen and
       how adapt to it, what move a target will make, where they are
       headed, and effectively manipulate the target, thus causing the
       target to inevitably play right into the user's hands.
       Dark Arts Spells/Abilities:
       Dark Arts:
       ~The user can utilize the Dark Arts, dangerous system of
       techniques based around a darker side of magic that typically
       used for selfish, self-serving and/or nefarious purposes. Though
       it is not necessarily "evil" magic, dark arts tend to focus on
       destruction, harming, cursing and otherwise complicating the
       lives of other people while advancing the user's state.
       Users often reject social convention and the status quo, which
       some suggest is in a search for spiritual freedom. As a part of
       this, they embrace magical techniques and practices that would
       traditionally be viewed as taboo and are generally willing to go
       farther than most would even consider if it serves their ends.
       Blood Magic:
       ~The user is able use a form of magic that allows them to cast
       magical spells related to blood.
       The user is able to use Blood Magic in two ways: to gain access
       to (esoteric/mystic/magical) blood-based powers/abilities (E.g.
       Blood Manipulation) or to cast spells that require or are
       related to blood (E.g. an astral projection spell or healing
       spell).
       In some cases, the user has the inherent power in their blood to
       manipulate and/or fuel spell-casting. This is an ancient version
       that predates word-based magic and was considered by some to be
       more powerful. Blood Magic was a kind of magic based on the
       employment of blood which is an important component in many
       rituals, spells and other aspects of the supernatural world.
       Demonic Magic:
       ~The user is capable of using demonic magic to achieve several
       feats such as creating, destroying and reconstructing anything,
       sometimes even to warp reality. This type of magic is usually
       used by a dark and evil entity or those related to them.
       Necromancy:
       ~The user's either have magical abilities or have powers that
       revolve around manipulating the dead, death, the death-force
       and/or souls for good (i.e., resurrecting the dead), evil (in
       various ways), or neither. They can also communicate with the
       deceased – either by summoning their spirit as an apparition or
       raising them bodily – for the purpose of divination, imparting
       the means to foretell future events or discover hidden
       knowledge. This is most frequently depicted as being able to
       resurrect the dead to varying to degrees, from shambling corpses
       to conscious zombies to even complete Resurrection. More
       powerful users and directly convert the living into the undead,
       allowing them to bypass conventional durability by turning an
       opponent into a mindless zombie at the user's control.
       Many practitioners find a way to cheat death one way or another,
       whether by becoming some form of undead creature or by bypassing
       their own ability to die.
       Shadow Magic:
       ~Users are able use a form of magic that is related and based on
       darkness and shadows. For example, one can us this magic to gain
       access to (esoteric/mystic/magical) shadow-related abilities
       (E.g. Shadow Manipulation) or to cast spells that require or are
       related to bones (E.g. an Astral Projection spell or Healing
       spell).
       Staff Magic:
       ~User can perform a variety of magical acts by using a staff.
       The staff can be bestow/endowed with its own magic or the user
       can use it to channel their magic into it and even act as an
       augmentation device. If the staff possesses magical properties
       users channel/harness arcane energies/magic for conjuring
       spells, incantations and fight against mythical, repelling their
       magical powers or any other magical users.
       Dark Arrows:
       ~A spell that forms dark arrows that causes explosive damage.
       One Ultimate:
       ~The user cloaks their hands in dark magical energy to use in
       close-ranged combat or a piercing attack.
       Dark Wave:
       ~A spell that creates darkness that moves along the path. Those
       who are hit by it will feel a curse effect on it since it will
       weaken their power for a few seconds (1 RP) turn.
       Acceleration Aura:
       ~Imbues an aura that increase Physical/Magic Attacks and all
       speed for a certain duration. Also applies to nearby party
       members.
       Dark Web:
       ~A spell that shoot orbs of darkness which transform into a
       special web. Allies hit by it will have their powers replenished
       by 10% for a few seconds. Enemies on the other hand will have
       the opposite affect once trapped in the web.
       Hell Stone:
       ~Summon a hellish stone that damages nearby enemies.
       Poison Cloud:
       ~Cast a cursed cloud that slowly moves forward. The enemies
       within the cursed cloud will be hit by cursed lightning.
       Shadow Body:
       ~The spell allows the user to fuse their body with the energy of
       darkness for a moment. This makes offensive abilities increased.
       Dark Burst:
       ~A spell that lets the user fire multiple dark balls forward.
       Enemies hit will be cursed for 1 RP turn which weakens the
       target's powers.
       Plasma Cutter:
       ~A spell that lets the user shoot laser beams made of dark
       energy at their fingertips.
       Ring of Darkness:
       ~Attack an enemy nearby with an inescapable ring of darkness.
       Enemies hit will be poisoned.
       Combat Skills:
       Celerity Art: Projectile:
       ~This is a basic vampire celerity art skill which most vampire
       clans teach, and is pretty easy to learn by vampires with a
       speed-based skillset. This combat technique speeds up something
       thrown at opponents, letting vampires transfer their celerity
       combat speed to projectiles. This speeds up an attack or weapon
       thrown using this training, essentially making a thrown knife
       into a speed akin to a bullet. In addition to increased speed,
       the increased speed also does more damage, as not only does
       whatever projectile hit the target, but the impact damage of the
       increased speed also does more damage as well. Fast opponents
       can still dodge this, and the attacks can still be blocked. This
       is designed for opponents fast enough to dodge normal
       projectiles, as this technique is designed solely for speeding
       up projectile techniques and making them harder to dodge.
       Celerity Art: Flower of Death:
       ~This is a vampire celerity art combat technique where a vampire
       transfers their speed with their celerity training and applies
       it to their combat tactics. This gives them a huge boost in hand
       to hand combat, letting them move extremely fast in their combat
       and making it so they are extremely hard to keep track of in a
       fight. Combined with an already fast opponent, this art can be
       deadly in close combat if the opponent can't keep up with the
       user. Users of this are taught to fight in close combat at
       incredible speeds, enhancing their speed, and at times, their
       strength as well due to the increased speed. Those who use this
       are dangerous in close combat, and when combined with techniques
       like Sonido and other martial arts, this technique can make a
       deadly fighting style even deadlier.
       Celerity Art: Zephyr:
       ~This celerity art is akin to comic book-style uses of enhanced
       speed, where the user moves so fast they can do things like
       running across water, running up walls, and in some faster
       cases, running across a ceiling. This technique requires
       precision control though, as one can easily flatten themselves
       into a wall if they can't keep up with their own speed. And for
       the most part, most vampires can only move this fast while in
       motion, as when they slow down, they will go back to their usual
       speed. This particular ability acts like a high speed amp,
       amping the speed of vampires. However, if one wants to train
       this, their best bet is to train their own speed, as their base
       speed increases more with this than trying to train the
       technique itself.
       Magic Combat:
       ~The user is able to infuse magic with physical attacks, using
       magical energies to blast away, hex opponents, and strengthen
       attacks.
       They can infuse their attacks with magic, augment their physical
       capabilities, use magic attacks, etc.
       Magic Attacks:
       ~The user can release/use magic to attacks of various shapes
       and/or intensities, either projected, used as a part of melee
       attacks, etc., from huge rays of pure magical energy that can
       knock over or even obliterate dozens of targets, or slightly
       singe them.
       Literary Weapon Proficiency:
       ~User can wield any literary-based objects (books, scrolls,
       tablets, etc.) as weapons with great skill and proficiency. The
       type of literary weapon they're using can have many different
       defensive and offensive uses, the literary weapon can even have
       magical or other supernatural properties.
       Staff Proficiency:
       ~Users possess great possess proficiency, capabilities and
       knowledge in staffs, being able to wield it with great
       proficiency and skill for close quarter combat purposes that can
       be used to their advantages.
       If the staff possesses magical properties users channel/harness
       arcane energies/magic for conjuring spells, incantations and
       fight against mythical repelling their magical powers.
       Demonic Combat:
       ~The user is able to incorporate demonic power into physical
       combat.
       Stealth Intuition:
       ~The user has innate knowledge in stealth, the act of moving
       cautiously and surreptitiously, usually for hunting, espionage,
       and assassination. They can also use this knowledge to counter
       any stealth-based attacks and/or surveillances.
       Assassination Tactics:
       ~The user possesses incredibly extensive innate knowledge and
       skill in many types and ways of assassination, able to dispatch
       their victims without so much of a struggle or even having to be
       near them and cover their tracks. The ways they can do this
       range from something complex and of high finesse like mastery of
       stealth, strategically and tactically planned scenarios,
       expertise in martial arts, and proficiency with weaponry to
       something more simple yet effective like herculean strength and
       lightning speed to overwhelm their targets.
       Enhanced Tracking:
       ~The user can track others down easily via various means,
       ranging from scents to footprints. With enough experience, the
       user can follow tracks that are days or even weeks old. Some
       users may be able to reconstruct what has happened by sniffing
       around the area they are searching.
       Survival Intuition:
       ~The user has innate knowledge and intuitive understanding in
       survival and all skills applicable to survival, thus allowing
       them to easily survive in any and all environments, actively
       prepare for emergencies, including possible disruptions in
       social or political order, on scales from local to
       international. Survivalists often acquire emergency medical and
       self-defense training, stockpile food and water, prepare to
       become self-sufficient, and build structures (e.g., a survival
       retreat or an underground shelter) that may help them survive a
       catastrophe.
       This also includes clusters of natural disasters, patterns of
       apocalyptic planetary crisis, or "Earth Changes", anthropogenic
       disasters, general collapse of society, financial disruption or
       economic collapse, global pandemic, or widespread chaos or some
       other unexplained apocalyptic event.
       Hunting Intuition:
       ~The user possesses extraordinary talent and instinct in/for
       hunting all things. They can track anything under any
       conditions, sense the weaknesses of their prey and exploit them
       and finally kill or capture their prey.
       Passive Skills:
       Glowing Eyes:
       ~The user possesses eyes that glow which allows them to generate
       light, sometimes allowing them to see in the dark clearly. Some
       users' eyes vary in color while glowing. Users may or may not be
       able to control the color of the glow. Unlike Light Vision, the
       user can't manifest their eye lights as beams or blasts.
       In some cases, the eyes may glow involuntarily when the user
       calls on another power. This can cause Glowing Eyes to act a
       sort of limitation, tipping others off that they are or are
       doing something supernatural.
       Magic Intuition:
       ~Users possess uncanny intuition with magical phenomena and all
       their myriad forms, allowing them to perceive and understand
       magic like no other and learn and master virtually any spell and
       school of magic with outstanding ease.
       Their ever-growing understanding of the workings of magic soon
       allows them to extensively modify any spell available to them,
       drastically increasing their potency and efficiency, merge them
       into even more powerful ones, and even create their own arsenal
       of magical trump card, while intuiting effective countermeasures
       to most spell and entity they come in contact with.
       As their mystical prowess endlessly soars to ever-greater
       heights, they eventually reach a near-godlike level, triumphing
       over terrifyingly powerful entities and entire supernatural
       armies with little to no effort, often bounding them to service
       in the aftermath, forging unprecedented empires based on
       superior magical systems of their own design, and eventually
       ruling entire worlds of their own making, second only to genuine
       deities - and who knows for how long.
       Demonic Vampire Wings:
       ~Just like any other demonic vampires such as the Hazeldines,
       Aradia have demonic vampire wings which she can summon from her
       back at any time. These wings can let her fly, or be used to
       help protect her from projectiles. These wings are almost always
       demonic in nature, radiating a demonic vampire energy from them.
       Aradia can use these as defense to block attacks since her wings
       are strong enough to block some attacks. She also can infuse her
       wings with either her magic or shadows for offensive or
       defensive purposes. The wings can also provide some defense
       against light, which also helps due to her physiology. These
       wings can also use vampire regeneration and can use specific
       demon abilities to regenerate as well.
       Demonic Vampire Blood Power Gain:
       ~When a Angellis Ater drinks the blood of another supernatural,
       they are able to gain the abilities of the person they drink
       blood from as a standard vampire power. Depending on how much of
       the supernatural's blood they drink, they can gain the abilities
       temporarily or permanently. Unlike other power gain abilities
       though, all powers gained by the Angellis Ater with demonic
       enhancement are usually converted to demonic equivalents, acting
       as a sort of reverse version of a holy vampire's power gain.
       Angellis Ater are able to gain dark or demonic powers, and any
       holy powers are converted to demonic power instead of holy.
       Depending on the power, the Angellis Ater usually gains the
       power taken with this being a good way to gain new abilities.
       However, while they can gain new powers this way, they also gain
       the weaknesses of the power, and some more advanced powers may
       change the vampire's anatomy slightly to compensate. Usually the
       best way to avoid new weaknesses is to only absorb powers
       similar to the user, such as a darkness user absorbing blood
       from someone with a unique darkness ability to gain that
       darkness ability. For the most part, this is fairly standard
       except for the fact that the Angellis Ater gains a demonic
       equivalent rather than just gaining the power.
       Multilingual and Ancient Language Experts:
       ~Just like most creatures who have been around for thousands of
       years, the Angellis Ater can speak multiple languages. For the
       most part, depending on where they live and where they have
       lived, most of them speak a number of languages, and are experts
       on ancient languages, with most being able to speak and write in
       almost any ancient language of humans. Most are very fluent in
       Enochian, biblical Hebrew, normal Hebrew, and even most major
       languages spoken in major countries. They can even spoke mostly
       forgotten languages that most don't even know, like the original
       languages of the world that have been lost to time. For the most
       part, most of them are very good at learning new languages and
       at speaking and writing in multiple languages that have been
       used over the years. A Angellis Ater is able to speak most major
       languages in the world, including English, French, Spanish,
       Portuguese, Italian, German, Russian, Chinese, Mongolian,
       Mandarin, and Japanese. A Angellis Ater also knows forgotten, or
       "dead" languages (languages not used with no new words being
       added), including Sanskrit, biblical Hebrew, Latin and many
       ancient languages like ancient Egyptian, Mayan, Incan or even
       knowing Native American languages.
       Demonic Supernatural Life Span:
       ~The Angellis Ater all live an indefinite lifespan like many
       vampires. Many of them are able to reach their prime and then
       they stop aging, with their regeneration negating most aspects
       of the aging process. While many older Angellis Ater still show
       some signs of age over time, most Angellis Aters are still in
       their prime, mainly due to their associations with demons. It's
       not known how long a Angellis Ater can live, but the older
       members of the clan have been around for almost 2,000 years if
       one looks at their history. Currently, it's believed that the
       Angellis Ater will continue to live on to have indefinite life
       spans, with them only dying of old age if their regeneration
       stops working when they reach a certain age, similar to how
       death wraiths eventually age and die once they reach a certain
       point in their life. Because no Angellis Ater has died of old
       age yet, no one is sure how long a Angellis Ater will live, but
       it is estimated that a Angellis Ater could probably live for
       thousands of years, if not tens of thousands of years granted
       their regeneration doesn't give out on them before then.
       Enhanced Supernatural Senses:
       ~Every Angellis Ater has enhanced senses, like many
       supernaturals, and gain a passive enhancement thanks to their
       supernatural nature. Each Angellis Ater, depending on their
       skills and their disciplines, they gain enhanced senses. All
       Angellis Aters usually also gain the ability to see, hear and
       smell things that most humans cannot, with some gaining
       specialties in this based on their abilities, such as a wolf
       smell being able to smell things humans cannot, or certain
       animal-demonic senses that sense frequencies and sounds that
       humans can't perceive.
       Angellis Ater Darkvision:
       ~Since the Angellis Ater clan is so steeped in darkness due to
       them having an odd bloodline between the Baali and the Lasombra,
       all Angellis Aters are able to see in all levels of light, being
       able to perceive what's around them, even if it's total
       darkness. This means that all the Angellis Aters have the
       ability to not be affected by darkness restricting attacks that
       attempt to blind opponents since they can see even in total
       darkness no matter how powerful the darkness. For the most part,
       this is a pretty simple power that comes from the clan's natural
       ability to control darkness and having affinities for darkness.
       They specialize in darkness, so they have to be able to see in
       the dark in order to see. However, things like flashbangs can
       blind them, and things like smoke or other vision obstructions
       can still blind them as well if it's a physical obstruction and
       not just pure darkness. This mostly only applies to darkness and
       darkness based attacks that try to blind them.
       Supernatural Sixth Sense:
       ~Much like vampires and other supernaturals, supernaturals with
       this sense can sense the presence of other beings, and sensing
       who and what they are. This can sense not only one's presence,
       but their levels of energy and how tough they are, allowing the
       user to gauge how they stand against them, as well as often
       being able to tell what they are by their presence if the user
       recognizes what kind of presence it is. However, this can be
       deceived by skilled opponents, sometimes not appearing correctly
       if the user can't sense the opponent's full power or use powers
       that fool this sense. There are also skills that hide one's
       presence so those with this sense can't sense them, or some
       opponents can suppress their presence so they're not fully able
       to be sensed. While this isn't always the best judge of
       someone's abilities, it can provide a slight insight to help the
       user as to what they face or what's around them.
       Tuned Mind:
       ~Aradia learned this ability from a vampire. Through meditation,
       Aradia is able to control her mind completely, allowing her to
       access and control her mind's inner world. Each inner world is
       unique to the user, and solely dependent on the user. They are
       able to do things like controlling their emotions and filtering
       out psychic powers that affect the mind.
       Dhampir and Combat Trained Enhanced Physical Stats:
       ~Just like any other supernatural hybrid, dhampirs like Aradia
       have enhanced physical attributes. Depending on the dhampir,
       they can either focus on speed based or strength and stamina
       based combat. Aradia is a balanced fighter since she believes
       that both speed and strength are important in combat. She can
       lean onto her speed and agility when facing speed based
       opponents and lean on her strength and stamina when facing
       strength based opponents. Of course, this doesn't work on those
       with immense speed and strength which she needs to be careful
       since beings like Grave can severely damage her if she's not
       careful. One thing to note on Aradia is that she has a great
       durability as he was able to take multiple stabs from a
       supernatural hunter who is a specialist in close ranged weapons
       from behind and still being able to overpower them while
       appearing to be unfazed by the wounds. The one thing to take
       note of is that Aradia is not a fighter to be taken lightly due
       to her being a magic user.
       Transformation(s):
       Demonic Dhampir Form:
       ~Due to her demonic vampire heritage, Aradia is able to take on
       a demonic vampire form. The form that she takes resembles a
       Rabisu, fallen angels that are transformed into vampiric
       spirits, and mainly appear human in form, with demonic features
       and angelic wings. In this form, all light seem to be sucked
       from it's surroundings. This form is weaker in the day but at
       night, it's stronger and dangerous due to it being surrounded by
       the night. Her demonic vampire powers doubled along with her
       demonic physical stats. This also boost her magic abilities,
       capable of facing off against vampire lords and highly ranked
       magic users along with giving supernatural hunters hell since
       most magic and elemental are unable to affect her. Best way to
       attack Aradia in this form is using psychic abilities along with
       neutral/physical powers. Concentrated/strong divine light can
       harm also help when facing Aradia in this form to the point that
       enough attacks can force her back to his base form. Regular
       light attacks such as flash bangs annoys her while white light
       (stronger/purer version of light) slightly irritates her.
       Demonic Dragon Form:
       ~Just like her father, Aradia is capable of shifting into a
       large dark purple and black adult dragon. Although not as
       physically strong as most dragons such as most metallic dragons,
       Aradia's dragon form is stealthy and fast which can be used for
       agile and fast attacks, especially on all fours. This form can
       handle "lesser" beings, she needs to be careful against
       physically strong giant beasts such as large mythical birds.
       Aradia doesn't go into this form much when in crowded places or
       somewhere where she can be a big, easy target.
       Weaknesses:
       The Angellis Ater have the same weakness as other Lasombra —
       they do not cast reflections. They cannot be seen in mirrors,
       bodies of water, reflective windows, polished metals,
       photographs and security cameras, etc. This curious anomaly even
       extends to the clothes they wear and objects they carry.
       Although empowered by demonic weapons and artifacts, just like
       their demonic clan bloodline, Vicar is weak to strong holy/light
       powers and attacks. He can enter a church or any other holy site
       but he will feel uncomfortable the longer he remains on holy
       ground. He can also touch things like silver or holy weapons but
       he prefers not to, going as far as wearing leather gloves since
       it simply annoys him. Though he is still weak to weapons such as
       stilled silver and other weapons that harms his regeneration and
       uldrium due to him having elemental powers.
       Another weakness that came from the Lasombra is distorted image.
       All reflections and recordings distort, flicker, or become
       transparent (though this does not conceal their identity with
       any certainty). Microphones have the same difficulty with the
       vampire's voice as cameras have with their image, touch
       technology becomes unresponsive at best, and their anomalous
       nature makes it harder to avoid electronic detection systems.
       With effort they may overcome this difficulty but it’s as if
       they exist on a slightly different frequency to other beings,
       flickering in and out of light. Many Lasombra have attendants to
       handle technology for them, but a few strange beasts manage
       without.
       Aradia's major weakness is Psionic Manipulation and psychic
       powers. Psychics attacks do 50% more than normal damage.
       Opposing mages such as light magicians can use counter spells
       against Aradia but must spend double the energy to do it. Though
       powerful magic users such as Sarika Bordas is a perfect match
       for Sarika to the point of giving her some trouble. Normal
       vampire weaknesses doesn't have any effect on her but weapons
       that can harm her regeneration and magic can give her some
       trouble.
       Like actual dhampirs, Aradia need to ingest blood, but the
       results of not feeding is far less severe than what happens to
       vampires. The worst case is severe weakening of one's abilities
       but hardly ever death or desiccation like vampires. A dhampir's
       one true weakness is their bloodlust, a damning trait they
       inherit from their vampiric parents. In fact, it is because of
       this weakness that dhampirs refuse to be accompanied by
       companions on their journeys of hunts and self finding. As much
       as Aradia hates to admit it, this is also a problem for her if
       she's not careful.
       Weapon(s):
       Anything she can craft from her magic
       Grimoire Book:
       ~Like any other magic users like witches, Aradia has her own
       grimoire spellbook that she always have with her. The book was a
       gift from her mother which holds varies of different spells from
       basic elemental spells to the darkest ones such as necromancy.
       Blackstaff of England:
       ~The Blackstaff is a magical staff wielded by the wizard
       occupying the position of Blackstaff of the White Council. The
       Blackstaff is literally a black wooden staff. It is similar in
       most ways to a normal wizard's implement, only where a normal
       focus would be carved with runes to focus the powers channeled
       through it, the Blackstaff is devoid of any markings.
       A wizard name Harry Dresden claims to have a distinct feeling
       that the Blackstaff appears to have a kind of consciousness all
       its own which is aware of its purpose (primarily, killing), and
       to want nothing less than to carry it out as swiftly as
       possible. Dresden also notes that it appears to attempt to exert
       some kind of control over its wielder, as black tendrils seem to
       crawl up the arm of the wielder and hurt him, before fading over
       time.
       As for Aradia, some people say that Aradia manage to tame the
       staff though Aradia mange to have some kind of "bond" with the
       staff by making sure that it doesn't get any idea controlling
       her. Otherwise, this staff is a very powerful staff, being able
       to cast even the most powerful of spells along with protecting
       Aradia from the backlash of certain dark spells.
       (
  HTML https://static.wikia.nocookie.net/dresdenfiles/images/d/da/Blackstaff.jpg/revision/latest/scale-to-width-down/320?cb=20161209100659)
       Personality:
       An elegant and powerful witch who doesn't take crap from anyone.
       Adaptable and precise, she views sloppy technique as an
       embarrassment that must be put to order. With a mind as sharp as
       her fangs, Aradia has a interest in knowledge more than almost
       anything in the world. She is indifferent with the world and
       it's overlapping problems and would rather not be suck into it's
       cesspool unless her life is also at stake such as when she once
       joined the Marauders led by Sirius Black and Danae Levesque to
       stop Tom Riddle's plan on wiping out half breeds and muggle born
       wizards since Aradia is a dangerous half breed in the Death
       Eaters' eyes. Aradia does not have a good relationship with
       hunters due to them hunting her down either because of her magic
       or her physiology, which Aradia returns the favor of killing
       them in self defense or enraged. Although not a fan of holy
       magic users, she does hold a mutual respect for a few light
       magic users such as Sarika Bordas and Roxanne Lockwood (before
       Bellatrix killed her).
       Bio:
       ((Will do later))
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