Mercy D'Aiglemort
Powers & Abilities

Detailed power list for Mercy D'Aiglemort.

Common Powers

  • Beckon - The vampire with this power is able to draw a target's attention regardless of what the target may be doing. When the vampire uses this ability, it usually does so by murmuring 'See me now', but the vampire does not need to speak for this power to work. The connection is only a moment, a brief touching of eyes which permits the vampire a split second opportunity to roll the target.
  • Levitate - The vampire is able to float into the air over short distances or increase his leaping capacity by selective use of this power. Using this power is a drain on the vampire's energy.
  • Liar's Tongue - The vampire with this power is capable of twisting perceptions so a truth he speaks is perceived as a lie and reacted to accordingly.
  • Mask of a Thousand Faces - The vampire alters the way that people see him by broadcasting a low level mental impulse. This impulse is capable of making others believe the vampire has different physical appearance than he actually does. He can appear to be a woman, taller, shorter, fatter or any other combination of physical attributes. This only changes how others perceive the vampire and not the vampire's actual appearance. This ability can last for up to two hours and does not fool cameras, photographs, mirrors, or reflections.
  • Masquerade - Vampires have not been able to walk among humanity for thousands of years by being easy to identify or by displaying their corpse-like qualities blatantly. This power enables a vampire to take control of their blood, shifting it around their bodies to simulate body heat, or drawing breath, or any of the other hundreds of little things that living humans do. This alleviates some of their corpse-like pallor and makes them seem more 'alive' than other vampires.
    • Note: Since the legal decision in Addison v. Clark, this capability has been less important to American or younger vampires, but many older vampires would have it.
  • Mimic's Voice - The vampire is able to make his voice imitate anything he pleases, from specific voices all the way to chainsaws and car alarms.
  • Night's Passage - Sometimes considered a 'lesser' power compared to the ability to Call Shadows, the vampire with this power is capable of walking without making a sound, leaving a scent trail to mark his passage or even physical evidence of his presence. This power however does not render the vampire invisible, merely untrackable until sunrise when the power fades.

Rare Powers

  • Sense Emotions - The vampire has a sort of low level empathic awareness, which enables the vampire to feel a person's emotional state.
  • Emotive Perfection - A vampire with this power is able to feed a Master Vampire's Ardeur, Maw, or Haze with a frequency that would kill any other creature. Vampires with this ability can feed the emotional appetites of a master vampire every couple of hours and gains power as if they had fed on blood, each time they do so. An unfortunate side effect of this power is that the vampire with it will be addicted to the emotion feeding: they crave lust and pleasure, to be made fearful, or to be overflowing with anger and rage. A vampire with this power can never develop the Ardeur, the Maw, or the Haze.
  • Mass Hypnosis - The vampire's power to roll minds deepens and the vampire is now able to hypnotize crowds of people with relative ease. The larger the crowd, the shorter amount of time that the crowd can spend rolled, and the less significant the commands can be given.
  • Shadow Throw - The vampire is able to hurl an object through shadows in such a way that emerges from another shadow to strike its intended target. The object must be physically picked up and thrown for this power to be effective.

Common Master Powers

  • Masquerade (Master) - Vampires with this ability further enhance their ability to blend into human society. They gain the benefits of the Masquerade power, and in addition are able to eat and drink food just like other people do.
    • Unlike other people however, no matter what they are eating or drinking it tastes like ashes and dust, and within an hour after eating or drinking, the vampire must vomit out what food or drink it has taken in. This is not a pleasant experience for vampires in general, as the food seems to weigh down their middle and causes increasing discomfort and pain until the food has been removed. Vampires with this power continue to enjoy the 'taste by proxy' enjoyed with their servants.
    • Note: Since the legal decision in Addison v. Clark, this capability has been less important to American and younger vampires, but many older vampires would have it.
  • Mist Form - The vampire converts his body into a mist , dissolving flesh and bone into a gaseous cloud that can move independently of the wind, though strong gusts may push the vampire around a bit.
    • While in mist form the vampire is immune to most physical attacks as the attack passes right through them. Attacks based around fire or fire itself can do damage to the vampire. Powers that manipulate air can be used to cage the mist. Interestingly enough the vampire can feed in this form, although doing so usually gives away its nature as the cloud tints red.
  • Voice Control - The vampire is able to roll individuals with just his voice alone, using it in the same way it would the eyes of the victim. So long as a target can hear the vampire it can be rolled by the vampire. Just as when a vampire uses its eyes to roll a target, a vampire with this ability is able to target or direct the rolling to a particular person as desired. This can prove especially troubling for creatures and beings with enhanced senses as it allows the vampire to roll someone with a whisper.
  • Animal to Call (Lion) - The master vampire is able to summon and command a specific species of animal. This power over beasts also extends to lycanthropes of the same species (if applicable) so that a master vampire with the power to call rats, for example, can also summon and command rat lycanthropes. This power also enables a vampire to take a lycanthrope of the type it can call as an animal servant, which empowers the vampire and the servant alike, but not equally. Animal servants do not experience the same increase of physical capabilities that human servants do, but the older their vampire, and the longer they have been serving that vampire, the stronger, and faster they will become compared to other lycanthropes.
    • It is unusual, but not abnormal, for a vampire to be able to call more than one species. Vampires with the ability to call two different species do not affect both species equally, with one of the two being stronger by a significant margin. Even if your vampire can call two animals, its animal servant must be the primary animal and the vampire cannot have two animal servants.
    • Note: After the 4th Mark is applied, the animal servant can select one additional power from whatever options are available to it. Once the 3rd Mark is in place, the Vampire can select another.
  • Human Servant - The vampire is able to take a human being as a servant, gradually melding souls with the servant. The benefits for the master are many, and the servant gets to enjoy several perks as well. To take a human servant, the vampire opens his body, mind, aura and soul to the servant, forging metaphysical marks which denote the depth of their bond and the extensiveness of their metaphysical entanglement.
    • Note: Once the 4th Mark is applied the human servant can, if applicable, select another power, source, technique, psychic ability (4 points) or necromantic power. Once the 3rd Mark is in place, the Vampire can select another power from any category.

Rare Master Powers

  • Compelling Touch - The vampire with this power is able to roll people with a firm touch, such as a handshake or a caress. A punch will not work as the pain will offset any chance to grip the target's mind, but any other form of touch which connects for more than a few seconds will get the job done.
  • Resist Faith - The vampire can resist being driven away by a religious symbol despite the faith of the person holding it. While this does allow for a vampire to hold their ground against a faithful adversary, the vampire will begin to blister and burn as if they were exposed to a potent heat source the longer they stand where they can see the holy symbol.
  • Induce Madness - The vampire with this power is capable of inflicting its personal choice of madness onto a victim that has been rolled by the vampire. Typically this madness only lasts until sunrise, but repeated uses can eventually lead to permanent insanity.
  • Forge Triumvirate - A vampire with this power is able to join together with his human and animal servants in a sort of gestalt circle. When a vampire binds a human servant and a lycanthrope who is also their animal to call, within a sufficiently short period of time, the three may form a triangular relationship called a triumvirate. This relationship forms a virtuous circle that magnifies and shares the abilities of all participants. The vampire uses its energy to sustain the others and be able to have mind-to-mind communications throughout the link.
    • To select this power the vampire must have both Human Servant and Animal to Call.
    • When the Triumvirate is complete, the vampire can select an additional power from any category open to it. The animal & human servants may also select another power, ability, source, technique, psychic ability (4 points) or necromantic power open to it.

Bloodline Powers

  • Telekinetic Nail - The vampire nails its target to a wall or to the earth, rendering the target incapable of moving. This nail last for 4 hours or until sunrise, whichever happens first. While the victim cannot move physically, they can be rescued by another creature with supernatural strength. A trapped vampire or other supernatural being can also escape the nail by changing shape.
  • Bones of Stone - The vampire calls on the power of the earth for strength and borrows the resilience of eternal stone. In so doing, the vampires bones become unbreakable and his skin takes on the firmness of bedrock. The vampire becomes much more resilient to damage, able to shrug off injuries that would cripple other vampires.
  • Earth Sense - Vampires of this line gain a sense of the earth, both what is on it touching the ground and what is below it. This makes them excellent at locating buried bodies or treasures and it makes them incredibly difficult to sneak up on.
    • This sense extends outward from in a 100 foot radius.
    • Note: If the vampire travels below ground, this radius extends above him as well.

Master Bloodline Powers

  • Animate Earth - The master vampire combines a talent in telekinesis and earth control to animate dirt, sand, stone, and concrete itself to come to his aid. He can use the animated earth as bludgeoning weapons, to conjure shields to fend off bullets and similar projectiles or can create his own projectiles to hurl at enemies. Alternatively, the vampire can use this power to reshape earth and stone forming a hollow, or creating tunnels and other fortifications.
  • Telekinesis (Super) - The vampire's power transcends the need for intermediaries between itself and the vampire's intent. The vampire can move objects with his mind, exerting telekinetic force to manipulate things.
    • Weight limits can be flexible in using this ability with the vampire capable of exerting the same kind of strength with his mind that he can exert with his body.
    • The vampire can also exert force with incredible delicacy, using the powers of his mind to hurl something like a paperclip with incredible force, picking locks, breaking tiny pieces of electronics, or wielding a scalpel with all the skill of a surgeon.

Rare Bloodline Powers

  • Fling Skyward - The vampire launches a target skyward with the power of its mind. How high the target goes is a matter of how strong and how angry the vampire is.

Servant Granted Powers

  • (Eris): Earth Swim - Vampires with this power are capable of sinking into the ground itself and moving through stone and dirt at their walking speed as if they were swimming. This gives the vampire a guaranteed shelter from daylight and move about unseen.
  • (Phoenix): Biokinetic Manipulation - The vampire continues to shed restraint and improve its facilities, making its telekinetic powers capable of working on, and inside of, biological targets. The vampire with this power is able to shatter bones, puncture lungs, or even adjust or stop the way blood flows through the body.
  • (Triumverate): Telepathy - The vampire is able to communicate with another person, or creature with humanoid intelligence, provided the vampire can see the person he wishes to communicate with. This power is limited to just speaking, the vampire is unable to read the mind of the target, only hear his conversational thoughts. This power can more easily be used against a target that the vampire has bitten, fed from, or rolled before