Post by Nathaniel Dahak on Sept 12, 2017 14:40:05 GMT -5
Name: Originally Tauriel; Currently Vlad Del Torian; Has been known throughout history as Vladislaus III Tepes Kazikli, or simply as 'Drakulya'. He also goes by the name Kaziglu Bey, as well as many others.
Generation/Tier: Equivalent of a 2nd Gen/Tier 5 Paradoxal Dragon.
Age: Unknown - Created before Time as an Archangel, alongside Randal Dahak.
Height: 6'5"
Weight: 250 lbs
Eyes: Purplish/Black crackling energy; may appear as deep crystal blue
Hair: Midnight-hued and long
Traits: Composed of solidified Anti-Matter Crystals; can cause these Anti-Matter Scales and Crystals to appear even over Human-hybrid form.
Known Allies: The Dahak Empire
Known Enemies: Too many to name
Weapons Used:
* Metal Rod - Negates Antimagic Fields, Mantles, Barriers, Powers, and similar effects.
* Astral Blade - Burns through whatever it touches.
* Dark Cloak - Immune to Fire and Burning effects, whether magical fire, mundane fire, or Hellfire; Takes whatever form Vlad desires, usually that of a black business suit.
ATTRIBUTES:
PHYSICAL: Strength 8, Dexterity 7, Stamina 8
SOCIAL: Charisma 6, Manipulation 7, Appearance 7
MENTAL: Perception 8, Intelligence 9, Wits 8
TALENTS: Acting 4, Alertness 7, Athletics 5, Brawl 7, Dodge 6, Empathy 5, Expression (Prayer) 7, Grace 4, Instruction 7, Interrogation 4, Intimidation 8, Intuition 8, Leadership 6, Streetwise 4, Style 3, Subterfuge 8
SKILLS: Anima Ken 4, Archery 8, Body Crafts 6, Crafts (Blacksmith) 8, Demolitions 3, Disguise 4, Drive 3, Etiquette 8, Firearms 4, Herbalism 8, Meditation 8, Melee 8, Performance (Acting) 5, Ride 5, Security 4, Stealth 7, Survival 7, Vamp 3
KNOWLEDGES: Academics 9, Area Knowledge (Las Vegas) 7, Black Hand Lore 5, Bureaucracy 5, Camarilla Lore 5, Clan Knowledge (Tzimisce) 5, Computer 1, Demon Lore 8, Enigmas 6, Expert Knowledge (Tactics) 5, Finance 5, Hearth Wisdom 6, History 9, Investigation 6, Law 4, Linguistics (A long list of Magical, Spoken, and Dead Languages, including Enochian) 9, Literature 2, Medicine 6, Occult 9, Philosophy 6, Politics 6, Research 5, Sabbat Lore 5, Science (Agriculture) (Alchemy) (Chemistry) (Mathematics) 7
KNOWN POWERS (Vampire Form Only)
DISCIPLINES: Animalism 8, Auspex 8, Celerity 7, Chimerstry 3, Dementation 9, Dominate 7, Fortitude 9, Koldunic Sorcery 8, Mortis 6 Necromancy 8, Obeah 7, Obfuscate 9, Obtenebration 2, Potence 6, Presence 7, Protean 8, Quietus 9, Serpentis 3, Thanatosis 4, Thaumaturgy 9, Vicissitude 7
- KOLDUNIC KRAINAS: Kraina of Enoch 5, Kraina of the Well 5, The Bialowieza Kraina 5, The Black Sea Kraina 5, The Transylvania Kraina 5
- KOLDUNIC PATHS: The Way of Blood 5, The Way of Earth 5, The Way of Fire 5, The Way of Sorrow 5, The Way of Spirit 5, The Way of Water 5, The Way of Wind 5
- NECROMANTIC PATHS: Ash Path 5, Bone Path 5, Mortuus Path 5, Sepulchre Path 5
- THAUMATURGICAL PATHS: Countermagic 5, Elemental Mastery 5, Father's Vengeance 3, Lure of Flames 5, Movement of the Mind 5, Neptune's Might 3, Path of Blood 5, Path of Conjuring 5, Path of Mars 3, Path of Warding 5, Rego Manes 5, Rego Mentem 5, Spirit Manipulation 5, The Green Path 5, Way of the Levinbolt 5, Weather Control 5
BACKGROUNDS: Allies (Black Hand) (Inner Circle) 8, Black Hand Membership 5, Clan Prestige (Tzimisce) 8, Contacts 8, Fame 5, Herd 5, Influence (Military) (Terrorism) 6, Resources 6, Retainers (Bound Demons) 8, Sabbat Status 8
VIRTUES: Conscience 4, Self-Control 5, Courage 5
MORALITY: Humanity 9
WILLPOWER: 10
MERITS: Iron Will
FLAWS:
KNOWN POWERS (Paradoxal Dragon Form only)
House of Leo (Extra-Dimensional Powers) (In Paradoxal Dragon Form only)
Novice:
Level One - Protective Aura -
Drakulya is known to be surrounded by an aura that acts as body armor allowing him to withstand/resist physical and energy attacks. (Additional note: Drakulya has also been known to alter the properties of his aura to produce higher levels of light, and/or heat in addition to its normal defensive properties).
Level One - Telepathy -
Drakulya has displayed the ability to project and read thoughts, the full limits of this power are unknown, though it is generally believed that he cannot initiate contact with an unwilling mind (i.e. Mind block, Iron will, etc.).
Level Two – Flight -
Drakulya has displayed the ability to fly by manipulating Gravity.
Level Two - Time Sense -
Drakulya can sense contractions and dilations in time. In addition, he can sense the use of Temporis or other time-altering powers. He also has an internal clock, which keeps perfect track of time. This is particularly useful with the higher level powers of this Discipline, as it allows Drakulya to know just what he is capable of doing with his powers, how long the effects will last, etc.
Level Three - Iron Will -
Drakulya has also displayed the ability to close his mind from outside mental influences, including possession, and psychic assault. A side effect of this ability is that when Drakulya is in this state he has a greatly increased resistance to pain.
Level Three - Limited Shapeshifting -
Drakulya has been known to change his appearance to that of a winged “angel” or “demon”. It is believed that this change is purely cosmetic and serves no other practical purpose. It has been theorized that he can assume other forms with the proper training, but thus far the subject has shown no desire to expand this power.
Intermediate – When the Dimensional student enters this phase they are ready to tackle some harder tasks and to use the unique properties and sciences of the dimensions that are limited to 3rd dimensional users.
Level Four - Time Ward -
Drakulya can distort the flow of time around him to make the time stream disturbed and impenetrable to Time perceptions. Those trying to look into the past or future get only a blur of possible visions and confused images.
Level Four - Frozen Object -
Drakulya can stop time for an inanimate object for a predetermined length of time. He could throw a knife into the air and stop time on it, only to later let it continue on its course. He could freeze time on a light switch and then turn it on. When it reentered time, the light would come on. This power can be used on bullets and other projectile and missile weapons, but not on objects touching animate beings. In addition, objects lose no energy during the time stop, so anyone touching the bullet frozen in flight would burn her hand, and the slug would have the same velocity when it re-entered time.
System - Be mindful when you use this power to make sure that you follow the limits given. If you Stop a flame in time and you walk through it, you will still be burned.
Level Five - Zombies Curse -
Drakulya can cause one subject to perceive time as having sped up. The victim moves at half speed, and everything she says comes out slowly and in a deep pitch. The victim will have trouble communicating and even more trouble in combat. While bullets, once fired, move at normal speed, punches, kicks, sword, swings and other attacks that require personal speed in order to add kinetic force do only half their normal damage dice pool and have their difficulty to hit increased.
Level Five - Attune Object to Owner -
Every being radiates a unique biological energy signature (BE). The BE is not to be confused with a person’s aura, which is of a psionic nature, though similar. What this ability does is attune a particular object to the owner’s BE frequency, making it impossible for anyone else to make it function. This power can also be used to identify personal belongings and valuables. It is primarily used on rare or unique mechanical or magically powered devices, weapons and items of great value. Only the owner can then activate anything so attuned.
Level Six - D-Shift Phantom -
This is another ability that allows Drakulya to shift and meld the aspects of different dimensions. In this case he transforms himself into a stationary phantom. He can see what’s happening around him, but cannot hear, speak. or move and cannot be touched or harmed while in his ghostly form. Appears to be a three-dimensional semitransparent image similar to a holographic projection.
Level Six - Dual Form -
Drakulya has displayed the ability to split into two identical beings. Two working together to accomplish the will of the Dimensional being. Each one having apparently having half the total power. In this form, Drakulya is granted one extra Action per round for each side. For example, the round calls for 5 Actions, Then you add 2 actions for a total of 7. Its up to you to decide which side gets 4 actions and which side gets 3. But collectively there should be 4 attacks and 3 defenses in the round which make up 7 Actions. The benefit also is, if one side dies, the remaining power and portion automatically defers to the other half. No entrapment of a soul would be possible.
Master – By the time a student reaches the Mastery level they are able to manipulate the time-space continuum in such away as to be invincible to the effects of time effects against them, especially from lesser dimensional beings. They can bend the dimensional aspects, blink in and out of random locations through the dimensions, become two dimensional, create out of the void dimensional pockets, and ultimately become a Sub-creature of the 4th Dimension.
Level Seven - Co-Walker -
Drakulya can stop time for a moment, allowing him to appear in two places at once. He appears to teleport or blink from one place to the next, but he is actually slipping out of the normal flow of time and space. He cannot affect objects within the time stream, so he could not attack someone while using this power. Instead he could move behind an opponent, hit him and then blink away again.
Level Seven - D-Phase -
This ability warps and bends the dimensional aspects of reality to allow Drakulya to walk through solid matter, like doors, walls, etc. and requires great concentration. Loss of concentration means a failure to complete phasing through an object, which causes a flash of light and the person goes flying 15 feet back from where he started, hurt and feeling icy cold to the touch, and is dazed for one round afterward. This “Pop Back” also occurs when the ability ends and he is still phasing inside a solid object.
Level Seven – Flawless Teleport –
Drakulya is able to teleport themselves and up to 10 others to a location of his choice. Even if its against the will of the subject he wishes to use it upon.
Level Eight - D-Shift Two Dimensions -
This is a dimension-altering ability that turns Drakulya and anything he is wearing on his person into a flat, two dimensional image, like a piece of paper or a painting on a wall! As a two-dimensional being, he cannot be detected by Thermograph, heat, motion, or most other detection abilities. The two-dimensional image of himself is also difficult to see or recognize. Furthermore, he is one-sixteenth his normal weight and mass and can effectively stick himself on the floor, or to the sides of walls, doors, vehicles, and large pieces of furniture or have a friend slide him under doors and through cracks.
Level Eight – Knot of Dahak – This power chokes off the power supply to your victim. If it’s to their boons, psi, chi, magic, or any extra ordinary abilities, the power chokes off their ability to use them. Whereby their powers will not work. Note this power will not work against a Dimensional being. Therefore cannot be used against the Dahaks.
Level Eight - Dimensional Envelope -
A dimensional envelope is the creation of a small area of a limbo-like dimension about the size of a walk-in-closet. The envelope has an invisible door that only its creator and other with temporal magic powers can see and open. The closet/envelope is approximately 10X10X6 feet and can store quite a quantity of materials. Likewise, Drakulya can step inside the envelope, provided there is enough room, and seemingly vanish into thin air (there is enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope.
Level Nine - Dimensional Pockets -
This power is similar to dimensional envelope except that the dimensional pocket/area is much smaller and portable, hence the reference to “pockets.” Drakulya can reach into a dimensional “pocket,” another limbo dimension, to retrieve items that he has placed there earlier. Items can be just about anything that could fit in a backpack, clothing, handguns, clips, diary, bottle of aspirin, etc.
Level Nine - Ultra Telekenetic Force -
The power to slam objects through projected mental paths. The power is strong enough for Drakulya to slam objects 10 times his weight into walls, shattering it into tiny pieces.
Level Nine – Gateway -
Drakulya can create a gateway for himself or any others he wishes to cross that connects to other locations, be it other realms, spheres, planes, it does not matter.
Level Nine - Forth Dimensional Transformation -
This is a powerful and disorienting metamorphosis that tuns Drakulya into a four-dimensional sub-creature, meaning that he is not a true creature of the fourth dimension, but has many of its powers. As a 4-D sub being, Drakulya has the following fantastic powers:
• All attacks do ½ damage including Magic and energy attacks.
• Impervious to all illusions, mind control, and illusionary magic and psionics and mind controlling drugs.
• Can step in and out of the third dimension at will. When he steps into the third dimension he is vulnerable to attack, but when he steps out, he can look into and at the three-dimensional world, just as we look at the two-dimensional world, but cannot be seen by the three-dimensional beings within that world. This means he can wander through the 3-D world of humans like a ghost, totally unseen and totally undetectable, passing through solid matter and floating in the air. However, to do more than observe the goings-on of the third dimension, he must step back into that dimension.
• Combat: Always has initiative, can never be surprised or attacked from behind, can use up to three extra melee actions/attacks
• Co-walker power at will: Drakulya can move through time and space as if using the Co-Walker power
• Drakulya is immune to time manipulation powers cast by beings of lesser power
• Extra-Dimensional Anchor: Drakulya is unable to be banished from an area by normal means. (A Banishment spell or effect will not work..)
System: The power works as follows. During the use of the power, the following instantly take place: Extra-Dimensional Anchor, Co-Walker, and immunity to time manipulations from a lesser being.
After one round has passed the following is added to the list: All magic and energy attacks only work ½ their usual impact, and Impervious to all illusions, mind control, psionics, etc.
House of Gemini (Paradoxal Powers) (In Paradoxal Dragon Form Only)
Novice:
Level One - Paradoxal Summit -
The ability to view things from multiple Spheres, Dimensions, both known and unknown, at the same time. So long as the overlay is within 4 miles of Drakulya. This is a basic ability and does not cost an action. It should be assumed that Drakulya always has this in play unless otherwise stated.
Level Two - Paradoxal Fragment -
This builds upon the concepts of the prior power, except it compresses and builds a large amount of pressure around a "cone" of relevance. The cone of relevance is roughly 20 feet at the base, but builds higher concentrations as it goes up vertically. Or in other words, its area is much larger the higher up it goes. However, at the base, the pressure is so massive that it could cause lesser items to explode into fragments.
Level Three - Paradoxal Rift -
So long as Drakulya has direct line of sight, He can transport whatever subject is present into The Void, or whatever plane he so chooses. Eye contact does not have to be made.
- Intermediate
Level Four - Paradoxal Multiverse -
This creates around Drakulya a demi-sphere that gives off the impression that he is there, however he is in a demi-shere. This works similar to Astral Projection, only this is not an Astral Plane, but a Paradoxal Plane, with no "silver chord" as it were to tie off or sever.
Level Five - Paradoxal Anti-Matter -
The Void has several known names such as "Void", "The Nothing", "Nothingness", "Absolute Zero", and "Anti-Matter". Anti-Matter is the type of 'essence' that exists on the other side of a Black Hole. By using this power, Drakulya drawing on the power of Anti-Matter. Whereby whatever he touches, he causes its natural properties to flip. For example, water can become vapor or a solid. A solid can become a liquid or Gas. A gas can become a liquid or solid. So long as his physical body is touching in some way the material, it can change. By this same token, imagine if you touch a being, and turn them into a vapor! So long as Drakulya wills the Anti-Matter (Void) to surround it, they will still exist and can be transformed back. If he separates the Anti-Matter from them, then they will stay in the form he left them in. Be mindful, this could render them dead. This power could be used to freeze over a liquid for passage. Be creative, this power need not only be used for destructive measures. This power does not allow Drakulya to alter any "Void" properties, nor does it have any power in the Emerald Valley Fields, or in the Necro River.
Level Six - Paradoxal Vision -
Drakulya has the ability to stand from any peak (from anywhere in the Multiverse) and target an area of choice (say a home in Miami as an example). He can see what is taking place like he was there. He can communicate via the mind to anyone he chooses from the targeted range. He can even use his powers like he was there (only lower levels, like levels 1-3).
- Master
Level Seven - Paradoxal Vortex -
This ability creates a Vortex that is weaved from The Void. The vortex pulls whatever it comes in contact with into the void of space. Creatures who have no immunity to such an environment will not survive. A Paradoxal Vortex appears like a gray funnel, not unlike a tornado, save its not connected to a super-storm or cloud base. Once opened, the vortex is guided by the willpower of Drakulya, but for only one minute. Whatever is captured cannot teleport back out (unless they have presence in the void).
Level Eight - Paradoxal Revision -
The ability to recreate an entire round of battle as if it didn't happen. Yes I know! I can hear the comments to come. But it is a legitimate power for Drakulya, based from his ties to the Extra-Dimensional Nexus, and The Void. Keep in mind if he undoes a round of battle, then his prior post didn't happen either.
Level Nine - Paradoxal Reality -
The ability to create an environment to suit Drakulya's needs. His typist must clearly spell out what he is doing with the power at the time he is using it. Keep in mind, if its more than one action involved, it will count as more than one action in combat. By using The Void, Drakulya may weave in the prime as if he were in The Void. Please use tastefully!
Level Ten - Paradoxal Maelstrom -
This creates a massive super-storm (20 City blocks' worth if desired) of Anti-Matter activity. Falling in the form similar to Void Crystals, smaller particles like rain fall for up to 5 minutes. Whatever it comes in contact with, it creates a void. Imagine watching the city street getting eaten away bit by bit for 5 minutes until there was nothing but impact craters left behind. Massive buildings once 50 stories high, reduced in half! Beings caught in the storm, will watch as their hands, arms, and body bit by bit disappear until they disappear (No pain in the process, it merely creates voids until the entire body is voided). The effects of Paradoxal Maelstrom can be undone for living things, but not for non-living things.
House of Sagittarius (Necromancy Powers):
Novice:
L / 1 – Death Watch – This power allows one to detect how close to death someone is. They must be within eye contact for the power to work properly.
L / 1 – Gaze of Dahak – This power magnifies terror into the one they are gazing upon. The power sends an overwhelming since of fright throughout their body. This causes them to freeze in their location. Eye contact must be made in order for the power to work.
L / 2 – Freeze Undead – This power halts any undead forces (Vampires, etc.) in their spot. The power is most successful when used against a lesser being; however a Necro Master can use this power on higher powered Undead beings.
L / 3 – Bone Dagger – Creates a dagger of Necromantic energy. Direct hits, not only deals physical damage, but also drains away their life force. Consider three direct hits enough to kill most beings.
Stage Two – Intermediate
L / 4 – Energy Drain – This power eats away the energy of the targeted being. This in full effect can take away as much as 25% of their energy per round. The energy then is transferable to either an artifact or weapon of choice.
L / 5 – Wind of Death – A dark Necropolis wind circles about your victim causing life force damage. Ultimately one would end up death within a couple of rounds if not countered somehow. The dark energy weakens the victim during this process as well so the longer they are caught in it; the less likely there would be room for escape.
L / 6 – Raise Undead – Two Vampires rise from the ground and aid the Dahak in battle. Each Vampire must be dealt with separately from the Dahak, using up more actions from your victim and less they have to work upon you.
Stage Three: Master
L / 7 – Greater Energy Drain – This power works similar to energy drain, except your victim will lose up to 50% of their energy per round. The energy is likewise able to be transferred to a weapon or Artifact of choice.
L / 8 – Implosion – The power is simple, yet very destructive. The power causes a set victim to implode upon themselves, leaving them effectively dead. Think of it as reverse gravity that draws the users to suck into their vessel. A complete reversal.
L / 9 – Necro Flux – By making contact with the ground, a Necromantic flux in the form of a gel will spread upon the surface of the ground, covering 50 yards in radius around them. Anyone caught in this will suffer an instant 50% drop in life-force, and will be dead by the next round if not countered. The energy loss will be great, so it would be very difficult to counter once in it.
L / 9 – Ashes – This power turns the target into a being of hard-ash. Then, the power causes the one to explode as ashes cover across the ground. The Ashes can be transferred at will into the Valley of Ash if they so chose.
L / 9 – Solar Death – Because the Dahaks were created out of the void, the Dahak can create a mixture power of both Necromantic energy and solar rays that blend together in a single toxic release. A ray of energy is targeted into the body of their victim at any set location. It moves at light speed, and travels from the void and through the vessel of the Dahak. The result in direct contact is nothing less than death.
L / 10 – Rise of the Necropolis – The ultimate in the Necropolis powers. Not so much in what is actually dealt out in an energy base, but because of the end result. The power literally teleports the chosen victim into the Necropolis and into the Necro – River, in which is instant death to anything save a Necromancer at a Masters Level. They can be teleported against their will.
House of Scorpio (Soul Mastery):
Novice:
Level One – Echo - Every spirit, be is living or undead, or captured (Underworld, land of the dead) has a signature which continually gives off a series of patterns in pulses that no one ever hears nor feels. This is because they are unable to feel its presence. The Learning Soul student will begin to pick up on these vibration patterns and map them out in their mind. This is called the Spirit’s Echo. Through this power they can keep track of a spirit, for up to Two days from the time you pick up on it. Excellent tool for keeping track of a would be enemy. No Matter where they go, you can trace it. The general rule is, the further away they are from you, the more time it will take to pick up on their exact location.
Level Two – Spirit Burn – By making contact physically with another being, you can stir their spirit to a frightful stage. Resembling the powers of hell into the body of the victim, it will cause them to fear you, and the power you hold in your being. This is most useful when trying to warn someone of your ability that you might not wish to fully use.
Level Three – Free Spirit – This power can be used one of two ways. Either way resolves around freeing a spirit from the underworld. You may use this power to free a single spirit from either the underworld or land of the dead. If you free them from the land of the dead, you must decide rather or not they move on into the underworld, or released back into the real world. You may release them into the real world to be free to do their own will. Or you may free them only for a period of time to do an assigned task for you.
Intermediate –
Level Four – White Flames - Beginning in this stage you are able to learn how to protect both your own soul and the souls of other beings. The first stage in this process is called white flames. This power will allow you to create a blanket of spiritual energy around your own body or around the body of the one you are wishing to protect. Anyone making contact with it, or attacking the spirit from within the white flames will themselves find their souls under attack. It begins to penetrate into the victim’s soul, destroying it until they either release from the flames or stop the spirit attack they are wishing to deal. The power lasts for up to 24 hours depending on the wish of the student.
Level Five – Bond – This power allows you to bond their soul with you. While their own body and functions work properly, their soul cannot be touched without them first going through your own soul to begin with. This is a protection power and should be used by one who is able to defend their own soul with confidence. This lasts, as long as the Soul student wishes for it to.
Generation/Tier: Equivalent of a 2nd Gen/Tier 5 Paradoxal Dragon.
Age: Unknown - Created before Time as an Archangel, alongside Randal Dahak.
Height: 6'5"
Weight: 250 lbs
Eyes: Purplish/Black crackling energy; may appear as deep crystal blue
Hair: Midnight-hued and long
Traits: Composed of solidified Anti-Matter Crystals; can cause these Anti-Matter Scales and Crystals to appear even over Human-hybrid form.
Known Allies: The Dahak Empire
Known Enemies: Too many to name
Weapons Used:
* Metal Rod - Negates Antimagic Fields, Mantles, Barriers, Powers, and similar effects.
* Astral Blade - Burns through whatever it touches.
* Dark Cloak - Immune to Fire and Burning effects, whether magical fire, mundane fire, or Hellfire; Takes whatever form Vlad desires, usually that of a black business suit.
ATTRIBUTES:
PHYSICAL: Strength 8, Dexterity 7, Stamina 8
SOCIAL: Charisma 6, Manipulation 7, Appearance 7
MENTAL: Perception 8, Intelligence 9, Wits 8
TALENTS: Acting 4, Alertness 7, Athletics 5, Brawl 7, Dodge 6, Empathy 5, Expression (Prayer) 7, Grace 4, Instruction 7, Interrogation 4, Intimidation 8, Intuition 8, Leadership 6, Streetwise 4, Style 3, Subterfuge 8
SKILLS: Anima Ken 4, Archery 8, Body Crafts 6, Crafts (Blacksmith) 8, Demolitions 3, Disguise 4, Drive 3, Etiquette 8, Firearms 4, Herbalism 8, Meditation 8, Melee 8, Performance (Acting) 5, Ride 5, Security 4, Stealth 7, Survival 7, Vamp 3
KNOWLEDGES: Academics 9, Area Knowledge (Las Vegas) 7, Black Hand Lore 5, Bureaucracy 5, Camarilla Lore 5, Clan Knowledge (Tzimisce) 5, Computer 1, Demon Lore 8, Enigmas 6, Expert Knowledge (Tactics) 5, Finance 5, Hearth Wisdom 6, History 9, Investigation 6, Law 4, Linguistics (A long list of Magical, Spoken, and Dead Languages, including Enochian) 9, Literature 2, Medicine 6, Occult 9, Philosophy 6, Politics 6, Research 5, Sabbat Lore 5, Science (Agriculture) (Alchemy) (Chemistry) (Mathematics) 7
KNOWN POWERS (Vampire Form Only)
DISCIPLINES: Animalism 8, Auspex 8, Celerity 7, Chimerstry 3, Dementation 9, Dominate 7, Fortitude 9, Koldunic Sorcery 8, Mortis 6 Necromancy 8, Obeah 7, Obfuscate 9, Obtenebration 2, Potence 6, Presence 7, Protean 8, Quietus 9, Serpentis 3, Thanatosis 4, Thaumaturgy 9, Vicissitude 7
- KOLDUNIC KRAINAS: Kraina of Enoch 5, Kraina of the Well 5, The Bialowieza Kraina 5, The Black Sea Kraina 5, The Transylvania Kraina 5
- KOLDUNIC PATHS: The Way of Blood 5, The Way of Earth 5, The Way of Fire 5, The Way of Sorrow 5, The Way of Spirit 5, The Way of Water 5, The Way of Wind 5
- NECROMANTIC PATHS: Ash Path 5, Bone Path 5, Mortuus Path 5, Sepulchre Path 5
- THAUMATURGICAL PATHS: Countermagic 5, Elemental Mastery 5, Father's Vengeance 3, Lure of Flames 5, Movement of the Mind 5, Neptune's Might 3, Path of Blood 5, Path of Conjuring 5, Path of Mars 3, Path of Warding 5, Rego Manes 5, Rego Mentem 5, Spirit Manipulation 5, The Green Path 5, Way of the Levinbolt 5, Weather Control 5
BACKGROUNDS: Allies (Black Hand) (Inner Circle) 8, Black Hand Membership 5, Clan Prestige (Tzimisce) 8, Contacts 8, Fame 5, Herd 5, Influence (Military) (Terrorism) 6, Resources 6, Retainers (Bound Demons) 8, Sabbat Status 8
VIRTUES: Conscience 4, Self-Control 5, Courage 5
MORALITY: Humanity 9
WILLPOWER: 10
MERITS: Iron Will
FLAWS:
KNOWN POWERS (Paradoxal Dragon Form only)
House of Leo (Extra-Dimensional Powers) (In Paradoxal Dragon Form only)
Novice:
Level One - Protective Aura -
Drakulya is known to be surrounded by an aura that acts as body armor allowing him to withstand/resist physical and energy attacks. (Additional note: Drakulya has also been known to alter the properties of his aura to produce higher levels of light, and/or heat in addition to its normal defensive properties).
Level One - Telepathy -
Drakulya has displayed the ability to project and read thoughts, the full limits of this power are unknown, though it is generally believed that he cannot initiate contact with an unwilling mind (i.e. Mind block, Iron will, etc.).
Level Two – Flight -
Drakulya has displayed the ability to fly by manipulating Gravity.
Level Two - Time Sense -
Drakulya can sense contractions and dilations in time. In addition, he can sense the use of Temporis or other time-altering powers. He also has an internal clock, which keeps perfect track of time. This is particularly useful with the higher level powers of this Discipline, as it allows Drakulya to know just what he is capable of doing with his powers, how long the effects will last, etc.
Level Three - Iron Will -
Drakulya has also displayed the ability to close his mind from outside mental influences, including possession, and psychic assault. A side effect of this ability is that when Drakulya is in this state he has a greatly increased resistance to pain.
Level Three - Limited Shapeshifting -
Drakulya has been known to change his appearance to that of a winged “angel” or “demon”. It is believed that this change is purely cosmetic and serves no other practical purpose. It has been theorized that he can assume other forms with the proper training, but thus far the subject has shown no desire to expand this power.
Intermediate – When the Dimensional student enters this phase they are ready to tackle some harder tasks and to use the unique properties and sciences of the dimensions that are limited to 3rd dimensional users.
Level Four - Time Ward -
Drakulya can distort the flow of time around him to make the time stream disturbed and impenetrable to Time perceptions. Those trying to look into the past or future get only a blur of possible visions and confused images.
Level Four - Frozen Object -
Drakulya can stop time for an inanimate object for a predetermined length of time. He could throw a knife into the air and stop time on it, only to later let it continue on its course. He could freeze time on a light switch and then turn it on. When it reentered time, the light would come on. This power can be used on bullets and other projectile and missile weapons, but not on objects touching animate beings. In addition, objects lose no energy during the time stop, so anyone touching the bullet frozen in flight would burn her hand, and the slug would have the same velocity when it re-entered time.
System - Be mindful when you use this power to make sure that you follow the limits given. If you Stop a flame in time and you walk through it, you will still be burned.
Level Five - Zombies Curse -
Drakulya can cause one subject to perceive time as having sped up. The victim moves at half speed, and everything she says comes out slowly and in a deep pitch. The victim will have trouble communicating and even more trouble in combat. While bullets, once fired, move at normal speed, punches, kicks, sword, swings and other attacks that require personal speed in order to add kinetic force do only half their normal damage dice pool and have their difficulty to hit increased.
Level Five - Attune Object to Owner -
Every being radiates a unique biological energy signature (BE). The BE is not to be confused with a person’s aura, which is of a psionic nature, though similar. What this ability does is attune a particular object to the owner’s BE frequency, making it impossible for anyone else to make it function. This power can also be used to identify personal belongings and valuables. It is primarily used on rare or unique mechanical or magically powered devices, weapons and items of great value. Only the owner can then activate anything so attuned.
Level Six - D-Shift Phantom -
This is another ability that allows Drakulya to shift and meld the aspects of different dimensions. In this case he transforms himself into a stationary phantom. He can see what’s happening around him, but cannot hear, speak. or move and cannot be touched or harmed while in his ghostly form. Appears to be a three-dimensional semitransparent image similar to a holographic projection.
Level Six - Dual Form -
Drakulya has displayed the ability to split into two identical beings. Two working together to accomplish the will of the Dimensional being. Each one having apparently having half the total power. In this form, Drakulya is granted one extra Action per round for each side. For example, the round calls for 5 Actions, Then you add 2 actions for a total of 7. Its up to you to decide which side gets 4 actions and which side gets 3. But collectively there should be 4 attacks and 3 defenses in the round which make up 7 Actions. The benefit also is, if one side dies, the remaining power and portion automatically defers to the other half. No entrapment of a soul would be possible.
Master – By the time a student reaches the Mastery level they are able to manipulate the time-space continuum in such away as to be invincible to the effects of time effects against them, especially from lesser dimensional beings. They can bend the dimensional aspects, blink in and out of random locations through the dimensions, become two dimensional, create out of the void dimensional pockets, and ultimately become a Sub-creature of the 4th Dimension.
Level Seven - Co-Walker -
Drakulya can stop time for a moment, allowing him to appear in two places at once. He appears to teleport or blink from one place to the next, but he is actually slipping out of the normal flow of time and space. He cannot affect objects within the time stream, so he could not attack someone while using this power. Instead he could move behind an opponent, hit him and then blink away again.
Level Seven - D-Phase -
This ability warps and bends the dimensional aspects of reality to allow Drakulya to walk through solid matter, like doors, walls, etc. and requires great concentration. Loss of concentration means a failure to complete phasing through an object, which causes a flash of light and the person goes flying 15 feet back from where he started, hurt and feeling icy cold to the touch, and is dazed for one round afterward. This “Pop Back” also occurs when the ability ends and he is still phasing inside a solid object.
Level Seven – Flawless Teleport –
Drakulya is able to teleport themselves and up to 10 others to a location of his choice. Even if its against the will of the subject he wishes to use it upon.
Level Eight - D-Shift Two Dimensions -
This is a dimension-altering ability that turns Drakulya and anything he is wearing on his person into a flat, two dimensional image, like a piece of paper or a painting on a wall! As a two-dimensional being, he cannot be detected by Thermograph, heat, motion, or most other detection abilities. The two-dimensional image of himself is also difficult to see or recognize. Furthermore, he is one-sixteenth his normal weight and mass and can effectively stick himself on the floor, or to the sides of walls, doors, vehicles, and large pieces of furniture or have a friend slide him under doors and through cracks.
Level Eight – Knot of Dahak – This power chokes off the power supply to your victim. If it’s to their boons, psi, chi, magic, or any extra ordinary abilities, the power chokes off their ability to use them. Whereby their powers will not work. Note this power will not work against a Dimensional being. Therefore cannot be used against the Dahaks.
Level Eight - Dimensional Envelope -
A dimensional envelope is the creation of a small area of a limbo-like dimension about the size of a walk-in-closet. The envelope has an invisible door that only its creator and other with temporal magic powers can see and open. The closet/envelope is approximately 10X10X6 feet and can store quite a quantity of materials. Likewise, Drakulya can step inside the envelope, provided there is enough room, and seemingly vanish into thin air (there is enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope.
Level Nine - Dimensional Pockets -
This power is similar to dimensional envelope except that the dimensional pocket/area is much smaller and portable, hence the reference to “pockets.” Drakulya can reach into a dimensional “pocket,” another limbo dimension, to retrieve items that he has placed there earlier. Items can be just about anything that could fit in a backpack, clothing, handguns, clips, diary, bottle of aspirin, etc.
Level Nine - Ultra Telekenetic Force -
The power to slam objects through projected mental paths. The power is strong enough for Drakulya to slam objects 10 times his weight into walls, shattering it into tiny pieces.
Level Nine – Gateway -
Drakulya can create a gateway for himself or any others he wishes to cross that connects to other locations, be it other realms, spheres, planes, it does not matter.
Level Nine - Forth Dimensional Transformation -
This is a powerful and disorienting metamorphosis that tuns Drakulya into a four-dimensional sub-creature, meaning that he is not a true creature of the fourth dimension, but has many of its powers. As a 4-D sub being, Drakulya has the following fantastic powers:
• All attacks do ½ damage including Magic and energy attacks.
• Impervious to all illusions, mind control, and illusionary magic and psionics and mind controlling drugs.
• Can step in and out of the third dimension at will. When he steps into the third dimension he is vulnerable to attack, but when he steps out, he can look into and at the three-dimensional world, just as we look at the two-dimensional world, but cannot be seen by the three-dimensional beings within that world. This means he can wander through the 3-D world of humans like a ghost, totally unseen and totally undetectable, passing through solid matter and floating in the air. However, to do more than observe the goings-on of the third dimension, he must step back into that dimension.
• Combat: Always has initiative, can never be surprised or attacked from behind, can use up to three extra melee actions/attacks
• Co-walker power at will: Drakulya can move through time and space as if using the Co-Walker power
• Drakulya is immune to time manipulation powers cast by beings of lesser power
• Extra-Dimensional Anchor: Drakulya is unable to be banished from an area by normal means. (A Banishment spell or effect will not work..)
System: The power works as follows. During the use of the power, the following instantly take place: Extra-Dimensional Anchor, Co-Walker, and immunity to time manipulations from a lesser being.
After one round has passed the following is added to the list: All magic and energy attacks only work ½ their usual impact, and Impervious to all illusions, mind control, psionics, etc.
Then one round later Drakulya can step in and out of the third dimension at will and gains Combat Awareness.
Level 10 - Temporal Lash -
Considered to be the ultimate of Time arts. The ability allows the being to Erase someone out of the Temporal strands of time. The older the being is, its considered to become more difficult to erase them out of the time streams. The first appearance of course is the closest event to take place. In this case the very battle itself. While the user of the power is perfectly aware of what is happening around them, the victim is not, erasing that very event that had taken place (The current battle). Unsettled is the Temporal Nexus, but it does its work to perfection, completely erasing them out of existence. Permission to use this power must be granted oocly by a 2nd Generation Dahak ** Restricted only to Randal, Nathaniel, and Samuel.
Considered to be the ultimate of Time arts. The ability allows the being to Erase someone out of the Temporal strands of time. The older the being is, its considered to become more difficult to erase them out of the time streams. The first appearance of course is the closest event to take place. In this case the very battle itself. While the user of the power is perfectly aware of what is happening around them, the victim is not, erasing that very event that had taken place (The current battle). Unsettled is the Temporal Nexus, but it does its work to perfection, completely erasing them out of existence. Permission to use this power must be granted oocly by a 2nd Generation Dahak ** Restricted only to Randal, Nathaniel, and Samuel.
House of Gemini (Paradoxal Powers) (In Paradoxal Dragon Form Only)
Novice:
Level One - Paradoxal Summit -
The ability to view things from multiple Spheres, Dimensions, both known and unknown, at the same time. So long as the overlay is within 4 miles of Drakulya. This is a basic ability and does not cost an action. It should be assumed that Drakulya always has this in play unless otherwise stated.
Level Two - Paradoxal Fragment -
This builds upon the concepts of the prior power, except it compresses and builds a large amount of pressure around a "cone" of relevance. The cone of relevance is roughly 20 feet at the base, but builds higher concentrations as it goes up vertically. Or in other words, its area is much larger the higher up it goes. However, at the base, the pressure is so massive that it could cause lesser items to explode into fragments.
Level Three - Paradoxal Rift -
So long as Drakulya has direct line of sight, He can transport whatever subject is present into The Void, or whatever plane he so chooses. Eye contact does not have to be made.
- Intermediate
Level Four - Paradoxal Multiverse -
This creates around Drakulya a demi-sphere that gives off the impression that he is there, however he is in a demi-shere. This works similar to Astral Projection, only this is not an Astral Plane, but a Paradoxal Plane, with no "silver chord" as it were to tie off or sever.
Level Five - Paradoxal Anti-Matter -
The Void has several known names such as "Void", "The Nothing", "Nothingness", "Absolute Zero", and "Anti-Matter". Anti-Matter is the type of 'essence' that exists on the other side of a Black Hole. By using this power, Drakulya drawing on the power of Anti-Matter. Whereby whatever he touches, he causes its natural properties to flip. For example, water can become vapor or a solid. A solid can become a liquid or Gas. A gas can become a liquid or solid. So long as his physical body is touching in some way the material, it can change. By this same token, imagine if you touch a being, and turn them into a vapor! So long as Drakulya wills the Anti-Matter (Void) to surround it, they will still exist and can be transformed back. If he separates the Anti-Matter from them, then they will stay in the form he left them in. Be mindful, this could render them dead. This power could be used to freeze over a liquid for passage. Be creative, this power need not only be used for destructive measures. This power does not allow Drakulya to alter any "Void" properties, nor does it have any power in the Emerald Valley Fields, or in the Necro River.
Level Six - Paradoxal Vision -
Drakulya has the ability to stand from any peak (from anywhere in the Multiverse) and target an area of choice (say a home in Miami as an example). He can see what is taking place like he was there. He can communicate via the mind to anyone he chooses from the targeted range. He can even use his powers like he was there (only lower levels, like levels 1-3).
- Master
Level Seven - Paradoxal Vortex -
This ability creates a Vortex that is weaved from The Void. The vortex pulls whatever it comes in contact with into the void of space. Creatures who have no immunity to such an environment will not survive. A Paradoxal Vortex appears like a gray funnel, not unlike a tornado, save its not connected to a super-storm or cloud base. Once opened, the vortex is guided by the willpower of Drakulya, but for only one minute. Whatever is captured cannot teleport back out (unless they have presence in the void).
Level Eight - Paradoxal Revision -
The ability to recreate an entire round of battle as if it didn't happen. Yes I know! I can hear the comments to come. But it is a legitimate power for Drakulya, based from his ties to the Extra-Dimensional Nexus, and The Void. Keep in mind if he undoes a round of battle, then his prior post didn't happen either.
Level Nine - Paradoxal Reality -
The ability to create an environment to suit Drakulya's needs. His typist must clearly spell out what he is doing with the power at the time he is using it. Keep in mind, if its more than one action involved, it will count as more than one action in combat. By using The Void, Drakulya may weave in the prime as if he were in The Void. Please use tastefully!
Level Ten - Paradoxal Maelstrom -
This creates a massive super-storm (20 City blocks' worth if desired) of Anti-Matter activity. Falling in the form similar to Void Crystals, smaller particles like rain fall for up to 5 minutes. Whatever it comes in contact with, it creates a void. Imagine watching the city street getting eaten away bit by bit for 5 minutes until there was nothing but impact craters left behind. Massive buildings once 50 stories high, reduced in half! Beings caught in the storm, will watch as their hands, arms, and body bit by bit disappear until they disappear (No pain in the process, it merely creates voids until the entire body is voided). The effects of Paradoxal Maelstrom can be undone for living things, but not for non-living things.
House of Sagittarius (Necromancy Powers):
Novice:
L / 1 – Death Watch – This power allows one to detect how close to death someone is. They must be within eye contact for the power to work properly.
L / 1 – Gaze of Dahak – This power magnifies terror into the one they are gazing upon. The power sends an overwhelming since of fright throughout their body. This causes them to freeze in their location. Eye contact must be made in order for the power to work.
L / 2 – Freeze Undead – This power halts any undead forces (Vampires, etc.) in their spot. The power is most successful when used against a lesser being; however a Necro Master can use this power on higher powered Undead beings.
L / 3 – Bone Dagger – Creates a dagger of Necromantic energy. Direct hits, not only deals physical damage, but also drains away their life force. Consider three direct hits enough to kill most beings.
Stage Two – Intermediate
L / 4 – Energy Drain – This power eats away the energy of the targeted being. This in full effect can take away as much as 25% of their energy per round. The energy then is transferable to either an artifact or weapon of choice.
L / 5 – Wind of Death – A dark Necropolis wind circles about your victim causing life force damage. Ultimately one would end up death within a couple of rounds if not countered somehow. The dark energy weakens the victim during this process as well so the longer they are caught in it; the less likely there would be room for escape.
L / 6 – Raise Undead – Two Vampires rise from the ground and aid the Dahak in battle. Each Vampire must be dealt with separately from the Dahak, using up more actions from your victim and less they have to work upon you.
Stage Three: Master
L / 7 – Greater Energy Drain – This power works similar to energy drain, except your victim will lose up to 50% of their energy per round. The energy is likewise able to be transferred to a weapon or Artifact of choice.
L / 8 – Implosion – The power is simple, yet very destructive. The power causes a set victim to implode upon themselves, leaving them effectively dead. Think of it as reverse gravity that draws the users to suck into their vessel. A complete reversal.
L / 9 – Necro Flux – By making contact with the ground, a Necromantic flux in the form of a gel will spread upon the surface of the ground, covering 50 yards in radius around them. Anyone caught in this will suffer an instant 50% drop in life-force, and will be dead by the next round if not countered. The energy loss will be great, so it would be very difficult to counter once in it.
L / 9 – Ashes – This power turns the target into a being of hard-ash. Then, the power causes the one to explode as ashes cover across the ground. The Ashes can be transferred at will into the Valley of Ash if they so chose.
L / 9 – Solar Death – Because the Dahaks were created out of the void, the Dahak can create a mixture power of both Necromantic energy and solar rays that blend together in a single toxic release. A ray of energy is targeted into the body of their victim at any set location. It moves at light speed, and travels from the void and through the vessel of the Dahak. The result in direct contact is nothing less than death.
L / 10 – Rise of the Necropolis – The ultimate in the Necropolis powers. Not so much in what is actually dealt out in an energy base, but because of the end result. The power literally teleports the chosen victim into the Necropolis and into the Necro – River, in which is instant death to anything save a Necromancer at a Masters Level. They can be teleported against their will.
House of Scorpio (Soul Mastery):
Novice:
Level One – Echo - Every spirit, be is living or undead, or captured (Underworld, land of the dead) has a signature which continually gives off a series of patterns in pulses that no one ever hears nor feels. This is because they are unable to feel its presence. The Learning Soul student will begin to pick up on these vibration patterns and map them out in their mind. This is called the Spirit’s Echo. Through this power they can keep track of a spirit, for up to Two days from the time you pick up on it. Excellent tool for keeping track of a would be enemy. No Matter where they go, you can trace it. The general rule is, the further away they are from you, the more time it will take to pick up on their exact location.
Level Two – Spirit Burn – By making contact physically with another being, you can stir their spirit to a frightful stage. Resembling the powers of hell into the body of the victim, it will cause them to fear you, and the power you hold in your being. This is most useful when trying to warn someone of your ability that you might not wish to fully use.
Level Three – Free Spirit – This power can be used one of two ways. Either way resolves around freeing a spirit from the underworld. You may use this power to free a single spirit from either the underworld or land of the dead. If you free them from the land of the dead, you must decide rather or not they move on into the underworld, or released back into the real world. You may release them into the real world to be free to do their own will. Or you may free them only for a period of time to do an assigned task for you.
Intermediate –
Level Four – White Flames - Beginning in this stage you are able to learn how to protect both your own soul and the souls of other beings. The first stage in this process is called white flames. This power will allow you to create a blanket of spiritual energy around your own body or around the body of the one you are wishing to protect. Anyone making contact with it, or attacking the spirit from within the white flames will themselves find their souls under attack. It begins to penetrate into the victim’s soul, destroying it until they either release from the flames or stop the spirit attack they are wishing to deal. The power lasts for up to 24 hours depending on the wish of the student.
Level Five – Bond – This power allows you to bond their soul with you. While their own body and functions work properly, their soul cannot be touched without them first going through your own soul to begin with. This is a protection power and should be used by one who is able to defend their own soul with confidence. This lasts, as long as the Soul student wishes for it to.