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The Dahls / The Vikings are here...
« Last post by Smurfy on September 19, 2017, 12:11:28 am »
The Dahls were a Viking family - back in the 900's. When Caspius Dahl became Caspius de Angelys - due to Faye embracing him - they hired his family to take them on a voyage, but the crew as well as Caspius, and Faye were all captured by Aiyonna's tribe of Indians - in order to survive, Faye told Caspius to embrace his brothers and sister - thus creating Ravnos/Toreador vampires out of the Dahl family. After this happened, and they were all free - Caspius took off with Aiyonna and helped create the de Angelys family along with Nykola and a couple others. What happened to the Dahls though?....

The Dahls went out to sea as they were Vikings after all - now vampires they were able to pillage a lot more towns with their new found strength and speed. This lasted a long time, until the Vikings Faded out whether through bribes, or religion - or what have you, the vikings were dispersed,  - and now The Dahls  were forced to take on normal lives. They moved back to Norway, and settled down - Some lived normal lives - got jobs,   families whether through marriage or by embracing... Life became tedious - normal - civilized.

The Eldest was of course Caspius - but he was no longer a Dahl.

The second brother  Bjarr was the one who became in charge of the family after Casp departed. He became the one who protected his family at all cost. Wise beyond his years - and truly the "parent" to his unruly siblings (who were also adults, but don't always act like it). Bjarr married twice - Both embraced - neither marriage lasted longer than 6 months - Bjarr is not an easy man to get along with. (Ex Wives were : Edel and Inga)

The Third brother was Sigfreðr he is the as*hole, that is willing to kill whoever gets in the way of his family, or his desires. He is the one who would enforce whatever Bjarr asked him to enforce. - Married 4 times - All were embraced (Ex Wives were : Magdalena, Hildegard, Valencia, and Iona(Who was also a shield maiden with his sister)

The Fourth Eskil  brother, a funny guy who genuinely likes everyone and who is always up for some celebration or another.  Not as proficient a fighter as the other brothers, but holds his own and keeps the faith for the family.  (Ex Wives were: Solfrid, Helga, and Eir.    Solfrid and Eir were embraced, Helga chose to divorce him rather than become a vampire. )

The Fifth brother Nikulas Age wise he was one of the youngest embraced even though he's in the middle so he still has a semi carefree way about him, he's very enthusiastic in learning how to do things and improve his fighting techniques. He probably gets on his brothers nerves because he likes to joke around whenever possible. If theres a war, he's ready to run in without thought, which makes him very careless. He's secretly in love with his brother Sigs Ex wife Iona(Ex Wife named Jorunn who he embraced)


The sixth brother was Augnarr he is the brother who likes material goods. He has also been in love with Aiyonna since they rescued her at sea, not that anyone else knows it - they may even think he's gay , because he refuses to date women - not that he dates anyone at all. He's a more reserved, but he really dresses well - and aquires money for the family - he is the one that started their business in Norway, and wants to rule the world one account at a time.  - He never married

The Seventh brother was Elias - Elias was the dreamer, the romantic - and yet he refused to say the word love to the one woman he ever did love - Beatrice. Bea was a Shield Maiden with his sister - and they were quite the pair, so once he was embraced, he went home and of course embraced Bea - who was also part fae , which made her a Maeghar - but she was still a part of them, though the two parted ways, because they were both stubborn - he secretly longs for the day they shall meet again.

The Sister - Sylvi was once a Shield Maiden which means she was an amazing warrior - she felt equal to her brothers, and yet they still treated her like their little sister, which frustrated Sylvi to no end. It took one time of actually fighting Sig for the brothers to realize, Sylvi wasn't to be messed with. They still watch out for her, regardless of their respect for her fighting skills. Which means, they will probably put any future mates through the ringer.

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The Westmore Family / Who are the Maeghar
« Last post by Smurfy on September 12, 2017, 03:11:00 pm »
Anyone wishing to be a part of the Maeghar ... must pick their own vampire clan... Because no two Mageher are a like.. They are a mixture of Fae/vampire .. The Fae part is the only thing that is similar.

Below will be a list of The Maeghar in the room and what clan they are... (will add as people create them)

Jude Westmore : Daeva - Scotland
Eiza  Mihalik : Ravnos - Germany
Shaylee Bellissimo : Giovanni - Italy
Grayson Hawthorne: Toreador - America
Penellope LeBlanc : Tremere - France
Beatrice Nilsen  : Toreador/Ravnos - Norway
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The Westmore Family / Jude Westmore : A Bio
« Last post by Smurfy on September 12, 2017, 03:05:28 pm »
Jude Westmore was Born Ferguson MacDonald - He of course changed it later on down the line - I mean seriously, who wants to be called Fergie Macdonald... There are so many bad jokes in that!

Jude changed his name to Jude Westmore after moving to Liverpool England in the 60's. He had a buddy with the last name Westmore, and at the time The beatles were a very popular band, and had wrote a very popular song named Hey Jude.. So deciding to take his friends last name, and Jude as his first - that is how Jude Westmore became Jude Westmore.

Jude was born in the year of 1561 In Scotland -Right around the time that Mary Queen of Scots returned from France - Not that it mattered to a sheep herding Fae..  Ferguson (Judes ) parents were a couple of sheep farmers -not exactly where Old Macdonald had a farm came from, funny coincidence though! . They raised him to be an imaginative, sweet kid really, who had supernatural gifts and seemed to make people draw to him right away... He had a normal childhood. A normal life really... that was until one day, Fergie was abducted, by a True Fae taken to Arcadia - a magical realm - in which he was "changed" - to a Fae - He was able to escape back to the mortal world, but there was so much different about him, his parents were relieved to see he had returned! They really didn't know much about the changes he had gone through, or the fact that he was now a Fae.. He went on with his life, and the family was happy - that is until at the age of 24 -

He was out herding his sheep , when his parents were murdered by a vampire named Helga... Helga had changed Ol' Fergie's life for the worse - or better, depending on how you look at it. Helga embraced Jude that day - turning this Fae into a Daeva vampire .. Daeva's were known for being Seductive towards all in their wake... So Jude became this extremely sexual being.. That would use his powers to bed women randomly... Though he began to grow very bored.
He felt alone...

He had heard that there were others sort of like him, Fae turned vampires - though no two were ever the same even in clan, Jude would search all over the world, gathering those who even smelled the faintest bit of Fae. He would talk to them, nurture them, and bring them into what he calls now The Westmore Family ... Though not everyone goes by the Surname of Westmore, they have become a family - one way or the other, though none actually share relation.

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The Westmore Family / Daeva Discs
« Last post by Smurfy on September 12, 2017, 02:32:55 pm »
Celerity

Flawless Parry:
 Make perfect defensive motions at the expense of taking no other action

Precision:
Enter a trance where you can operate with exceptionally fine manipulation

Projectile:
Throw objects with the speed of your Celerity

Tireless Tread:
 Run at 50 miles per hour for at least eight hours

Quickness:
Expend a blood and gain yet another additional turn. All previous celerity levels are activated

Projectile:
Expend a blood point and choose how many levels of Celerity you wish to grant the object that is being thrown or fired. The object gets an additional trait for each level of Celerity given to it, however you can no longer use those levels of Celerity. If the object did bashing damage it now becomes lethal, if the object inflicts lethal damage it now does an additional level of damage.

Momentum:
 Focus your Celerity into one instant, increasing her strength

Celerity Refinement:
 Choose to spend vitae for Celerity as you need them, rather than declaring them beforehand

Flower of Death:
 Use your Celerity to gain bonuses to attacking

Quickness:
Expend extra blood points to gain extra actions, at the cost of an unsoakable lethal damage level per action

Stutter-Step:
 Use your Celerity to gain bonuses to defense

The Unseen Storm:
 Move so fast you are truly invisible

Zephyr:
Move so fast that you seem to defy gravity

Time out of Time:
 React instantly to anything and move before anyone realizes what you've done

Paragon of Motion:
Perform most physical acts without fail

Between the Ticks:
Expend a blood and a willpower, you gain an automatic success on all attacks delivered to an opponent with less than advanced celerity. You have an extra action against those with advanced celerity. All attacks delivered by those with less than advanced celerity are considered to be automatic failures. You can declare fair escape at any time

Vigor
 is the Discipline that endows Kindred with the "epic strength of many men." The Discipline of Vigor is among the most well-known and basic of vampiric abilities that are known to be possessed by the Kindred; making them several times stronger than the most physically strong human. It is among the most dangerous of Disciplines as the preternatural strength it affords allows vampires to perform feats of strength that deform environments and cause significant injures to humans with ease; physical confrontations between Kindred learned in the Discipline of Vigor can be terrifying and dangerous spectacles to behold, resulting in intense injuries that would kill a man instantaneously as well as considerable property damage.
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The Westmore Family / Daeva
« Last post by Smurfy on September 12, 2017, 02:07:14 pm »
The Daeva are a Kindred clan known for being emotional, sensual, and desirable. Predatory hedonists and sensualists, the Daeva are emotionally dying, hollow inside. They are slaves to their chosen vices. Daeva are masters of Majesty, the Discipline of seduction and persuasion.

Daeva are very diverse as a clan - the only common thread is their consuming passions. Fierce brawlers and social butterflies are found there, as well as everything in between.

Although Daeva are often dismissed as effete, they possess the Disciplines of Vigor and Celerity, thus making them extremely capable in a fight. This, combined with their mercurial tempers and excitable natures make them Kindred with which to tread lightly.

The clan loves to surround themselves with mortals - to Daeva they are the pretty accessories, the running buffets and punch-bags that they exercise their tastes on. More importantly they serve as a mirror for the joys that, as vampires, the Daeva have lost.

The Daeva’s Embrace is inevitably sexual, but also fetishized. They objectify everything, but especially themselves. They Embrace to perpetuate that passion. The Daeva Beast is a beautiful angel, and it comes and takes control, leaving the Man to watch as mute dissociated witness. Their sinew grace leaves mortals breathless and willing to offer their own throats to the predator among them. The experience of the Daeva Kiss is orgasmic, a feeling of all-encompassing pleasure that grips them in silent adoration.

The Daeva are addicted to their mortal weaknesses, perhaps out of a desire to become human again. Each time a Daeva does not fulfill her vice, she loses two Willpower points.

the Daeva instead are at a greater risk to suffer from blood addiction. Every time a Daeva drinks from a mortal vessel more than once, they have to roll their Humanity in order to avoid dependency, otherwise, their addiction will last until the mortal is dead. Elders have an additional weakness, losing their immunity to blood bonds after they reach the third stage with one regnant.

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The Westmore Family / Re: Discs and other things
« Last post by Smurfy on September 12, 2017, 06:28:31 am »
Necromancy paths, similar to their Thaumaturgy counterparts, are collections of reliable powers which revolve around a particular aspect of the dead.

The Sepulchre PathEdit
This path allows the necromancer to command, interact with and combat ghosts.

Insight
See the last moment's of a corpses life.

The Bone Path
This path allows the necromancer to animate and control the dead corpses of animals and people, letting him/her create zombies of a sort.

Tremenes:
 making the flesh of a corpse shift once

Apprentice's Brooms:
allowing the dead to rise and perform simple functions like lifting a heavy box.

Shambling Hordes:
 allows the dead to rise and perform attacks.

Soul Stealing:
remove one soul from its body.

Daemonic Possession:
place a soul in a fresh corpse.

The Ash Path
This path allows the necromancer to pierce the Shroud and enter the Shadowlands that the various ghosts and Wraiths dwell in.

Shroudsight:
allows you to see into the Shadowlands

Lifeless Tongues:
allows you to speak with the dead in any language.

Dead Hand:
allows to you reach into the shadowlands and touch objects there.


The Vitreous Path

Eyes of the Dead :
 Use the Deathsight of nearby Wraiths

Hour of Death:
 Grants the necromancer Deathsight of his own which can be used to determine nearness of death or diagnose illness

Aura of Decay:
 Infect an object with the taint of Oblivion

Breath of Thanatos:
 Release necrotic energy as a deadly weapon


The Path of Haunting
A path practiced by the Maeghar and also pioneered by Giovanni during their time as a bloodline of the Cappadocians. It revolves around the ephemeral nature of the Shadowlands and the fascination associated with death.

The Path of the Skulls

Calvaria Emissius:
See through the eyes of a prepared skull

Consilium Mortuus:
 Draw upon the memories of a severed head

Ammorsus Vicarius:
 Animate a skull to bite attackers

Exedo Animus:
Place a memory of a skull into your own mind
 
Compel:
Compels a victim to obey a Necromancer's commands


The Mortuus Path

Reaper's Shroud:
Causes an individual to resemble a walking corpse, temporarily

Resume the Coil:
Awaken from Torpor or help another vampire do so

Mercy for Seth:
Infects its target with a virulent plague that kills mortals or puts vampires into Torpor
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The Westmore Family / Maeghar Discs
« Last post by Smurfy on September 12, 2017, 05:53:15 am »
Mytherceria is a Discipline that manifests in faerie-blooded vampires such as the Kiasyd and Maeghar. It grants the vampire mystical senses, the ability to steal knowledge, and other powers attributed to fae.

A  collection of powers attributed to the faeries and inclined toward the exposure of new knowledge, Mytherceria has driven many of its victims to babbling madness, or at least frustration.

Fey Sight: Sense changelings and fae glamours

Folderol : Determine whether a statement was a lie

Darkling Trickery: create all sorts of effects that are normally associated with faeries

Fae Sight: Sense glamours, and can Sense any form of magic unrelated to ghosts and undead

Aura Absorption: Remove the resonance from an object

Ward: Place symbols that confuse and disorient people

Phantastique Speak riddles that make people do nothing but sit and ponder it

Stone Travel : The vampire can tunnel underground

Steal the Mind: Remove memories and knowledge from a victim temporarily

Earth Sword : cause spikes to shoot at a target from any large structure

Absorb the Mind: Permanently take Ability  from a victim for yourself

Basilisk's Touch: turn a victim into stone at a touch

The Grandest Trick: Become a mortal for up to one day
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The Westmore Family / Maeghar
« Last post by Smurfy on September 12, 2017, 05:30:56 am »
The Maeghar were never a bloodline. Most share no common ancestry with each other, and many do not even hail from the same Clan. They are merely a collection of accidents, a mixture of blood and fae-blooded wyrd that should never have been possible, effectively a specific kind of Caitiff. There is no kinship here, no sense of shared destiny.

Originally, the Maeghar were called Kiasyd, a collection of isolated accidents that appeared when a Cainite tried to inflict his curse on a being with fae-blood. When the Middle Ages drew to a close, the Renaissance picked up, and the Kiasyd began disappearing as one of their lot sought to rule alone, they did not fight back. They did not speak out; they did not resist. They simply packed their belongings and left both disputed territory and their old name behind.

In the modern nights, Maeghar are solitary wanderers who travel from place to place, having no real ties to mortals or Kindred. They avoid the Sabbat and Marconius' Kiasyd brood. Typically, they will have a single prized, and disturbing, collection of some small item  Finger bones, Broken Dreams, Peoples teeth...

All Maeghar have some physical feature indicating their fae nature, which can range from the subtle (snow white skin and ebony hair) to the blatant (six arms).

In the rare event a Maeghar Embraces, the childe will only be Maeghar if they were faerie-blooded (that is, a kinain or changeling), otherwise they will be Caitiff.

The Maeghar's weaknesses are three-fold - like the Kiasyd, they are vulnerable to cold iron; all rolls to identify them as otherworldly are reduced by one; and they are repulsed by drinking from mortals directly, requiring the blood to be drained into a container, although they can feed from vampires directly.

Maeghar are solitary creatures, often more interested in the Shadowlands than contact with the world of the living. When they meet with another of their kind, the exchange will be brief, but polite, before both will leave each other behind.

( Please Note: A Maeghar is any kind of mortal with Fae blood who becomes embraced by any clan of vampire ... so you can be a Tremere, Ravnons, Toreador ect... The Maegher gets 2 discs on top of Necromancy and Mytherceria, but they must be discs from that clan)
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The St. Kegans / Lore (powers)
« Last post by TheFaeiry on September 10, 2017, 08:56:44 pm »
Lore of Flame

Fuel: The Daemon may fan existing flames, making them grow.

Ignite: The Daemon creates fire from nothingness, igniting a flammable object.

Command the Flame: The Daemon may manipulate the flames themselves. Fire can be moved, doused, or fanned.

Holocaust: The Daemon burns the inherent energy/power that makes an object real, rendering even a steel door to ash in mere seconds or robbing other Daemon of their power while hurting them grievously.

Ride the Flame: The Daemon transforms into flame or becomes part of an existing fire, gaining control over it in the process.

Lore of Humanity

Translate: The Daemon may speak with any mortal, regardless of language.

Insinuate: The Daemon make mortals feel they can trust them.

Fade: The Daemon may make people ignore them, moving through crowds or entering places unnoticed. 

Confession: The Daemon may make mortals reveal their innermost secrets and the mortals won't even remember spilling their hearts to the demon.

Alter Memory: The Daemon may alter a mortal's memories in any fashion desired. (Warning) The victim becomes mentally disturbed after being tampered with.

Lore of the Fundament

Manipulate Gravity: The Daemon may leap tremendous distances, hover, or fall without harm.

Adhesion: The Daemon may walk up walls or along ceilings, or cling to objects. 

Inertia: The Daemon may throw objects over tremendous distances, or simply stop attacks dead.

Manipulate Acceleration: The Daemon may move blindingly fast and pour their momentum into devastating close-combat attacks. This power is similar to the Discipline of Celerity (being the difference that Celerity does not transfer momentum to other objects or beings, thus not following the laws of physics). 

Manipulate Cohesion: The Daemon may alter the density of matter, allowing them to walk on water or evaporate stone or even flesh.

Lore of Awakening

Cleanse: The Daemon purify their target of all toxins and disease. 

Heal: The Daemon restore a body to full health, and may even heal aggravated damage with a touch.

Animate: The Daemon temporarily grant life to an inanimate object, and may direct the object's actions as long as they can see it. (Warning) The animated objects can become rabid, and will attack any living creature they can reach if the Daemon can't or doesn't control them.

Restore Life: The Daemon may restore life to a recently deceased body, and they might even restore a soul to that body. (Warning) the reanimated bodies can become rabid, and will attack anybody they can reach unless the Daemon controls them.

Lore of Wind

Summon Wind: The Daemon can call a wind from nowhere.

Fist of Air: The Daemon can manipulate air pressure in or around a target. (Warning) This effect can deal lethal damage to living beings.

Command the Wind: The Daemon may use the surrounding winds to manipulate objects as desired.

Wall of Air: The Daemon can turn air into a solid barrier.

Cyclone: The Daemon may create a massive windstorm. (Warning) The wind can suck the breath from any living being caught in said storm.

Lore of Longing

Read Emotion: The Daemon can read a person's emotions through subtle cues and act accordingly.

Empathetic Response: The Daemon can react perfectly to a target, becoming perfectly empathetic. 

Manipulate Senses: The Daemon may increase the sensations felt by a target. 

Obsession: With this ability, a Daemon causes the target to fixate on a person, thing, or idea. (Warning) The victim will have no sense of danger and will do anything to fulfill their desire.

Inspire: The Daemon can cause superhuman insight in a target. (Warning) The Daemon can inspires madness instead of genius.

Lore of Storms

Summon Water: The daemon can summon water from any nearby source, causing anything from a sudden concealing fog to a torrential flash flood.

Water Form: The Daemon transforms into water and may either flow or hover as mist. 

Manipulate Weather: This evocation allows the Daemon to nudge existing weather patterns, pushing away storm fronts or drawing them to her with surprising speed, and alternating the local temperatures.

Command the Storm: The Daemon can create or dismiss any kind of weather. (Warning) There are always negative side-effects, like a heatwave for a clear sky or an inundation for rain.

Invoke the Storm: The Daemon can surround herself with a raging storm at will, creating wind, water and lightning in an area as small as a room or as large as a city block. The heart of the storm is centered on the demon, and it moves as she moves. It causes her no harm, though.

Lore of Transfiguration

Mimic: The Daemon can change their voice and mannerisms to that of another.

Alter Appearance: The daemon can alter basic features of themselves or others, such as the color of their skin, eyes, and hair.

Alter Shape: This allows the daemon to alter the shape and dimensions of their form.

Doppelganger: The daemon becomes the perfect person for a target, exhibiting the mannerisms and form they want to see.

Shapechange: The daemon can freely alter any aspect of their's or another's appearance.
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The St. Kegans / Innate Powers
« Last post by TheFaeiry on September 10, 2017, 07:15:14 pm »
Innate Powers

Daemons all come with a whole slew of powers built in, much like how Vampires and Werewolves do.

Daemons are immune to mind-control and supernaturally induced fear.

Daemons are immune to possession

Daemons can see through illusions and supernatural concealment

Daemons can detect their own kind near by and can converse mind to mind. A daemon can speak to their Thralls at anytime.

Demons can detect the use of supernatural powers in a nearby area, but not the exact nature of the power or its location. They can use their knowledge of the area or maps to pinpoint an exact location.
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