|
Post by Hoots Rowlet on Apr 19, 2020 20:58:41 GMT -5
"I wouldn't be against it." He said.
|
|
|
Post by Manah on Apr 19, 2020 23:53:34 GMT -5
He nodded. "Let's try a little something for starters. How about you have a taste of my blood?" he suggested, handing him his arm.
|
|
|
Post by Hoots Rowlet on Apr 19, 2020 23:54:41 GMT -5
"If you insist." He said biting down and sampling a pint or two.
4 eff in Blood Drain to suck his blood.
|
|
|
Post by Manah on Apr 20, 2020 20:50:06 GMT -5
(OOC: *I think we had a non-written rule that Travis could kiss a bite wound close before, but just making it official here, lol.)
The first thing Travis noticed was how incredibly potent the older vampire's blood was, almost overpoweringly so. Had he been less powerful himself - or possibly simply not wearing the Infinity Gauntlet, he felt like his legs would have given out under him. (OOC: Still drained the full 6 stones.)
As it turned out, Travis sensed that Caine was actually immune to his usual ability to copy powers via energy draining. However, biting him allowed a psychic connection between them which he could apparently use to impart knowledge, and power, to the young master. And the first thing he noticed, was in the blood drinking ability itself. It felt stronger... even more mystically potent than his bite was before.
"For starters... your bite is now more powerful, both in terms of how deadly it can be, and the impact it can have on people. The more you drink, the more liquified and fluid the victim's blood becomes, meaning they risk bleeding out quickly if you keep going. You now have the ability to consistently* close an open would you caused via biting with a mere contact of the lips. In addition to this, know you have the ability to create a blood bond with mortals, and to a lesser extent, with even other supernatural beings. If you so wish, anyone who drinks some of your blood will become interested in you, in a... somewhat instinctive, almost primal manner. Have them drink again, and the bond deepens and strenghtens. Finally, a third sample of your blood will make them positively see you as the most important being in their life. This can be a very potent ability, best not used lightly."
He paused for a moment, before continuing: "...Additionally, your blood now has the ability to turn people into ghouls. This only works on mortals, mind you. Be they humans or animals. Any such creature who taste your blood will gain preternatural strength and self-healing powers, potentially with other tricks you may decide to grant them. A ghoul's aging is also stopped for the duration. This effect lasts for one month, and then they need another dose. Should they fail to get it in time, they will lose all superhuman capabilities you provided them, and immediately gain whatever time passed since they first drank vampire blood in age. Needless to say, if a ghoul survives for centuries and fails to get blood, this is obviously lethal. And for that reason, and the blood bond I mentioned before, this is an excellent way to acquire allies who will postively make sure to remain in your good graces."
He folded his arms. "...Also worth mentioning is that a side effect of these powers makes drinking blood a more... powerful experience for the user and their victims as well. Most vampires with this ability report experiencing a great deal of pleasure whenever they bite, and their victims compare it to sexual ecstasy. It can be quite addictive. Also... if you drain another vampire with this effect... you might realize that you can keep feeding even after they run out of blood. If you do, know that you will be feeding on their very soul at that point, an unquestionably evil act even in the eyes of monsters such as most of our kind. So... take that into consideration as well." OOC: The blood bond and ghoul creation are parts I forgot about when I made the CAD for Caine, so with your permission I will add them. Otherwise, this is what Travis gained so far:
ACTIONS +2 to Blood Drain -Feed others (Basically as Magical Healing; restores both Health and Energy; must feed one's blood to someone else to use. If the beneficiary of this effect is mortal, they become a ghoul - see modifiers. If the vampire wills it, such an exchange may also cause a Blood Bond; see modifiers.) -Lethality (For each full 1-3 stones of energy drained after the first 3, Blood Drain deals 1w of damage due to heavy blood loss. This can and will lead to death if the vampire isn't careful, or doesn't care. For other vampires, draining them beyond starvation - i.e, when they are down to 2 red stones of Health or less - will begin draining their very soul, destroying them and their soul permanently if the user drains them of their Int+Dur in stones in addition to that, an act known as Diablerie.) -The Kiss (Causes near-sexual pleasure in the vampire and downright ecstasy - and likely addiction - in a mortal victim.) -The Veil (May close the puncture marks of the bite by licking the wound)
NEW MODIFIERS Blood Bond -If a vampire so desires, drinking from their blood creates a supernaturally-induced feeling of admiration, loyalty and possibly even love in the drinker, referred to here as a 'thrall'. After a single taste, the thrall essentially sees the vampire as about as important and valuable to them as a good friend. Another dose of their blood will evolve the bond, making them see the vampire as a very important person in their life. Finally, a third dose will leave a permanent metaphysical mark on the victim, making them see the vampire as 'the' most important being in their life. This effect is most potent in mortals, but is still present to some extend in superhuman/supernatural beings. It is simply less overwhelming in such cases, being closer to seeming like 'a good idea' than a supernatural compulsion.
Ghoul-Making -A vampire who feeds some of their blood to a mortal will imbue them with a certain degree of supernatural power. The victim gains +1 to Strength and an Healing Factor, in addition to becoming Immortal for the duration, see below. If a vampire so wishes, they can also grant a ghoul temporary Disciplines, with a total AN shared between them equal to the Blood Drain AN of the user - for example, a Blood Drain 6 vampire with Potence AN 7 and Celerity AN 4 could grant a ghoul Potence AN 3 and Celerity AN 3, or 4 and 2, or any other combination equalling 6. The vampire may also decide to give any options or advantages they themselves have on the Disciplines in question, within reason. The effects last for a whole month, after which the ghoul needs another vampiric blood dose. Failing that, they immediately lose all powers, turn back to a normal human, and physically age whatever time passed between then and the moment they first drank vampire blood.)
|
|
|
Post by Hoots Rowlet on Apr 20, 2020 20:56:19 GMT -5
"I see." He said. "Good to know."
|
|
|
Post by Manah on Apr 23, 2020 21:22:33 GMT -5
Caine nodded.
"Now that I thought you how to drink blood like a true vampire... let us show you how to perceive the world as one. This is the Discipline known as Auspex. I'm sure you'll find it... quite useful", he said, as knowledge and power imbued Travis with the ability to use his blood to improve his perception skills way beyond his current level. OOC: Gain the following. Please note that since you already have Enhanced Vision at a higher MN than what this action would give you, you simply add Sense Blood to is. And when the AN of this action will increase enough, it will improve the modifier along with it accordingly.
NEW ACTIONS Auspex: 8 (Int.bonus) -Auspex is a very common Discipline among vampires, granting them supernatural senses and abilities to perceive their surroundings beyond what is normally possible. Given its usefulness, many clans make use of it. A user of Auspex can automatically perceive a Vampire using the Obfuscate discipline to make themselves invisible, and perform the following feats: -Heightened Senses (A passive effect of this power, granting its user half AN, rounded up, of Acute Senses.) -Superhuman Senses (1 stone/per option active/panel. This power both adds Enhanced Vision (See in Darkness, Sense Blood) at an MN of 2/3 this action's AN rounded up, and allows the vampire to use additional senses based on the following options if they focus their senses: Infrared, Telescopic, Fast Sight, See Auras and Magical Forces, See into Other Dimensions, Bird's Eye View) -Blindsight (1 stone/panel to activate/maintain. As Sonar Senses modifier at AN.) -Aura Perception (Stones VS Intelligence+Magical Defense to sense a target's max Health, Energy pool, what their powers are, an idea of generally how powerful they are in comparison to the user and whether they are good/evil, friendly/hostile, and the like.) -Perceive the Mind (As Read Minds, Empathy, Psychometry and Hear the Voices of Spirits and the Dead options of Telepathy.) -Cipher (A passive power granting its user the ability to understand and read any language or code, as per Translation, Universal. See Modifiers.) -Prescience (A passive power adding the modifier of the same name to the user.)
NEW MODIFIERS Acute Senses +4 -Via Auspex Discipline
Immunity -Lies (Via Auspex Discipline)
Prescience -Via Auspex discipline
(OOC: You already had Prescience on your CAD; it's no longer dependent on whether or not your Sharingan eyes are active.)
Cipher -As Translation, Universal -Via Auspex discipline
|
|
|
Post by Hoots Rowlet on Apr 23, 2020 21:29:55 GMT -5
(Replaced my animal senses with acute senses since they're basically the same thing.)
"I see." He said. "Literally." He noted as he could feel his senses boosted.
|
|
|
Post by Manah on Apr 24, 2020 14:48:39 GMT -5
(OOC: Quite true.)
Caine smirked. "Beyond the capabilities of any mortal, and most superhumans. Sight beyond sight. The ability to perceive most anything if one wills it strong enough", the older vampire said, nodding. "Which brings us to our next ability I will grant you today... as vampires are often regarded as one of the most powerful of the undead, near unkillable beings, immortals... I will teach you the Discipline of Fortitude, making you even harder to kill than you already are, through the power of your blood."
As he said so, Travis learned the secrets of the potent ability in turn. OOC:
NEW ACTIONS Fortitude: 10 -Efficient -This Discipline makes its users incredibly difficult to kill, allowing them to resist or ignore damage that might otherwise have impeded, incapacitated or even destroyed them and keep going. Masters of Fortitude can ignore the worst of a vampire's weaknesses. Even stronger users like Caine are very nearly invulnerable. -Resilience (1 stone/panel to activate/maintain. As Substitute Fortitude for Durability. When active, 2/3 of its AN, rounded up, may also be added to Toughness for the duration, making it No AP. While active, special vulnerabilities only inflict normal damage as opposed to 2x damage.) -Pain Resistance (A passive power, adding 2/3 this action's AN, rounded up, to Pain Defense.) -Stand Against All (1 stone/panel to activate/maintain. Functions as Immovability.) -Curse the Laurel (A passive power; if the user is staked through the heart, they will manage to force the stake out of their body in 24 hours -AN hours, to a minimum of 1 hour, allowing them to free themselves and recover.) -Repair the Undead Flesh (3 stones per panel to activate/maintain. Allows the user to temporarily increase their Healing Factor by one step.) -Armor of Kings (As Skintight Force Field, Defensive stones are doubled. Normal melee weapons used against the user break on impact when active.) -Arm of Prometheus (5 stones/panel to activate/maintain. Grants one of the user's limbs Physical and Energy Invulnerability for the duration.)
NEW MODIFIERS
Travis' Toughness modifier improves to this:
Pain Defense +7 -Via Fortitude
|
|
|
Post by Hoots Rowlet on Apr 24, 2020 15:03:41 GMT -5
"Okay. I certainly feel tougher." He said.
|
|
|
Post by Manah on Apr 25, 2020 20:15:33 GMT -5
"Now let's see... I can sense you are already excellent at manipulating minds... and you are a very powerful mage as well. Hmm. I will teach you one other Discipline for the moment. Which one would you prefer to learn?" he said, before explaining the basic idea behind Potence, Necromancy, Presence, Celerity and Obfuscate.
|
|
|
Post by Hoots Rowlet on Apr 25, 2020 20:21:55 GMT -5
"Necromancy seems the only one I have much use for that I can't already pretty much do." He said.
|
|
|
Post by Manah on Apr 25, 2020 22:11:14 GMT -5
"Very well. I imagine I don't need to warn you about the implications of that specific power..." he said, nodding. "But then again, you're wielding far more potent powers already. Here we go." OOC: Gained:
NEW ACTIONS Necromancy: 10 (Int.bonus) -A form of Blood Magic finding its origins far in the past of the Giovanni clan of vampires, dealing exclusively with the world of the dead, and the undead. Often seen as a frightening Discipline and an inherently evil power by many. Necromancers are often respected, if not downright feared, by the dead, due to how much power they have over them. -Death Sense (As Clairvoyance; Only to sense nearby deaths, discern when and how a victim is most likely to die, if a given target is currently dying of something, such as incurable terminal illnesses; or what a haunting spirit or ghost is anchored to, and to what extents its influence can reach. While this power is not always 100% accurate - like most clairvoyance effects - it allows one to perceive the incoming death of living beings, and possibly the means leading to their demise.) -Masque of Death (3 stones to use, 1 to maintain. Makes the user appears very much dead, in appearance as well as functionally. For all intents and purposes, as long as the user remains immobile, even professional medical examination would not reveal anything else but a state of clear and obvious death, with no cerebral or bodily activity of any sort, nor vitals. For all intents and purposes, the user appears dead to any normal means of detection. More supernatural forms of investigations would see through this power, however.) -Death's Vigil (Stones VS Duration since a being died; allows user to perceive the last moments of a corpse's life, as well as their death itself. Requires physical contact to use.) -Rigor Mortis (Atk VS Dur+Magical Defense; deals no damage; Only usable on mortals; Paralyzes for 5 minutes/red stone of 'damage'. This effect causes rigor mortis on a targeted mortal, causing them to be unable to move their body, talk or essentially anything but breathe.) -Breath of Thanatos (As Force Blast, 3x damage, Normal and Stun damage. A blast of necrotic energies harmful both to the living and the undead.) -Tend the Body Garden (1+ Stones played as Multiplier or Divisor to the time it takes for a body to decompose. For example, paying 1 stone would allow a necromancer to make a body decompose twice as fast, or slow, as normal. 5 stones would allow six times as fast or slow, 9 for ten times as fast or slow, and so on.)) -Destroy the Husk (5 stones to use. An expeditive way of getting rid of a corpse, this power immediately disintegrates a dead body and turns it to ash in an instant.) -Tremesnes (2 stones to use. A simple, yet terrifying power to anyone not expecting it. This effect allows a necromancer to make a corpse within Range 4 shift a single time, for example suddenly sitting up, opening its eyes, pointing at someone, coughing, turn to its side, etcetera. This only last for up to one panel, and has no major effect aside from potentially freaking out anyone normal in the room for weeks to come.) -Summon Soul (Either as Summoning, or as an Atk VS Intelligence, to summon a ghost/spirit/wraith, the former to simply summon 'a' spirit, the latter to force a specific one within an area to manifest whether it wants to or not.) -Torment (Atk VS Dur+Magical Defense; 2x damage, Only usable against spirits; spirits whose Dur AN is lower than the user's AN in this action are permanently destroyed if 'killed'. This powerful effect allows a necromancer to literally damage a spirit, causing actual harm to it. While it cannot destroy a 'soul' per se - a destroyed spirit would still go on to whatever afterlife awaits them - this power can very much destroy the ghost such a soul existed through, making the incorporeal dead very wary of messing with a powerful Necromancer if they value their continued undead existence.) -Compel Soul (Atk VS Int+Magical Defense; Deals no damage; if successful, the target spirit is forced to obey the user's commands without question for 1 hour/red stone of 'damage'. A very powerful compulsion which makes Necromancers fantastic when it comes to dealing with haunted locations.) -Haunting (Atk VS Int+Magical Defense; Deals no damage; if successful, forcibly and permanently binds a spirit to a location or object, forcing them to remain within any distance of the Necromancer's choice from a foot or so away from a given item or location at most, to anywhere within an Area Effect of AN of it.) -Shambling Hordes (1 stone/animated corpse. Animates zombies or skeletons - depending on how fresh the corpses - out of the nearest corpses within Area of AN to do the bidding of the necromancer. Up to 10x AN undead created via this power can exist at once. They are fully loyal and obey their creator's orders to the letter, but are otherwise non-sentient, although they can obey fairly complex orders. Such undead are fairly weak, but are still more than capable of proving a threat to humans. Their stats are as follows, with numbers after slash being used for zombies if there is a difference: ABILITIES - Int: 2, Str: 2/3, Agl: 2/1, Spd: 2/1, Dur: 2; ACTIONS: Close Combat: 3, Str.bonus; Ranged Combat: 2/1; MODIFIERS: Immortal, Self-Contained Lifeform, Rapid Recovery, Ref.Dodge 2/0, Toughness 1/3, Mental Invulnerability, Fatigue Immunity, Enhanced Vision 3 - See in Darkness) -Undead Servants (Stones VS Durability, Requires physical contact; Only usable on a dead being. Raises the touched target from the dead as a 'zombie' version of themselves fully loyal to the necromancer, but retaining all knowledge, skills, powers, capabilities and memories of their original self, along with a sufficient degree of sentience to perform extremely well as servants. These beings are essentially identical to their original self, except that they appear as corpse-like versions of themselves, still bearing traces of their death, although mostly unharmed corpses who died recently may appear mostly human. The user may have up to AN such servants at once, with the following being added to their capabilities: Immortal, Self-Contained Lifeform, Loyalty (-5; to the Necromancer), and Looking non-human -3 (Appears as a dead version of themselves.)) -Soul Stealing (Atk VS Int+Magical Defense; deals no damage; Only usable on mortals; if successful, the user forcibly extracts the soul of a person outside their living body, turning them into a temporary ghost. The newly created ghost has no real power yet except being able to move around as per Astral Travel, but cannot be heard or seen by anyone without supernatural senses or perception. The effect is not technically permanent, and if left to their own devices, such a soul could find a way to return to their still living body, by spending stones into Intelligence VS Resistance of 100. Once successful, they would safely be able to awaken, fine and well. Alternately, a being who knows about how to do such a thing can teach them to do so much faster. Of course, that's all if the necromancer allows either of those things to happen. Should a victim's body be destroyed/killed while they are stuck as a spirit, they are out of luck and are pretty much permanently left in such a state. However, in such a case, they become able to eventually gain spirit powers such as being able to manifest, move objects with their mind, and so on; in game terms, they become able to spend LoEs and white stones from then on to acquire ghost-flavored powers. Alternately, if a 'victim' actually enjoys their new state of existence, they can willingly not return to their body, and are able to learn such powers from then on as well. Normally, a spirit who learned ghost powers and is later resurrected loses such powers, but it's really left to GM's call. Much weirder things have happened.) -Necrotic Recovery (As Magical Healing, Usable only on undead and corpses to heal/'repair' them.) -Eternal Unrest (Stones VS willing target's Intelligence; Requires a 1 hour ritual. While ghosts can manifest due to multiple reasons after death, Eternal Unrest is a ritual which ensures the targeted person will be able to become a ghost after death whether or not any such reason occurs. Reasons for doing so could be many: maybe one wishes to watch over their loved ones, maybe someone is too afraid of the real afterlife to fully leave the realm of mortals. Either way, once this ritual is performed with the help of a knowledgeable necromancer, the target knows for sure what will happen once they die.) -Second Chance (10 stones to use; Requires both a spirit, and a freshly deceased corpse, within Area 2 to use. 'Freshly deceased' here meaning dead within up to AN minutes. The corpse must be in a relatively good state, so one who died crushed by an 18-wheeler or falling off the 20th story probably doesn't qualify, whereas one who died in their sleep, from a disease or a less destructive wound such as a single bullet or a stab wound would. The user is able to implant the spirit into the corpse in an essentially permanent, and as close to natural as possible, manner, allowing for an effective resurrection for all intents and purposes as this effect 'heals' the body of whatever killed it; except the spirit may not be in their original body, and may have to deal with waking up as someone else but lacking any of their host body's memories or knowledge. This power, as the name implies, may only be used once per spirit. Their new living body will grow older and eventually die as any mortal, and when it does, that's it, and the spirit is back to its former ways. Again, normally such a resurrected spirit loses their spirit powers when back in a living body, but that is up to GM's call.) -Blood Magic (As Draining, usable for this entire action.)
|
|
|
Post by Hoots Rowlet on Apr 25, 2020 22:15:30 GMT -5
"Okay. Thanks." He said. "That all for now?"
|
|
|
Post by Manah on Apr 25, 2020 22:24:11 GMT -5
"We need to let your blood adapt to your new powers. More at once could be dangerous", he explained. "How about you test those powers a bit, get familiar with them, and we can see about teaching you more of them next time."
|
|
|
Post by Hoots Rowlet on Apr 25, 2020 22:25:01 GMT -5
"I can do that." He said escorting the Vampire Lord to the door. "See you in a few days at minimum then?"
|
|