Post by Manah on Apr 17, 2020 0:01:12 GMT -5
CADE
The Father of All Kindred
The Father of All Kindred
QUOTE: "If it's all the same to you, I'd rather be left alone and live in peace. I'm getting too old for this, and no longer enjoy punishing foolish, insufferable children for bothering me."
True Name: Caine (Calling himself "Cade" to not draw attention to his true nature.)
Age: Looks in his early 30s (Real age unknown; likely in the millions. The oldest written records mentioning him date back to 12,000 years ago, but he was literally one of the first humans alive.)
Other Aliases: The First Murderer, The Forsaken of God, The Father, The Dark Father of the Kindred, The First Vampire, The Dark Tyrant, The Harbringer of Gehenna, The Fisher King, The Great King of Blood and Darkness, The Wanderer
Occupation: First Vampire, Creator of the Kindred, Adventurer, Traveler
Marital Status: Single
Height: 6'1"
Weight: 192 lbs
Eye color: Dark Brown
Hair color: Dark Brown
Skin Color: Black
Species: Vampire/Primordial Being (First Generation Cainite/Kindred Vampire)
Notes: Caine's original appearance and ethnicity are lost to the sands of time, having long been altered beyond recognition multiple times by Caine himself, so much so he himself does not recall how he was back when he was human. At the moment, he as an average build black man with a buzzcut and a short beard.
ABILITIES
Int: 10
Str: 5/10 (with Potence's Superhuman Strength active)
Agl: 6/8 (with Celerity's Superhuman Speed active)
Spd: 5/12 (with Celerity's Superhuman Speed active. Also used for Initiative then.)
Dur: 6/12 (with Fortitude's Resilience active.)
HEALTH: 6/12 P.L: 8
ENERGY: 27/45 P.L: 24
REGEN: 21/30 P.L: 15
ACTIONS
Combat: 9
(Str.bonus and Spd.bonus, and Wpn.modifier)
-Efficient
-As MoKF
-Hand-to-hand
-Martial Arts
-Bite
-Swords/Spears
-Firearms/Bows
-Grappling
-Fighting larger/multiple opponents
-Using powers in combat
-Destruction
-Options: Balance, Blind fighting, Catch projectiles, Multiple opponents
Parkour: 5
(Agl.bonus)
-As Acrobatics, Swimming and Wall-climbing
Blood Drain: 12
-As Improved Energy Drain, via Drinking blood; Must bite to use
-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)
Vampiric Supremacy: 12
(Int.bonus)
-Efficient
-This power represents the far superior potency of Caine's blood as the first of all vampires, and his mastery over the powers he has gifted his kind with. His powers over the blood of vampires is such that he has unparalleled mastery over other them and their powers. While his mastery over said powers is strictly limited to vampires, they are nonetheless fairly terrifying and unquestionably mark him as the most powerful of them all, as described as follows:
-Listen to Me (As Pheromones at AN, to generate awe, obedience, subservience and submission in other vampires.)
-Don't Mess with Me (As Fear, 3x damage, Area Effect of Half AN, rounded up, centered on self if Caine wills it.)
-Right Back at You (As Energy Absorption/Reflection, but for hostile vampires' powers; Can send back the exact same power at the attacker with all applying advantages as the original effect; May absorb up to 4x as many stones as this Action's AN. Any vampire attempting to use any power offensively against Caine will simply either grant him energy to use for whatever purpose, or get hit right back with their own attack a moment later.)
-Enough of This (Stones VS AN of a power used by another vampire. Success means said effect is immediately ended/dispelled with no further effect, and the user's power cannot be activated again, either for that specific effect or in general, for up to AN minutes or less, at Caine's discretion.)
-You Disappoint Me (Atk VS AN of a targeted power/Action of another vampire. Success disables target power completely for a Duration of red stones of 'damage' on the D&R chart. Alternately, Caine can 'sacrifice' 1w of Health which can only heal normally over 24 hours to make the power negation permanent, forever taking away the targeted power from the victim.)
-You Have my Support (As Power Boost at AN; Powers do not flare out of control and Cannot burn out unless Caine wills them to. Effect lasts for up to AN days or less, at Caine's discretion.)
-A Little Gift (As Imbuement at AN; Caine can give any power he himself has to any other vampire at up to AN with any options he wishes them to gain. The Imbuement is permanent unless removed via 'You Disappoint Me'. Caine can grant up to AN such 'gifts' per day without much effort, more would require a sacrifice of 1w for 24 hours, each, as mentioned above.)
-Get Out of my Sight (Atk VS Int+Magical Defense; if successful, target is teleported away as per Teleportation at AN, either in a random direction and range, or a specific, intended location. Either way, the teleportation is 'technically' safe, as the victim cannot be teleported into an inherently harmful location such as 'lava', 'the bottom of the ocean' or 'space', but a random teleportation might send one straight into the air. Which while not necessarily lethal for a vampire, might still very much hurt.)
-See You in Hell (Atk VS Dur+Magical Defense; 3x damage, Indirect, Sets flammable objects on fire. This terrifying power allows Caine to force a spontaneous combustion onto another vampire, causing them to burst into flames, destroying them from the inside out for good in moments, by will alone.)
-Range 3
-Only functions against Vampires
Animalism: 10
(Int.bonus)
-Animalism is a versatile power representing a vampire's power over the natural world, especially the beasts living in it. This Discipline is very common, especially among vampires living away from urban locations.
-Fauna/Flora Communication (As Telepathic Communications/Read Minds/Empathy options of Telepathy, Only to communicate with/sense the responses of plants and animals.)
-Mastery of Wood/Plants (Create/Manipulate)
-Summon and Control Animals (As the Action; Summon and Control any animal, Summon/Control 10 animal per AN regardless of Durability, Range of AN, 1 stone/panel to maintain)
-Animal Dominion (As Project Thoughts/Control Others and Empathic Projection (Any Emotion) options of Telepathy, Broadcast, Animals only)
-Horsemanship (As the Action at AN. Vampires with this power become superb riders with an uncanny connection with their mount, maximizing their effectiveness.)
-Beast Senses (3 stones to activate, 1 to maintain, Requires contact with target animal. Creates a psychic link with an animal allowing the user to perceive through the animal's senses.)
-Tutor the Beast (As Animal Training/Beast Taming)
-Voices of the Wild (As Ventriloquism, Only to mimic animal noises/growls/voices/etc.)
-Subsume the Spirit (As Possession option of Telepathy, Animals or Ghouls only, Own body dissolves during possession)
Auspex: 10
(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.)
-Near-Omniscience (As Cosmic Awareness, 5 stones/panel to activate/maintain; Limited to Earth/Humankind/Vampirekind. As an extremely powerful Auspex user, Caine is able to perceive ungodly amounts of details and events going on about the world he was born on, and the two main species he was a part of, be they men or vampires.)
Celerity: 12
(Spd.bonus)
-Efficient
-Celerity is another common Discipline among vampires, granting its users superhuman speed, agility and reflexes considerably beyond the reach of that of humans, especially in more experienced users. While many vampires make use of it, it finds its origine in clan Brujah. Its powers include:
-Superhuman Speed (1 stone/panel to activate/maintain. As Substitute Celerity for Speed, and Speed AN is used for Initiative. When active, 2/3 of its AN, rounded up, may also be substituted for Agility, and the same amount is added to Reflexive Dodge for the duration.)
-Unstoppable (As the Action.)
-Momentum (May combine stones with Close/Ranged Combat - only thrown weapons/objects usable with Ranged Combat, not Projectiles-based ones - by using momentum of immeasurable speed in addition to the impact of an attack to cause considerably more destruction.)
-After Images (As Zanzoken, with Option 'Attack vs Intelligence to remove stones from Action Boxes'.)
-Unseen Blur (As Invisibility at AN, Must be in movement to use. User moves at such speeds, they can't be perceived by both eyes and most sensors/cameras.)
-Phase Shift (As the Action at AN, achieved via vibrating one's molecules so fast they become intangible.)
-Living Meteor (As Blasting, achieved via moving so fast the user actually runs on air for a brief moment, destroying almost anything in their path. May only maintain for up to half AN panels, rounded up, after which the user takes -1 to all Actions for 5 minutes/10 panels during which they can't use this option again.)
Chimerstry: 11
(Int.bonus)
-Efficient
-A very potent Discipline originating from Clan Ravnos, focused on creating illusions and conjuring them into existence, potentially making them as real as anything else if the user's skill and power are sufficient. This power is feared greatly by the Fae, who are affected by it as though the illusions were fully real, regardless of the user's mastery.
-Create Illusions (As the Action, but Duration is up to AN on the D&R chart or until dismissed, and once created, the illusion can exist at up to AN range away from the vampire. A Chimerstry user can have as many illusions of this type active at once as this action's AN. Additionally, can put stones in Duration aside from that in order to have an illusion trigger at a latter time.)
-Hallucinations (As Illusions option of Telepathy. Rather than create illusions for all to see, the vampire can create illusions directly into the mind of the victim, causing them to be the only one who perceives them.)
-Mind over Matter (Atk VS Durability; target must be under the effects of an illusion to use. This power allows a user to actually inflict physical harm onto a victim by making an illusion so convincing and realistic that the victim's body registers and suffers the wounds they would have were it actually real. For example, using it alongside an illusion of a truck crashing into the victim would inflict severe bludgeoning force upon them. An illusion of an attacker stabbing them with a knife would leave actual knife wounds, and so on.)
-Phantasms (1 stone/Summon/panel to maintain. As Summoning, Summons are always loyal to summoner; No summon has a real name and must always be paid for with all factors. While this isn't as permanent nor powerful as Mayaparisatya, Phantasms allow for the temporary creation of entities which will do their creator's bidding, acting physically into the world, until they dissolve into the illusions they really are.)
-False Resonance (Stones played up to AN to activate, 1/panel to maintain. This power creates an illusory nature which disguise the user's thoughts and aura to fool potential telepaths and other mystical readers with powers to perceive such things. If the stones of effect exceed the AN of whatever power one uses to read the user's thoughts or aura, they instead see the illusion the user created upon using this effect.)
-Sensory Overload (Atk VS Int+Magical Defense; Deals no damage; if successful, target takes -1 to all Actions/white stone of 'damage' for a duration of red stones of 'damage'/panel due to overstimulating and overloading all of their senses at once.)
-Horrid Reality (Atk VS Int+Magical Defense; Deals no damage; Broadcast; victim is paralyzed for 5 minutes/red stone of 'damage' as they are trapped in an illusory world of the vampire's choice for the whole duration. Said illusion fells absolutely real and indistinguishable from reality, but cannot harm the victim in the real world.)
-Subtle Spy (3 stones to activate, pay for Duration on the D&R chart to maintain. Allows an illusion to 'record' what it sees and hears in order to be re-absorbed by its creator later, who then will learn everything the illusion heard and saw.)
-Mayaparisatya (As Unlimited Create/Manipulate Matter/Energy; or 10 character stones/stone played to manifest a creature into reality. This incredibly potent power is one of the ultimate tricks of Chimerstry, allowing a very powerful user to literally make an illusion real. Alternately, can use as an Atk VS Durability or Hardness, 2x damage, which literally erases the target out of existence if killed, by turning them - what's real - into an illusion, and ending the latter.)
Daimonion: 9
(Int.bonus)
-A Discipline actually demonic in nature finding its origin in the teachings of Hell itself, originally taught to Caine by Lilith herself, but believed to be the creation of Clan Baali vampires by most modern knowledge. Caine himself is immune to its corrupting effects, although he would likely claim that the only reason for that is his already long list of sins. This Discipline is especially frightening to vampires due to its ability to manifest fire - from hell, at that - at will.
-Hellfire (As Mastery of Hellfire; Create/Manipulate, Force Blast - 2x damage, 3x damage VS Good/Light/Holy creatures, Sets flammable objects on fire, May only be extinguished by milk, blood, holy water or another use of this power.)
-Sense the Sin (Atk VS Intelligence, Deals no damage; Success reveals to the user which of the Seven Deadly Sins applies the most to a given targer among Pride, Greed, Lust, Envy, Gluttony, Wrath and Sloth. If the user's stones beat the target's Int+Mental Defense, they learn exactly in what way said sin manifests the most in the target. At GM's discretion, it is possible for a given being to be especially pure and innocent that none of them applies. If that is the case, the vampire knows it if they beat their Intelligence.)
-Hex (Atk VS Int+Magical Defense; Deals no damage; Success inflicts 1 MN of Bad Luck on the victim's actions per white stone of 'damage', for 1 hour/red stone of 'damage'.)
-Concordance (As a permanent Metamorphosis at AN, but each use permanently alters the user's body in some demonic way. For example, one could make themselves stronger, but their muscle mass would increase and their skin turn red. One could gain an hypnotic gaze, but their eyes might turn yellow and lizard like from then on. A quick way to power at a great cost. Needless to say, Caine is not bloody likely to use this power.)
-Inferno Walker (3 stones to activate, plus 1 stone/minute or 2 panels of Duration. Makes the user immune to fire/heat/hellfire. Arguably the most desirable power of this whole Discipline in the eyes of most vampires.)
-Plague (Pay for Effect up to AN, Severity, Transmission method, 1 stone/additional or special factors. At its most basic effect - i.e, only paying for Effect stones, this power attacks a target victim within Range 2 with a supernatural disease of Effect stones as an Atk VS Durability. If successful, it deals as many red stones of damage as those which got through, every day, which cannot be healed until the victim is cured. The basic disease cannot be transmitted to others. Severity can be increased as follows: 1 stone - damage is dealt every hour; 2 stones - every 10 minutes; 3 stones - every minute. Transmission can be increased as follows: 1 stone - via physical contact with unprotected skin only; 2 stones - via bodily fluids, including sweat, tears, saliva, blood, etc; 3 stones - the disease is airborne, acting as Area effect 2 around all infected victims; additional stones increase the area. Factors are special effects not covered above for customizing a disease fitting the needs of the vampire. The GM has the final say about what is possible, or the actual cost of a given factor if the effect is too powerful for 1 stone. Suggestions include: Deals no damage (Normally connected to another factor which actually does something), Deals only Stun damage (the disease only causes weariness and fatigue until cured), anyone infected who dies raises as mindless, flesh-eating zombies, anyone infected has a huge craving for fish, etc.)
-Infernal Summoning (As Summoning, May only summon demons. The vampire literally summons a fiend from Hell. As is to be expected, such beings have their own agendas and interests, and will likely demand something in exchange for their loyalty. Weaker demons, however, might be willing to obey Caine... either because they're smart, or out of instinctive self-preservation.)
-Gateway to Hell (Stones played to activate, 1 per panel to maintain. As Teleportation, Teleport to Other dimensions, May see through portal before entering it, Does not have to travel to send others, Open portal for others to return, May only open portals to/from Hell, May not teleport normally/Must use portals; Usable as Atk VS Agility+Ref.Dodge to force victim to fall into Hell. This dangerous power allows one to open a portal leading straight to Hell, allowing passage both in and out for as long as it is maintained. Naturally, this means something may try to step out of it from the other side.)
Dementation: 10
(Int.bonus)
-A terrifying Discipline in the minds of most vampires - often quite literally - widely known as the hallmark of the insane members of Clan Malkavian. Dementation deals in madness, and does so quite generously, spreading insanity and warping the minds of its victims until little sanity remains. Normally usable to its fullest extent only by the most insane bloodsuckers, Caine is an unique exception... or perhaps his insanity is not as easily perceived as Malkavians' is.
-Passion (Atk VS Int+Mental Defense; Deals no damage; if successful, drastically amplifies whichever emotion is currently active in a given target for 5 minutes/red stone of 'damage'. For example, an angry person will go full-on blind rage. A sad one would become severely depressed, a happy one would be in absolute bliss for the duration, and so on.)
-Devil in the Mind (Atk VS Int+Mental Defense; Deals no damage; if successful, this power removes all inhibitions and social morals in the victim, while bringing their impulses to the surface, for a duration of 5 minutes/red stone of 'damage'.)
-Temporal Insanity (Atk VS Int+Mental Defense; Broadcast, Deals no damage; target suffers a -1 worth of Psychological/Insanity temporary challenge of some sort per white stone of 'damage', for a duration of 5 minutes/red stone of 'damage'. The vampire may either choose such a challenge as they please or let the GM decide for them. Multiple challenges may be inflicted, by simply spreading the maluses as desired. Examples of possible psychological challenges include Schizophrenia, Bipolar Disorder, Phobias, Multiple Personality Disorder, Catalepsy, Hysteria, Megalomania and so on.)
-The Haunting (Atk VS Int+Mental Defense; Deals no damage; inflicts -2 to all Actions for 5 minutes/red stone of 'damage'. The vampire causes the victim's mind to go haywire, seeings things that aren't there in the corner of their eyes, hearing constant yet indistinct whispers, hearing eerie noises non-stop such as chains rattling on the floor, babies crying or people moaning in pain or sadness.)
-Confusion (Atk VS Intelligence; Deals no damage; dazes the victim for 1 minute/red stone of 'damage', causing them to stare blankly into space and wander around without aim nor goal.)
-Lobotomy (Atk VS Int+Mental Defense; Broadcast; Deals no damage; victims suffers a -1 to Intelligence per white stone of 'damage' to a minimum of 1 for a duration of 5 minutes/red stone of 'damage'.)
-Mind of a Killer (Atk VS Int+Mental Defense; Deals no damage; if successful, victim becomes a cold-blooded killer for up to 1 hour/red stone of 'damage', or until they do successfully murder someone, whichever comes first. Aside from becoming able and willing to kill someone, their usual personality, knowledge, likes and dislikes, and so on, still remains, and most people under this effect will attempt to murder someone they actually truly hate or who recently wronged them/pissed them off, not necessarily whoever comes first.)
-Coma (Atk VS Int+Magical Defense; Broadcast; deals no damage; if successful, the victim falls in a catatonic state for one week/red stone of damage, unless cured magically or via use of an appropriate power.)
-Madness Reversal (Stones VS Resistance; this power actually allows the vampire to mystically cure mental disorders, making the maddest vampires the best at rendering the insane sane. If they were so inclined.)
-True Insanity (As Temporal Insanity, but very much permanent. Atk VS Int+Mental Defense; Broadcast; Deals no damage; target suffers a -1 worth of Psychological/Insanity challenge of some sort per white stone of 'damage'. The vampire may either choose such a challenge as they please or let the GM decide for them. Multiple challenges may be inflicted, by simply spreading the maluses as desired. See Temporal Insanity entry for examples. Unlike the Temporal Insanity power, however, this power inflicts mental disorders for good upon its victims, requiring likely months or years of psychiatric treatment or mystical assistance to recover.)
Dominate/Mind Arcanum: 12
(Int.bonus)
-Efficient
-A very useful and versatile Discipline based on overwhelming others' minds with the user's will, allowing for multiple effects including mind control, thought manipulation and memories alteration. It is often shared among various 'noble' Clans as opposed to being the sole focus of a single one.
-As Telepathy
-Telepathic Communications (Broadcast)
-Project thoughts/Control others (Broadcast)
-Empathic Projection (Broadcast)
-Mental Bolts (2x damage)
-Create links with Others
-Subtle Commands
-Possession (Own body demanifests during possession)
-Edit Memories (Broadcast)
-Repair Minds
-Swap Minds
-Mental Block
-Geas (Atk VS Int+Mental Defense; Deals no damage; only usable on a victim willing to make a pact/oath/promise with/to the user. This power mystically ensures the victim will be mentally unable to go against the agreement they agreed to with the vampire. They won't be able to act against it, ask anyone else to act against it, do anything to undo the agreement, or anything along those lines.)
Fate Arcanum: 14
(Int.bonus)
-Efficient
Forces Arcanum: 16
(Int.bonus)
-Efficient
Fortitude: 12
-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.)
Kineticism: 10
(Int.bonus)
-Efficient
-An ancient, simple yet long forgotten Discipline whose origin was lost in time. Once practiced by multiple vampires, it has since vanished to the sands of time and very few Kindred have this ability. Of course, that matters little to one such as Caine who existed long before it ever was created.
-Telekinesis (w/Wpn.modifier, Area Effect, Fine control - May decide to affect only specific targets within said area at will)
-Kinetic Blast (May use one, some or none of the following: 2x damage, AP, Area Attack/Effect, Normal OR Stun damage)
-Charge Objects
-Force Field (Defensive stones are doubled)
-Flight (At Half AN, rounded up)
-Wall-crawling
-Combine with Close/Ranged Combat
Matter Arcanum: 13
(Int.bonus)
-Efficient
Melpominee: 8
(Int.bonus)
-A rare Discipline finding its origins among the possibly Malkevian and/or Toreador bloodline known as the 'Daughters of Cacophony', Melpominee is an obscure ability drawing upon the power of the voice, shaking the souls of those who listen and allowing the user to perform sonic feats normally thought of as impossible. While male members of the Daughters did exist, they were few and rare between. Caine himself only learned the Discipline over centuries as opposed to knowing it from the start.
-Siren's Voice (As Dance up to AN, but based on Singing. All Melpominee users are capable of an otherworldly beautiful, entrancing voice, which makes them fantastic singers and charming seducers.)
-Voices from Beyond (As Ventriloquism, but Range is up to AN on the D&R chart, Limited by line of sight.)
-Phantom Speaker (5 stones/panel to activate/maintain. As Ventriloquism, but can project one's voice to someone one knows, regardless of their location or the distance between them.)
-Scream of the Banshee (As Force Blast, 2x damage, Ignores Hardness, Area Effect centered on but excluding self, Normal and Stun damage.)
-Calling Song (Stones VS Int+Mental Defense; Range of AN. Calling song implants a haunting song in the back of the targets' minds which draws them to a specific location of the vampire's choice.)
-Echo (2 stones to activate, 1/panel to maintain. Activates Sonar Sense at AN for the duration.)
-Whisper of the Goddess (As Pheromones at AN or Empathic Projection (Any emotion), Area Effect of Half-AN, rounded up. The user either speaks or sings, inducing commands or enhancing specific emotions in any listeners. Despite this power's name, victims must hear the user to be affected, so how loud one has to be depends on that. A vampire could just as well whisper in someone's ear to affect them as they could scream or sing to a crowd to affect large numbers of people.)
-All powers above require vocal components to use. Likewise, a potential victim must be able to hear to be affected, so deaf individuals are unaffected by some of its direct effects as appropriate.
Mytherceria: 8
(Int.bonus)
-Another very rare Discipline finding its origin in faerie-blooded vampires such as the Kiasyd bloodline and the Maeghar. It grants its wielder rare abilities and powers usually attributed to the fae, an art considered long lost or even mythical to most modern vampires.
-Fey Sight (1 stone/panel to activate/maintain. As Enhanced Vision at AN 'Fey Sight', which allows one to perceive fae for they are - or at all if they were invisible - and to see through their glamours and illusions.)
-Mastery of Wood/Plants (Create/Manipulate)
-Goblinism (1 stone/panel to activate/maintain. As Enhanced Vision at AN 'Sense of Direction', and 'Find the Lost'. The latter allows one to locate lost items or beings. Alternately, may summon 1 goblin/stone played, who all have Dur 1, and are more mischievous little pointy-eared troublemakers than warriors, but can still prove dangerous in large groups if necessary. Summoned goblins are always loyal to a vampire summoner.)
-Faerie Ward (Pay for Effect and Duration on the D&R chart. Effect is Stones VS Intelligence of anyone who looks at the symbol. The user creates a rune or symbol on a surface which confuses and disorients people. It inflicts an Half AN, rounded up, negative sitmod on all attempts to reach a destination or find something, and a -1 to all other Actions for 1 minute/AN of this action after seeing the symbol due to confusion. At the vampire's discretion, up to AN individuals of their choice can be immune to this power, chosen at the time of the rune's creation.)
-Animate Objects (As Summoning, Summons are always loyal to summoner; but to animate objects in one's surroundings. A favorite trick of some fae, Mytherceria users are able to animate objects, furniture and devices around them to give them a semblance of life and make them perform tricks or assist them in some way or another.)
-Changeling (10 stones to activate, 1/panel to maintain. As Transform Self/Possession. This frightening power allows a user to literally and perfectly 'replace' another being, obtaining all of their A/A/M at the same level of power as the original, all of their memories, all of their knowledge, their voice, their traits, and knowing exactly how to use them to appear absolutely identical to the original for all intents and purposes, while being an entirely different entity 'behind the wheel'. The victim, meanwhile, is essentially 'asleep' and unconscious in the faerie realm, completely unaware of what is happening with their body and mind. As usual, this effect is unusable against targets under magical or mystical influence, such as gods, magically protected beings, fae themselves, and the like.)
-Riddle Phantastique (Atk VS Int+Magical Defense, Deals no damage; Only works against Mortals; if successful, the victim is forced to stop and ponder about a riddle spoken by the vampire for 10 minutes/red stone of 'damage', unable to do anything but try to solve it, and supernaturally failing for the duration they are affected even if it's simple. This power cannot cause a victim to ignore their self-preservation instincts; for example, if a victim is in a house on fire upon being affected, and is aware of said fire, they will still be able to get themselves to safety before they begin trying to solve the riddle. However, if a victim is unknowingly close by to a bomb about to explode and they know not of its existence, then they are out of luck.)
-Burrowing (As Swimming, May exceed max human speed, but underground. Allows one to move through soil and stone as easily as one moves through water. As an added bonus, a vampire using this power does not come out any dirtier than they went in.)
-Steal the Mind (As Read Minds/Edit Memories options of Telepathy at once, the latter only for the purpose of erasing the read memories. This power allows the vampire to 'steal' the memories of a victim, as opposed to merely reading them; anything they get from the victim's mind vanishes from their own memories. Such lost memories may be recovered via a Repair Minds or similar power, although the memory thief does not lose access to the stolen knowledge if that happens.)
-Absorb the Mind (Atk VS Int+Magical Defense; deals no damage; if successful, the user permanently gains +1 AN or 1 CL worth of options/advantages into one of the Actions the target has which is of higher AN than the user's. The targeted Action must be something one would be able to learn and develop with knowledge and effort as opposed to, for example, a power one must be born with. The user and the victim both take -2 to all actions afterwards for 5 minutes/10 panels, due to the mental backlash of such a strong effect.)
-Basilisk's Touch (10 stones to use. As Transform Others by Touch; turns touched victim to stone. The effect is technically permanent, but a victim can be returned to normal by being exposed to direct sunlight on a cloudless day for at least 8 hours.)
-The Grandest Trick (10 stones to use. The vampire actually becomes mortal, and very much alive, for one, full day. During that time, they can breathe naturally, drink and eat and feel like a normal human, their body returns to 'normal' and has regular, standard bodily functions like anyone else, they do not register as vampire to supernatural senses, and have none of the vampire weaknesses or features for the duration. Naturally, this also means they lose their vampiric powers and the ability to drink blood, heal faster, and so on. A vampire retains all skills and most actions modifiers, but returns to a human level for some of them, such as max AN 3, with possibly one at 4, in Physical Abilities, and up to 3 in Ref.Dodge and Toughness. A vampire using this power, if 'killed', will immediately revert to their true form, but will take a -3 to all Actions for one hour afterwards.)
Necromancy/Death Arcanum: 12
(Int.bonus)
-Efficient
-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, a possibility Caine himself does not deny despite being arguably the most powerful Necromancer in his world. 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.)
Obeah: 10
(Int.bonus)
-A unique Discipline once known only to the Salubri clan, often known as the 'Path of the Healer'. Interestingly enough, a vampire with these powers is easily one of the best healers in the world, and Clan Salubri was often considered to be one of the most 'benevolent and caring' of the undead back in their day.)
-Sight beyond Sight (2 stones to activate, Needs not maintain. This power allows the user to 'grow' a third eye in the middle of their forehead, acting as Acute Sight +3 and granting a +2 to all other uses of this Discipline... at the cost of having a third eye on the forehead, which isn't especially subtle when it comes to blending in.)
-Sense Vitality (Stones VS Intelligence to sense how healthy an individual is, and to detect what causes them pain or ails them.)
-Corpore Sano (As Magical Healing; May heal up to 2x AN white stones of Health per day; Requires physical contact. A literal healing touch allowing its user to perform little less than miracles. May possibly cure normally incurable diseases or regenerate lost/damaged limbs/organs.)
-Anesthetic Touch (Stones VS Intelligence, or Atk VS Int+Magical Defense VS unwilling targets, to either numb the pain a target is experiencing essentially completely, and/or put them to sleep/unconsciousness for 10 minutes/red stone of 'damage'.)
-Zone of Peace (As Force Field, Stones of defense are doubled; Works VS Magic; Only keeps out enemy attacks or hostile individuals; May not be used with aggressive/hostile/evil intent. A potent form of defense which allows a user to heal and assist people without risk. This effect instantly fails if used for the purpose of harming rather than helping.)
-Safe Passage (Atk VS Int+Mental Defense; deals no damage; if successful, makes a target very inclined to let the user and possible allies pass safely and possibly even help them out if they need it.)
-Peacemaker (As Dance up to AN, but via Speech and Only to convince two opposing parties to discuss their disputes peacefully.)
-Ending the Watch (3 stones to use; Only works on mortals; Requires physical contact; victim must be willing and aware of the effect. This power allows a vampire to painlessly and peacefully kill a mortal who wishes to die. With a simple touch, the victim breathes their last breath and dies in peace, moving on to whatever afterlife awaits them.)
-Unburden the Flesh-Clad Soul (Pay for Effect and Duration of 5 minutes/stone; Only usable on a willing target. Allows the user to temporary grant an Astral Travel action up to this action's AN - the effect - for a duration set in advance. The beneficiary is unable to end the effect on their own and must wait for the effect to end once activated, but are otherwise able to either visit the astral plane, or explore the world of mortals unseen and safely, seemingly via flying.)
-Exorcism (Atk VS Int+Magical Defense; Only usable against a possessed victim; Requires physical contact; Only damages a possessing demon, being or spirit, not the body they inhabit; Also will force out such a spirit or being if they take more red stones of damage than their Dur AN. While vampires are essentially unholy in nature, Obeah users are capable of sufficient purity and compassion to perform potent exorcisms against invading forces or spirits in order to free the victims of such supernatural intrusions. Once an exorcism is successfully completed, the same body cannot be possessed again for AN days, and most spirits know better than to stay close by knowing someone in the area can actually harm them.)
-Heaven's Gate (10 stones to use, Must pay for Duration on the D&R chart in addition to it. While an Obeah user is unable to perform a true resurrection per se, they are still capable of something close enough, bringing back a deceased person as a revenant, a corporeal undead who appears fundamentally alive except for mild marks of what killed them - for example, if someone was beheaded, they would have a pale yet visible scar around the neck, or a bullet shaped scar if they were shot. Such marks are never gruesome in appearance with this power, but serve as a clear reminder that the revenant died, and what killed them. The user is fully sentient, retains their free will and all of their capabilities, skills, memories and so on, in addition to Immortal, Self-Contained Lifeform and Immunity to Fatigue. Closer examination would reveal that despite their mostly normal appearance, revenants are still dead. They have no pulse, are at room temperature, and can survive without air, only needing to breathe in order to talk. Obeah users will sometimes bring certain individuals back from death when they feel - or alternately are convinced by the spirit of the person - that they have an important purpose to complete. A revenant's body is not a real, living one, but rather a construct of ectoplasmic energy given solid form by the vampire. If destroyed, their body will dissolve into a puddle of ectoplasm, before evaporating in the air over the course of an hour or so.)
Obfuscate: 11
(Int.bonus)
-Efficient
-Obfuscate is a common Discipline among vampires, as it allows them to conceal themselves, deceive the minds of others or make them ignore what the user wants to remain unseen. Its applications make it very popular among all Clans despite some of them specializing in it.
-Cloak of Shadows (As Invisibility at AN. Alternately, may render up to AN others invisible as will, requiring physical contact to do so.)
-Silence of Death (Pay 2 base stones, plus Area and Duration. All noises in the target area are mostly silenced to inaudible levels. Even the loudest screams or an explosion would be reduced to the equivalent of a whisper.)
-Mask of a Thousand Faces (As Shape Shifting, only to assume the voice and shape of a generic person blending in the current setting, such as a worker in a factory or a nightwatchman in an office.)
-Conceal (Pay 2 base stones, plus Area to activate; 1/panel to maintain. Allows user to apply Invisibility to an object, possibly up to entire buildings in size for powerful users. The user still can see the cloaked object, however.)
-Blithe Acceptance (Atk VS Int+Mental Defense; Broadcast; deals no damage; if successful, anyone affected around completely ignores the user no matter what they do, as long as they do not attack someone or clearly pose a threat, such as setting up explosives in a crowded area or something. Anything else, the people around will ignore.)
-Busy Doing Nothing (As Create Illusions, Centered on self; only to appear as idle and doing nothing in particular, hiding their actual actions behind the illusion.)
-Gemini's Mirror (3 stones to use at AN, 1/panel to maintain. As Create Illusions, Must use Cloak of Shadows to activate; manifest an illusory copy of the user which they can control, while the invisible real user can move away and do as they please.)
-Mind Blank (Stones played up to AN to activate; 1/panel to maintain. Adds to total mental defense to resist having one's mind read or one's secrets revealed.)
-Scrawl (Pay 1 base stone, plus Duration, plus stones for possible readers. Allows a vampire to inscribe a short message of less than 10 words on a surface, which appears as meaningless gibberish to anyone else but the people the user designates as readers. 1 stone per person, 3 stones for a group. For example, 'my brother, my best friend and vampires in general' would cost 5 more stones for the accepted readers.)
-Veil the Legion (Pay 5 base stones and Area Effect to activate, and 3/panel to maintain. Allows one to use Cloak of Shadows as seen above, but on anyone within an area around them, and maintain it all on their own.)
-Old Friend (8 stones to activate; 2/panel to maintain. As Read Minds/Shape Shift, only to appear as a target's old friend and actively read their minds to be able to act and speak as said old friend would, allowing one to appear as nearly anyone's trusted friend and confidant.)
-Create Name (8 stones to use. Creates an entirely new identity for oneself which overcomes suspicions and investigation as per this action's AN. The user's name and legal documents manifest as needed, they appear in 'the system', looking up the created identity's medical record or driving license will indeed confirm their existence, and so on. This effect does not affect mystically inclined beings, who can see through the deception of such an effect with relatively simple spells and effects, but anyone normal or non-skilled magically will be fooled as long as they do not perform an extensive investigation on the user to find inconsistencies.)
-Memories Fading Glimpse (10 stones to use. Basically the reverse of Create Name, Memories Fading Glimpse allows one to essentially erase any trace of their existence as far as anyone knows based on their AN in this action. Memories are either erased or left vague and blurry, documents about the user can't be found anywhere or the data is corrupted, no one can find any legal documents confirming their existence, and people can't seem to remember who that old man over there actually is. This power does not prevent one from building new relationships or leaving a new trail, but older ones will have a much more difficult time remembering having ever interracted with the user before. Again, this power mostly succeeds against normal people and beings lacking magical powers allowing them to see through the effect, but is usually a fantastic way of vanishing from the public eye.)
Obtenebration: 10
(Int.bonus)
-A rare Discipline finding its origin among the Lasombra clan granting its user great control and mastery over darkness, and shadows. It is a fairly rare power which is seldom shared outside of the clan. As it is a power mostly found in the Sabbat, Camarilla vampires tend to see those who wield it with great suspicion. Moreover, most living beings - and even many vampires - are inherently frightened by the preternatural shadows an Obtenebration user controls.
-Darksight (Pay stones for Range and Duration in minutes/2 panels. Allows user to hear/see from the 'viewpoint' of a targeted shadow within range, as though the user was standing where the shadow does.)
-Mastery of Shadows (Create/Manipulate, Shadow Blast - 2x damage, AP OR Atk VS Intelligence to blind)
-Living Shadows (As Create Illusions; May only create visual illusions using shadows.)
-Arms of the Abyss (2 stones/tentacle manifested to activate; then 1/panel to maintain; stones played to use the tentacles, see below. Manifests Half AN tentacles, rounded up, of pure darkness from user's own shadow. Said tentacles are very solid to the touch and can be used as per Tentacle Whip with Wpn.modifier, each of them capable of an action of its own. User only pays for the most expensive use.)
-Night Shades (As Summoning, Summons are always loyal to summoner; May only summon living shadows.)
-Tenebrous Form (10 stones to activate, 5/panel to maintain. User transforms into a form of pure shadow with Physical and Energy Invulnerabilities, but is still vulnerable to fire and magic, and takes 1w of damage/panel when exposed to sunlight.)
-Shadowstep (As Teleportation; May only move from shadow to shadow.)
-Shadowtwin (10 stones to activate, 2/panel to maintain. As Duplicate Self; One duplicate only, Duplicate has -2 to all A/A/M; User's shadow vanishes for the duration of this power. Manifests a clone of the user out of their shadow. The clone appears as identical to the user with the exception of being slightly darker in color, and having completely black eyes.)
-Tchernabog (10 stones to activate, 5/panel to maintain. The user creates a complete solar eclipse, obscuring sunlight with darkness to plunge the world into temporary artificial night. Needless to say, this is a terrifying power to behold in effect for most people given its sudden, unexpected and unnatural nature.)
Potence: 10
(Int.bonus)
-Another fairly common Discipline along vampires if only due to its sheer usefulness in many situations, Potence grants its users superhuman strength considerably beyond the limitations of mortals, and is the origin behind the legends of vampires possessing the strength of ten men. The truth is less simple, of course, with some being weaker than that... and others being far, far stronger.
-Superhuman Strength (1 stone/panel to activate/maintain. Substitute Potence for Strength.)
-Brutality (2 stones/panel to activate/maintain; requires Superhuman Strength to be active. While active, adds 2x damage, AP and Normal and Stun damage to Close Combat attacks. Needless to say, humans tend not to survive such attacks.)
-Crush (Stones VS Hardness to instantly destroy an object; Requires physical contact; requires Superhuman Strength to be active. The vampire simply applies pressure with superhuman strength for an instant and destroys the target object in the blink of an eye like one would crumple a piece of paper.)
-Flick (Atk VS Dur+Toughness+Weight; requires Superhuman Strength to be active; if successful, the victim takes Stun damage, 1w of Health, and is launched AN yards with but a touch. This attack, while rarely lethal, is actually very intimidating to behold, as a vampire merely touches/flick a target, sending it flying with apparently minimal effort.)
-Earth Shock (As Force Blast, 2x damage, 3x damage if targets are underground, Area effect centered on, but ignoring, Self; Flying targets are unaffected unless inside a collapsing structure; requires Superhuman Strength to be active. The user slams the ground hard, causing essentially a very litteral earthquake.)
-Aftershock (8 stones to use. Upon activation, the next attack launched by the vampire deals no damage upon impact whatsoever. Instead, up to 24 hours later at the vampire's discretion, the victim takes the full effects of the attack all of a sudden, often with gruesome, unexpected results, and confusion all around.)
-Soaring Leap (A passive power adding 2/3 this action's AN, rounded up, as a Leaping modifier to the user when Superhuman Strength is active.)
-Draught of Might (Pay for Effect up to Half AN rounded up, and for Duration in hours. Allows user to imbue some of his blood - 1 dose per use - with the power of Potence, with stones of effect adding to the beneficiary's Strength for the duration. This doesn't remove the normal effects of drinking a vampire's blood, however, so it is to be used with care.)
-Fist of Caine (4 stones/panel to activate/maintain. An even more potent version of Brutality, adding 3x damage, AP (Ignores 2 Toughness even if No AP), Normal and Stun damage, launches victim at up to AN yards with every strike. Requires Superhuman Strength to be active.)
-Herculean Might (3 stones/panel to activate/maintain. As Superhuman Strength, but substitute 2x as much Strength to the user's. Any power requiring Superhuman Strength is usable with this active.)
Presence: 12
(Int.bonus)
-Efficient
-Presence is the Discipline responsible for legends depicting vampires as captivating, seductive, and inhumanly charismatic and/or frighteningly intimidating. While Clan Venture is widely known to make use of these powers, it is a fairly common Discipline among many vampires, though not all favor its more subtle approach over more straightforward effects.
-Voice of Majesty (As Dance at up to AN, but via speech. A Presence user's voice can become preternaturally charming and seductive in the blink of an eye, making it stupendously difficult for one to resist their charisma and oppose their words and opinions.)
-Awe (As Pheromones at up to AN, Area Effect of Half AN, rounded up; induces awe, attration, fascination and a strong desire to please and seek the approval of the vampire. People under this power's effects can't help but see the user as a wonderful, breathtakingly handsome/beautiful person with ungodly charm, someone who they should strive to please, admire and listen to. While the immediate, supernatural effect is only active while the action is in use, its effects are felt long after, and victims can't help but have strong, pleasant memories of the user even afterwards.)
-Entrancement (Atk VS Int+Mental Defense; Deals no damage; requires eye contact/a kiss to use; if successful, the victim is affected by a potent compulsion to please the user as per the challenge Obession at -1/white stone of 'damage', up to -5 - in which case it would be the most important thing in their life for the duration. In addition to it, acting in the vampire's interest would provide +1/white stone of 'damage' - maximum +3 - to all Actions used for up to 1 day/AN.)
-Terrify (As Fear, Area Effect of Half AN, rounded up; the opposite of awe, this effect makes the vampire appear threatening, inherently frightening and unquestionably dangerous, a being one should not mess with if one values their life, making intimidation considerably more effective than with words alone. As with Awe, the feelings of fear and threat persist in victims long after the vampire stopped actually using the power.)
-Dread Gaze (Atk VS Int+Mental Defense; Deals no damage; requires eye contact to use; if successful, target is frozen in fear for 1 panel/red stone of 'damage', and takes -1/white stone of 'damage' - maximum -3 - to all Actions used to act against the user for up to one day/AN afterwards. A preternatural version of the feeling a predator causes in their prey, in the form of a cold, killing glare very few can withstand.)
-Unholy Penance (Atk VS Int+Mental Defense; deals no damage; requires vocal components to use; if successful, overpowers a victim with feelings of guilt over something at the discretion of the user, filling them with an urge to beg for the vampire's forgiveness upon hearing of their 'sin'.)
-Come to Me (Stones VS Intelligence+Mental Defense; Range is up to AN; requires vocal components to use, for example via phone or something akin to this; if successful, the victim feels obligated to do anything in their power to come to the user's side as soon as possible. If not actually physically possible, the victim will feel disappointment and shame for being unable to make it, but will not be further under the effects of this power.)
-Cooperation (Atk VS Int+Mental Defense; Area Effect of up to Half AN, rounded up; deals no damage; if successful, all victims feel compelled to set aside their differences and disagreements and work together. They are not mentally forced to do it - although they can't help but feel like it's a good idea deep down in their minds - but they will get a +1/white stone of 'damage' - up to 3 maximum - to all Actions to work together and a -1/white stone of 'damage, up to -3, to all actions which disrupt or go against the actions of those who do cooperate; all for a duration of up to 1 hour/red stone of 'damage'.)
-A Perfect World (Atk VS Int+Mental Defense; Area Effect; deals no damage; must sacrifice 1w of Health to use, which must be healed normally; if successful, victims feel strongly inclined to work towards making the city/surroundings/area affected just the way the vampire wants, and will get a +1/white stone of 'damage' - max 3 - to all actions undertaken with that purpose in mind, and -1/white stone of 'damage' - max 3 - to all actions performed to oppose it. This power's duration is a whopping 1 day/AN, allowing for fairly big changes in little time.)
Prime Arcanum: 17
(Int.bonus)
-Efficient
Protean/Life Arcanum: 14
(Int.bonus)
-Efficient
-This Discipline is much rarer among vampires than many others, since several vampires see it with disdain and derision, claiming it to be uncivilized and primitive in nature; possibly due to it being the specialty of Clan Gangrel, whom many consider to be more bestial than vampiric. However, Protean, being focused on transformation, metamorphosis, animal qualities and access to the Beast within all vampires, is unquestionably powerful, its users actually feared by most of their kin were they truly honest about it.
-Adaptability (Stones played to use, 1/panel to maintain. As Metamorphosis, but only to gain abilities to adapt to their surroundings, environment or circumstances. For example, may use to acquire Cold Defense in extremely cold environments, or Heat Defense in an arid desert, or pay 3 stones to be immune to the negative effects of Zero-G situations.)
-Feral Claws (2 stones to activate, 1 to maintain. As +3, 2x damage Claws modifier. The user's tips of the fingers and nails turn into wicked, sharp claws.)
-Dolphin's Nature (2 stones/panel to activate/maintain. Activates Sonar Sense at MN for the duration, and allows this action to be used as Swimming, Can exceed human max speed. The user manifests webbing between their fingers to enhance underwater movement.)
-Shape of the Beast (Stones played to activate, 1/panel to maintain. As Metamorphosis; may transform into any animal, beast, fish or bird.)
-Swarm (As Shape of the Beast, but transforms into a large swarm of smaller creatures, such as spiders, insects, rats, bats, etc. The swarm is treated as a unique entity for this purpose.)
-Mist Form (As Phase Shifting at up to AN; turns into mist as opposed to being fully phase shifted. May not completely pass through solid objects if they would be able to stop mist, but can still get through any opening or porous matter.)
-Weight of the Mountain/Feather (As Manipulate Body Density; Cannot completely reduce density to 0; must still weigh at least 1 ounce.)
-Earth Meld (Stones VS one's own weight, and Duration in hour/stone. Allows one to 'melt' into the earth to hide/rest/recover.)
-Mythic Form (As Shape of the Beast, but allows one to turn into mythical beasts, such as unicorns, dragons, griffons, etc.)
-Blood of the Phoenix (A passive power allowing a vampire to, if permanently killed, reincarnate into a new human - or rather vampire - body, the specifics of which are left to the GM's discretion, including gender, height, weight, hair and eyes color, and so on. When said reincarnation is activated, the user permanently loses -1 to all A/A/M due to loss of memories and alterations in the user's nature, given how such a reincarnation leaves one's previous life somewhat blurry and unclear in the reincarnated user's memories. Such a transformation might possibly alter the user's personality as well, possibly leading to change in actions' Specialties and Challenges, as agreed upon by both the player and the GM.)
Quietus: 9
(Int.bonus)
-Another very rare Discipline centered around blood control and poisons creation. Usually specifically found in the arsenal of Clan Assamite vampires, as they never teach the Discipline to outsiders... but Caine being the one who originally taught it to the clan's progenitor, that means little to him.
-Mastery of Blood (Create/Manipulate, Force Blast - 2x damage, Ignore Toughness/Armor, Indirect, Normal and Stun damage)
-Venomous Essence (Pay for stones of effect, Duration, Range, and/or area. Creates a poison or venom with various possible applications. Normal effect is stones VS Durability of damage per panel for a duration in panels, but other effects are possible. Various types of means to poison exist: via contact, ingestion, inhaling or via wounds.)
-Acidic Vitae (As Force Blast, 2x damage, Ignores Hardness, After Effect. The user may spit out blood turned highly acidic by their power, dissolving flesh and matter with terrifying efficiency.)
-Rapturous Touch (1 stone/panel to activate/maintain. Allows one to use Drain Blood by mere skin contact, drawing the blood through the victim's skin's pores, as opposed to biting and drinking.)
-Selective Silence (Atk VS Int+Magical Defense; deals no damage; if successful, victim is physically unable to speak, scream or otherwise make any noise in and of themselves for 1 minute/red stone of 'damage'. Clapping one's hands wouldn't work, neither would jumping in place, but pushing down a bookcase would, due to not being connected directly to them.)
-Dagon's Call (10 stones to activate, Requires physical contact to activate. Anyone touched by the vampire while using this power will be under similar effects as those of a Voodoo Doll as per Voodoo, allowing the user to affect them from afar for up to a Duration of up to AN. Stones up to AP may be used in this action VS Int or Dur (victim's choice) +Magical Defense, to cause damage, fatigue or affect the victim with other effects as the user pleases.)
Space Arcanum: 15
(Int.bonus)
-Efficient
Temporis/Time Arcanum: 15
(Int.bonus)
-Efficient
-A significantly rare Discipline almost exclusively found among the ranks of the 'True Brujah', a bloodline of Clan Brujah. While the latter usually master Celerity like many other Clans, the former favor Temporis, a Discipline dealing with the manipulation of time itself.
-Time Attunement (1 stone/panel to activate/maintain. Gives the user a precise time sense, and add 'Sense temporal distortions' to Enhanced Vision.)
-Temporal Adjustment (Stones played to activate, 5 stones/panel to maintain. The vampire either slows down or increases the passage of time by 1 + stones played times. For example, spending 3 stones to make time go faster would make it pass 4 times as fast. This effect does not affect time in general, merely the way one experiences it, which means while one may do some things such as sleep for what feels like hours in mere minutes, or read an entire page in the blink of an eye, it would be useless in a fight.)
-Clairvoyance (As the Action; Can perceive through time regardless of physical proximity.)
-Ramble On (Atk VS Int+Magical Defense; deals no damage; if successful, the victim is forced to repeat a specific action or set of actions over and over again up to red stones of 'damage' times, such as opening and closing multiple times a door they just closed.)
-Lapse (Atk VS Int+Magical Defense; deals no damage; if successful, victim suffers a -1/white stone of 'damage' to all Actions involving movement, and to the Speed ability up to a minimum Speed of 0 - or 5 mph. Slows down target drastically by manipulating time specifically around them.)
-Kiss of Lachesis (Stones of Effect, or Atk VS Dur+Magical Defense on unwilling targets; deals no damage; Only works on mortals; whether applied as direct stones of effect or as the red stones that beat defense, each stone allows one to lower or increase the target's physical age by up to 5 years.)
-Cheat the Fates (3 stones/panel to use. The user 'sidesteps' out of time for a short while, essentially leaving existence for a moment before returning to the timeline. In effect, the user positively vanishes entirely for a few panels. They cannot be affected, interracted with, attacked or anything like that for the duration. Could be used for multiple purposes, for example allowing one to 'not be there' when a bomb explodes, or as a means to hide from sight for a moment.)
-Subjective Suspension (Pay for Area or Hardness of targeted object, whichever is higher, and Duration in minute/stone. The targeted object 'blinks' out of reality for a short while, suspended outside of time temporarily, preventing anyone from interracting with it for the duration.)
-Frozen Object (Pay for Area or Hardness of targeted object, whichever is higher, and Duration on the D&R chart. Similar yet different to Subjective Suspension, this power freezes an object in time for as long as it isn't interracted with, preventing it from degrading or being otherwise affected by the passage of time, for example preventing food from ever going bad.)
-Insight (5 stones to use. The vampire can get a precise glance into the immediate future to have a good idea of whether or not a given action would succeed if he attempted it.)
-Rewind Time (1 stone/hour to use. The vampire may go back in time in order to change some of their past actions if they so please, or to experience something again, or the like.)
Vicissitude: 11
(Int.bonus)
-Efficient
-One of the most horrifying powers available to vampires, or at least so it is in the hands of its most common users, Clan Tzimisce. Vicissitude is the art of flesh and bone shaping, allowing one to alter living - or unliving - beings into creatures of alien beauty or deformed monstrosities. Whereas the Discipline of Protean allows one to assume the shape of God's creatures - or at least creatures invented by God's creature - Vicissitude allows for the twisting and defilement of such creatures for all sorts of purposes. Caine himself has used it along history to alter his appearance and better fit in whatever setting he found himself in at any time.
-Malleable Form (As Shape Shifting, needs not maintain; Usable as an Attack VS Dur+Magical Defense; deals no damage. Any changes applied are from then on considered the 'base form' of the user, altering with ease one's gender, voice, height, build, muscle, fat, facial features, bone structure, skin tone, eye and hair color, beauty or ugliness, and so on. If used as an attack, each red stone of 'damage' allows the user to alter one factor, so 3 stones of damage would allow one to make a victim smaller, with darker skin and with white-as-snow hair, for example.)
-Flesh-Shaper (As Metamorphosis; must sacrifice 1w of Health which only heals normally to make the change permanent; Usable as Attack VS Dur+Magical Defense, deals no damage; if successful, the victim is altered as per full stones played Metamorphosis at the whim of the user; duration is 1 hour/red stone of 'damage', or permanent if the user spends the 1w of Health as explained above. This power may include basically any change one can come up with and does not have to be a specific form like the powers of the Protean Discipline.)
-Bloodform (5 stones/panel to activate/maintain. As Phase Shift, but the user turns into liquid blood. While not fully phased, may still get through any opening large enough to allow liquid through.)
-Flesh Rot (Atk VS Durability, 2x damage; range 4 to inflict severe necrosis on the victim.)
-Coccoon (As Force Field, works VS Magic, 1 stone/panel to maintain, Is immobile for the duration. The user forms a nearly indestructible coccoon of bone and chitin to protect themselves from almost any attack at the cost of mobility.)
-Entrails Nightmare (As Tendril Whip w/Wpn.modifier. The user allows their own entrails to exit their body and animate, without causing damage to the user.)
-Body Arsenal (1 stone to activate. As Bone Weapons +3, 2x damage.)
-Body Impolitic (3 stones to activate, 1/panel to maintain, per body part; Range of Half AN rounded up. Allows its user to detach body parts and control them from a distance, allowing them to function exactly as though they were still attached to the body... except they're not. Parts of body can move as though via Flight 1, and can be reattached with as much ease.)
-Graft Life to Life (5 stones/member or organ; or Atk VS Dur+Magical Defense, deals no damage; to affect unwilling targets. Can remove members or organs from one person and attach them to another, on which they will be functional.)
-The Beast Within (10 stones to activate, 3/panel to maintain. Allows one to transform into a demonic form more similar to the Beast within all vampires than the actual vampire themselves, greyish-white in color, muscular, with eerie, glowing red eyes, wicked, sharp fangs and claws, as well as bat-like wings, bestial and feral in appearance. This form grants its user +5 Str, +3 Agl, Spd and Dur; Flight 5, +3 to Toughness and Ref.Dodge, +2 to Fangs and Claws, and increases the user's Healing Factor by one step for the duration, at the cost of a temporary Looking non-human -4 challenge and a -2 to all Actions for 10 minutes afterwards.)
Void-Stepping: 10
-Super-Efficient
-As Teleportation; a near-effortless ability reminescent of a god-like entity's ability to go essentially anywhere at any time.
-Usable as Hammerspace to store away equipment/items/vehicles
-Interstellar Distances
-Dimensional Travel
-Time Travel
-Can see through portals before entering
-Does not need to travel to send others
-May open portals for others to return
Alchemy: 12
(Int.bonus)
-As Witchcraft, but all effects are made in the form of potions as opposed to spells
-Requires 5 minutes of work per AN of the highest factor of a given potion, be it the Effect, Duration, etc.
-May work on up to 1/3 AN rounded up potions at once, and is able to make up to AN different potions per day.
-Requires an Alchemy lab.
High Speech: 12
-Arcane Language only understood by Mages and Spirits
-Combines with any Magical action
-Must be able to speak to use
Black Ops: 8
(Int.bonus)
-Efficient
-Stealth
-Search room/area
-Surveillance
-Covert ops
-Infiltration/Exfiltration
-Interrogation
-Assassination
-Escape artist
Technology: 9
(Int.bonus)
-Platonic Machines (Has knowledge of the principles of creation of 'Platonic Machines' which may only exist in the Astral Plane, constructed of pure Quintessence and working with inhuman perfection and capabilities)
Inventing: 7
(Int.bonus)
Vehicle Operations: 5
-Light vehicles
-Motorcycles
-Boats
-Aircrafts
-Military Vehicles
Horsemanship: 7
Medical Healing: 7
General Knowledge: 9
(Int.bonus)
-Efficient
-History & Geography
-Lore and Culture
-Myths and legends
-Tactical lore
-Most sciences
-Politics
-Philosophy
-Kindred Society
-Clans and Disciplines
Perform: 6
(Agl.bonus)
-Singing
-Dancing
-Calligraphy
-Drawing
-Accoustic Guitar
-Piano
Psychiatry: 6
(Int.bonus)
-Manipulate Others
-Kindred Psychology
-Mental Problems
-Science of Morality
-The Beast
-Criminal Psychology
Iron Will: 6
Statecraft: 9
(Int.bonus for Business uses)
-Handsome
-Persuade
-Serious
-Authority
-Charm/Seduction
-Intimidate
-Business
-Leadership
-Caine
MODIFIERS
Immortal
Self-Contained Lifeform
Power Level 8
-Power Level Recovery
-Tireless 3
Tier: 20
-Tier XX (Galactic)
-Gains +3 from GP to offense and defense/level above an opponent's own Tier MN
-Might gain +1 per MN for non-combat tasks if appropriate, GM's discretion
-Useless against foes with an MN equal to the user; disadvantaged against one with a higher one.
-As one of the first humans - technically speaking a grandson of God, as his parents were created by the Almighty - and the primordial, very first vampire, Caine is comparable in power to the strongest of the Seraphim; maybe a tad lower. However, just like them, he seldom uses that power to the fullest, typically just using a very tiny percentage of his true might.
Acute Senses +5
-From Auspex Discipline
Conceptual Presence
-As a literally mythical being, Caine exists both physically and conceptually, allowing him to interract with spirits, intangible 'forces' and so on as though they were solid entities. He could grab a non-manifested angel by the throat or punch a ghost in the face as easily as with any human.
The Mark of Caine: 7
-Curse of Caine (Every Red Stone of damage Caine suffers from an enemy is reflected sevenfold onto them in return. So if he takes 1r (1w) of damage, his attacker would take 7r (3w) back. This works for any kind of attack/action with the potential to inflict damage upon Health, be it directly, indirectly, physically, magically, mentally, etcetera. If anyone knowingly inflicts damage upon him, the curse activates. Only a genuine accident or an event unrelated to anyone's intents would not bring harm upon anyone else. Even someone mind controlling someone else to attack him would suffer the curse's effect. The only beings able to resist this curse are God Himself, or a being or entity of equal or greater power if such an entity exists.)
-If Caine was ever killed, the curse would still activate, and the murderer would suffer a death 7 times as painful.
-Cannot be improved with LoEs/White Stones; may only either be altered/improved/removed by God Himself or an entity of higher power if such an entity exists.
-As part of Caine's original punishment at the hands of God, he was branded with the 'Mark of Caine', a runic symbol engraved onto the inside of his right forearm. Its purpose was to forever brand him as a murderer of his kin, and enforce God's decision of forcing him to live forever to repent and experience guilt over his sin. For that reason, it is unbelievably difficult for any mortal, and likely immortal, to kill him.
Ascension
-Supernal Power (Adds +3 to all Magical Actions and can Accumulate energy for greater effect on all Magical Actions)
-May cast Still and Silent spells without using Mana
-May learn any number of rote/Arcanum
Gnosis: 20
- Pathless (Caine predates the Paths and has no Inferior Arcanum. As he is an Awakened mage, however, he has a single Ruling Arcanum; Prime. Increasing it by 1 CL requires only 8 LoEs/4w. Additionally, his Prime spells receive a +1 sitmod bonus.)
- Arcana Mastery (Caine can buy any Arcanum at any AN he pleases.)
- Mana Reserve: 400
- Mana Usage/Panel: 20
- Ritual Casting (May cast ritual spells, taking 1 more panel for each +1 bonus, granting up to 2x the AN of the main Magical Action used.)
- Base Paradox Risk: 10%
- Mystical Aura (+5 to Resistance to hide, +5 sitmod for supernaturals to sense)
- Master the Paradox (Reduces the Paradox risk increase to 1% per increment)
- Subtle Aura (Only increases Resistance to Hide and sitmod for supernaturals to sense by 1 per 3 MNs starting at 6)
Accelerated Healing Factor, Special
-Fueled By Blood (In general, acts as a regular Accelerated Healing Factor. However, it rises to Enhanced if Cain has drunk blood in the last 24 hours, and Superior in the last 5 minutes. In this latter stage, he can even regrow limbs if necessary.)
Energy Battery 3
Deep Reserves +4
First Murderer +5
-Adds to any Attack made against a foe with the intent to kill.
-Any entity of a lesser level than God Himself, or similarly powerful beings, can be permanently killed when said power is active. Even angels, demons, ghosts, not fully omnipotent and immortal deities, and so on, can be killed permanently by this power.
-When active, the Mark of Caine will glow brightly onto Caine's arm, seemingly burning him in a slightly painful manner.
Arcane Power +12
-MN is added to stones played for any spell; may be split between multiple magical actions.
Blood Magic
-Allows Caine to use the Draining advantage on all Magical Actions and Disciplines
Fangs +2
-2x damage OR Stun damage only
-Retractable
-Like all vampires, Caine's canines can grow and sharpen at will into very lethal weapons in their own right. Alternately, they can be made to cause as little pain as possible in the case of a gentle bite not meant to harm, but simply access someone's blood. This latter method is usually the one used to feed from any victim the vampire does not intend to kill, and is far less messy.
Reflexive Dodge +4/+12 (with Celerity's Superhuman Speed active)
Toughness +5/+13 (with Fortitude's Resilience active)
-No 2x damage
-No AP (with Fortitude's Resilience active)
Energy Defense +5
Mental Defense +12
Magical Defense +8
Pain Defense +8
Immunities
-Poisons, Diseases, Fear, Lies, Reality Distortion
Targeting +5
Fast-Draw +4
Leaping +7
-When Potence's Superhuman Strength is active
Frenzy +5
-As Rage; Adds +1 to Strength every panel
-Hot Head (Loses 1 to Shifted defenses per bonus of Strength)
-Cain can activate his Frenzy at will, and calm down from it with ease.
Paradoxal Casting: 10
-Increases chance of spell success despite paradoxes by 50%
Mana Well: 12
-Bottomless Well (Regenerates MN mana every 10 minutes)
Blue Magic
-Must drain energy to use
Enhanced Vision +20
-See in darkness, Smell Blood, See auras and magical forces, See into other dimensions, Analyze Magic, See energy patterns, Detect lifeforms, Detect undead, Detect substances, Detect minds/ESPs, Detect spatial distortions, Sense momentous destiny events, Perceive Time/Temporal anomalies
-May add more options with focus; see Auspex discipline
Prescience
-Via Auspex discipline
Cipher
-As Translation, Universal
-Via Auspex discipline
Photographic Memory
Create Homonculi
-Must pay 5 stones/homonculus to use
-Creates a foot-tall imp-like creature with Int: 1, Str: 1, Agl: 1, Spd: 1 and Dur: 1, Flight 1, who is both Immortal and Immune to Fatigue, displays Mental Invulnerability, and has a Psychic Link with its creator, in addition to a Loyal (-5) challenge towards said creator.
-Imps serve as assistants to vampire mages, and will work tirelessly all day to do their job, which, while simple, is always helpful when it comes to needing another pair of hands. Homonculi cannot talk and are closer to artificial constructs than living creatures, which means that despite being able to understand and execute orders, they are not sentient.)
Interdimensional Travel
-To and from the following planes, at will: The Mortal world, Heaven, Hell, Purgatory, the Garden of Eden, Lilith's Garden, the Astral Plane, the Endless and the Supernal World. He is not especially welcome in Heaven or the Garden of Eden, but is so powerful - and generally respected nowadays - as to either be tolerated or be politely asked to leave by the residents/guardians. Likewise, the Exarchs would much rather not to deal with him in the Supernal World, but they know better than to mess with the First Murderer unless they absolutely need to.
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.)
Plot Device - Ultimate Discipline
-While this is technically a power normally fitting under a 'Discipline' action, it is a commonly shared power across all Disciplines, and technically speaking the ultimate power of any and all of them. It is essentially the ultimate use of each Discipline which covers most of what isn't mentioned in the powers above, with little if any limitation, as Caine is in many ways a very litteral vampire god. Examples of the Plot Device power would be, for example, a user of Celerity activates Plot Device and evacuates a town before a nuclear explosion wipes it off a map - or a Fortitude user actually surviving said nuclear explosion! - or a user of Dementation makes anyone in the world who watches a certain TV channel go insane.
-In game terms, this effect works essentially like the Destiny Force, except the player has more control on what they want to do specifically. It must be somewhat reasonably explained as being part of one of the user's available, and mastered (at least AN 10) Disciplines, and to be used, one must spend 1w of Health which cannot be healed via Powers or Healing Factor, thus requiring one day to recover it, spend all of their current Energy, and take -2 to all Actions for 1 hour from exhaustion, the latter two requirements being cumulative with additional uses of Plot Device. The GM is free to impose some limitations at their discretion for truly outlandish or game-breaking requests, while still keeping in mind that the user of this power is essentially a godlike entity able to perform fantastic actions, and that the cost to perform one such feat is pretty steep. However, not even Caine is truly omnipotent, omniscient, omnipresent and so on.
Dimensional Creation - The Endless
-Caine is able to generate a pocket dimension devoid of life, death, time, space, dimensions and so on, known as the Endless. As the name implies, it is an empty realm of seemingly infinite size, within which there is essentially nothing, no time passes at all, and no one can die. He usually uses it to meditate, when he needs to be alone, or when he wishes to discuss something with someone else truly in private.
-Caine is able to invite anyone inside and let anyone out at will, but cannot force someone to enter the Endless unwillingly. Likewise, even if someone was left in the Endless after being invited in, they would be able to leave on their own after an hour of real world time, or as soon as Caine dispels the pocket dimension.
Blood of the Phoenix
-As Reconstitute Self, Special; via the Protean Discipline power of the same name, see above.
-Alternately, may reform in the Supernal World for 1 Mana within 24 hours with 1 Health.
Wealth: 9
-Gains $1 billion per month/issue
-Currently has $1,000,000,000
CHALLENGES
-Physical Disability (-1; bloodthirst. One of the few aspects of his curse even Caine cannot completely overcome, the thirst for blood is still present in him to this dat. However, Caine is far more powerful than any other vampire in his universe, and is much better at conserving his energy, which means he could basically feed only once a month and be just fine. NOTE: By paying 3 stones/panel, Cain is able to eat or drink normal food without vomiting it. However, it will still provide no nourishment whatsoever.)
-Physical Disability (-2; cannot eat food unless using vitae to consume it; will vomit it up almost instantly. Same goes for other liquids than blood and water, and water, while drinkable, will not satisfy his thirst in any way.)
-Physical Disability (-1; while sexual intercourse does provide some measure of pleasure even for vampires, it can never provide true satisfaction. However, like all vampires, Caine derives almost downright sexual pleasure from drinking blood.)
-Psychological (-2; the Beast. As all vampires are, Caine is under the influence of 'the Beast', a powerful compulsion to surrender himself to his baser instincts of rage, fear and hunger. Taming the Beast fully is impossible, but Caine has been controlling himself as best as he could for millions of years. A well-fed, fairly humane vampire will find it easier not to give in to their more bestial instincts, which probably serves to explain quite a bit of his success.)
-Psychological (-2; moderate humanity. Despite his original sin, his monstrous nature and his superhuman abilities and powers, Caine is surprisingly still close to humanity in terms of compassion, conscience and self-control. He is certainly distant, and prefers to be left alone, but he is no heartless, merciless abomination.)
-Psychological (-2; aloof and distant. Caine has mostly detached himself from the politics, machinations, schemes and conspiracies of modern vampire society. He still pays attention to what his 'children' are up to once in a while, but to him, their complex 'secret societies'-like paranoid nonsense is little more than pretentious children games. Most vampires' arrogance, self-righteousness and tendency to stab each other in the back merely register as foolishness and youthful stupidity in the much, much older vampire's mind. Likewise, his view of humans in general is similarly distant, though more respectful given their usually more honest, straightforward and uncorrupted - in comparison to vampires anyway - nature.)
-Psychological (-3; severe pride. While Caine is probably more amicable and friendly than the majority of Kindred, he is pretty much a vampire god with the power to back it up. For that reason, despite his generally good demeanor, it is still a very bad idea to mess with him.)
-Psychological (-3; Rötschreck. Like all vampires, Caine's weakness to fire and sunlight comes along with a supernatural fear of fire. If aware and safe from the fire before getting close, one can will themselves to steel their mind against the fear, being able to face it with difficulty and act, although with a -2 sitmod to all Actions until they are away from the flames for good. However, if suddenly faced with unexpected flames - a molotov cocktail exploding, a lit match or lighter being shoved in their face all of a sudden, or waking up only to find one's house on fire - a vampire will usually freak the heck out before managing to calm down as stated above. That being said, Cain has access to various powers among his Disciplines to overcome fire, so there's that.)
-Hatred/prejudice (-3; towards fools, idiots and incompetents, especially among the Kindred. He's not especially fond of humans displaying such 'qualities' either, but vampires with them positively bother him.)
-Conflicting interests (-3; supporting Kindred society VS ignoring and opposing them, and the Camarilla VS the Sabbat. While Caine tries to mostly distance himself from modern vampiric society, he can't help but feel responsible for them and to want them to better themselves eventually, so while they annoy him to no end, he often returns to them once in a while to try and guide them in the right direction. Additionally, while the Camarilla is often behind some of the behavior he despises the most in vampirekind, he admits it is the closest thing to a stable society the vampires have, whereas the Sabbat, who love and essentially worship him and his eventual return, act as violent, foolish children with very little restraint and humanity, making them difficult to treat with the respect they think they deserve for their 'devotion'.)
-Obsession (-2; atonement. Caine seeks to make the world a better place to atone for his past sins, including killing his own brother, creating the Kindred out of selfishness, and the chaos and suffering that some of his children brought upon the world.)
-Haunted Past (-3; murdering his brother Abel, naturally, and losing God's favor; in addition to creating the Kindred and committing atrocities both in their favor and against them over the last thousands of years. Caine has a lot to seek atonement for, and it weighs heavily on his mind daily.)
-Secret (-4; to other Kindred, that he is Caine, that Caine is still alive, the latter a fact being actively disbelieved by the Camarilla in general. To humans in general, that vampires and other supernatural forces exist.)
-Infamous (-5; the First Vampire and the Harbringer of Gehenna. Caine is rightfully and widely feared as the first and most powerful of all vampires, both within and without the Kindred. It is - again, widely and correctly - believed that if he is alive, Caine wields power of Biblical proportions and is essentially a living god, which would be already terrifying in and of itself if he wasn't also believed to be the Harbringer of Gehenna, which is essentially the vampiric version of the Apocalypse, when he and the other Antediluvian vampires would return to devour their younger progeny, destroying the world in the process. Whether Gehenna is actually a thing is unknown, including to Caine. As far as he's concerned, while he might want to eventually punish Kindred society one day, he has no intention of doing so completely indiscriminately, nor destroying the world in the process.)
-Deadly enemies (-10; countless. Most vampires fear him and the implications of his return, other supernatural beings and organizations dread the day his continued existence is confirmed. God Himself still bears a grudge against him, angels, werewolves and many occult groups - including the Syndicate of Leopold - in the world fear his very name and would rather know him dead than risk having to live with such a terrifyingly powerful player in their midst.)
-Special Vulnerability (-1; to sunlight. Unlike the vast majority of vampires, sunlight is actually no longer lethal to Caine. In fact, it is mostly annoyingly bright and distracting to him, applying this challenge's value as a sitmod to all actions undertaken under direct sunlight. Otherwise, he is fine.)
-Special Vulnerability (-5; to fire. Takes 2x damage from it... though unfortunately for a potential attacker, so do they via the Mark of Caine. Additionally, Caine heals from fire-inflicted wounds twice as slow as usual.)
-Special Vulnerability (-3; to stakes through the heart. While such a thing will not kill Caine, it would rob him of his strength and paralyze him. Doing so is, however, exceedingly difficult, as Caine is a lot tougher than most physical beings and piercing his rib cage at the right angle would be akin to a miracle.)
EQUIPMENT
-Currently worn: Grey sweater, blue denim jeans, white socks, white tennis shoes
-Wristwatch
-Smartphone
-Large House (Owned by Caine, located outside the city)
RESERVE EQUIPMENT (Kept in Hammerspace)
-The First Blade (+3, 2x damage, AP; if it deals damage, inflicts another 12 stones attack VS Durability, 3x damage, Prevents resurrection via Reconstitute Self if it kills; Adds +3 to all vampiric Disciplines while held; Indestructible; requires the Mark of Caine to use. An ancient artifact as old as Caine himself, the First Blade is an ancient-looking, seemingly poor quality curved knife made from the jawbone of a donkey, a stone handle and rusted, rudimentary nails holding it together. It is the exact weapon originally used by Caine to kill his beloved brother Abel out of jealousy, the very sin which sent him on his path to damnation. In the hands of anyone else, the First Blade is a pathetic weapon which barely cuts at all, acting as a +1 weapon, Can't deal more than 1w of damage. However, in the hands of the bearer of the Mark of Caine, it becomes an unbelievably lethal artifact capable of killing almost anything and anyone. It is indestructible. Caine generally keeps the First Blade hidden in his house; mostly because he despises the sight of it because it brings back bad memories.)
-The Wrath Hammer (Shao Khan's Maul)
-Unknown VERY Powerful Hammer (Gained in Marvel/DC verse)
-The Arrow (Made from a mineral found in a meteorite. Slashing someone with its blade will infect them with a dangerous alien virus which is usually lethal; but if survived, will cause the target to manifest a Stand.)
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STORY: Caine, eldest son of Adam and Eve, and first human to be born as opposed to created by God. Brother of Abel. Caine the betrayer. The First Murderer. Caine, the King of Enoch. Caine, the Forsaken.
Mankind's history has many titles for him, but modern vampire society has a lot more. In the eyes of many, Caine is the progenitor of the vampire race, the first of his kind, creator to his species just the same as God is the creator of humans. Many still, especially among the violent fanatical religious ranks of the vampires known as the Sabbat, believe him to be the Harbinger of Gehenna, basically the vampire version of the Apocalypse, where Caine and his closest children, the 2nd and 3rd generation vampires known as the Antediluvians, will return from their slumber to devour their progeny, drowning the world in a sea of blood. Many others, including the more numerous and much more civilized Camarilla vampires, believe that's bullsh*t and religious nonsense, and that Caine's story is just a metaphor and Gehenna is nothing more than a silly story created to scare young kindred - as vampires like to call themselves. After all, no one has seen an Antediluvian for thousands of years, if not more. And no one alive has seen Caine, nor knows someone who can prove beyond doubt that they have. It's all just stories.
Both are wrong.
The truth is, while the 2nd and 3rd generation vampires are indeed gone - mostly - and Caine has indeed vanished for all intents and purposes, never to be seen, thousand of years ago... he is still very much around. Caine remains unseen and unheard of because he wishes to be. He has grown disgusted with the vile manipulations, lies, betrayals and semi-political nonsense modern vampires revere in, and has mostly kept his distance, keeping his true nature hidden and his real power in check as he watched from afar. Caine has never been truly gone, so whether his return would mean anything is anyone's guess, including his own. For while he is displeased at vampires in general for what they have become, he also feels mostly responsible for the messes they made, because at the end of the day, he created them indirectly when he sired his first three children... who sired others... who themselves sired others... and so on.
Nowadays, Caine lives alone, in the outskirts of a small town in the United States, under the guise of an old man of average built, with grey hair, a moustache and little else of note. When people do catch a glimpse of him, he's usually napping, reading a book or just gazing into the distance on his porch. He drives an old truck which he keeps in working conditions, and rarely talks to people, aside from a mere 'hello' once in a while to people who cross his path. So far, that life works for him, and he can live with it. Whether the world will leave him alone to enjoy it, however, is another matter entirely.