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Darkness Eternal


 

Name: Lord Jonathan Pender, most often "Lord Pender"
Race:
Vampire, Ventrue (Methuselah)
Age:
6,742 years (human standards)
Home:
Quellarin d'Oloth

 

*Abilities*

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Primary Disciplines
(those he is most adept with, almost if not fully progressed in the following)
 


Fortitude


Summation:

Resilience to physical attacks



The ability for a kindred to no be phased in the least by most if not all "normal" attacks (punches, kicks... what most humans would consider painful or stunning blows). Blunt weapons are no exception. What might normally crush a man's skull would merely bruise for a short period of time. For each advancement, the results become more and more effective.

In more advanced stages, 'lethal' attacks, using swords, or sharp objects may be shrugged off without much complication. Blades don't penetrate flesh as well, but still may sink in, often stopping at the bone if not before. For each advancement, the results become more and more effective.

In the supreme stages of this discipline (of which a methuselah of fine age would possess), things normally that would prove fatal for the kindred may be endured or ingored, pending their severity. For example, sunlight or fire would simply burn and cause discomfort, but would not outright kill one at this level (unless exposed for an extended period of time). Something like silver, garlic, or holy water can be shrugged off (unless, for example, the kindred was submerged and kept within a pool or tub of holy water for an extended period of time). For each advancement, the results become more and more effective.
 



Presence


Summation:

Ability to affect others' perceptions, and therefore their will changing on their own, which is much more effective in the long run than simply trying to change one's will. These may be inflicted on single or multiple target.

 


1 - Awe - 1
The Kindred convinces others that his thoughts are correct (my opinion is yours)


2 - Dread Gaze - 2
To put terror in the heart of the target, causing a wish to do nothing more but escape the kindred's wrath.


3 - Entrancement - 3
To convince another to serve a kindred. The victim would keep most of their will, but wouldn't appear to be doing anything against it. (The little devil on the right shoulder wins)


4 - Summon - 4
Allows a kindred to call someone from even a great distance. The more it is used, the more eager one will be to come, and approach any obstacles with great vigor.


5 - Majesty - 5
Almost instant respect and fear. Anyone wishing to be rude to the kindred loses some of their willpower. Attacks, even more willpower is sapped.
(note: However, if a kindred using this discpline attacks another kindred, the effects are no longer present)

 


Dominate

 

Summation:

The ability of a kindred to inflict his own will upon another against his or her will. Direct eye contact is required, and once in place, is locked unless some outside effect would physically break that contact (e.g, a person moving between the two to block it for at least 10 seconds, or if the gaze was torn for more than that period of time)
Note: Dominate may not be inflicted on another kindred of a lower generation (lower means older and more powerful).

 


1 - Command the Wearied Mind - 1
A one word command of which the victim will try to complete to the best of his/her ability or abilities. This may be hidden in a sentence, for example: "Kill that thief".


2 - Mesmerize - 2
Kindred may implant up to a one sentence suggestion into the victim's subconcious, which could take effect later on in time.


3 - The Forgetful Mind - 3
The ability for a kindred to add, edit, or delete memories from the subconcious of an individual... either temporarily, or in the higher levels, permanently.


4 - Conditioning - 4
The ability to let a target's mind be more open to a certain kindred's commands (or attempts to dominate), and more resistant to another's commands (or attempts to dominate). This is done over time, not instantly, and takes time per use (easily 15 minutes if not longer, depending on how much "progress" is wished. A mind must be 'conditioned' or exercised to this state for lasting effects.


5 - Possession - 5
A kindred may possess a mortal's body, completely controlling his or her actions. Throughout this, the kindred's body becomes motionless.

 

 

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Secondary Disciplines
(Those which he has learned in addition to his primaries. Not as powerful as his "inborn" disciplines, but still an expert with them)

 


Celerity


Summation:

Increased speed and agility



All kindred have a far superior agility and speed than mortals. However, those skilled in the disciplines of Celerity have honed their abilities in this regard to a point where they surpass other kindred. To most, one with a proficient level of Celerity would appear as if motions were a blur, or in extreme cases and especially at night, mere flashes. (Ever seen Spider Man? Like the fight scene in front of the lockers only a bit more exaggerated.


 

 


Potence


Summation:

Extreme strength



All kindred have a natural greater strength than mortals. Much like Celerity, Potence works the same way, only with strength. The higher the level, the more increased damage a kindred will do in physical attacks, or more superhuman feats can be accomplished. (The granny lifting the car to get her ice cream has got nothing on this! Adrenaline 10 fold)


 

 


Protean


Summation:

Altering Physical form, some cases only partially.



1 - Eyes of the Beast (or ) Gleam of the Red Eyes - 1
Simply allows a kindred supreme night vision, which enables them to see in even the most pitch black of circumstances.

2 - Feral Claws - 2
Affords a kindred the ability to grow one inch claws, which cause extreme aggrivated damage for a melee attack.

3 - Earth Meld - 3
An excellent means of escape for a kindred. He may sink into the earth, but must have two feet deep of any natural substance (stone, dirt, sand, etc). In this state, the kindred is undamaged by even sunlight or fire.

4 - Form of the Bat/Wolf - 4
(perhaps the most commonly known ability in vampire lore)
A kindred may assume the form of a bat or a wolf, and still may use mental disciplines (Presence, Dominate).

5 - Form of Mist - 5
The ability for a vampire to take upon himself the form of mist, which renders him immune to all attacks save for sunlight. This is often used as means of sneaking in to places which have been shut. Anything that allows air into it is not impossible for a kindred to enter.

 

Hit CounterLord Jonathon Pender Lord Jonathon Pender

(UNDER CONSTRUCTION)