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Posted: Mon May 17, 2010 11:47 am
Player: The Resting Wolf
Character Name: Melanie Raine Thomas
Age: 15
Form: third
Sex: Female
Height: 5'10"
Weight: 148 lbs
Ethnicity: Native American
Hometown: Nowata, Oklahoma, USA
Sexual Preference: Straight
Favorite Animal: Wolf
Food Restrictions: None
Hobbies: Reading, doing things by herself, exploring the outdoors.
Personality: Melanie is quite the loner and never really fit in at her old school. She spends most of her time outside with the world and the animals within it. Even now at the house of night where she feels more welcome then she ever did amongst the kids at her old school she is more likely to be in her own corner, doing her own thing. Melanie has no problem getting along with people, and does not shun them, just spends most of her time away from them. Perhaps she just needs more practice.
Human Abilities(Such as Archery, Fencing, Gymnastics, Writing, Painting, Etc): Horseback riding, swimming, running.
Mini Bio: Melanie is Cherokee and lived with her own tribe and met their own education requirements until the US goverment forced them to attend "actual" school. There she was first ridiculed and pushed away until she better understood English. Most of her and those she knew where purposely seperated supposedly so they would "blend" better. As the years passed the change wore off and she had many a chance to make friends, but by then she really did not care. Now that she has a chance to start over it is too late, at least as far as she is concerned.
Other Images Or Information: ((If you do not have pics, please post description here. Thank you)) None yet
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Posted: Mon May 17, 2010 12:05 pm
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Posted: Fri Feb 04, 2011 8:09 pm
House of Night (guild)
How He/She Arrived At This House Of Night: Grandparents dropped her off from their trucks, her parents would have, but they were away at the time. They did come to visit her when they returned.
Vampyre/Fledgeling Abilities (Limit 3 And Remember Descriptions of Each Power):
Affinity - Earth: Activated Ability (Requires focus to use). Does sometimes have small effects of its own accord because she is only a fledgling and not entirely in control yet. Already she can make minor changes to the terrain and has a good amount of control over small plants, (flowers, bushes, grass, etc.)
sub-levels:
Soil Silhouette A koldun invoking this power has the ability to command dirt to rise up from the ground and crawl up the legs of individuals. The soil rises quickly and as it passes above their knees, renders him immobile. Range is 100 foot radius, the dirt ends its ascent about halfway between the knee and hip.
Unearthly Stamina A koldun invoking this power temporarily borrows the earth's resilience, lending him stamina. Some Elder Tremere of Eastern Europe reminisce on the frightening capacity for pain their rival Koldun could withstand when invoking this. Can also soak aggravated damage. Last one scene.
Soil of Death ((After Training or Captain/VC Approval)) A Koldun commands roots to rise from the ground and drag a victim below the surface, incapacitating him. Once buried up to his neck, a victim finds it increasingly hard to breathe with the weight of the earth crushing his chest. The victim remains trapped one turn for every success. Mortals and ghouls will have a very difficult time breathing due to the prolonged pressure of the compact earth and will suffer one level of lethal damage for every turn. Can use Stamina.
Root of Vitality ((After Training or Captain/VC Approval)) This power allows the koldun to draw any individual into the earth up to the neck to heal grievous wounds. Costs a Willpower point. The character must remain in the ground for one turn per health level in order to heal the wounds. All damage can be healed in this manner including aggravated damage, though the injured must spend one blood point per aggravated wound level that he desires to heal. During this time, the subject is helpless and unable to perform any other actions.
Dracula's Restless Soul ((After Change, Training or Captain/VC Approval)) When invoking this power, a koldun creates a large earth tremor capable of shaking the foundations of a city block. With the expenditure of a Willpower point, the koldun can cause the earth to shake violently. Each success increases the radius of the quake. One structure, Five Structures, residential street, half a city block, full city block. Victims suffer lethal damage. Cars, RVs and small houses suffer substantial damage and can be destroyed. Bldgs 3 stories and highers may sustain some structural damage but the tremor is not strong enough to destroy them.
Herbal Wisdom : Commune with a plant Speed the Seed's Passing: Cause a plant to quickly grow or decay
Dance of Vines: ((After Training or Captain/VC Approval)) Animate vegetation
Verdant Haven: ((After Training or Captain/VC Approval)) Create a shelter of branches and vegetation
Awaken the Forest Giants: ((After Change/Training or Captain/VC Approval)) Animate trees
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Animalism: Activated Ability (Requires focus to use). Currently not any stronger than allowing her to communicate with animals, but hey, that's better off than most people. Not to mention since she understands them she befriends them much easier than most. See Sub-Levels
Feral Whispers(VtM 3rd) You can talk to the animals...be Dr Doolittle...ask an animal pretty please and it might be nice enough to do something for you...maybe..
The Beckoning(VtM 3rd) By going oooo..oooo....you can call a bunch of monkeys. Just make a sound and you get a bunch of whatever animals you wanna call. Rowr...rowr..will bring cats. You can't take back the call either.
Quell the Beast (VtM 3rd) ((After Training or VC Approval)) You can steal that mean Beast that lurks in the heart of all men...animals too. Course the poor victim loses whatever spirit they have at least til you return it to em. Tzimisce, apparently not liking the term Quell decided to call this Cowing the Beast. Nos, known for their superb singing ability say its Song of Serenity. The rest of the clans not being that picky say Quell the Beast. ((Basically you can get rid of the darkness temporarily. However, do note not everyone has it))
Subsume the Spirits(VtM 3rd) ((After Training or Captain/VC Approval)) If you look an animal in the eye, you can possess it. Just member your body falls down all of a sudden cuz its in torpor when you do this. Luckily you can those good ole mental Discs just incase some kid tries to tie a bunch of cans to your tail if you happen to be a cat.
Drawing out the Beast (Vtm 3rd) ((After Change/Training or Captain/VC Approval)) You can make somebody frenzy for ya. Just shove your Beast into em. Course I would suggest you get out of the way fast afterwards. And if you don't get your Beast back you lose spirit and drive til you get it back.
Animal Succulence (GC) This is one of those special techniques, makes animal blood more nutritious.
Deep Song (Clanbook: Ravnos) ((After Change/Training or Captain/VC Approval)) Uh...you can sway passions by singing...what this means, is to sway moods. Lasts an hour though
Eyes of the Szlachta (Cbk Tzi Rev) ((After Change/Training or Captain/VC Approval)) You get to ride your ghoul...if it has eyes. With them Tzimisce, you never know. The target gets possessed by the Tzi, the Tzi's body goes torpor. So you better make sure that body is safe and sound like in a locked vault or somewhere any pissy servants can't get to you. Lasts one night.
Quell the Herd (Cbk Gang Rev) ((After Change/Training or Captain/VC Approval)) Like Quell the Beast only with several targets (animal or mortal). You can see or sense things through an animal as long as you can see it. Unfortunately this requires concentration and you ain't gonna be able to do a damn thing about that Tremere sneaking up behind you unless you stop goofing around with that animal.
Shared Soul (VPG) ((After Change/Training or Captain/VC Approval)) By touching an animal you can be at one with it...share the cosmos...Answer the question 'Does a hippotamus have a boring life?' by communing with your neighborhood hippo. Really get the info straight from the horse's mouth. One Willpower
Shepherd’s Innocence (VPG) Animals will like you very, very much. Do be careful of how much, you know how dogs behave when amorously inclined.
Songs in the Dark (Clanbook:Nosferatu) ((After Change/Training or Captain/VC Approval)) The vampire may summon... something. You definitely won't find whatever it is in any book on animal species.
Species Speech (GC) ((After Change/Training or Captain/VC Approval)) You can use this to talk to those bunch of monkeys you called with The Beckoning (As a group).
Tier of Souls (Clanbook: Tzimisce) ((After Change/Training or Captain/VC Approval)) Blood has way lots of info in it. With this you can get the lowdown on the dude you're drinking from. If you're really good at it and it's a vamp you're drinking from, you can get some info on whoever was their recent dinner and this goes ad nauseum. Used this once and 20 vampires down got a dude who knew a dude who drank from Caine.
Vrykolas (Libellus Sanguinis 1) ((After Change/Training or Captain/VC Approval)) The Tzi drinks the drink all the blood of some mean beast and gets to take on the look of said beast. Works faster than that Vic stuff. Personally I suggest trying cockroach blood, I don't know anybody that doesn't run from one of those. Honestly. Takes 2 blood points and you have to have Vic 3.
Master’s Voice (VPG) ((After Change/Training or Captain/VC Approval)) Gee, you can talk to SEVERAL species instead of just one like in Species Speech. Useful for when that lion sneaks in with the rat pack you're trying to call.
Stampede (Cbk Gang Rev) ((After Change/Training or Captain/VC Approval)) You can make a bunch of people, animals scared shitless. And they'll all run. Don't forget you can direct them by force of will to keep them from accidentally stampeding over you. You have to see the crowd of people, animals and waves of terror roll out from you to about 50 yards.
Twist the Feral Will (DAC) ((After Change/Training or Captain/VC Approval)) You are so good at this Animalism thing that its super easy for you to possess an animal. You gotta do the eye contact thing. Keep in mind whatever you want it to do, it has to be capable of doing. You can't make a dog climb a tree.
Crimson Fury (Cbk Gang Rev) ((After Change/Training or Captain/VC Approval)) Gangrels can make there blood make anybody drinking it frenzy. It makes your pesky little Beast eat them inside out. Lovely little power. A little taste can make the drinker agitated. If the idiot continues to drink, real soon he'll get the idea something weird is here cuz they'll have to keep fighting the urge to frenzy. If the drinker is stupid enough to attempt diablerie and succeeds-once a month the drinker gets to fight against the Beast of the Gangrel she diabed for a year. Once a year after that. If the Beast loses all its Willpower then the diablerist wins. If the diablerist loses all their Willpower, the Beast gets to eat the diablerist's soul and take over the body.
Mass Summons (VPG) ((After Change/Training or Captain/VC Approval)) You now get to summon all animals in the area no matter the species.
Taunt the Caged Beast(Guide to Camarilla) ((After Change/Training or Captain/VC Approval)) You can touch a target and unleash their beast/darkness whenever you want. Again, I advise you to get out of the way afterward. Darkness is not applicable to all characters.
Twin Spirits (VPG) ((After Change/Training or Captain/VC Approval)) You can control an animal like you are inside it AND act in your own body.
Eyes of the Forest (Cbk Gang Rev) ((After Change/Training or Captain/VC Approval)) Create those eerie woods and forboding places of legend all for yourself. You meld into the ground and nobody can dig you out. Animal and insects get to be your ears and eyes. 6 blood points and lasts as long as you want. You can use mental Disciplines as long as you don't gotta have eyes. Kinda stands to reason you can't use Celerity or something here. THINK ABOUT IT. It takes something on the scale of strip mining or dynamiteing mountains to hurt the Gangrel.
Flesh Bond(VPG) ((After Change/Training or Captain/VC Approval)) You can really go into animal...you just gotta give up about your blood capacity equal to a fifth of the animals. Auspex will still show what you are but everybody else will think you're just an animal. You just can't control the animal.
Unchain the Beast(Guide to Camarilla) ((After Change/Training or Captain/VC Approval)) You can make your enemy's Beast tear themselves apart inside out. They get to erupt in a fountain of blood and gooey stuff. Cool special effects for the next Tor party. Eye contact and 3 bloodpoints.
Army of Beasts(VPG) ((After Change/Training or Captain/VC Approval)) You can control and hang with all animals up to a mile away.
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Empathy: Innate Ability (Requires no activation to use). Melanie automatically senses the mood a person is in and many major conflicts and joys recently passed or still ongoing within the persons life. She has been able to do this to an extent all her life and did not know it was anything all that special until she arrived at the house of night.
Sense Emotion(VPG) You can sense the auras and moods of everyone in ten foot radius. You can also figure out who might be making whom feel what
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