Character Name: Degan Price (Ravynwulf)
Age: 15
Form: 3rd former
Sex: Male
Height: 6'
Weight: 203lbs
Ethnicity: English Descent
Hometown: New Orleans, Louisiana
Sexual Preference: Heterosexual.
Favorite Animal: German Shepherd
Food Restrictions: N//A
Hobbies: Reading, fencing
Personality: He goes along to get along. He doesn't like making waves. He's not easy to anger, but they say still waters run deep.
How He/She Arrived At This House Of Night: He requested a transfer from Dallas to be with Liz.
Human Abilities(Such as Archery, Fencing, Gymnastics, Writing, Painting, Etc): Ecellent swordsman, mediokre peace keeper.
Vampyre/Fledgeling Abilities (Limit 3 And Remember Descriptions of Each Power):Granted on 3/2/2010 Via Yiska
TEMPORIS: TIME CONTROL> Activated Ability (Requires Focus)
Time AttunementThis power allows the vampire to sense time fluctuations in his immediate vicinity, whether caused by Temporis, mortal wizards or stranger things. Additionally, the vampire has a perfect ''internal'' clock and is always aware of local time (barring external interference or a botch). This awareness is accurate down to at least 100th of a second. Always in effect. The range for detecting the distortion is number of miles equal to vampire's perception. Those with power of Level six or higher maybe sensed across hundreds or even thousands of miles. Any attempts to affect the vampire's internal clock is increased double difficulty by vampire's Temporis rating.
Internal RecursionThis power affects a single victim's perception of time, forcing him to relive the same events over and over again until the power's effect fades or something snaps him out of the fugue state. Unless the vampire can telepathically dredge up memories, the events must have transpired within the past few moments. The victim remains passive and unaware until his trance is physically broken or power expires. Normal conversation will not break the trance but a scream, gunshot or gentle nudge will. The vampire must be able to see his victim to activate. The duration of the power depends on successes. One minute, 10 minutes, one hour, 6 hours, one day.
LapseThis power halves the speed of one individual's movement through time for a brief instant. To the victim the world seems to have sped up around him. Costs 2 bloodpoints, duration is minutes times number of successes. A character with the ability to take multiple turns such as with Celerity halves the amount of turns he can take. (This was easier to do than to explain the WW way since it involves dice, etc.)
Subjective Suspension ((After Training))The vampire can suspend an inanimate object in time, keeping it in perfect condition while the world around it passes at a normal time. If anything touchs the objects that wasn't in contact with it when the Subjective Suspension was invoked, the item instantly re-enters normal time. Costs 2 bloodpoints and the vampire must perceive the object he is suspending. Stopping a bullet or other projectile requires some means of supernatural perception such as Auspex. Successes determine how long object is stopped. One turn, one minute, 10 minutes, one hour, one day, one week.
A suspended object has all of its energy suspended with it. A bullet will hang in mid air, a beaker of chemicals stops in mid-reaction, a suspended campfire stops burning and looks like a pile of charred logs. Any physical contact from anything more significant than a raindrop will break the suspension. The bullet resumes its flight (whoever touched it better hope he touched the back end of it or its flight will continue through his hand). This power can not used on anything larger than the vampire or on animate objects anymore complex than a dog.
Clotho's Gift ((After Training/Approval or Change))The vampire can momentarily speed up time through him. He becomes briefly capable of feats of physical speed similiar to those of Celerity. This power allows some things that does Celerity does not--most notably the application of other disciplines that require full conscious thought. This is not without its costs as using other disciplines while using this power effectly taxes the vampire's unlife force. Something has to give. That something is the vampire's physical form, as the energies that enpower it are sucked away for a moment. Elders tell horror stories of incautious Kindred who used this will accelerated applications of Dominate. (IE folks, when using this power and if your char is applying 10 other disciplines at the same time, guess what? Sucked rotting corpse for your char, got it?)
Requires 3 blood points. Extra successes determine amount of actions, thus 3 successes is 3 actions. Even use of Disciplines normally forbidden in multiple actions can used as in Dominate or Thaumaturgy. However, everytime one of these multiple actions is used, the vampire takes one unsoakable health level of damage. The effects of the power applied occur in normal time as in a victim of Dominate would hear the vampire's words in normal time (though eye contact is still required). Lesser Temporis levels 1-4 can also be used. ANY vampire attempting to this power in combination with any disciplines level 6 and over disintegrates into ash in the blink of an eye.
Kiss of Lachesis ((After Training/Approval or Change))True Brujah who know this power have gained limited mastery over the physical age of objects and individuals. With minor effort, she can momentarily increase the flow of temporal energy through a subject, aging it decades while seconds pass in real time. With greater sacrifice, she can absorb and nullify some of that same energy, reducing the physical age of a subject. This power does not reverse history. A subject or object cannot be reduced past the point at which it came into its current physical form. For inanimate objects this is the point of creation or assembly, for living things the cusp of his adulthood, usually 16-20, (or birth, if he has not yet reached physical maturity, for a Cainite, the moment of his Embrace.
Aging requires 2 bloodpoints, touchs the target and concentrates for one turn. Successes determine amount of time aged. Up to one year, up to 5 years, up to 10 years, up to 50 years, up to 100 years. Decreasing age works in the same manner only for every success after the first one, the vampire takes one unsoakable health level of damage. An elder vampire who is reduced in age to neonate does not lose generation, disciplines or memories. However, if his age is advanced enough, any signs of diablerie fade from his aura--and he may begin experiencing strange dietary deficiencies.
Hall of Hade's Court ((After Training/Approval or Change))This power can alter the subjective passage of time within an enclosed space, letting an entire night pass in the space of a moment. This is most often used defensively or socially. The former allows the vampire to enter his haven at dawn, spend a few moments in rest then emerge fully rested at sunset. The latter is used to extend clan gatherings through a long night, delaying the need for sleep in the interests of political or social situations. However, there are recorded applications of this power being used for martial purposes, the most noteworthy being the ''adjustment'' of a former Malkavian justicar's night of gambling and his subsequent demise as he walked out of the casino into a Monaco sunrise.
One bloodpoint is spent per hour of normal time that is affected. 1 success is one hour is 30 minutes, one hour is 15 mins, one hour is 10 mins, one hour is 5 mins, one hour is one min
Clio's Kiss ((After Training/Approval or Change))This power allows the True Brujah to reach into the past and summon events, objects or individuals. This is the power to bypass time and bring something or someone forward to the present. At least four recorded attempts to retrieve Brujah himself have met with unspeakably hideous failures. No True Brujah is known to have ever attempted to summon Caine through the use of Clio's Kiss.
The scene around the vampire materializes around her, replacing the ''real'' situation and environment. All individuals within this power's area of effect--a room up to a ballroom size or an outdoor area of similiar dimensions. The vampire is the only one that can interact with the summoned scene. If the vampire wants to take an object or individual from the scene, permanently bringing them forward to the present, a permanent willpower point must be spent. The replayed scene ends. This power cannot be used to alter history by removing a key individual or item. Only those people or items whose contributions were minor and largely unnoticed can be removed. It is possible to summon someone from close to their point of death. A manuscript that burned in Library of Alexandria can be removed if it is summoned after the last time it was read.
Tangle Atropo's Hand ((After Training/Approval or Change))This agonizing taxing power is rarely used, but some feel the price it exacts is worth its benefits. The True Brujah may literally untangle the thread of time, gaining a second chance to undo his mistakes or prevent the actions of others. However, unless the vampire takes different actions from those he first took, all other participants will do exactly the same things with the same results--this is a true reverse of tim and the memories of the subjects are reset with it.
The player spends a permanent Willpower point and 3 bloodpoints. The character takes a number of unsoakable aggravated damage equal to the number of turn's events he is undoing. This can only be used once a scene and is limited to the area within his line of sight. When activated, the vampire remains where he is when power starts unless he resumes his previous position. He retains full memories of the exact event as do any others in the area with Time Attunement (or mages with appropriate aptitudes). Anyone else loses all memory of the events that were undone.
Fortitude ((Innate Gift:: Requires no focus. exception Aegis))All Kindred have amazing stamina, along with regenerative powers and an immunity to ageing and disease. Kindred with Fortitude have an even greater degree of supernatural toughness. This is one of the most important "combat" Disciplines, as it gives the Kindred who possesses it the ability to soak terrible Aggravated wounds. Fortitude bestows a resilence and vigor far beyond even normal vampires. Kindred with this power ignore the mighties punchs and barely feel hails of bullets. Also helps protect against sunlight, fire, and terminal falls. (VtM 3rd) See sublevels.
Endurance: You can use your Soak against Aggravated Damage. You still suffer Aggravated wounds as normal, but generally suffer less damage than others would. You may endure 5 seconds of exposure to Sunlight without taking damage.
Resilience: Your Health points increase by 5, and your Soak is increased by +1 bonus point. These points are applied immediately and permanently.
Mettle: You may now heal Aggravated Damage. It takes one minute to heal each point of Aggravated damage and costs 2 Blood Points per point healed.
Perseverance: ((Requires Training)) You now heal normal damage more efficiently. At the cost of one Blood Point, you may heal 2 normal wounds at the rate of one point every 5 seconds. Secondly, you receive another +1 bonus to your Soak and another +5 bonus to your Health. These bonuses are cumulative with the bonuses from Resilience.
Aegis: ((Requires Training)) You can completely ignore one source of damage. This costs a permanent point of either Physical Attack or Physical Defence. You are protected against all the affects of an attack, such as an attempt to stake you; immune to the affects of sunlight or fire for five minutes; able to force a Diablerist to begin draining your Health points again during Diablerie and any other specific affects allowed by a Referee on a case-by-case basis.
If you become immune to the effects of an Attack, then you cannot be harmed by that specific attack for the next five minutes. So, if you use Aegis to ignore an attack from Character A armed with an sword, you would not be protected from Character B with a sword, or Character A with an Axe, only from Character A with a sword (any sword). It is Ref's discretion whether one use of Aegis protects against an attack: if Character A picked up a Kinslayer sword, the Aegis would not protect as it is considered a different attack.
Personal Armour ((After Training/approval or change)) (GC)
Causes anything that strikes a Kindred who employs this to shatter on impact.
Armor of Vitality ((After Training/approval or change)) (Dark Ages Companion)
Toughens the vampire's skin to marble breaking ordinary weapons with no blemish to vampire's skin
Shared Strength ((After Training/approval or change)) (GC)
Allows the Kindred to protect those around her. The vampire must mark his target by pressing a drop of her blood onto the target's forehead. Particularly sadistic Kindred have come up with a number of ways in which a target's "devil's mark" and supernatural endurance can be used to land him in a great deal of trouble.
Bestow Vigor ((After Training/approval or change)) (Dark Ages Companion)
The vampire can endow another with some of her supernatural stamina. One bloodpoint for each point of Fortitude given. The target must ingest the expended bloodpoints (this commonly done by drinking the blood or dripping it onto an open wound). Successes determine how long target keeps the power. The vampire also retains her full level of Fortitude. One turn, three turns, one scene, one night.
Adamantine ((After Training/approval or change)) (GC)
More powerful version of Personal Armor allowing the Vampire to take no damage from attacks that shatter on her skin.
Mini Bio:Degan was born to a high borne family. They help to try and keep a happy median between humans and vampyres. They're both in governmental jobs and move all over the place. When he was Marked, they were thrilled and he became Degan Ravynwulf, a name that had been in their family before they'd come to America. He transferred here from Dallas to be near one of his good friends, Elizabeth.