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London Profile: Aradia Vigil
By: Coolcat207 Date: October 22, 2020, 11:38 pm
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"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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