Essence of theWOD (World of Darkness)
byZagreusHades
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AI summary
A World of Darkness Essence whose Physical option remakes your body free of defects at average Strength, Stamina and Dexterity, with Social granting average Charisma, Manipulation and Composure and Mental granting average Intelligence, Wits and Resolve. Human places you among the mortals the Kindred call Kine, the Fera call People of the Map, the Magi call Sleepers and the Hunters call Bystanders — the base stock from which the other races derive — while Kindred lets you be a vampire, once human and embraced by another, supported by Dark Desire, an appearance both frightening and arousing that marks you as the ultimate bad boy or girl, Apex Predator, making you stronger, faster and tougher than other Kindred now that your prey is what you once were, and Brain of The Beast, an accord with the Beast within so that it constantly hunts on your behalf, spotting easy prey, identifying hunting grounds and noticing threats. Disciplines follow at average rank, among them Auspex, which sharpens the senses far past normal limits including sight over miles, and Obfuscate, which lets you fade into darkness and move unseen.
Generated précis — the sections below are the author's original text.
Effects
8Physical: You may remake your body and purge any negative aspects/traits. You will also possess average levels of Strength (Raw power, brute strength, close combat, etc.), Stamina (Physical endurance, health, durability, etc.), and Dexterity (Speed, precision, stealth, escape, ranged weapons, balance, etc). You are also average in physical skills like; Athletic, Combat, Aim, Survival, Clandestine, Drive, etc.
Social: You possess average Charisma (Likability, leadership, impressing others, etc.), Manipulation (Lies/Deceit, control/steering others, etc.), and Composure (calm, patience, etc). You are also average in social skills like; Intimidation, Persuasion, Streetwise, Subterfuge, Leadership, Animal Ken, etc.
Mental: You possess average Intelligence (Education, analysis, research, practical knowledge, impressing others, etc.), Wits (Cunning, clever, intuition , instinct, etc.), and Resolve (Patience, determination, focus, mental stamina, etc). You are also average in mental skills like; Academic, Computer, Investigation, Mechanics, Awareness, Crafts, etc.
Human: Called Kine by the Kindred, People of the Map by the Fera, Sleepers by the Magi, Bystanders by the Hunters, etc. Humans tend to be the base from which all the other races stem as such you are naturally adaptive and can easily get used to the supernatural, your instincts are also heightened allowing you to notice/sense/feel when your around supernatural beings/forces.
Kindred: Kindred, Cainite, Vampires you may be and or possess the abilities of a one of these supernatural creatures of night and blood. Kindred were once human that were embraced by another granting them a number of abilities, features, and drawbacks and while these things can be different based on the Clan of the kindred most share basic things include; blood replacing most of their body (including excretions like tears), a set of fangs to pierce the skin of victims referred to as The Kiss a pleasurable (most of the time) experience for the kindred and their victims (and saliva that can heal the wounds they cause), the need to feed on the blood of other creatures and utilize the blood for a number of things (move the blood to give their body movement and replicate physical reactions, expand blood to fuel abilities, expand blood to enhance their physical attributes, expand blood to heal injuries and wounds, etc.), a body locked in an eternal moment (the point they were embraced/changed) that they will be restored to whenever the wake, enhanced physical strength and durability that makes them hard to kill, and the ability to enter Torpor a deathlike stasis that can be used to heal the body of extreme damage or as a "break" from un-life. The drawbacks of being a kindred include; being unable to consume normal foods and drinks, the need to feed on blood, a highly volatile ID referred to as The Beast that can take control over the body in times of great fear/hunger/hatred and if un-monitored may cause the kindred to become a feral killing machine void of humanity, fear of fire, vulnerability/weakness to fire, sunlight, decapitation, and attacks by other supernatural things, a stake through the heart will immobilize the kindred, and most kindred possess a curse based on their Clan.
Dark Desire: Your appearance holds a dark attractiveness to it an appearance that makes those who see you scared and aroused, you give the vibe of the ultimate bad boy/girl, you could make even the most hardened and dominant of people beg and whimper for you attention. Your dark beauty ensures you always look amazing and appealing even if you were a member of clan Nosferatu your clans curse would be limited to a single bad scar while leaving the rest of you untainted.
Apex Predator: Humans are naturally predators, but when they become a kindred that nature ramps up as they must now hunt what they once were. Your body is stronger, faster, and tougher than other kindred, your steps are silent, your hearing is always focused on the sounds or lack of sounds, etc.
Brain of The Beast: Your mind and the beast within have reached an agreement your Beast is constantly hunting; spotting the easiest prey, identifying the perfect hunting grounds, noticing threats and when you are in the position of prey.
Discipline:
Auspex: You may possess knowledge and an average ranking in Auspex, a talent that allows kindred to enhance their senses beyond the normal means including unlocking abilities like; seeing for miles, hearing conversations from kilometers away, "seeing" hidden things (ghost, invisible, etc.), detecting other supernatural beings and lies, premonition, share senses, read auras, telepathy, etc.
Obfuscate: You may possess knowledge and an average ranking in Obfuscate, a talent that allows kindred to fade into the darkness moving unseen including unlocking abilities like; wrapping themselves and potentially others in shadows, become invisible, change their appearance and mimic others, cause others to ignore your presence, conceal things, create mental illusions, hide your nature, protect your mind, etc.
Protean: You may possess knowledge and an average ranking in Protean, a talent that allows kindred to reveal their Beast peaking away their human appearance including unlocking abilities like; mimicking the traits/abilities of animals (sonar, night vision, claws, etc.), meld into the earth, transform your body (animal form, mist form, etc.), adapt your body, create a servant, etc.
Thaumaturgy: You may possess knowledge and an average ranking in Thaumaturgy, a talent that allows kindred to use their stolen blood as mystic power for multiple effects including; turning blood to acid/poison, learning through blood, manipulate blood (constructs, drain it from others, boost it, boil it, etc.), create safe havens untouched by the sun or other supernatural, etc.
Presence: You may possess knowledge and an average ranking in Presence, a talent that allows kindred to draw the attention of others invoking fascination, worship, fear, etc. This includes abilities like; auras of fear/awe/love, manipulate emotions, imbue things with feelings, force mortal feelings on others, compel actions on others, make your image hold your power, etc.
Potence: You may possess knowledge and an average ranking in Potence, a talent that allows kindred to enhance their physical strength including unlocking abilities like; jumps that resemble flight, strength to break stone and metal like paper, tear other supernatural beings in half, stomp to create shockwaves, telekinesis, become immovable, etc.
Oblivion: You may possess knowledge and an average ranking in Oblivion, a talent that allows kindred to connect to primordial darkness and dark spiritual forces including unlocking abilities like; enslave spirits, manipulate darkness as physical constructs, cloak yourself in darkness (hide, shadow beast form), see/hear through shadows, wither others, feed on emotions, teleport through shadows, become living darkness, etc.
Fortitude: You may possess knowledge and an average ranking in Fortitude, a talent that allows kindred to enhance their physical resistance and durability including unlocking abilities like; boost their physical/mental defenses, ignore banes and hunger for a time, make their skin strong enough to reflect bullets and break melee weapons, manipulate their body (move their hearts placement, reject foreign things from your body, etc.), etc.
Dominate: You may possess knowledge and an average ranking in Dominate, a talent that allows kindred to force their will on others but requires eye contact and the victim to understand the user (and to be "weaker"/younger then you) including unlocking abilities like; make others follow your commands, hypnotize, implant false thoughts/memories, mind control, possession, control bodily functions, mental pain, etc.
Celerity: You may possess knowledge and an average ranking in Celerity, a talent that allows kindred to move at incredible speed even moving faster than supernatural eyes can perceive including unlocking abilities like; Ignore changes in momentum, ignore friction cause by speed, speed up your perception slowing the world around you, throw objects with your enhanced speed, alter your physical properties (phase through things, ignore gravity), invisibility, instant reaction, etc.
Animalism: You may possess knowledge and an average ranking in Obfuscate, a talent that allows kindred to interact with beasts and The Beast including unlocking abilities like; telepathic communication with animals, animal control, beast soothing, animal possession, etc.
Blood Bond: Your blood is extremely potent in its power to create and hold blood bonds, while normally it would take three different nights of drinking kindred blood to create a blood bond (forced service/loyalty) and require repeated "maintenance", you only need once to create the bond. You are immune to being blood bound with all attempts failing no matter how many times you drink the blood of another kindred. You can toggle and alter this ability including preventing blood bonds and its addiction or prevent the complete obedience.
Blush of Life: Normally a kindred is virtually a corpse only kept moving through their spirit and blood but not true life; no pulse, no heart beat, no food and drinks, no physical arousal, no bodily fluids (besides blood), etc. but the Blush of Life allows a kindred to temporarily regain the spark of life; a heart beat, the warmth of life, the ability to eat and drink, production of natural bodily functions including reproductive systems, etc. You don't need to waste blood to activate your blush simply being able to activate it restoring "life" to yourself and others as long as you wish, essentially granting the benefits of being a Thin Blood or Kine while still being a true Kindred.
Diablerie: A generally taboo action where a kindred completely drains the blood of another kindred killing them and in turn absorbing the soul, power, and strength of the killed kindred into themselves. This process can have unintended consequences like the soul/mind of the killed kindred living in and taking control of the kindred who feeds, you are protected from these drawbacks gaining the benefits without risk and should you end up on another's plate you are guaranteed to be able to dominate your murderer taking them over completely. You can utilize this ability on anything you eat/kill absorbing all that it is into yourself.
Fera: A supernatural species that possesses two souls human and beast allowing them to shapeshift, with most Fera possessing five forms that they can transform into; the Human) the beast man, the monstrous war form, the dire beast form, and the mundane beast form. Most Fera where created by Gaia with intended jobs/tasks to maintain the balance. You may be a Fera and or possess the abilities of one including; enhanced physical capabilities above most living things, immunity to disease and ailments that affect humans and/or wolves, enhanced healing factor, greater durability, enhanced lifespans, and their multiple forms. Most fera possess a weakness to either silver or gold and sometimes both, this weakness is not active in the Fera's human and full beast form, but is in their other forms.
Animal Magnetism: Humans have an odd relationship with Fera and their rage while most of the time Rage intimidates humans even subconsciously, your rage awakens a different aspect in others you draw their attention with hordes of people falling over themselves to get your attention and seeking you out.
Instinct Intelligence: Fera have a foot in the spirit world and the material world, they must always be careful of spiritual threats. You are immune and capable of resisting the reality warping and manipulation abilities of spirits in all forms including illusions.
Big and Bad: Your forms share similarities to the wolves of fairytales and nightmares; your bigger in all forms, your jaws and strength have the force to crush steel and stone, your teeth can pierce most metals without any harm to you, and your breath could topple buildings.
Gaian Breeds:
Wolf: You may be and/or possess the traits of a Wolf shapeshifter the main warriors and protectors of Gaia. Wolves possess a Rage that if left unchecked can cause them to enter a made frenzy entering their war form and killing anything and everything around them, they are also in danger of loosing the Wolf a temporary phenomenon that can be corrected by howling at the moon and reconnecting with their rage. Wolves are weak to silver being unable to speed up its healing process. The War Form causes Delirium in humans. Auspices: New (Tricksters), Crescent (Mystics), Half (Judges/Mediators), Gibbous (Bards/Lore), Full (Warriors).
Hyena: You may be and/or possess the traits of a Hyena shapeshifter the warriors and protectors of Gaia in Africa. Hyena possess different gender roles and features with females being warriors and having more rage than the males, the males being sorcerers and having more magic reserves, it is possible for exceptions to this rule with those individuals being viewed as omens. Hyenas are weak to silver being unable to speed up its healing process. The War Form causes Delirium in humans. Auspices: Dawn (Female Warrior/Male Bards), Dusk (Female Assassin/Male Mystics).
Spider: You may be and/or possess the traits of a Spider shapeshifter that watch and attempt to maintain the balance and harmony of Gaia. Spiders possess a few unique features including; not possessing Rage like most Fera, the ability to consume and utilize blood, War Forms that can very between different spiders (humanoid with multiple limbs, arachnie/drider, massive spider beast, etc.), manipulate their pheromones to attract mates, possess venom in all forms, can produce webs in their war and beast form, the beast form of Spiders is actually a hoard of spiders, etc. Spiders are not protected against disease like other fera but can purge it by expanding blood. The War Form and Dire Beast Form causes Delirium in humans. Auspices: Weaver (Web Markings, Emotional Control, Neat, Order, Logic), Wyrm (Serpentine Markings, Destroy with purpose, Recycle), Wyld (Lightning Bolt Markings, Creative, Develop, Change).
Bull: You may be and/or possess the traits of a Bull shapeshifter the cultivators and matchmakers of Gaia. Bulls possess; the power to find a person's perfect match, the power to manipulate fertility, predict the potential offspring of children, knowledge of a ritual that allows for a child to be born from the earth with only DNA being needed, etc. Bulls only have three forms (Human, War, Beast). Bulls are weak to silver and gold being unable to speed up its healing process. The War Form causes Delirium in humans. Auspices: Lunar (Warrior), Twilight (Mystics), Solar (Diplomats/Social Workers).
Feline: You may be and/or possess the traits of a Feline shapeshifter that gather the secret knowledge of Gaia and may even steal knowledge from other Fera. Feline possess a few unique features including; a sixth sense that blends smell and taste, etc. Felines are weak to silver and possess a unique drawback for each tribe. Tribes include; tigers, lions, pumas, cheetahs, saber-tooth cats, etc. The War Form causes Delirium in humans and the Dire Beast Form causes a minor case of Delirium in humans. Auspices: Daylight (Open, Direct), Twilight (Questioning, Seekers), Night (Reclusive).
Bat: You may be and/or possess the traits of a Bat shapeshifter the secret scouts and messengers of Gaia. Bats possess; natural nocturnal animal features (night vision), echolocation, are love by their (spirit) parent, knowledge of a ritual to repopulate, the beast form is made of a swarm, etc. Bats are weak to fire being unable to speed up its healing process. The War Form causes Delirium in humans. Auspices: Eat (Fruit/Insect/Meat, Scouts, Spies), Drink (Blood, Mystics, Seers).
Corvid: You may be and/or possess the traits of a Corvid shapeshifter that act as the open scouts and messengers of Gaia. Corvids possess a few unique features including; only access to three forms (Human, War, Beast), have control over their rage to the point they never enter frenzy, knowledge of a ritual to create more of their kind, etc. Corvids are weak to gold being unable to speed up its healing process. The War Form causes Delirium in humans.
Bears: You may be and/or possess the traits of a Bear shapeshifter the healers of Gaia. Bears possess; complex knowledge of medicine and healing rites, knowledge of a rite to resurrect the dead, control over their metabolism, etc. Bears develop worst eyesight in all forms except human, and are subject to the seasonal urges of bears. Bears are weak to silver being unable to speed up its healing process. The War Form causes a weak Delirium in humans. Auspices: Similar to Wolf.
Fox: You may be and/or possess the traits of a Fox shapeshifter that don't have a set position in Gaia's plan being able to fill any role with most acting as politicians. Foxes do not cause delirium in any of their forms, and do not possess the same healing abilities of the other Fera. Foxes possess a mild weakness to silver. Foxes can possess a maximum of nine tails depending on their magic reserves, they can also choose how many tails are visible. Auspices: Lava (Warrior), Fog (Illusionist), Clay (Storyteller), Lightning (Mystics).
Lizard: You may be and/or possess the traits of a Lizard shapeshifter the memory keepers of Gaia. Lizards are the descendants of the prehistoric dinosaur Fera. Lizards possess; a spiritual memory that extends all the way back to the prehistoric era, War Forms that resemble dragons, three main forms (Human, War, Beast) and a rare potential to unlock two other forms (Beast Man, Dire Beast) and once possessed a now loss Sixth form (Anthro War Form), etc. Lizards beast forms tend to resemble Komodo Dragons, Gila Lizard, Monitor Lizards, etc. Lizards are weak to silver and gold being unable to speed up its healing process. The War Forms causes Delirium in humans. Auspices: Rising Sun (Warrior), Noonday (Judges), Setting Sun (Defenders), Shrouded Sun (Mystic), Midnight Sun (Tricksters), Decorated Sun (Leader), Solar Eclipse (Rare, Royalty).
Serpent: You may be and/or possess the traits of a Serpent shapeshifter that are the judges, executioners, and secret police of Gaia. Serpents possess; amphibious nature, sense vibrations, poison bite/spit (effective on vampires), etc. Serpents are weak to silver being unable to speed up its healing process, their hearing is diminished when in a form other than human. The War Form causes Delirium in humans. Auspices: Spring (Renewal, Life, Earth), Summer (Energy, Passion, Fire), Autumn (Mind, Knowledge, Air), Winter (Dedication, Serenity, Water).
Coyote: You may be and/or possess the traits of a Coyote shapeshifter the teachers (especially trickster teachers) of Gaia. Coyote don't possess rage, and have a natural skill at pranks, hiding things, and getting away without issue. The War Form doesn't cause Delirium in humans but does have an effect on them they are simply unable to perceive it. Auspices: Similar to Wolf.
Rat: You may be and/or possess the traits of a Rat shapeshifter that act as the population control crew of humans for Gaia. Rats possess; a natural affinity for diseases/famine/plague/pestilence, a sixth form (Anthro Rat (Beast) Form), a knowledge sharing network connected through the blood of relatives/descendants, poisonous blood (deadly to vampires and Spider), immunity to disease, etc. Rats are weak to silver being unable to speed up its healing process. The War Form causes mild Delirium in humans. Auspices: Assassin, Spy, Mystic, Warrior, Bards/Seers.
Shark: You may be and/or possess the traits of a Shark shapeshifter that serve as guardians of Gaia's waters. Sharks possess; immortality (they can't die by natural means (age, disease, etc.), they stop aging at their prime), utilize electric signals to communicate, large reserves of Rage, can regenerate like normal Fera and by swimming in salt water. Sharks are weak to silver being unable to speed up its healing process. The War Form and Dire Beast form cause delirium in humans and the Beast Man form causes mild Delirium in humans. Auspices: Bright (Warrior, Surface of the Sea), Dim (Judges, Leaders), Dark (Innovative, Curious, Being on land, swimming depths).
Boar: You may be and/or possess the traits of a Boar shapeshifter that act as cleaners of Gaia. Boars possess; a connection to corruption/filth/taints/parasites (sense, digest, purify, exorcise, destroy, etc). Boars are weak to silver being unable to speed up its healing process. The War Form causes mild Delirium in humans.
Mockery Breeds:
Frog: You may be and/or possess the traits of a Frog shapeshifter that were intended to compete with the Gaian sharks and survive in tainted environments a task assigned to them by the Wyrm. Frogs possess; amphibious abilities, immunity to delirium, immunity to pollution/tainted environments, three forms (Human, Beast Man, War Form). Frog don't possess an innate weakness. The War Form causes Delirium in humans.
Rhino: You may be and/or possess the traits of a Rhino shapeshifter that were intended to act as troops and soldiers a task assigned to them by the Wyrm. Rhino possess; the ability to conceal their tainted nature, the power to sense other supernatural beings, three forms (Beast Man, War, Beast). Rhinos don't possess an innate weakness, but also don't possess a Human form. The War Form causes Delirium in humans.
Cockroach: You may be and/or possess the traits of a Cockroach shapeshifter that were intended to act as assassins a task assigned to them by the Wyrm. Cockroaches possess; immunity to radiation and toxic waste, the ability that if they are about to die will result in them transforming into a swarm and scattering the one that gets to the safest point will remain with all others deteriorating and the survivor will have to eat and grow before transforming to its human form (the Cockroach will have snippets of their memories during this time), two forms (Human, War Form). Cockroach possess an innate weakness to insecticides, and are scared of the dark (though this allows them to hear spirits). The War Form causes Delirium in humans.
Ape: You may be and/or possess the traits of a Ape shapeshifter that were intended to survive and thrive in urban areas a task assigned to them by the Wyrm. Apes possess; an affinity for artificial things, knowledge of urban skills and power plays, knowledge of the rites to create more of their kind, two forms (Human, War Form). Apes don't possess an innate weakness. The War Form causes Delirium in humans.
Insect Breeds: You may be and/or possess the traits of any members of the Insect Breeds (Bees, Hornet, Ant, Termite, Locusts, Moth) shapeshifter that were created by the Weaver to serve as their agents to maintain balance and order. The Insect Breeds possess a weakness to insecticides. The War Forms and Dire Forms causes Delirium in humans. Their Beast forms are most likely swarms of their Insect types.
Extinct Breeds: You may be and/or possess the traits of any members of an extinct Breed (Ground Sloth, Fish, Otter, Hawk, Eagle, Orangutan, etc.) shapeshifter that were most likely created by Gaia, but where wiped out or disappeared with knowledge of them and their purpose being lost. The Extinct Breeds most likely share similar weaknesses to the other Gaian races (Silver and/or Gold), and their War Forms causes Delirium in humans.
Beast Born: You may be and or possess the abilities of a Fera born from the Feras beast (A Wolf shifter born from two natural wolves, a bear shifter born from two natural bears, etc). While this isn't normally a possibility for every fera it is for you when you take this, beast born feras natural form is their beast form meaning that if a fera is killed they will revert to their beast form. Beast Born Fera possess a greater connection to nature and spirits having an easier time communing with these forces and a natural animalistic presence that follows them in all their forms. You have the capability to hold more Gifts and can gain Gifts that would normally be locked away from you.
Metis: Fera born from the union of two fera and were born in their War Form (meaning that if they die they revert to their war form). Metis are usually born sterile and may possess some form of defect, you will only gain the sterile nature (though you can toggle sterile to base fertility). Because the war form is the base form Metis have better control over their rage, violent instincts, and war form nature. You hold a greater reserve of Rage and/or Spiritual Energy allowing you to fuel unlimited transformations and Gifts without risk of loosing your beast.
Delirium: Delirium is the supernatural manifestation of primal instinctive fear that resides in the collective unconscious of the universe, it naturally kicks in to most humans who witness (Most) Feras transforming between forms and (Most) Fera's War Form and other displays of great supernatural exposure. There are cases of Delirium immunity like; animals, most supernatural beings, humans who have supernatural blood/ties (ghouls, kinfolk, etc.), large enough groups can bolster each other to ignore it, cameras and inorganic "senses", humans with strong wills, etc. The delirium can cause many effects such as; uncontrollable fear, fight and flight without direction or reason, memory loss of the experience and minutes/seconds before/after, rationalization, denial, etc.
You possess the ability to manifest a unique Delirium natural to you as your delirium can; be toggled to target specific individual or not effect specific individual, effect even things that the normal delirium would ignore, overlay your delirium over anything, etc.
You can also share your delirium with others.
Spirits: You may be and/or possess the abilities of a Spirit. Spirits possess unique powers based on their nature. You naturally possess the abilities to; perform limited reality warping by writing your authority into the world, reality warping based telepathy, travel between the spirit and material world and remain as long as you like, the ability to bind yourself to something (mortal, animal, objects, places, etc.) becoming a hybrid of spirit and material, and the ability to bestow Gifts based on your nature (Battle spirits boost combat capabilities, animal spirits reflect their "legends" (Fox is stealthy, Owl has keen sight even into the spiritual, Butterfly helps in social interactions, mother bear heals, etc.) etc.). You can choose what must be done to receive your gift and what price must be paid, you can teach them your gift instantly or require days of service (though you can utilize Umbral time, days feel like months) and what that service is including what needs to be done to maintain your gift.
Celestines: You may be and/or possess the abilities of a celestial spirit, powerful spirits that are equal to ancient gods and may have once been worshiped as gods. The true form of a Celestine is unimaginable to others so they manifest avatars (something's they can do multiple times) to allow for communication with lesser beings. You may gain a realm fit to your design that resides in the heavens and spirit realm, and grants you omniscience and omnipresence. You are capable of writing your authority into the world, essentially warping reality with your thoughts.
Amenti: A supernatural species born from a modern soul merging with an ancient soul, both souls providing the best parts of each other into the new soul they merged into including having the wisdom of ages past and the modern era. Amenti possess; refined and enhanced senses, experience life with greater intensity, a natural immunity to the boredoms of immortality, true immortality (and rebirth/regeneration should their body be destroyed, static aging), an extremely strong life force, enhanced vigor and vitality, Sixth sense of mystic energy/events, empathy sensing, bond sensing, access to a spirit form (while in the form they can sense death and other plagues), enhanced healing, potent blood (twice as fulfilling to blood drinkers and grants temporary humanity, addictive), a spiritual willpower that grants resistance to mystic bindings like a Kindreds blood bond especially if they command you to go against your beliefs. Even though they are "undead" they are truly alive capable of; eating, breathing, sleeping, having intercourse with the possibility of offspring being possible (they will always be human but can hold the spark to awaken magic abilities),
Khat (—): You can lock your body in a perfectly preserved state that will functions without vital organs (heart, lungs, brain, intestines, organs, etc). Your skin will never wither, wrinkle, dry out, etc.
Ab (—): Your heart and consciousness are guarded against all threats being untouchable physically and spiritually.
Ren (—): Your mind and existence your True Name is protected and guarded from all threats and dangers it can't be taken or coerced from you by any means and if given and used against you your True Name will change and adapt becoming something new and just as guarded, including immune to the threats that effected its predecessor.
Ten-Akh:
Alchemy: You possess a knowledge of herbs, potions, poisons, and medicine (healing, cures, and enhancements). Your alchemical knowledge is made up of both modern medicinal/chemical practices and ancient alchemy/apothecary knowledge.
Amulet: You possess a knowledge of crafting charms capable of protection, healing, harming, and enhancements. Your craft knowledge is made up of both modern charms/rites and ancient runes/symbolic knowledge.
Celestial: You possess a knowledge of the divine wisdom granting you knowledge of spells and rights that focus on prophecy, divination, and luck. Your divine knowledge is made up of both modern Lady Luck and ancient divination rites that can effect the world and natural phenomenon.
Effigy: You possess a knowledge of craftsmanship of Artifacts, relics, and golems. Your craft knowledge is made up of both modern tools/machines/architecture and ancient artifacts/mystic constructs.
Necromancy: You possess a knowledge of the afterlife and the dead. Your knowledge is made up of both modern exorcism rites and knowledge of the ancient paths to the spirit realms and rites that summon spirits.
Nomenclature: You possess a knowledge of the languages of reality and True Names, allowing you to alter reality and existence on multiple levels. Your knowledge of True Names isn't absolute but you hold the True Name of a few aspects of the world and knowledge of multiple pseudo-True Names that grant limited reality warping of reality.
Tem-akh: When you enter a setting you may gain the knowledge, skills, and abilities of an ancient/individual from the past of the setting absorbing their soul into yourself.
Nehem-sen: When you enter a setting you may gain the knowledge, skills, abilities, and body of a modern/current individual of the setting absorbing their soul into yourself and taking their body as your own.
Mage: Humans who have awoken a spark within themselves allowing them to utilize their beliefs to alter reality. Mages must be careful to avoid utilizing their magic in obvious ways as if the belief/changes they create go against the collective belief of the world the mage will experience backlash to the mage.
Sphere:
Time: You have mastered the magical sphere of Time, allowing for the manipulation, sensing, and warding of time and temporal phenomenon. Time sphere effects include; divination of past and future, warding of temporal anomalies, travel past/future, set anchor/save points, create time bubbles/loops, etc.
Mind: You have mastered the magical sphere of Mind, allowing for the manipulation, sensing, and warding of the thought of all beings (humans, beast, etc). Mind sphere effects include; manipulation of thoughts and memories, telepathy, etc.
Force: You have mastered the magical sphere of Force, allowing for the manipulation, sensing, and warding of natural forces (heat, light, vibrations, gravity. Force sphere effects include; sensing forces, alter the intensity of forces, change one force to another, etc.
Life: You have mastered the magical sphere of Life, allowing for the manipulation, sensing, and warding of growth, evolution, change, and things with living cells (including preserved). Life magic allows; for the user to sense living things, influence living cells, heal and alter living things, etc.
Spirit: You have mastered the magical sphere of Spirit, allowing for the manipulation, sensing, and warding of ephemeral and spiritual forces, and emotions. Spirit sphere effects include; spirit communication and control, spirit world travel, spirit form/astral projection, etc.
Entropy: You have mastered the magical sphere of Entropy, allowing for the manipulation, sensing, and warding of order, chaos, luck, probability, destiny. Entropy sphere effects include; manipulation of probability, knowledge of truths and lies, decay, etc.
Correspondence: You have mastered the magical sphere of Correspondence, allowing for the manipulation, sensing, and warding of distance and bonds. Correspondence sphere effects include; flight, teleportation, divination, knowledge of links and connections, tracking trace remains of things, etc.
Matter: You have mastered the magical sphere of Matter, allowing for the manipulation, sensing, and warding of the bases of the physical world (elements, periodic table elements, physical non-living things, mystic elements). Matter magic is the easiest and most simple sphere to work.
Prime: You have mastered the magical sphere of Prime, allowing for the manipulation, sensing, and warding of the raw energies of reality. Prime sphere effects include; sensing magic, creation/destruction/reshaping of universal energy, enchantment of things, the power to fight Paradox, counter other magic, cause your changes to become permanent, etc.
Paradox: The phenomenon that results from a Mages magic (belief) being witnessed by others and being subject as going against the consensual belief of humanity resulting in a magical backlash (against the user, the area around them, creation of a living entity to punish them, etc). You can force your belief to overcome the belief of others with them suffering the effects of paradox based on their magic contradicting your belief (the universal consensus will be greater than you belief, but your belief will over power most Mages magic).
Elohim/Fallen: You may be and/or possess the abilities of an Elohim. Supernatural beings Elohim are winged celestial beings, divine power and wisdom given form. Elohim are the angels who still serve creation and act as caretakers to the universe. Elohim are made of pure light and faith, possess humanoid forms with wings. If a Elohim "dies" the reform in heaven during the dawn, they are capable of resisting illusions and immune to mind control, unlike Fallen, Elohim are always in their true form but can power down. Elohim are immune to bashing damage, lethal damage, they don't heal naturally requiring the use of the faith that makes up their body and realigning itself to heal injuries. Optionally, instead of and/or alongside you may choose Fallen, Elohim that rebelled against the celestial order and fell from grace. The Fallen requires host bodies in order to travel the living world possessing weak individuals and severing the original hosts soul, while in their host the Fallen's power is limited with them not having full access to their true form but can access it for a limited time, they will gain access to the memories, emotions, and skills of their host. Both Fallen and Elohim are resist to illusions, immune to mind control, capable of limited suspensions of the laws of physics, and the power to commune and manipulate mortals.
House:
Lamassu/Defiler: The Elohim of House Lamassu and the Fallen of House Defiler possess dominion over the seas, and act to inspire mortals leading to desires and artistic expression/seduction and acting as dark muses for humanity.
Namaru/Devil: The Elohim of House Namaru and the Fallen of House Devil possess dominion over the other circles, holding the influence of divine faith, and fire. These houses are meant to lead/manipulate mortals pushing them towards virtuous/sinister acts.
Rabisu/Devourer: The Elohim of House Rabisu and the Fallen of House Devourer possess dominion over the wilds having command over animals and plants, including being able to take the form of the things of the wild.
Neberu/Fiend: The Elohim of House Neberu and the Fallen of House Fiend possess dominion over time and light. These are the houses that hold the gift or prophecy and teleportation.
Anunnaki/Malefactor: The Elohim of House Anunnaki and the Fallen of House Malefactor possess dominion over the earth, and act as toolsmiths forging the works of the world without ruining the earth in the process.
Asharu/Scourge: The Elohim of House Asharu and the Fallen of House Scourge possess dominion over guardianship and care. These are the houses that watch/ed over humanity as their guardian angels they hold the gift of healing with their right hands and harming with their left.
Halaku/Slayer: The Elohim of House Halaku and the Fallen of House Slayer possess dominion over death, and act as the reapers and guides of souls. These are capable of traveling to afterlives, communing and controlling ghosts/dead, sever spirits, etc.
Changeling: Fae who have undergone a ritual allowing their souls to be reborn in the bodies of humans, existing with one foot in the real world and another in the land of Fae and dreams where imagination and ideas have substance. Changeling possess fuel nature's and exist in both the Seelie and Unseelie courts. Changeling possess natural weakness to Cold Iron with it being the only thing capable of truly killing them and ending their resurrection.
Kith:
Boggan: Fae born of dreams of home and hearth, Boggan are hard workers and masters of all things related to the home and hearth.
Eshu: Fae born of dreams of travel and wandering, Eshu are storytellers and masters of all things related to travel and acting as guides.
Nocker: Fae born of dreams of progress and advancement, Nocker are technological builders and masters of all things related to crafts and progress.
Pooka: Fae born of dreams of animals and beasts, Pooka are tricksters, unable to tell the full truth or even full lies, Pooka see multiple timelines and dimensions at once and those know to much without knowing how it fits. They also possess the power to transform into a single family of animals (Canine, Feline, Avian, etc).
Redcap: Fae born of dreams of hunger and violence, Redcap are murderers and violent savage Fae, capable of unhinging their flexible jaws and safely consuming anything they can fit into their mouth.
Satyr: Fae born of dreams of passion in all its forms, Satyr are lovers, party people, lustful, and passionate and masters of all things related to their nature.
Sidhe: Fae born of dreams of royalty and nobility, Sidhe are leaders and masters of all things related to the leading and bossing around others.
Sluagh: Fae born of dreams of nightmares and darkness, Sluagh are secret keepers and masters of all things related to subterfuge, stealth, and fear.
Troll: Fae born of dreams of protection and combat, Trolls are warriors and masters of all things related to protection and guardianship. Trolls are natural bigger than others.
Piskies: Fae born of dreams of children and wonder, Piskies are childish trickster and masters of all things related to pranks and trickery.
Selkie: Fae born of dreams of contradictions, Selkie possess duel nature's as they possess a seal form and human form, they can shed the seals skin to enter their human form and put it back on to regain their seal form.
Swan Maiden: Fae born of dreams of True Love and romance, Swan Maiden are naturally beautiful, elegant, and delicate. They possess masters of all things related to the love and beauty.
Nereid: Fae born of the sea, ocean, and the call of waters travel. Nereids are the larval stage of two other fae requiring them to merge with a sea creature to evolve and taking on traits of that creature (normally replacing their lower body with that of the creature).
Merfolk: Seductive Noble Fae of the oceans, born from a Nereid merging with; any bony fish, sharks, cetaceans, and oceanic reptiles.
Murdhuacha: Secretive Warrior Fae of the oceans more reminiscent of sea monsters, born from a Nereid merging with; crustaceans, jellyfish, squids, octopuses, worms, and invertebrates.
Promethean: Corpses brought back to life by a mixture of mystic and scientific procedures, the resulting entity lives without a soul instead possessing a divine flame within themselves that keepers them alive. Promethean possess an innate knowledge of the languages their body possesses in life and how to maintain the functions of their body, they may also possess memories from the corpse(s) that make them up such as skills, locations, individuals. Promethean are an affront to the natural world causing an effect known as Disquiet in humans, this is a feeling of utter wrongness that surrounds the promethean causing distrust that can grow to mindless rage if in the proximity of the promethean to long, the environment around the promethean also becomes tainted transforming into a wasteland, the Disquiets effects will heal with time away from the promethean.
Wretched: Promethean similar to Frankenstein's monster created as patchwork of the best parts of multiple corpses and brought to life with divine fire and electricity. Wretched have a natural affinity to fire, choler (Their Disquiet tends to push others to anger), and strength above most other promethean.
Muse: Promethean similar to Galatea created as works of art and beauty usually created from corpses of beautiful youths (rarely patchwork of multiple corpses). Muse have a natural affinity to air, blood (Their Disquiet tends to draw humans to them with beauty and bush them away with an unusual feeling of joy), and beauty above most other promethean that attract humans.
Osiran: Promethean similar to the tales of Osiris created with an incomplete body (usually missing genitals but not all the time). Osiran have a natural affinity to water, phlegm (Their Disquiet tends to push others to apathy), and leadership skills above most other promethean.
Golem: Promethean similar to Tammuz masters of languages and workers of freedom. Golem have a natural affinity to earth, black bile (Their Disquiet tends to cause melancholy), and greater learning capabilities above most other promethean that attract humans.
Riven: Promethean similar to the tales of Ulgan created from a ritual that tears the "soul" apart then puts it back together. Riven have a natural affinity to spirits, ectoplasm (Their Disquiet tends to push others to feelings of being watched and chills down the spine), and an affinity for communication/sensing the dead.
Golem: Promethean similar to Tammuz masters of languages and workers of freedom. Golem have a natural affinity to earth, black bile (Their Disquiet tends to cause melancholy), and greater learning capabilities above most other promethean that attract humans.
Leader: The Ventrue of Kindred Society, the Silver Fang of Garou/Wolves, etc. All groups need a leader to keep them in check and watch over them, the leaders are those who except their power and authority over others having an aura and mind that keeps those under them in check while ensuring they are utilized to their maximum potential. You have the natural skills of a leader, commander, ruler and an aura that radiates regal authority.
Artist: The Toreador of Kindred Society, the Hart Warden of Garou/Wolves, Khu focused of the Amenti, etc. these are the artist and crafters of their groups. Artists have a natural affinity for creation in all its forms through art, technology, teaching/training others.
Mystics: The Tremere of Kindred Society, the Shadow Lords of Garou/Wolves, Ba focused of the Amenti, etc. these are those who draw on the supernatural energies of the universe to perform arcane/magic rites/spells and manipulate the world through mystic phenomena.
Warrior: The Brujah of Kindred Society, the Black Furies of Garou/Wolves, Ka focused of the Amenti, etc. the fighters and warriors of their kind. These are those with greater combat skills both melee and ranged.
Informants: The Nosferatu of Kindred Society, the Glass Walker of Garou/Wolves, etc. These are the collectors of knowledge and information, they craft webs of informants and have the capacity to cover up knowledge just as easy as they can gather it.
Prophet: The Malkavian of Kindred Society, Sahu focused of the Amenti, etc. these are the groups that possess knowledge of the universes twists and turns possessing the gift of prophecy and foresight to the universes secrets.
Savage: The Gangrel of Kindred Society, the Bone Gnawer/Red Talon of Garou/Wolves, Khaibit focused of the Amenti, etc. these are the groups that are more savage than the others of the kind, but also the survivors those who can adapt and survive in any situation making the best of any situations.
Creep in the Dark: You may choose to be and/or gain the abilities of other beings in the setting New and Old such as; Wraiths, Beasts, Sin-Eaters, etc. You may even include fan works such as; dragons, sirens, leviathans, princesses, etc.
Herald of the End: Dhampir for the Kindred, Perfect Metis for the Fera, etc. Rare near mythical variations of particular races talked about in legend but generally regarded as impossible. These offshoots are often special as they possess the strengths and power of their kind without any of the nature drawbacks and downsides. This will boost the powers of any of the options taken and remove the inherent weaknesses of the options (Sun for kindred, silver/gold for Fera, Cold Iron for fae, etc).
Visage: Some of the races of this world possess alternate forms the Fera for the most part have five set forms (and by taking this even those with less will now have all five), Changeling and Fallen possess true forms (Mien, Apocalypse) that are hidden or only temporarily accessible with a large release of power. With this option all forms are free to enter and remain in without issue.
Original: The Antediluvian of the Kindred, The Patron Spirits of the Fera, The Archdukes of the Fallen, The Progenitor of the Promethean, etc. With this you may be the original of a clan/tribe/house/kith/etc. you will be the most powerful of your subtype and regarded as extremely powerful for the rest of your race, equal to other originals like the antediluvian, patron spirits, etc.
Source: Rather than being the original of a subtype you may be/replace the source of the whole such as Caine the first of the Kindred, Gaia the creator of most of the Fera, Osiris and Aset for the Amenti. You are the oldest and most powerful of your kind having power over all of them and their subtypes, access to all their abilities and knowledge, and the power to create more/new subtypes.
Specialist: You may gain access to the special things of any entity of this world such as the; Disciplines of kindred, Gifts of Fera, Lores of Fallen/Elohim, Refinement of Promethean, etc. Even if your not one of these being you may gain the specialty as a natural part of you without the normal requirements. This can include the gifts of malkavians without the downsides as you have complete control over them.
Properties: You may gain/create/copy one or more properties these can include havens fit for kindred, caern of Garou, watchtowers of mages, freeholds of fae, etc. you can also store and import these properties into pocket dimensions.
Group: You may create a group, this can be a group of the same species as you (Coterie of kindred, sept of fera, etc.), or an abnormal group of multiple different species that have come together and are completely loyal to you. You may choose canon characters, create your own, and decide their relationships with you and each other.
Human Connection: You may gain on or more completely loyal humans who can act in your interest and have a great knowledge of many things that they are willing to teach you. (Ghouls for Kindred, Kinain for Changeling, Fetter for Wraith, Demiurge for Promethean).
Feast: You may possess a pocket dimension filled with food and sustain energy for you and any companions, though the dimension is limitless and infinitely full so you could sell or use the resources inside for whatever. The blood bags for the kindred are capable of feeding and kindred (even ventrue). You can have the resources fill a space (store, bar, house, etc.), or summon them from thin air.
Wardrobe: You may gain a pocket dimension containing an infinite supply of clothing/accessories of various sizes and styles, you can call upon the clothes from thin air, pull from something, and even have fill a storage space (bag, closet, etc).
Mani: You may gain an item that's form and power is based on the phase of the moon. The new moon provides stealth and hides away, the crescent moon is ranged and can fire projectiles, the half moon is sharp and deadly, the gibbous moon offers protection, and the full moon is powerful and inspires.
Camazotz: You may gain an accessory that fills with excess (vitae, mana, energy, life force, rage, etc.), as it fills with this excess it will grow in a way that brings to mind the excess stored (a necklace that stores vitae may look like rubies teardrops and grow to appear as though the rubies are dripping down your body) and makes sense for the accessory if 10x your natural stores are within the accessory it will take the form a full outfit that can warp to fit your needs.
Khepri: You possess a bed that was designed to protect and restore you no matter whats thrown at it or what you have suffered, if you are killed/destroyed the bed will perfectly restore you at your prime. The bed is also capable of traveling on land, air, sea, and between realms.
Talos: You possess a perfect body that can act as a host body for any of your needs, the body will always be available and more can appear if you need them to.
Triat:
Wyld: You may be and or gain the power of the Universal Wyld, the primal force of pure chaos and creation. The Wyld creates raw matter, life, and spirits. The Wyld draws power and can be found in the natural/wild places of the universe, the untamed wilds and natural forces. The Wyld can create souls that go forth and possess something to create Gorgons servants of the Wyld that seek to fulfill a purpose for their master, gorgon are unpredictable and devastatingly powerful, most Gorgon are the result of non-sapient entities being possess by the Wyld spirit. Optionally, you may be the Primordial Wyld, from which all others are mere fragments and shadows that you can control, create, and destroy as you wish.
Weaver: You may be and or gain the power of the Universal Weaver, the primal force of order, form and function. The Weaver gives form and function to the Wyld's creations. The Weaver draws power and can be found in the works of sapients the; cities, technology, industries, and sciences of the universe, the tamed and set forces. The Weaver can create souls that go forth and possess something to create Drones servants of the Weaver that seek to fulfill a purpose for their master, drones are creatures of logic and fact. Optionally, you may be the Primordial Weaver, from which all others are mere fragments and shadows that you can control, create, and destroy as you wish.
Wyrm: You may be and or gain the power of the Universal Wyrm, the primal force of destruction, recycling. The Wyrm destroys the creations of the Wyld and unweave the order created by the Weaver, intended to make room for new things and recycle the old. The Wyrm draws power and can be found in the destruction, recycling, and evils of the universe. The Wyrm can create souls that go forth and possess something to create Fomori servants of the Wyrm that seek to fulfill a purpose for their master, Fomori are unpredictable and devastatingly destructive often monstrous in appearance and capable of poisoning others to create more of their kind. Optionally, you may be the Primordial Wyrm, from which all others are mere fragments and shadows that you can control, create, and destroy as you wish.
WOD: Your connection to this setting has expanded beyond measure connecting you to all versions of it and turning you into a living embodiment/god of all WOD worlds and settings granting you access to every power, skill, item, species/race, magic, afterlife, galaxies, knowledge, etc. ever to exist in this setting (Fanfics, Canon, AU, etc) while also granting you complete control over anything from any settings of this place. You can also grant things from this setting to others and take it back at anytime you desire. You can also freely travel to any variation of the setting and times in the setting while also hiding you nature.
Optionally, you may choose to receive any of the following people as your companions. You can pick as many as you want. The relationship between you and them is whatever you want it to be, and you can choose exactly how romantically and sexually experienced they are. This can be different for each of the characters but they will all be irrevocably loyal to you.
Anyone from any WOD setting, including fanfic/AU/Crossover/Etc.
Optionally, you may at any time choose to take a trip into the world of WOD, or a variation of it. This can be any alternate universe, like a fanfic or one made perfectly for yourself. You can either simply be dropped in or reincarnated into the body of an existing character or someone new.
- Categories
- magicsupernaturalutilitytransformationcompanions
- Traits
- shapeshiftingimmunityskill masterystealthprecognitionillusions
- Keywords
- leadershipdragonangelcraftingenhanced sensesreality warpingtechnologywealthcharismamind controldemondurability