Mesaana
Powers & Abilities

Detailed power list for Mesaana.

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.
  • Dream Walk - The vampire can touch the sleeping mind of a mortal and share in the experience of the dream.
    • The vampire cannot control the dream, but can speak and be understood.
  • Hypnotic Bite - The vampire is able to roll minds through the power of his bite. This rolling can be longer in duration than other methods, provided the bite marks are not cleansed with holy water or do not heal naturally.
  • Improved Hypnosis - The vampire's ability to roll a target improves, becoming much harder to shrug off or shredding through resistance to rolling.
  • 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.
  • Sense Truth - Some would say that a vampire's ability to know when he is being lied to stems entirely from physical cues. They would be wrong. While the physical does play a large role in sifting truth from lies, there is also an element of the mind involved.
    • Vampires with this power know when they have been lied to outright, which is why many vampires cultivate the fine art of not saying what you think they've said.
  • Soothe the Infant - Vampires with this power have an unusual facility with newly-risen vampires, able to supernaturally bring them out of their delirium and into a rational state of mind by will alone.
    • This power renders a newborn vampire docile, and receptive to the instruction of the 'vampire counselor' who is there to greet him when he rises.

Rare Powers

  • Diamond Body - The vampire's physical endurance and resilience increase substantially, increasing the damage the vampire can sustain and the speed that the vampire regenerates at.
  • Sense Emotions - The vampire has a sort of low level empathic awareness, which enables the vampire to feel a person's emotional state.
  • 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.
  • Soul Mask - The vampire is capable of masking his undead aura from being perceived by necromancers and other creatures of death. The vampire's scent is also masked. With a little concentration he can force his aura and scent to take on other tones and odors so as to deceive observers as to his true nature.
  • Technofacility - Many older vampires struggle with adapting to technology. Representing less of a power and more of a fascination, vampires with this power are able to adapt to the ever changing world of mortal invention.
    • They are able to, and comfortable using, technology without penalty or difficulty beyond what other people have.
  • 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

  • Deep Rolling - The vampire is able to roll a target deeper than others. He can implant commands that will be acted out months down the road without the target ever realizing it.
    • More importantly, when using this power, the vampire is able to appear like the target has been released from the hypnotic state. In a way this true, but the vampire can reassert that hypnotic state at any time by catching the target's eyes (or in some other fashion; see voice control and compelling touch.)
  • False Memory - The vampire is able to manipulate memories with this power, rewriting recent events, or removing people from those memories, provided they've taken place in the last day. To do so the vampire must roll his target via eye contact.
    • If a vampire with this power has the Deep Rolling power, then the extent of this talent deepens, with the vampire able to go back years and selectively edit memories as it pleases. These changes are in general permanent, but the subconscious is a tricky thing and memories can be restored through the subconscious.
    • Repeated uses of this power can do considerable damage to the target's personality and mental state.
  • Resist Silver - The Master vampire can shrug off damage from silver more easily, resisting its damaging effects to a certain degree, but continuing to be burned. This resistance does have limits in that multiple silver sources, such as knife injuries, bullets laced with silver nitrate, and similar will overwhelm the vampire regardless of this power.
  • Invisible to Magic - The vampire does not register to magic, regardless of whether or not the magic is harmless or harmful. This invisibility means the vampire cannot be the target of curses or healing, does not register as a vampire to wards and other protective magic, and is not subject to spells that do not attack through the manifestation of an energy.
    • In other words, the vampire can be the target of a fireball, since it manifests as an energy, but not a hex designed to blind it or befuddle the senses.
  • 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.

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.
  • Draw Blood - The vampire concentrates on a target and lashes out at the victim with a burst of energy, tearing open gaping wounds on the target.
    • A vampire that selects this power cannot select Blood Boil, Gift of Fire, or Siphon Strength.
  • Dream Control - The vampire is able to enter a sleeping person's dreams (human or lycanthrope) and then is able to manipulate those dreams as much as the vampire desires to.
    • In order to do so, the vampire must have rolled or fed from the person whose dreams he wishes to enter within a week. After a week has elapsed, there's not enough of a psychic connection to find the dreamer.
  • Majesty - The vampire radiates such a potent and powerful aura of command and authority that others find it nearly impossible to attack the vampire, and find it difficult to even disagree with the vampire.
  • 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.

Bloodline Powers

  • The Poet's Fire - The vampire focuses on a target and sparks the fires of the target's imagination. This burst of inspiration can be used by artists of all kinds, giving them the potential to exceed their normal limitations and create masterpieces. It can be used by politicians, lawyers, doctors, scientists, among others, enabling their imaginations to take intuitive leaps instead of steps.
  • Create Pleasure - The vampire is able to create pleasure in a target. The pleasure created can be mental such as the pleasure at a compliment, or as physically intense as of hours of foreplay rolled into a single moment. This sensation can be addictive, creating hedonistic souls willing to do anything for a fix.
  • Ambrosia - The vampire's blood is a potent intoxicant mingling the euphoric power of ecstasy, with the mild hallucinogenic found in mushrooms and the inhibition releasing effect of alcohol. This powerful cocktail can easily put a full grown adult into a delirious trance for hours.
  • Imbue (Lesser) - The vampire is capable of reshaping the target's mind in minor ways, and in a way that the target desires. Usually this can be a trait that the target wishes they were better at.
    • As an example, if a person wished that they were more confident, or charming, more uninhibited sexually, more faithful, or aware, the vampire can use this power to grant the target what they feel they are lacking.
    • Only one thing can be changed, and the target must be willing for the change to be effective.
  • Love is Blind - The vampire strips away the ability of his target to see for the rest of the day, or night, ending with the next sunrise or sunset (whichever comes first).

Master Bloodline Powers

  • The Ardeur: Infect & Feed from Lust - The most basic aspect of the Ardeur inspires intense sexual passion in all it touches. Those under its thrall are gripped with an intense desire to have sexual intercourse with the user of the Ardeur, or else the nearest person. When used lightly it is possible for a person to choose the one they have sex with, but the more powerful the Ardeur becomes, the less picky its victims become (to the point where they would have sex with those they are normally not attracted to i.e. straight people would choose same-sex partners). The Ardeur can be extremely addictive, making those in its grips do anything to have another taste of it. At more powerful levels the Ardeur can also inspire intense love and devotion towards the wielder of the Ardeur.
    • The vampire gains strength and power from feeding the Ardeur, using the emotional energy as an additional food source just as he feeds from blood. This can spread out the need for blood feedings.
  • Sever the Ties - The vampire removes the ability of a target to feel affection or love for the people that fill the target's life. This can do considerable damage to a target's social life, as the bonds connecting the target with friends, family, lovers, wives, husbands, and children frays.
    • This power lasts for up to a week and cannot be made permanent.
  • Desperate Desire - Lust and love are two of the most powerful emotions that humanity experiences. Even smart individuals can be drawn into the trap of doing everything they can to make their partner happy. The vampire exacerbates this innate inclination of humanity, empowering it to the level of an obsessive compulsion or an addiction. Victims of this power will do or say anything that they think their vampire wants them do. Fortunately the power fades at the next sunrise or sunset.
  • Flawless Visage - The vampire overwhelms a target with its beauty, creating a compulsion in its target that prohibits the target from attacking the vampire.
    • This ability is potent enough that only the strongest willed, or the most faithful of adversaries can overcome it and usually only for a single attack.

Rare Bloodline Powers

  • Isolate - The vampire marks a targets aura with something that others cannot see but which repels.
    • People view the marked target as someone untrustworthy, dangerous, deceptive, or any other potential combination of undesired physical or mental qualities. This mark makes friends turn their back, temporarily dissolving friendships and romantic bonds. Regardless of the specific nature of the mark, the result is always the same. People that view the target in a friendly fashion no longer do so, going out of their way to ignore calls, avoid conversation, and generally regard the target as persona non grata.
    • This power cannot be made permanent and lasts for a week. The effects of this power increase throughout the course of the week before fading away at the powers end.
  • Blood Healing - The vampire's blood becomes a potent healing elixir, able to jump start a person's regenerative capabilities (if supernatural) or significantly bolster the immune system of a person drinking their blood.
    • Physical injuries close and seal and chance of infection is greatly reduced. This power can help heal wounds inflicted by silver, fire, or holy sources.
    • This power is always active.