houndsofhell (
houndsofhell) wrote2010-10-01 02:08 am
Entry tags:
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.)
Weakened Gifts
(These gifts can be called upon normally, but only in a limited state. Limitations are presented in italics.)
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.)
Full List of Abilities (For Reference)
Homid (Breed) Gifts
Galliard (Auspice) Gifts
Get of Fenris (Tribe) Gifts
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
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
- 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
- Rank Three
- Tongues - ability to read or write any human language regardless of age and obscurity (difficulty rises according to obscurity)
Galliard (Auspice) Gifts
- Rank One
- Beast Speech - ability to speak to animals (does not change their natural instincts/reactions)
- Find the Child Within - helps to convince the target to follow a command by playing to their instinctive response to parental authority and/or affection; the suggestion must be one that a child would find reasonable (ex: "Don't do that, you'll get hurt")
- Rank Two
- Distractions - uses the power of annoyance and/or curiosity to distract the target with wolf sounds such as yips, yelps, or howling
- 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
- Rank Three
- 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
- Song of Rage - ability to unleash the beast within the target, most likely to spur a fight
- 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)
Get of Fenris (Tribe) Gifts
- Rank One
- 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)
- Visage of Fenris - ability to appear larger and/or more intimidating than usual, generally commanding respect from peers and cowing foes
- Rank Two
- Snarl of the Predator - can cause opponents to back down (or perhaps simply not underestimate his abilities, should the foe be the type who never backs down from a fight) with just a primal sort of growl
- Wearing the Bear Shirt - never runs from a fight after pushed to the point of frenzy
- Rank Three
- Alberich's Claws - ability to easily slice through any inanimate material (such as stone, steel, or glass) with claws
- Might of Thor - use of this gift provides a drastic increase in strength for a short duration, after which he becomes as weak as a kitten until resting for at least an hour
- 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
