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Name: Cypher
Sex: Male
Age (at death): 29
Race: Kindred
Clan: Tremere
Rank: Reagent
Alliegiance: The Anarchs
Beginning of Battle BP (Bloodpoints): 120

Equipment and Armour:
Light Clothing:
Offering little protection from swords or other weapons, light clothing barely can be called armour, but it does slightly protect from some H2H damage.

Steel pipe:
Simple. Brutal. Perfect. A thee foot steel pipe is Cyphers main weapon of choice, brutality with a pole lowers the amount of blood spilled and thus gives him much more blood to drink.


Disciplines:

Auspex:
Auspex allows a vampire to see Auras of those nearby, as well as giving additional hypersenstivie senses on top of those of normal Kindred. This discipline is passive and constantly active. It also gives the user to project themselves into an astral form, often used to communicate with those long dead, or to view upon the happenings during the day, often to call pray to them with use of dominate.

Dominate: ((Note this is optional, opponents may refuse to let this discipline be used if they feel it will be too much for them to fight against))

Cost: 10 Blood Points
At it's highest level, given the right target, usage of dominate is almost certain to crush the mind of an enemy, making them puppets for those who use it. Though not 100% effective, when used right it can determine almost any fight. It can also be used out of battle, to sneak by guards, to persuade someone to do something and somethings, occasionally for fun, to turn friends against each other.


Thaumaturgy:
Level One - Blood Strike:
Cost: 5 BP
BP Regained if attack Sucessful: 5

Sends a large dart of blood at the enemy, piecing them like a blade, before stealing some of the opponents blood and slightly revitilising Cypher.


Level Two - Blood Purge
Cost: 15 BP

If contact between Cypher and his opponent occurs, this is the first of the Attacks that can be used. The opponent is begins to vomit up a large amount of blood, leaving them vulvernable to further attack.


Level Three - Blood Manipulation
Cost: 10/15/20 BP (Depending on amount of blood used)

In simplest terms, Cypher manipulates an amount of blood into whatever he pleases, a shield, a weapon etc. Quite often is used in traps to lure in enemies. An alternate form of this with no cost comes from blood he spills in battle.


Level Four - Blood Salvo
Cost: 25 BP
BP Regained if attack SucessfuL: 25

A more powerful version of Blood Strike. This attack fires 4 strikes instead of five, each of them larger then the normal Blood Strike.


Level Five - Rupture
Cost: 30 BP

A second attack that requires contact to initiate, Rupture does exactly what it says on the time. The attack causes one random organ in the enemies body to rupture and explode, causing damage to the surrounding area and outer flesh, and quite often ends in death.

Roll the a D12 to figure out where on the enemy ruptures
1- Left Arm
2 - Right Arm
3 - Left Leg
4- Right Leg
5 - Stomach
6 - Heart
7 - Left Lung
8 - Right Lung
9 - Brain
10 - Liver
11 - Right Kidney
12 - Left Kidney


Abilities and Information:


Super-Human Strength:

While not being the strongest of the kindred clans by far, due to their dependancy on Thaumaturgy, they are still many times stronger then humans, and can easily lift twice their own weight.

Super-Human Agility:
Even before the great reflexes given to the Tremere through their skill of Auspex, as kindred they have a great athletic ability, equal to that of the highest of humans, and often in some ways beyond. They can perform feats of acrobatics and speed that may seem unbelievable to those who do not know of the kindred.

Super-Human Senses:
Kindred have a heightened sense of sight, smell and hearing.

Stakes, Crucifixes and Garlic Etc:
Despite what mythology states in Numerous fictions, Kindred are not killed, nor halted by:
Stakes (thought it does paralyse them if it punctures their heart)
Garlic
Silver
Running water
Crucifixes

HOWEVER:
Prolonged exposure to sunlight
Losing all their blood for a prolonged period of time
Prolonged exposure to fire

DOES
Instantly kill a kindred

Frenzy:
When under 25 Bloodpoints, on every post, roll a D6.
If the number is under 3, Cypher goes into frenzy.

While in frenzy, he cannot use Disciplines, and only stops when a D6 is rolled and the result is 5+.


Any short exposure the deadly sized flames sends Cypher into a frenzy on a D6 roll that scores under 5.

If Cyphers BP drops below 15, he automatically goes into frenzy.

Feeding:
If the opponent is subdued enough, or under the influence of Dominate, Cypher may feed on them, restoring 25 Bp per post they're under his influence.





Frenetic Dawn
Community Member
Frenetic Dawn
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