Lucien LaChance

KageYuuki

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Roleplay Type(s)
Lucian LaChance

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To hunt, to soar, to fear neither man nor beast. This is what it means to be a vampire.
Lucien



Titles: King, Head of House LaChance
Race: Vampire
House: LaChance
Gender: Male
Orientation: Asexual
Age: 940, looks to be in his late twenties/early thirties
Merits
Occult Library
Magic Sensitivity
Paramour - Lucinda Duvall
Flaws
Arcane Manifestation - his eyes glow when calling on the blood
Atrophied Heart
Diabolist - Known
Eerie Presence
Derangements

Nature: Stoic
Humanity: 2
Personality: Generally polite to anyone he meets, an air of formality surrounds Lucien at nearly all times. The King rarely shows any hint of emotion beyond slight facial expressions or raising his voice. Only those closest to him are able to see any real emotion. Though everyone has their limits, and not even Lucien is immune to the pull of his Beast. Insults, attacks, disrespect, it all slowly piles up.

While the centuries have taken a toll on his humanity, the various rituals and thaumaturgical experiments have only served to further lower it. Crafting Gargoyles, cursing Kindred or mortals, it all matters little. So long as Kindred Society itself doesn't fall and the Masquerade remains unbroken, that's all that matters.


History: Having walked on this cursed earth for almost a millennium, any memories Lucien had of the days before his embrace have mostly faded. Though he can recall spending time out in the grassy fields enjoying the warmth of the sun. No longer can he recall who it was that sired him in the first place. Was it a relative? A teacher? A Friend? A complete stranger even? The answer is long gone, along with any care on the matter.

Having been abandoned by his sire, Lucien stumbled upon House LaChance. One of the smaller houses in the Vampiric Council, they were all users of a powerful blood magic known as Thaumaturgy. Managing to be accepted within their ranks, he quickly took to using his newfound magicks and climbed his way through the ranks. He had only taken the title of King a few months before Dracula's death at Alucard's hands.


Chimerstry: 8
Thaumaturgy: 10
With saber:
Ausepx: 7
Black Mist
Dominate: 7
Obfuscate: 5



Disciplines:

Auspex

  • Heightened Senses: This power sharpens all of the vampire's senses, effectively doubling the clarity and range of sight, hearing and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more acute; the vampire could taste the hint of liquor in a victim's blood, or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires.

    Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy.

    Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction mentioned above, an especially sudden stimulus - like the glare of a spotlight or a clap of thunder - can blind or deafen the Kindred for an hour or more.
  • Aura Perception: Using this power, the vampire can perceive the psychic "auras" that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls.

    The colors change in sympathy with the subject's emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotions involved, the more intense the hues become. A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura's flow.

    Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale; mage auras often flare and crackle with suppressed power; werebeasts have strikingly bright, almost frantic, halos; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures' radiance is shot through with rainbow hues.
  • The Spirit's Touch: When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can "read" these sensations, learning who handled the object, when he last held it and what was done with it recently.

    These visions are seldom clear and detailed, registering more like a kind of "psychic snapshot." Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly.

    Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit's Touch, but a loud noise or jarring physical sensation breaks the trance instantly.
  • Telepathy: The vampire projects a portion of their consciousness into a nearby mortal's mind, creating a mental link through which she can communicate wordlessly or even read the target's deepest thoughts. The Kindred "hears" in her own mind the thoughts plucked from a subject as if they were spoken to her.

    This is one of the most potent vampiric abilities, since, given time, a Kindred can learn virtually anything from a subject without him ever knowing. The Tremere and Tzimisce in particular find this power especially useful in gleaning secrets from others, or for directing their mortal followers with silent precision.
  • Psychic Projection: The Kindred with this awesome ability projects her senses out of her physical shell, stepping from her body as an entity of pure thought. The vampire's astral form is immune to physical damage or fatigue, and can "fly" with blinding speed anywhere across the earth - or even underground - so long as she remains below the moon's orbit.

    The Kindred's material form lies in a torpid state while her astral self is active, and the vampire isn't aware of anything that befalls her body until she returns to it. An ephemeral silver cord connects the Kindred's psyche to her body. If this cord is severed, her consciousness becomes stranded in the astral plane, the realm of ghosts, spirits and shades. Attempting to return to the vampire's physical shell is a long and terrifying ordeal, especially since there is no guarantee that she will accomplish the journey successfully. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.
  • Clarivoyance: The character can see and hear distant events without the need for Psychic Projection. This power activates in a virtually instantaneous fashion - like turning on a television - and the character need only concentrate on a familiar place or person to see and hear all that goes on in the vicinity of that place or person.
  • Telepathic Communication: While normal Telepathy only allows a character to "read" a subject's mind, Telepathic Communication allows her to read a subject's mind, telepathically converse with the subject, and transmit images, emotions and sensory input to anyone she can see.
  • Spirit Link: With Spirit Link, the character can engage in telepathic communication with a number of people. Everyone thus engaged can communicate at leisure with all the others in the Spirit Link. Each individual in the link can hear what anyone else says. This power may not be used to read minds.
Chimerstry

  • Ignis Fatuus: The vampire may conjure a minor, static mirage that confounds one sense. For instance, he may evoke a sulfurous stench, the image of a curtain, or the feel of raw silk. Note that although tactile illusions can be felt, they have no real substance; an invisible but tactile wall cannot confine anyone, and invisible razor-wire causes no real damage.
  • Fata Morgana: The Cainite can now create illusions that appeal to all the senses, although they remain static. For example, the vampire could throw a mirage over a dank basement, making it appear to be a sumptuous boudoir, although she could not create flickering candles or a flowing fountain. Again, the dweomer has no solid presence, although it's easy enough to make a filthy mattress on two sawhorses feel like a four-poster bed.
  • Apparition: Not really a power unto itself, Apparition allows a vampire to give motion to an illusion created with Ignis Fatuus or Fata Morgana. Thus, the Ravnos could create the illusion of a living being, running water, fluttering drapes or a roaring fire.
  • Permanency: This power, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the vampire cannot see it. In this way, Ravnos often cloak their temporary havens in false trappings of luxury, or ward off trespassers with illusory guard dogs.
  • Horrid Reality: Rather than create simple illusions, the vampire can now project hallucinations directly into a victim's mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him. This power affects only one person at a time; although other people can try to convince the victim that his terrors are not real, he won't believe them.
  • Fatuus Mastery: A Ravnos with Fatuus Mastery has no restriction on how often she may use the first three levels (Ignis Fatuus, Fata Morgana and Apparition) and can maintain or control illusions with minimal concentration or fatigue. Kindred who rely on the high cost of Chimerstry to limit a Ravnos' ability to use illusions are in for a very rude surprise when they encounter a Ravnos with this power.
  • Mirror's Visage: This technique allows the vampire to create illusory duplicates of herself. Those hounding the Ravnos find themselves chasing three or four different copies, each capable of independent movement.

    Each image mirrors the Ravnos down to the smallest detail. The Ravnos can send her likeness into potential ambushes or give the illusion of superior numbers. Sociable Ravnos can leave their duplicates to distract boring party guests while they go about their business elsewhere.
  • Sensory Overload: By overstimulating all five senses, a Ravnos may physically incapacitate a target. Though the target may remain conscious, he is unable to move or speak coherently; he is effectively cut off from the outside world, save through his screams.
Dominate

  • Command: The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly. The order must be clear and straightforward - run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective.

    The command may be included in a sentence, thereby concealing the power's use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander - or even the victim - may notice the emphasis; still, unless she's conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action as bizarre coincidence.
  • Mesmerize: With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject's subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to be effective. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, although the two need to maintain eye contact only as long as it takes to implant the idea.

    Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone's habits and relaying that information at an appointed time). A subject can have only one suggestion implanted at any time.
  • The Forgetful Mind: After capturing the subject's gaze, the vampire delves into the subject's memories, stealing or re-creating them at his whim. The Forgetful Mind does not allow for telepathic contact; the Kindred operates much like a hypnotist, asking directed questions and drawing out answers from the subject. The degree of memory alteration depends on what the vampire desires. He may alter the subject's mind only slightly - quite effective for eliminating memories of the victim meeting or even being fed upon by the vampire - or utterly undo the victim's memories of her past.

    The degree of detail used has a direct bearing on how strongly the new memories take hold, since the victim's subconscious mind resists the alteration the vampire imposes. A simplistic or incomplete false memory ("You went to the movies last night.") crumbles much more quickly than does one with more attention to detail ("You went to the nine o'clock showing of the new Leonardo DiCaprio movie. You thought about getting some popcorn, but the line was too long so you went right into the theater. The couple next to you kept whispering through the film until someone else shushed them. You liked the movie well enough, but the plot seemed weak. You were tired after it ended, so you went home, watched a little late-night television, and went to bed.").

    Even in its simplest applications, The Forgetful Mind requires tremendous skill and finesse. It's a relatively simple matter to rifle through a victim's psyche and rip out the memories of the previous night, without even knowing what the subject did that evening. Doing so leaves a gap in the victim's mind, though, a hole that can give rise to further problems down the road. The Kindred may describe new memories, but these recollections seldom have the same degree of realism that the subject's true thoughts held.

    As such, this power isn't always completely effective. The victim may remember being bitten, but believe it to be an animal attack. Greater memories may return in pieces as dreams, or through sensory triggers like a familiar odor or spoken phrase. Even so, months or years may pass before the subject regains enough other lost memories to make sense of the fragments.

    A vampire can also sense when a subject's memories were altered through use of this power, and even restore them like a hypnotist draws forth psychologically suppressed thoughts. However, the Kindred cannot use The Forgetful Mind to restore his own memories if they were stolen in such a way.
  • Conditioning: Through sustained manipulation, the vampire can make a subject more pliant to the Kindred's will. Over time, the victim becomes increasingly susceptible to the vampire's influence while simultaneously growing more resistant to the corrupting efforts of other immortals. Gaining complete control over a subject's mind is no small task, taking weeks or even months to accomplish.

    Kindred often fill their retainers' heads with subtle whispers and veiled urges, thereby ensuring these mortals' loyalty. Yet vampires must pay a high price for the minds they ensnare. Servants Dominated in this way lose much of their passion and individuality. They follow the vampire's orders quite literally, seldom taking initiative or showing any imagination. In the end, such retainers become like automatons or the walking dead.
  • Possession: At this level of Dominate, the force of the Kindred's psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn't required, although the vampire must capture the victim's gaze. During the psychic struggle, the contestants' eyes are locked on one another.

    Once the Kindred crushes the subject's mind, the vampire moves his own consciousness into the victim's body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire's mind focuses entirely on controlling his mortal subject. His immortal body lies in a torpid state, defenseless against any actions made toward it.

    Vampires cannot possess one another in this fashion, as even the weakest Kindred's mind is strong enough to resist such straightforward mental dominance.
  • Command Obedience: This power allows a master of Dominate to forego the normal requirement of Dominate: eye contact. Instead, the wielder may Dominate a victim using a slight touch or, with more effort, her voice.
  • Mass Manipulation: A truly skilled elder may command small crowds through the use of this power. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire's will.
Obfuscate

  • Cloak of Shadows: At this level, the vampire must rely on nearby shadows and cover to assist in hiding his presence. He steps into an out-of-the way, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree of cover (curtain, bush, door frame, lamppost, alley) and out of direct lighting. The immortal's concealment vanishes if he moves, attacks or falls under direct light. Furthermore, the vampire's deception cannot stand concentrated observation without fading.
  • Unseen Presence: With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and others automatically avert their gaze as he passes by. People move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself.

    Since the vampire fully retains his physical substance, he must be careful to avoid contact with anything that may disclose his presence (knocking over a vase, bumping into someone). Even a whispered word or the scuffing of a shoe against the floor can be enough to disrupt the power.
  • Mask of a Thousand Faces: The vampire can influence the perception of others, causing them to see someone different from the immortal himself. Although the Kindred's physical form does not change, any observer who cannot sense the truth sees whomever the vampire wishes her to see.

    The vampire must have a firm idea of the visage he wishes to project. The primary decision is whether to create an imaginary face or to superimpose the features of another person. Manufactured features are often more difficult to compose in believable proportions, but such a disguise is easier to maintain than having to impersonate someone else. Of course, things get simpler if the Kindred borrows the face but doesn't bother with the personality.
  • Vanish From the Mind's Eye: This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly before someone. While the disappearance itself is quietly subtle, its impact on those who see it is anything but. Most kine panic and flee in the aftermath. Especially weak-willed individuals wipe the memory of the Kindred from their minds. Although vampires are not shaken so easily, even Kindred may be momentarily surprised by a sudden vanishing.
  • Cloak the Gathering: At this degree of power, the vampire may extend his concealing abilities to cover an area. The immortal may use any Obfuscate power upon those nearby as well as upon himself, if he wishes.

    Any protected person who compromises the cloak exposes himself to view. Further, if the one who invokes the power gives himself away, the cloak falls from everyone. This power is particularly useful if the vampire needs to bring his retinue through a secure location without drawing the notice of others.
Path of Blood

  • A Taste For Blood: Gather a variety of information from a blood sample
  • Blood Rage: Force a target to unwillingly spend blood
  • Theft of Vitae: Steal blood from a target at a distance
  • Cauldron of Blood: Cause a victim's blood to burn them from within
Movement of the Mind

  • Force Bolt: Cause a target to fall down losing his next action or can shunt an object of 100lb or less toward or away.
  • Manipulate: Allows you to lift and handle an object that you would with one hand. TV remote, Hand Gun, a Lever et al.
  • Flight: Allows the caster the ability to hoist a person or the caster into the air and can move them at walking speed.
  • Repulse: As with force bolt but objects with much more weight and more than one.
  • Control: Force a target's body to move as you desire or you can heft up to a single ton.
Path of Shadowcrafting

  • Out Light: Make lights darker or extinguish
  • Shadow Taunt: Make a shadow mimic your movements
  • Coruscating Shadow: Cause shadow to cover you, making you harder to be seen
  • Night's Veil: Extend a shadow so that it creates a small area of night in daylight
  • Abyssal Pact: Summon an abyssal shadow that attacks
Path of the Blood's Curse

  • Ravages of the Beast: Cause a target to frenzy
  • Weight of the Sun: Make a vampire feel the effects of being awake during the day
  • Abated Tooth: Prevent a vampire's fangs from extending
  • Treacherous Bonds: Temporarily corrupt a blood bond, turning love to hate
  • The Withering of Ages: Cause a vampire to decay to their true age
The Hearth Path

  • Guest's Herald: Create a small effect that goes off whenever someone passes through an entryway
  • Master's Order: Know where all things that belong to you in your haven are located
  • Rhyme of Discord: Anyone uninvited who comes into your haven becomes disoriented and cannot remember what they find there
  • Temportal: Teleport from one of your haven's doorways to another
Path of Warding

  • Bar the Common Passage: Block a door and get alerted if something breaks the ward
  • Glyph of Scrying: Create a glyph to monitor its surrounding area
  • Runes of Power: Ward an object with a rune, that deals aggravated damage to everyone who touches it
  • Glyph of Enlightenment: Create a glyph for scrying, communication and transmitting thaumaturgical powers
 
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