by SpaceKnight of Chaos » Thu Oct 21, 2010 11:43 pm
Building on from the last post, an idea that is starting to flit into my head has Ranma "waking up" a dark entity of some kind that is actually sincerely grateful and decides to "reward" him by giving him one of the mystical arts it can command - and Ranma doesn't dare refuse because, well, if a demon lord is feeling benevolent towards you and is giving you something without causing pain and death to everyone you love, do you really want to insult him? So, my question is: which of the following Disciplines, which I'm stealing from Vampire: The Requiem just because it's convenient, would Ranma choose if he had to?
Oh, and, despite the "inspiration" being used, this doesn't make Ranma himself a vampire, he doesn't need to worry about sunlight, predator's taint, blood-thirst, frenzy or any of that other nasty stuff. He will register as demon-tainted by others, but otherwise the power isn't directly going to screw with him. That's being saved for life in general. Celerity (Superhuman Speed), Resilience (Superhuman Durability) and Vigour (Superhuman Strength) were left out because, well, they're redundant.
Animalism: this Discipline focuses on controlling beasts, both the literal creatures of the wild and the dark, raging, primal half of all vampires known as The Beast. Feral Whispers is the power to communicate with animals. Obedience allows him to force them to obey. Call Of The Wild summons animals to the vampire’s side. Subsume The Lesser Spirit is the power to possess an animal and move about in its body. Leashing The Beast allows the vampire to attempt to alleviate a vampire from frenzy or Rotschreck… or cause it. This last power works both on others and the vampire itself.
Auspex: this Discipline grants supernaturally heightened senses and perception, extending the vampire’s awareness into the spirit world and even the past. Heightened Senses is… well, obvious enough. The similarly obvious from name Aura Perception allows the vampire to identify personality traits and emotional state, as well as being a subtle clue if a creature is not a human but something else. The Spirit’s Touch is the power to invoke a low degree of postcognition, touching an object and being able to psychically sense brief impressions of its past. Telepathy is another obvious power. Twilight Projection allows the vampire to project its mind as an entity that resides in Twilight, a kind of “psyche ghost”.
Dominate: this Discipline covers the art of mentally subjugating others through sheer force of will, enslaving their psyche by eye contact and allowing them to speak an order that their slave feels compelled to obey. At its most basic is the power to make a single-word Command. With Mesmerize, a vampire can implant a false thought or suggestion into the subconscious. Using The Forgetful Mind allows a vampire to steal and reshape the memories of others. Conditioning slowly poisons the victim’s mind, weakening their ability to resist other aspects of this Discipline. Finally, a vampire can take over a victim’s body entirely by calling upon the power of Possession.
Majesty: similar to Dominate, this Discipline magnifies the vampire’s natural charisma into a force capable of affecting the minds of others. Majesty focuses more on emotional manipulation rather than outright mind control, though. Its most basic power is the ability to inspire Awe, making the vampire appear far more charismatic and magnetic than normal. With the power of Revelation, a vampire can seduce a victim into sharing their innermost feelings and secrets. A victim of Entrancement is under the closest that Majesty really gets to outright mind control, as they are emotionally compelled to consider the vampire somebody they love, trust, respect and admire. Summoning creates an emotional pulse that draws the targeted individual to the vampire’s side. The greatest of all powers is Sovereignty, which augments the vampire’s personality to the extent that others react to them as if they were unquestionably the vampire’s inferior.
Nightmare: the bastard sibling of Dominate and Majesty, this is the art of manipulating fear in others, in causing the vampire to appear even more frightening than a walking corpse that feeds on human blood should be. Monstrous Countenance allows a vampire to put on a supernaturally terrifying threat display. After that comes the power to more subtly manipulate fear, causing an intense but undetectable Dread. By using the Eye of the Beast, the vampire can show a person with whom they make eye contact the nightmarish creature that lies at the heart of any vampire, literally paralyzing them with terror. From there, it is a short step to wield fear so potently that they can literally Shatter The Mind of others, while the masters wield Mortal Fear, terror so intense it can kill.
Obfuscate: this Discipline covers the arts of stealth, secrecy and deception, key powers for a night-prowling undead predator to develop. Though it functionally renders items and beings invisible, Obfuscate is more akin to the mental disciplines of Dominate, Majesty and Nightmare; it creates a psychic shroud around the target, causing the minds of those fooled to see “around” the Obfuscated item or entity. Touch Of Shadow conceals small objects, though with skill the user can hide larger and larger ones. Mask Of Tranquility enables a vampire to conceal some of its fundamental nature as one of the kindred, causing that vampire to no longer trigger the Predator’s Taint – even their aura appears to be that of a human, unless the vampire wills the power to cease. Cloak Of Night is responsible for the stories of vampires being able to become invisible. The Familiar Stranger is a form of illusion in which others perceive the vampire in being the subject they most expect to meet in the given circumstances. The ultimate expression of Obfuscate is Cloak The Gathering, which casts a Cloak Of Night over multiple beings, instead of just the vampire itself.
Protean: this most spectacular of Disciplines is the art of physical transformation, enabling the vampire to metamorphose in various ways. While several of its powers are initially weak – Haven Of Soil only allows the vampire to meld with natural earth, Shape Of The Beast only allows the vampire to become either a bat or a wolf – experience will enable a vampire to increase its powers, allowing it to add more elements to Haven and more animal forms to Shape. Aspect Of The Predator imbues the vampire with such a fierce predatory mien that they never appear the weaker when they cause Predator’s Taint. Haven Of Soil allows the vampire to meld with an elemental substance to retreat from harm, such as the light of the day. Claws Of The Wild cause the vampire’s hands to sprout elongated talons that can tear through just about anything. Using Shape Of The Beast enables a vampire to assume a bestial form – at first a bat or a wolf, though some vampires are instead (or also) able to become serpents, but eventually other predatory mammals, scavenging and predatory birds, even carrion-eating insects can be assumed. The ultimate power of this Discipline is the Body Of Spirit, the power to become a living cloud of mist.
Water, water, everywhere, and all was cursed and black!
Drowned ones cast bad spell and out come pig, girl, duck, panda!
Swirl, swirl, slithery pond, and join with magic spring!
Swirl, swirl, dirty pond, and rid the cursed sting!
Here my prayer, I beg you please!
Now turn these curses BACK!
http://www.issendai.com/rpgs/japanese-boys-names.shtml
http://www.issendai.com/rpgs/japanese-girls-names.shtml