Odette "Odie" Stewart (
diabatties) wrote2023-03-01 05:08 am
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( abilities + opt out )

PRESENCE
Awe: Anyone in the presence of the vampire finds their attention inexplicably drawn to them. Those listening to the vampire speak might suddenly agree on subjects where they once held different viewpoints. While this power doesn’t cause rapt infatuation, it is still strong enough to sway the minds of most mortals.
Lingering Kiss: The Kiss of a vampire induces near-ecstasy in mortals, but this power leaves other Kisses in the dust. Mortals fed upon by the user become addicted to the Kiss, obsessing over it and even seeking the vampire out for repeated feedings. Mortals often become anemic, self-harm, or even die from this addiction, but vampires find it a useful power for cultivating a herd.
Entrancement: The vampire focuses their unnatural allure on a single person, instilling in them a rapt fascination or infatuation akin to falling head over heels in love or meeting one’s lifelong idol. The person affected does their best to remain in the vampire’s good graces, but stops short of causing themselves or their other loved ones physical harm.
Summon: The vampire can call to themselves any person, mortal or vampire, upon whom they’ve previously used Awe, Entrancement, or Majesty, or who has tasted their Blood at least once. The target knows who is summoning them and the user’s current location. This calling lasts for a night. After that time, the effect subsides, but the user can repeat it night after night if required to reach the target or if the target is otherwise reluctant. Anyone Summoned feels a pull toward the summoner and tries to reach them, though without endangering themselves physically or financially. They won’t sell their house to buy a ticket or miss a vital meeting, but they might skip out of normal work or social commitments.
Majesty: At this pinnacle of the Discipline the vampire can amplify their countenance to supernatural levels. Whether they appear as heartrendingly beautiful, monstrously terrifying, or wielding absolute command, everyone who views them is struck by their image, unable to act or even speak against the vampire. To experience Majesty is to be in the presence of the divine - or the infernal.
Lingering Kiss: The Kiss of a vampire induces near-ecstasy in mortals, but this power leaves other Kisses in the dust. Mortals fed upon by the user become addicted to the Kiss, obsessing over it and even seeking the vampire out for repeated feedings. Mortals often become anemic, self-harm, or even die from this addiction, but vampires find it a useful power for cultivating a herd.
Entrancement: The vampire focuses their unnatural allure on a single person, instilling in them a rapt fascination or infatuation akin to falling head over heels in love or meeting one’s lifelong idol. The person affected does their best to remain in the vampire’s good graces, but stops short of causing themselves or their other loved ones physical harm.
Summon: The vampire can call to themselves any person, mortal or vampire, upon whom they’ve previously used Awe, Entrancement, or Majesty, or who has tasted their Blood at least once. The target knows who is summoning them and the user’s current location. This calling lasts for a night. After that time, the effect subsides, but the user can repeat it night after night if required to reach the target or if the target is otherwise reluctant. Anyone Summoned feels a pull toward the summoner and tries to reach them, though without endangering themselves physically or financially. They won’t sell their house to buy a ticket or miss a vital meeting, but they might skip out of normal work or social commitments.
Majesty: At this pinnacle of the Discipline the vampire can amplify their countenance to supernatural levels. Whether they appear as heartrendingly beautiful, monstrously terrifying, or wielding absolute command, everyone who views them is struck by their image, unable to act or even speak against the vampire. To experience Majesty is to be in the presence of the divine - or the infernal.
AUSPEX
Heightened Senses: The vampire’s senses sharpen to a preternatural degree, giving them the ability to see in pitch darkness, hear ultrasonic frequencies and smell the fear of cowering prey.
Premonition: The vampire experiences flashes of insight. These may take the form of raised hackles, sudden inspiration or even vivid visions. While never too precise, these visions can nudge the vampire out of harm’s way or reveal a truth previously overlooked.
Psychic Backlash: Some kindred are not only incredibly difficult to read, but they can cause a punishing mental backlash to those who attempt to control them.
Spirit's Touch: By touching an inanimate object or the ground at a location, the vampire can sense the emotional residue left by those who have handled that object or visited the location in the past. The user gains insight into not only that person, but also what was done and under what circumstances. While rarely crystal clear, the information often provides leads impossible to gain from regular forensics and deduction.
Possession: With this power the vampire can strip the will of a mortal and completely possess their body, using it as their own. While the mind of the subject remains hidden to the vampire, they can do anything and go anywhere the subject could while the power remains active. Using this, a vampire can even experience the sunlight, food, and physical sexuality long denied them, their host paying the price for whatever abuse the vampire wreaks on their body while riding it.
Premonition: The vampire experiences flashes of insight. These may take the form of raised hackles, sudden inspiration or even vivid visions. While never too precise, these visions can nudge the vampire out of harm’s way or reveal a truth previously overlooked.
Psychic Backlash: Some kindred are not only incredibly difficult to read, but they can cause a punishing mental backlash to those who attempt to control them.
Spirit's Touch: By touching an inanimate object or the ground at a location, the vampire can sense the emotional residue left by those who have handled that object or visited the location in the past. The user gains insight into not only that person, but also what was done and under what circumstances. While rarely crystal clear, the information often provides leads impossible to gain from regular forensics and deduction.
Possession: With this power the vampire can strip the will of a mortal and completely possess their body, using it as their own. While the mind of the subject remains hidden to the vampire, they can do anything and go anywhere the subject could while the power remains active. Using this, a vampire can even experience the sunlight, food, and physical sexuality long denied them, their host paying the price for whatever abuse the vampire wreaks on their body while riding it.
CELERITY
Cat's Grace: The vampire gains a balance and grace equal to and surpassing world-class trapeze artists. They can walk and even run across ledges and wires effortlessly and can keep their balance on the slimmest of supports.
Control Momentum: After successfully defending themselves in combat, a vampire may use the assailant’s momentum to direct the attack at a different opponent, even the aggressor.
Combat Tempest: Utilizing their supernatural speed to constantly move in combat, the user is able to more effectively face multiple opponents. This allows a vampire to avoid penalties to combat normally accrued when facing multiple foes.
Unerring Aim: The world around them slowing to a crawl, the vampire can aim and throw or fire any weapon at a target as if the target were stationary.
Lightning Strike: Faster than the eye can follow, the vampire can strike with fist or melee weapon at such speed that the opponent is unable to defend or take evasive action.
Control Momentum: After successfully defending themselves in combat, a vampire may use the assailant’s momentum to direct the attack at a different opponent, even the aggressor.
Combat Tempest: Utilizing their supernatural speed to constantly move in combat, the user is able to more effectively face multiple opponents. This allows a vampire to avoid penalties to combat normally accrued when facing multiple foes.
Unerring Aim: The world around them slowing to a crawl, the vampire can aim and throw or fire any weapon at a target as if the target were stationary.
Lightning Strike: Faster than the eye can follow, the vampire can strike with fist or melee weapon at such speed that the opponent is unable to defend or take evasive action.
DOMINATE
Cloud Memory: By uttering the phrase “Forget!” the user can make the Dominated victim forget the current moment as well as the last few minutes, enough to mask a superficial feeding or a chance meeting. No new memories are formed and if pressed the victim realizes they have a few minutes missing.
Slavish Devotion: The vampire can strengthen the mind of their dominated victims, against interference from other Kindred.
The Forgetful Mind: The vampire can rewrite whole swathes of the victim’s memories, as long as they can keep the victim’s gaze and full, uninterrupted attention. The vampire verbally describes the victim’s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victim’s true memories; it more resembles blindly painting over the old canvas.
Mental Conditioning: The powers of Dominate can have long term effects of its victims. Some vampires take advantage of this and break down mental barriers through repeated use until it is trivial to impose their will on frequent targets.
Terminal Decree: No longer hampered by the selfpreservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.
Slavish Devotion: The vampire can strengthen the mind of their dominated victims, against interference from other Kindred.
The Forgetful Mind: The vampire can rewrite whole swathes of the victim’s memories, as long as they can keep the victim’s gaze and full, uninterrupted attention. The vampire verbally describes the victim’s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victim’s true memories; it more resembles blindly painting over the old canvas.
Mental Conditioning: The powers of Dominate can have long term effects of its victims. Some vampires take advantage of this and break down mental barriers through repeated use until it is trivial to impose their will on frequent targets.
Terminal Decree: No longer hampered by the selfpreservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.
OBFUSCATE
Silence of Death: This power completely silences the user, nullifying all sound made by them. As with other Obfuscate powers, this only works on people within earshot and does not fool microphones or other electronic sound detectors. Unlike Obfuscate in general, this power works only on the sense of hearing, but in exchange operates more robustly. A vampire needs to make a whole lot of noise to break this silence.
Unseen Passage: With this power, the vampire can now move around while staying hidden. The user is functionally invisible.
Ghost in the Machine: The user can now transmit the effects of Obfuscate through electronic media, allowing the vampire to appear invisible or masked when viewed live on screen. If an observer views the image later, as in a photograph or recording, the effect lessens: the image seems slightly blurred, making identification hard. In addition, automated surveillance has a tendency to glitch in the presence of the vampire, lessening their chance of being caught by automated systems.
Conceal: This ability allows the user to cloak an inanimate object such as a door, a car, or a small house. As with other Obfuscate powers, this does not actually make the object invisible, but creates a lingering hypnotic effect that causes most people to simply ignore it. In this case the power is especially effective, given that the object is unlikely to call attention to itself. Unless something causes passersby to collide with it or someone points it out, people behave as if the object wasn’t there, moving around larger objects if need be.
Cloak the Gathering: The vampire can shelter their companions under the cloak of Obfuscate.
Unseen Passage: With this power, the vampire can now move around while staying hidden. The user is functionally invisible.
Ghost in the Machine: The user can now transmit the effects of Obfuscate through electronic media, allowing the vampire to appear invisible or masked when viewed live on screen. If an observer views the image later, as in a photograph or recording, the effect lessens: the image seems slightly blurred, making identification hard. In addition, automated surveillance has a tendency to glitch in the presence of the vampire, lessening their chance of being caught by automated systems.
Conceal: This ability allows the user to cloak an inanimate object such as a door, a car, or a small house. As with other Obfuscate powers, this does not actually make the object invisible, but creates a lingering hypnotic effect that causes most people to simply ignore it. In this case the power is especially effective, given that the object is unlikely to call attention to itself. Unless something causes passersby to collide with it or someone points it out, people behave as if the object wasn’t there, moving around larger objects if need be.
Cloak the Gathering: The vampire can shelter their companions under the cloak of Obfuscate.
POTENCE
Soaring Leap: Possessing unholy strength in more than arms and fists, the user can leap far higher and further than any mortal.
Prowess: Vampires with Potence gain far greater strength from their Blood than those who lack it.
Fastball Special: Sometimes the best improvised weapons are one's own allies. The vampire is able to throw their accomplices into combat, transferring some of their raw power into their ally's attack. This can also be used against enemies, throwing them into a sturdy obstacle for maximum destruction.
Draught of Might: The Blood of the vampire becomes saturated with the power of Potence, conveying a part of that power to anyone who drinks of it.
Fist of Cain: The vampire’s bare hands can inflict grievous injuries, lethal to both mortals and other vampires. They can dismember, pierce, impale, decapitate, and even rip a heart out of the chest.
Prowess: Vampires with Potence gain far greater strength from their Blood than those who lack it.
Fastball Special: Sometimes the best improvised weapons are one's own allies. The vampire is able to throw their accomplices into combat, transferring some of their raw power into their ally's attack. This can also be used against enemies, throwing them into a sturdy obstacle for maximum destruction.
Draught of Might: The Blood of the vampire becomes saturated with the power of Potence, conveying a part of that power to anyone who drinks of it.
Fist of Cain: The vampire’s bare hands can inflict grievous injuries, lethal to both mortals and other vampires. They can dismember, pierce, impale, decapitate, and even rip a heart out of the chest.
OPT/OUT
Considering both the nature of Odette's abilities and the implications they carry, please reach out to me if you'd prefer not to be subject to any of her powers or if you wish for them to be nerfed to a degree. She's friendly enough that I don't expect their usage to become too much of an issue without being threatened or provoked, but all the same, player consent is important every step of the way.
If you have any notes you'd like to make regarding interactions with Odette, please fill out the form below!
If you have any notes you'd like to make regarding interactions with Odette, please fill out the form below!
☆ code by kimmiserate ☆
no subject
Character: Wanderer
Opt/out: I rather don’t have the mind control. I think, since he’s not mortal, the presence-effects won’t do much on him either.
Other: Mind reading is fine because he’s quite open about all the shit that’s in his head. The rest I leave to you. Just know he’s a 500 year old puppet made by a god and has no blood. He also doesn’t sleep and barely eats. Because he doesn’t need it :)
no subject
Character: Spike/William the Bloody/William Pratt
Opt/out: No Presence or Dominate please.*
Other: *These disciplines will not work so long as Spike is wearing the Gem of Amara (a ring). The gem is what is conferring invulnerability to them, essentially.