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Jan. 19th, 2015

houndsofhell: (078)

Skills & Spells


{ placeholder post }

Jul. 25th, 2011

houndsofhell: (060)

Quirks of Genetics

Merits
  • Natural Channel - For Erin, the gauntlet between spirit and physical worlds is thinner than it is for most others. Spirits take more kindly to her, and she finds it less difficult to 'step sideways' (or cross over) than the typical garou.

  • Possession Proof - Banes (evil spirits) simply cannot possess Erin. This acts much as if she had set up wards against possession, and the spirits instinctively know not to even waste the effort. Should one try anyway, however, bad things would likely happen to it. Being immune to Bane possession also translates to immunity against demonic or other forms of possession (in cross-over situations).


Flaws
  • Banned Transformation - Erin cannot change forms when in the immediate presence of silver, except if returning to her breed form (homid/human).

Jul. 19th, 2011

houndsofhell: (086)

Preternatural Abilities

Homid (Breed) Gifts
  • Rank One
    • Dead-Eye - significantly reduces the difficulty of any aim involving a projectile or missile weapon; must be intentionally invoked, and does not guarantee success

    • Persuasion - adds a certain amount of believability to lies, convincingness to arguments, and so forth
  • Rank Two
    • Jam Technology - temporarily makes technological devices malfunction when invoked (does not cause permanent damage)

    • Speech of the World - ability to speak and understand any human language, albeit not with a native accent

    • Unnatural Camouflage - can easily merge with surrounding humans, appearing as 'one of the crowd' and seemingly wearing the same clothes/having the same general appearance; illusion drops once actual interaction occurs (regardless of who initiates)

Ragabash (Auspice) Gifts
  • Rank One
    • Blur of the Milky Eye - ability to move undetected by appearing as a shimmering blur; if noticed, will remain properly visible until viewer diverts attention

    • Open Seal - can open any locked or sealed device

    • Scent of Running Water - innate masking of scent, so as to make tracking her nearly impossible or very difficult (depending on skills of tracker); highly unlikely for anyone not intentionally tracking to come across her scent trail

    • Trailblazer - easy navigation of any terrain, from thick woods to crowded cities (etc.) regardless of how labyrinthine; also allows for finding the fastest and/or shortest routes from one point to another
  • Rank Two
    • Blissful Ignorance - ability to become completely invisible to all senses, monitoring equipment, and even spirits by standing still; negated with movement, with a risk of being caught by someone deliberately searching for her

    • Obscure the Truth - when this gift is called upon, even the most ridiculous lies (such as claiming the sky is green) may be said with calm sincerity and a straight face capable of making (nearly) anyone believe the falsehoods; not completely infallible but very convincing due to the air of sincerity and an edge of persuasion; best used sparingly, due to the spiritual exertion required

    • Sticky Fingers - ability to coat fingers with a sticky, silvery substance which will adhere to anything; allows for climbing vertical surfaces such as walls or stealing reasonably-sized items such as credit cards or keys

Fianna (Tribe) Gifts
  • Rank One
    • Faerie Light - creates a wisp of ghostly light either white, green, or pale blue in color; the glow can exist anywhere within line of sight and may be used to make eyes flash or glow with unnatural green or blue; the light may even float slowly, if so desired, as long as it remains within line of sight; cannot illuminate more than three feet radius at a time

    • Primal Song - innate ability to accurately and completely know any song or dance just from hearing or seeing a small portion (such as a few hummed bars of a song or a couple of dance moves); also aids in getting a feel for the particular style so as to create new pieces, but does not create skill or talent (so the singing, songwriting, or dance creation could be style-appropriate yet completely horrible like most songs with auto-tune)

    • Resist Toxin - immunity to any poisons and diseases; ability to heal damage caused by many Wyrn toxins
  • Rank Two
    • Brew - mystically transforms a chosen pitcher of any liquid substance into an alcoholic beverage, the quality of which varies depending on level of success; useful for inebriating unsuspecting targets

    • Ceridwen's Blood - ability to channel the life force within her blood for the healing of an ally; must spill her own blood in the process (a small cut suffices); she will suffer the damages healed, except in the case of severe (aggravated) damage which only inflicts her with lesser wounds yet leaves her significantly weakened until sustaining adequate rest and healing

    • Glib Tongue - when invoked, makes whatever she says (even if it's pure gibberish) sound like whatever the target(s) wish to hear; she has no clue what they're hearing, unless they give adequate clues or outright repeat what was heard; can backfire horrifically, depending upon what the target truly wishes to hear in order to be appeased

May. 29th, 2011

houndsofhell: (088)

Quirks of Genetics

Merits
  • Mixed Morph - Murdoch can transform any portion(s) of his body without completely changing forms. Due to much practice (and situational abuse) of this ability, it's nearly seamless and sometimes even happens on instinct alone. When attempting to intimidate someone else, he also has a habit of calling upon his lupus form's eyes for a few seconds - just to make the other person question their sanity or fear him (he doesn't care which).


Flaws
  • Tribe Flaw - All Fenrir have some sort of prejudice. For Muds, it manifests in the form of a vehement intolerance for weakness, often to the point of coming across as a jerk or instigating conflict when he just means to show others how strong they truly are. (Although sometimes he's just keen on punishing someone for being too weak.) As far as he sees it, those who need sparing really don't deserve it. Because of this, he's particularly hard on himself as well.

  • Silver Issues - In addition to the expected negative reaction to silver, contact with it causes permanent scarring and could, in smaller quantities than necessary against other garou, kill him - regardless of what form he's taken. When in the presence of silver, due to his ability to sense it, there's a certain sense of uneasiness which might just tip off someone superstitious enough to put the two circumstances together.
houndsofhell: (042)

Preternatural Abilities

Homid (Breed) Gifts
  • Rank One

    • Master of Fire - ability to heal from fire damage at the same rate as the sort of injuries incurred through hand-to-hand combat

    • Persuasion - adds a certain amount of believability to lies, convincingness to arguments, and so forth

  • Rank Two

    • Speech of the World - ability to speak and understand any human language, albeit not with a native accent

    • Staredown - increased likelihood of causing those intimidated via a stern stare to flee in terror

    • Unnatural Camouflage - can easily merge with surrounding humans, appearing as 'one of the crowd' and seemingly wearing the same clothes/having the same general appearance; illusion drops once actual interaction occurs (regardless of who initiates)


Ahroun (Auspice) Gifts
  • Rank One

    • Razor Claws - can strike claws against a hard surface to make them razor-sharp

    • Spur Claws - can stick claws into an opponent, secreting a non-lethal (but weakening) poison until removal; takes a minute or two to regenerate

    • Inspiration - ability to spark resolve or righteous anger within allies; works to a lesser degree on himself

  • Rank Two

    • Foetracker - ability to lock onto the scent of a target and accurate trail them regardless of attempts to mask or confuse the trail; becomes weaker over time and with distance

    • Gift of the Salamander - essentially an immunity to the damage caused by fire, flame, and/or smoke

    • Sense Silver - self-explanatory

    • Strength of the Pack - can give any chosen amount of his own strength to one or more pack members for a temporary amount of time


Get of Fenris (Tribe) Gifts
  • Rank One

    • Resist Pain - ability to ignore pain and keep pushing until the body surrenders (should injuries be so severe)

    • Battlesense - ability to sense number and location of enemies and determine best direction to focus an attack

    • Visage of Fenris - ability to look larger and more intimidating than usual

  • Rank Two

    • Shards of Icy Rage - can literally transform the power of rage into physical ice initially as strong and as sharp as a knife/blade

    • Wearing the Bear Shirt - never runs from a fight after pushed to the point of frenzy

Oct. 1st, 2010

houndsofhell: (050)

Abilities

Caine is a man of natural and supernatural strength, a formidable foe in nearly every sense. Because of this, much care had to be taken by the Alliance to keep him under control. He was drugged to an extent that he barely felt alive at times... and, at others, felt as if he'd become a mere human. Though it fueled his anger and cemented his newfound dedication toward helping to destroy the Alliance (or at least bring an end to their abduction and experimentation), this also left him incapable of fighting back or enacting some grand scheme of revenge.

He doesn't quite know what they did to him or which 'memories' are nothing more than nightmares, but whatever turned him into a pyrokinetic also scarred his spirit... in a very literal sense. Given that garou are nearly half-spirit and Caine had a strong tie with his spiritual side, the repercussions have proven hard-hitting and frustrating. What's worse: being out of his element and having his natural powers suppressed for so long while in the compound only exacerbated the matter.

Caine can no longer enter the Umbra (spirit world), but has brief and infrequent flashes of perception that mirror the Penumbra, showing people and things in terms of their spiritual nature. He has also found that certain gifts are more difficult to harness than normal... while others are impossible all together. Perhaps unsurprisingly, those which prove the most trouble are also those which make him the strongest. Even his natural defenses have yet to fully recover, leaving his healing ability severely weakened and making him capable of dying by means other than silver or attack by a supernatural creature.

Undamaged Gifts
(Mostly, these are the gifts which are always in effect. The rest are the few which didn't sustain damage; they'll work as usual.)
  • Master of Fire - ability to heal from fire damage at the same rate as the sort of injuries incurred through hand-to-hand combat

  • Persuasion - adds a certain amount of believability to lies, convincingness to arguments, and so forth

  • Speech of the World - ability to speak and understand any human language, albeit not with a native accent

  • Tongues - ability to read or write any human language regardless of age and obscurity (difficulty rises according to obscurity)

  • Razor Claws - can strike claws against a hard surface to make them razor-sharp

  • Resist Pain - ability to ignore pain and keep pushing until the body surrenders (should injuries be so severe)


Weakened Gifts
(These gifts can be called upon normally, but only in a limited state. Limitations are presented in italics.)
  • Jam Technology - temporarily makes technological devices malfunction when invoked (does not cause permanent damage); works on small devices such as communicators and computers but not on ships or other large equipment

  • Beast Speech - ability to speak to animals (does not change their natural instincts/reactions); only works on canines and close cousins thereof

  • Eye of the Cobra - aids in the power of persuasion with eye contact, potentially helping to lure (or at least tempt) someone to become an ally; only applicable to those who aren't enemies or who are uncertain about their loyalty

  • Veil of the Mother - ability to temporarily alter his appearance or that of any willing participant; cannot change gender but can change general aesthetics as well as height (up to six inches) and weight (up to 30 pounds); when veiling someone else, he must remain near to them and retain at least slight concentration on the task (if he's attacked, for example, the guise would drop)

  • Venom Blood - at will, his blood can be turned into a viscous, black substance which causes harm to all others who come into contact with it; only available in homid (human) form and causes significant pain


Severely Weakened Gifts
(The use of these would require great effort and could very well result in physical harm. He can sense that something isn't right before drawing upon the gift's use, but may be in a dire enough situation to take the great risk. Bad things will ensue if he does.)
  • Mantle of the Land - ability to create a concealing cover of mist from water in the atmosphere; due to the denseness of the fog, those within it have difficulty seeing and hear sounds as muffled

  • Alberich's Claws - ability to easily slice through any inanimate material (such as stone, steel, or glass) with claws; the ability remains, but it's not quite as easy as before

  • Song of Rage - ability to unleash the beast within the target, most likely to spur a fight


Full list of abilities behind cut for reference purposes. )