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Assassin_Entreri
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PostPosted: Wed Mar 10, 2010 12:52 am


Player: Assassin_Entreri

Character Name: Albert Storhaug

Picture:
User Image

Age: Appears to be in his late 30s to early 40s

Form: Professor of History

Sex: Male

Height: 6'1"

Weight: 145 lbs.

Ethnicity: Irish, German, English, French

Hometown: Paris, France

Sexual Preference: Not interested at the moment, but he does love the ladies.

Favorite Animal: Eagle

Food Restrictions: Major bloodlust; he manages to keep it under control by eating meat raw

Hobbies: Fencing, Reading, dancing (preferably the waltz), and a closet heavy/death metal music fan, collecting stamps

Personality: He can come off as cold, know-it-all, heartless man but deep down he cares for the students. He just refuses to show it unless nature demands it.

How He/She Arrived At This House Of Night: He was asked by Nymh to come down to fill in the empty spot. They are old friends.

Human Abilities(Such as Archery, Fencing, Gymnastics, Writing, Painting, Etc): Fencing, Tae Kwon Do, Sew (though not that great)

Vampyre/Fledgeling Abilities (Limit 3 And Remember Descriptions of Each Power):

Mytherceria (Activated Ability: Requires Focus to Use)

*Fey Sight

A vampire with this power is in tune with faeries and things faerie. The vampire can see faerie regions (areas which are part of this world and Arcadia). They can also see through faerie glamour and see invisible faeries. The vampire can make out the faint outlines of spirits that are not on the physical plane, though this requires intense concentration.
System: This power usually requires no special roll unless the character is trying to see a particular spirit, in which case she must roll Perception + Occult (difficult 9).



*Darkling Trickery

The Kiasy'd can cause minor magical pranks. The vampire can create numerous spontaneous effects, and while none of them should be overtly harmful, they most certainly should be annoying to the victim. It is up to the player and Storyteller to come up with the pranks' effects.
System: Using this power requires a Manipulation + Occult roll (difficult 7). The number of successes usually determines how long the trickery lasts. This varies based on what the trick is.

Here are just a few possibilities: remove hair (the victim's hair falls out), banshee's wail (the vampire lets out a scream, deafening all nearby for an hour and causing fear in animals), blight crops (causes all plants within a 100-yard radius to wither away and die), falling stones (telekinetically causes small stones to fall), slip (causes one victim to slip on the floor unless he makes a Dexterity + Dodge roll with a difficult of 7), and foul simple machines (the vampire causes a simple machine to malfunction when the victim uses it).



*Goblinism

The Kiasy'd has an innate understanding of earth and stone. The Kiasyd can instantly identify metals, rock formations and stones. Underground, the vampire has an intuitive direction sense.
Through long and strenuous effort, the Kiasyd can also alter earth and stone. The vampire can use this power for many purposes, such as shaping tunnels, building supports for underground havens, and smoothing out surfaces into flat floors and walls.

System: The knowledge and direction sense associated with this power do not require a roll, but shaping rock means the vampire must summon faerie goblins to aid him. The goblins will be inclined to help him, but not obligated. One goblin will appear per success on a Charisma + Leadership roll (difficult based on how far underground the vampire is -in a mine shaft would mean a difficult of 6, on the street would have a difficult of 8, and at the top of the Sears Tower would have a difficulty of 10, if the Storyteller permits it at all.).



*Faerie Warts

The Kiasyd can protect designated areas with faerie glyphs, causing anyone who enters the area to become extremely disoriented. Kiasyd will occasionally put these glyphs on people who have offended them, causing the victim to be disoriented until the glyphs fade.
System: The warder must roll Dexterity + Security (difficulty 7 for inanimate objects or the target's Willpower + 2). Success means the glyphs appear wherever the warder wants and can be seen with the unaided eye. Anyone entering the protected area finds all rolls involving Mental Attributes have their difficulties increased by one. They will also become lost unless they can make an Intelligence + Investigation roll (difficulty cool . The glyphs lasts for a length of time based on the number of successes rolled.

1 Success One Hour
2 Successes One Night
3 Successes One Week
4 Successes One Month
5 Successes One Year


*Riddle Phantastique

As soon as someone hears the Riddle Phantastique, she can do nothing but try to solve it. The Riddle is so impenetrable that it can actually damage the fragile brains of those who think about it. Malkavians and other twisted degenerates, however, seem to have an easier time figuring it out.
System: The riddler rolls Manipulation + Faerie Lore (difficult of the victim's Willpower). After a successful roll, the victim can do nothing but sit and ponder the riddle until she accumulates five times the riddler's successes. She rolls Wits + Faerie Lore (difficult 10 minus the number of Derangements the victim has). She makes this roll as soon as she is told the riddle and then once per hour until she has gathered enough successes.

Every time the victim has more botches than successes, she takes one level of damage and loses that number of successes from the accumulated total. This damage cannot be healed until the riddle has been solved. The riddler can end this trance just by telling the victim the answer, but no one else can do so.


*Stone Travel

The Kiasyd can travel into the earth by creating a small tunnel. The tunnels can be used by others, but they will not be very safe and they collapse easily. The vampire is able to travel underground with almost no chance of being captured.
System: Tunneling requires physical contact with the ground as well as a Strength + Athletics roll (difficulty 6). The number of successes translates into the miles per hour at which the traveler can move. Also, the tunneler can cave in any part of the tunnel.


*Earth Sword

The Kiasyd cause huge, strong spikes to shoot out of walls, ceilings and floors. These will be made of whatever material they shoot out of and can be especially dangerous to vampires in wooden houses.
System: The attacker rolls Wits + Melee (difficult 6) and spends a point of Willpower while the target resists with a Wits + Dodge roll (also difficult 6). If the attacker rolls more successes, the target takes three damage dice for each success, though the damage can be soaked normally. If the target rolls more successes, then he is unscathed. Five successes are required to impale a specific location, like the heart.


*Basilisk's Touch

The Kiasyd can turn victims to solid stone simply by touching them. The effects are permanent, and the only way to reverse the effect is through powerful Thaumaturgy or by another touch of the Kiasyd.
System: This power takes effect as soon as the attacker succeeds in touching the victim and spending two points of Willpower. The victim resists with at least three successes on a Willpower roll (difficulty cool .

*Aura Absorption (GS)
Similiar to Auxpex:Spirit Touch only the aura on the item will fade and can no longer be read by others.

*Chanjelin Ward (GS)
You can protect designated areas with faerie glyphs, causing anyone who sees them or enters the area to become extremely disoriented. You can also place them on a victim, in which case he will be disoriented until the glyphs fade.

*Steal the Mind (GS)
The Kiasyd can steal the memories and knowledge of another. The victim will become mindless, mortals will breath and vampires will stand in a stupor. They will wander around or sit and do nothing. As soon as the memories are stolen the Kiasyn writes them down. The victim has no knowledge of what is happening but any attempts to harm them will snap them out of the state. They will only eat if given food. The Kiasyd can return the victim's mind whenever they choose. Lasts 10 minutes to a month.

*Absorb the Mind (GS)
The Kiasyd takes any of the Abilities from the victim permanently and can use them immediately.


Presence is a Discipline of supernatural allure and emotional manipulation. Many Presence powers can be used upon large groups of people at once and transcend virtually all boundaries of gender, race, religion, class, and supernatural status. Though Presence can be resisted through force of will and by ignoring the user, most do not realize when it is being used upon them.

*Awe: Make your words seem interesting and reasonable to those who hear you.
*Dread Gaze: Frighten someone with a look.
*Majesty: Appear as a figure of absolute power and authority.
*Force of Personality: People are forced away from you by your aura.
*Mind Numb: Drain the people around you of motivation or incentive to act.
*Unholy Penance: Fill someone with guilt and the desire to beg forgiveness.


Mini Bio: Albert graduated from the Paris House of Night as a top student. He was always known as a "teacher's pet" but Albert only saw it as a way to easily earn 'A's in his classes. Albert is smart and knowledgeable about some things but street wise, he hardly knows anything though he pretends he does. He knows Nymh from way back in the day but he refuses to share how.

Other Images Or Information: User Image
PostPosted: Wed Mar 10, 2010 12:55 am


Player: Assassin_Entreri

Character Name: Lennon "Lenny" Kites

Picture:
User Image

Age: 16

Form: 3rd Former

Sex: Male

Height: 5’3”

Weight: 123lbs

Ethnicity: Hawaiian, Filipino, Irish, German, Native American, Chinese

Hometown: Whitmore, Oahu, Hawaii

Sexual Preference: Heterosexual

Favorite Animal: Mongoose, Dog, Cat

Food Restrictions: If he can cook it, he can eat it! If he can slip blood in there, the better!

Hobbies: Cooking, reading, eating, listening to music

Personality: Happy go lucky fellow who is timid and shy unless he gets to know you. Once he does, he tends to ramble on and on, sometimes repeating things he already said. He also loves to cook for his friends and 'fatten them up'. Hates violence and tries to avoid fighting unless cornered. That's when he really snaps.


How He/She Arrived At This House Of Night: He came here by himself, lost and confusd.

Human Abilities(Such as Archery, Fencing, Gymnastics, Writing, Painting, Etc): Cooking, Archery, Hunting

Vampyre/Fledgeling Abilities (Limit 3 And Remember Descriptions of Each Power):

Animalism is a versatile Discipline that gives its user the ability to communicate and control animals. Usually, Animalism works better when used on other predatory beasts, and at some point can even rouse or calm even the bloodlust of the vampiric Beast. It must be noted, however, that most of its powers affect only actual animals, not any sort of supernatural creature that looks or is within an animal's body.

*Feral Whispers: The most basic form of animal communication allows the kindred to communicate with almost any animal. This power, however, only grants communication, as the animal still retains its capacity to act freely.

*Obedience: Building upon Feral Whispers, Obedience forces the vampire's will upon the animal, turning it into an obedient slave that will do almost anything the vampire commands.

*Call of the Wild: The first Animalism powers focus exclusively on single animals. Call of the Wild is massive in comparison: The vampire literally summons all members of a specific type of creature of his choosing, within a certain radius.

Protean, the Discipline of shape changing and nature-based power. Its wielders can change their form, meld with the earth to hide from the sun (or other creatures), and perform a variety of other exotic changes on themselves.

*Haven of Soil: This power allows a vampire to blend with different substances. When activated, the vampire will be able to mingle with the ground under his feet, effectively protecting her from the sunlight or any physical attacks, as her corporeal form merges with that of the material around her.

*Shape of the Beast: The vampire can take the shape of an ordinary animal, such as a wolf or a bat. He keeps his mind and temperament and gains animal abilities, but the shape-shifting does not keep his from sunlight affliction nor daytime slumber.

*Claws of the Wild: When a vampire with this power activates Claws of the Wild, her nails grow into long, sharp talons. The vampire can also cause her toenails to grow, offering her climbing benefits.

Asphyx is a discipline for committing chemical warfare against the enemy.

*The Cough: Invisible vapors emitted from the user's fingertips cause the target to erupt into a fit of coughing.

*Taint: An object becomes tainted with poison, becoming a danger to all that touch it.

*Burning Touch: A caustic poison is expelled from the hands, causing the person touched to blister and chemically burn.

*Breath of Death: Noxious, and possibly even deadly gases fill the room.

*Choking Cloud: The vampire transforms into a being entirely of poison, damaging whoever he or she touches.

Mini Bio: Got kicked out of his house and was sent from Hawaii to the House of Night. They believe he is cursed and has brought terrible luck to the family. They do not keep in contact with their son. Lennon had to figure out how to get to House of Night by himself.

Other Images Or Information: Scared of bugs.

Assassin_Entreri
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