Elizabeth_Baneham


Name: Elizabeth Baneham
Species: (Human) Vampire
Gender: Female
Nationality / Ethnicity: British
Age: Appearantly 20, in reality 279
Height: 5'6''
Weight: 120 lbs
Hair: Brown, a bit more than shoulder-long
Eyes: Green
Skin: Slightly pale, immaculate
Bust size: C-
Rear size: Average to round
Build: Slim to average
P+P Rank: AB1
Sexual Orientation: Bisexual
Kinks: Hesitant about her sexual partners, unless her clan weakness triggers and she gets transfixed by someone
Traits: See below
Occupation: Singer (as disguise)

A vampire of old, honoring antiquated traditions and having found her way to the nexus (she can be played in a human world setting though). She values manners, an eloquent speech and an elegant appearance, while she herself seems to be unnaturally perfect and alluring, but this is only a mask hiding the cold-hearted, uncaring, devious predator. She is a member of the Clan Toreador, also nicknamed the Clan of the Rose. Elizabeth is an alt of the Girlcollection and can be found in Girlcollection_Alt.

(This vampire is based on the background and setting of Vampires the Masquerade, and is just how I perceive them to be. It is not the golden rule and in Nexus, of course there might be other kinds, this just describes how Elizabeth works in that context. Also... Since I encountered this a couple of times now. I am a male player irl. If that bothers you, I will not force you to anything. This does not affect the roleplay in the slightest and I will not mention this, and rather keep things in the realm of fantasy and fiction. Thanks for reading and respecting this.)

Background and history:


Elizabeth's origins can be traced back to british royality in the 18th century. She grew up as member of the nobility, sheltered and looked after by her family, their staff and their servants, and was educated to be a fine, aristocratic lady. She always had possessed a talent for music and chanting, which probably was the reason she had drawn the attention of her sire upon her. A wealthy, influental countess turned out not only to sponsor her, but after a while arranged a private meeting in which she gave Elizabeth the Embrace. The girl was at first hesitant about her new life, but came to accept it, and appreciate the many advantages it brought with it - immortality is something that can make everyone break down and give in to accept the gift.

Not long ago, due to a ritual gone wrong, the vampire lady ended up in the Nexus, but quickly blended in, got aquainted and gained influence and fortune to get along very well in her new surroundings. While many strange, exotic creatures roam the park and the city, Elizabeth has nevertheless decided to stick to her traditions and at least try to keep up the Masquerade, as she had always done before.

(More to come)
Personality, traits and clan weakness:


Elizabeth (sometimes nicknamed Lizbeth or just Beth, she detests when strangers call her like that though) is almost an archetype of the Toreador. She emphasizes adequate behavior, composure, manners and an excellent phrasing, as if time had stopped for her (which, in some ways, has...). She likes to indulge in arts, to savour what life has to offer, and only the best is good enough for her. Jewlery, luxurious beautiful clothing, expansive furniture, lavish estates are all things she thoroughly seems to enjoy. Specifically, she finds pleasure in singing, not only listening or witnessing it, but to do it herself, and she has participated in musicals, operas or in a band a couple of times, getting somewhat popular and earning her good money. She is skilled in nuancing her voice to be just like she wants it to be, but generally, the tone is clean, melodic, sweet and quite enticing. Elizabeth behaves noble, slightly uppish even, looking down on the ones who do not posess such a fine taste to a certain degree, and she refuses to spend more time than necessary with someone she finds to be blunt, dim-witted or filthy, since she herself is (or at least thinks she is) elegant, smart, intelligent and gallantly clothed. She is not asexual (even if it would just be to enjoy the sensuality and closeness, she is clinically dead after all), but she scarcely ever really deems someone to be worthy of her, most are nothing more than prey or tools, not lovers in her eyes. She still likes to lure her targets of any race or gender in by seducing and flirting with them, but will mostly not do intercourse once she has them there where she wants.

At times, this all make her almost appear human, and in fact the Toreador are the ones amongst other kindred that are closest to humanity, trying to uphold the facade and image and even have no problem associating with the mortal world and residents. Banquets, Feasts, Parties, Performances are not only familiar for her, but she actually finds delight in participating and just enjoying to be part of society and to help determine the course it takes, wheter subtle or more openly. If you are undead, almost immortal and do not age, then at least you can try to make the best out of it and enjoy the pleasures that exist and can be found delightfull even by creatures of the night. Some times, they patronize gifted humans, be it painters, actors, musicians, or just some they find to be extraordinary outstanding in their appearance. This can even lead to making them their belongings, servants, or when they have found someone really special, they grant them the Embrace and turn them to a fellow vampire to conserve the talent or body from the relentless danger of time.

Because of this, the Toreador have earned the nickname "Degenerates" and "Deviants" from other vampires, but they do not care about what is told about them. They themselves like to call their group "The Clan of the Rose".

This all is nothing but a mask though. The clan and its members are the same unfeeling, dead bodies through which no life flows than others of their race, they are still predators, hunting for prey, calculating their chances and aiming to preserve or enhance their power and might. They are just especially crafted in hiding that fact, in maintaining the Masquerade (that means, Vampire society hiding from others, living in the shade and not showing themselves openly so they can freely act amongst their prey - they might be powerfull but if the society of the living beings decides to unleash everything they got on the undead, things will get devastating and out of control) itsself, in staying right in the midst of humanity without being noticed. It is true that the Toreador enjoy the silly pleasures and joys, that they rejoice pretty things and that they like to act as gentlemens with honor, pride and dignity, but deep down, they can just not escape what they have become since quitting to be human. And when their mask has fallen, they are experts in moving on and just putting on the next some other time. After all, with how old they can get while their body does not age, they have to change their identity from time to time.

The weakness of the Toreador is a noteworthy one. Whenever they see, hear, smell, feel something they consider truly and uniquely beautiful, they fall in a trance like state, focusing on just that one impression they got. They almost forget everything around them and can hardly move while this gem has them in its jinx. They remember how it was to be human, how the suns rays on their skin felt, how it was to laugh, dance and sing, to savor a nice meal, to have friends and family, how it was to breathe, how it was to truly feel. After a while, they can free themselves from the powerfull stimulus, or when it is removed. And then, they are not so happy about having been forced to relive that. Their first sentiment is that they want to control and possess the thing or person which or who inflicted that. They want to have it for themselves, admire it, indulge in it, enjoy it to the fullest, before getting tired of it and either obliterating it, getting rid of if, or tucking it away in a dark corner. If it is a living being, there are 2 paths that can be tread now. Either they want to please it, befriend it, then subject it, command it, touch and love it, only to use, abuse, devour and crush that creature and let it fall like garbage after extinguishing it. They are like this if their anger and hate cumulates and they punish that being for being alive while they are not truly living, knowing fully well they have been transfixed by a vice that should not affect them this much. If their fondness and admiration outweighs that, they will very likely turn them into a vampire or a ghoul of them after enjoying them and loving them to their hearts content, becoming either their master or their mentor, and in rare occasions mate, as far as vampires can take that concept.

Their weakness can be particularly devastating if they get paralyzed in the middle of a social event, risking not only to be degraded and humiliated but to be exposed as what they are, or in a fight when they become easy targets for an enemy. Luckily, what a Toreador deems to be worthy to fit the definition of outstandingly beautiful lies in the eyes of this exact vampire, and they have such an exquisite taste and witnessed so many things that the actual chances of this happening are rather low.
Looks and physique:


Elizabeth has the figure of a young adult female human of average height and weight, and decent feminine features. While not curvy, she is well proportioned, attractive and appealing. Her tender skin is a bit pale (she can control this to a certain scale, look her abilities), but still flawless and lovely. The vampires face is cute, sweet and adorable, and as immaculate as the rest of her body, and her dark brown hair is evenly, silky smooth and always neat. When she shows her heart-melting smile, white, marvellous, perfectly aligned teeth will greet whoever watches her. Her effect on others is even greater than it should be, she emits an aura of perfection, stimulation and beauty that transcends her actual appearance, making her unnaturally pretty and desirable in the eyes of most others, particularly mortals. The weaker the will and the lesser the powers of anyone that sees her is, the greater is the effect of this.

Going along with that, she seems to have a strong charisma, fascinating others and drawing them close to her (not only locational, but emotional), and she finds it easy to convince others, have them accept her views, or talking others into doing what she wants.

Compared to some other kindred, particularly ones like the brujah, she is, for her age and power, rather weak in terms of strength, speed and toughness. That still puts her way beyond the means of the average human however, she easily can beat all but the most powerfull mortals in a brawl, is quicker, more agile and handy than them, and distinctively more robust.

While in sheer strength, the most gifted human athletes could have a slim chance getting on par with her, she is outmatched in terms of agility and toughness, the last fact mainly because of her vampiric nature. She can heal wounds with the power of her will and by using her blood reserves, strikes that would kill humans instantly only damage her a bit, and some hits are just shrugged off like they never happened at all. In her abilites section, this is explained some more.

Another remarkable thing about Elizabeth is her skill with blades. While she never seeks to resolve a fight through a clash of weapons, she is very well capable of defending herself. Over the years, she has trained with all sorts of swords, daggers and sabers, and while compared to other kindred who specialize on close combat she can not keep up, she dwarfs mortal mastery in this area with ease. Her strikes are precise, quick and crisply executed, she knows how to use each weapon in almost any possible situation, knows where the weak, vulnerable spots are and she has enough speed and strength that it has quite the effect when her blows land. If she also uses her disciplines to enhance her fighting skills even more, she becomes a deadly opponent.
Abilities etc:


Basic Vampiric abilities and properties:

Undead:
There is no other way to put it, Elizabeth, as vampire, is no regular living being any more. She has no heartbeat, is not breathing, does neither need to drink or eat normal food. On the bright sight, she does not physically age. Her body stays the same as it is, and since she was 20 when she got turned into a vampire, she will appearantly always stay as young and pretty as she is. Her nails do not grow, as well as her hair, at least on their own. She can never get sick or infected, unless by supernatural sources, and even most poisons do not affect her. Pain also means little to nothing to them, and can mostly be restrained by sheer willpower. Her mind has not lost its cunningness and while she has a milky skin tone since no blood flows through her veins (unless she focuses and makes it do exactly that to look more natural - when in human society, she will almost always perform this), she does not look like a decaying body at all. One other huge advantage over mortals is that she does not tire out when doing physically labor. Vampires can run the whole night and not be fatigued in any way, nor do they ever sweat, and they also neither feel cold nor warmth (unless coming from a fire or other hot enough sources to actually harm her body). Since they are not truly alive, they struggle to have "real" emotions and feelings, mostly, its more of a dull memory of what it had once been. However, the Toreador and thus, also Elizabeth are the ones amongst other kindred who are most close to actually feel and have empathy.

There is a huge downside of this, one that many vampires only realize after much time has passed, if ever. Although everyone deep down knows this universal truth - they are bound to this unlife for good or bad, to no avail. Whatever they do, they are doomed, neither heaven nor hell wants them, and should they ever perish, they would fade into nothingness. No light at the end of the tunnel could ever await them, which is one aspect they, even if they never would dare to say so, envy in mortals more than anything.

Resistences and Vulnerabilities:
Since she is no normal mortal, her body, despite looking slender and weakly, is actually very tough and sturdy. Blunt hits like using bare fists, a club or something similar barely affect her at all, the yielder has to have enormous strength or luck to land a punch that does harm her, and still, she can shake off most punches with ease.

Slashing attacks like with blades, claws or piercing ones like spears, arrows, bolts, even bullets, have a much higher chance to actually affect her, but she still can absorb far more damage a normal human could and her tenacity is far more than you would think it to be, judging by her appearance. A vampire is not strong because of the build but because of the power he posesses, and Elizebath is a centuries old Cainite that is considered an elder. Even when loosing completely limbs or being stabbed, she can continue to fight or to plan her escape, she might be handicapped but not knocked out.

Supernatural sources like fangs of werewolves, deamonic attacks, some vampire powers and the like are amongst the most dangerous threats. They would cut through her like a knife through butter, severely harm her if they hit, even inflict pain on her and prove not only difficult to withstand but also difficult to regenerate from. In the same way, open sunlight and fire are potent means to injure her, and could kill her if she is exposed to it long enough - in open sunlight, a few seconds or at least minutes will let her crumble to dust, and her full body exposed to fire would do the same, or take more time if the source is smaller. Because of that, all vampires have a primal fear of both of those sources, as long as it is could pose a threat (they will not be afraid of a candle on the table...), called Rotschreck.

Daylight not only is a grave danger for them, even when staying in a dark basement without windows, they feel weak, feeble and dull during the day. It is posssible for them to stay awake, but they have to force themwelves with sheer willpower, and it is quite exhausting. Vampires need to sleep regularly to maintain, and as in popular stories, many actuallly have a coffin as preferred place, though in theory, they just need to be sheltered from sunlight to drift off. They can just dig a whole when on a journey and cover themselves with enough earth, if nothing else is available. Instinctively, they know when the sun has set, and awake refreshed and energetic, though maybe a little of their blood pool has diminished. When they are under threat during the day (mortals finding their hideout etc), all vampires have a sixth sense warning them and can try to rise from their slumber to not just be a helpless, motionless corpse.

Many other methods said to work against vampires or characteristics of them are simply myths. Garlic means nothing to her, nor do crosses or holy buildings, and they do reflect in mirrors. Even priests are not particularly dangerous for her, unless they yield true faith - this is very seldom in modern times. You would need to truly, without any doubt and without ever questioning it belief in your entity, dedicating your entire life to that purpose - and then you could actually harm and expel vampires. Even most peoples from various churches do not have that power, though... She can cross rivers without even twitching and she also does not need to be invited to enter a building.

A very popular method is using stakes- and they in a way work, but not as many might think. It is not the stake itsself and the material is completely irrelevant. In the same manner, a sharp stick, a lucky arrow hitting in the right place, a blade, or other things could be used. If a vampire's heart is impaled, the vampire instantly is paralyzed and unable to lift a finger (see torpor), and is not fully concious either. However, it is not dead. As soon as the object through the heart is removed, the vampire recovers, unless too much time has passed. Impaling the heart, then burning a vampires body is a failproof way to really kill it and one of the few methods that would work no matter what.

Using blood to regenerate, appear human, cast vampiric powers
Blood is what gives a vampire its might. Energy is stored in it and drawn out when needed, and even if they do nothing, just to preserve their undead "life" every Cainite neads a supply of fresh red juice since over time, their reservoir depletes. Whenever they do "tricks" or use their powers, their stock also decreases, and it can also be when they are wounded, and of course when they regenerate themselves. Every vampire must keep his blood reserves in mind, or risk getting either into frenzy or into torpor, but thankfully, there are countless prey around to feed on and refill.

By spending a little of their precious fluid that they sucked out of other living beings, they can perform what appears to be miracles. It starts with subtle things as letting their skin appear and feel normal, fake breath coming out of their mouth, but it is also possible to use their normally meaningless organs, so they can digest food as if they still had a normal stomach and inestines, or to perform sexual intercourse (although they would not produce cum).

With more advanced methods, they can heal most wounds within a short time, depending on the severity. Their body is mostly just an instrument of their will, and flesh wounds close within minutes, leaving no trace behind, broken bones fix, tendons regrow. Hair, nails, teeth and the like also can be regrown rather quickly. Severed limps can be attached and they grow together with the rest of the body, although that can take some hours. More difficult and time-consuming is it to completely regenerate lost body parts, whole limps even, though it is possible. It can take days, if not weeks, to regrow a cut off leg, but compared to humans, this is still outstanding. Another story are wounds inflicted by supernatural sources though, as described in the resistances entry. They are nasty to heal, actually hurt, and it takes very long, although it still is possible to recover.

Vampires are famous for their mysterious powers and skills, and those also are perfomed by using the strength that is inherent in the blood. Absolutely basic ones is showing their fangs and extending their claws, although that is mainly to scare or intimidate mortals, if needed. They can use that to fight though, albeit not very efficiently. The more advanced abilities (Called disciplines - every clan has signature abilities, but a vampire, with dedication and enough time, can learn others. They range from level 1 to 10, though the last levels are extremly difficult to master and train. Most younglings maybe have two or three disciplines with not really going beyond level 3, and even hundred year olds seldom have more levels in one discipline than 5. Elders are a diffrent story though, not to speak of Methusalehs, who can yield almost godlike powers.) Elizabeth has knowledge off (there are countless others) will be described in following sections.

Torpor
If a vampire looses all but the feintest drops of blood barely keeping his undead body from crumbling to dust, he falls into a numbness called torpor. Unable to move, hardly able to notice what goes on around him at all. Helpless and weak, the Cainite must rely on others to "revive" his body by giving him blood. Wether their own or that of a freshly killed or cut victim is not important, and it does not even have to be so much. A vampire can last quite a while in such state, effectively "sleeping", and depending on the age and powers of the undead, months or even years could pass. If the vampires body takes any bit more of damage though, it is done for and falls to ashes, no might in the world could save the deceased undead after that happens. The same state also comes into effect when a vampires heart is impaled, although if the piercing object is removed, the Cainite is back to normal, apart from the wound that can relatively easily be closed, there is not really taken any damage.

Frenzy and the beast inside
When a vampire gets so badly hurt or looses so much blood by whatever means he is close to falling into torpor, but does not reach that state, he is in danger of loosing control. His primal, savage, predatory urges take over, turning the reserved being that could be mistaken as human into a mindless brute, not mannered, hesitant or subtle at all. The physical attributes multiply greatly, the frenzies vampire tearing everything or everyone near him to shreds. He or she will not stop for friends, not for family, not for loved ones. Everything turns into nuisances needing to be fighted and killled, and the vampire will try to make up for the blood loss by grabbing the next best living or undead being (blood is blood...) and start sucking it dry. Since the effects wear off slowly, probably numerous victims are slaughtered in a gory massacre until the vampire reaches a thinking-capable state again. Not only will there be a carnage and maybe close ones hurt or annihilated, but the vampire will have sacrificed a part of itsself. The beast inside is the ever lurking, ravenous, primeval dark aspect hidden inside, lingering in the shadows, waiting for a chance to corrupt and take over its host. While the vampire turns into an almost unstoppable bulldozer, he will be more likely to succumb again, easier, get closer to the beast. Ulimately, if you give in, the beast completely takes over, extinguishing the "soul" of the vampire, so to say, his mind and essence vanquished. The result is a mindless machine, more feral than an intellingent being, indulging in its cravings and acting out of reflex and instinct. A threat to itsself and its surroundings, the vampires, should such a being arise, will do anything to put it down, and every undead fights an inner combat to keep his nature at bay, to prevent it from gaining control. They do not want to succumb (at least, most normal ones... there are a few crazed mavericks) to the beast and will do everything they can to retain themselves. Most learn how to do this rather quickly, learn that they can not rampage through the night without second thoughts, and must keep a certain set or rules, standards and even morals to assure they can preserve.


About blood and how they feed


In one previous entry, the usage of blood to regenerate or do "tricks" was already talked about. This one is about their source of power in general.

First and foremost, why are they so thrilled about this? Well, the obvious answer that comes to mind is, because they need it like humans need air, water, food - without it, they would slowly wither, become weak and helpless, then perish. They keep their undead, immortal body and mind intact by gorging on the lifeblood of others, preferably mortals, stealing fractions or their power or outright sucking them dry, thus increasing their unholy, unnatural life span. When they can not get supply when they need, their thirst grows, a powerfull and driving urge, almost making them go nuts when it gets too strong. Ultimately, they would fall into frenzy if staying without fresh blood to consume too long.

But that is not all of it. Of course, they are fully aware of that fact, and this is why they are the predators and humans as well as other creatures are their prey. They never forget this, and even when they develop respect, or in rare cases affection towards mortals, they keep in mind what their position is. There is more though to what they like to paraphrase as "the kiss" than the simply act of nourishment. Think of the best, tastiest wine in existance, mix that with euphory, endorphins and a feeling of lust, bliss and satisfaction reaching every fibre of your body, and you have but a vague idea how it feels for a vampire to sink its teeth into a victim and start taking the sweet nectar in. They delight and indulge in it, make it slow and sensual if they can, and for them, it feels better than sexual intercourse or hardly any other feeling ever could - that is at least the majority of cases. Depending on their victim, they can drink diffrent amounts before it starts to put the life of their prey in danger. Most actually stop before killing someone, unless they are hungry, angry or in any other way think their target deserves it. If they would slaughter everyone, they would risk loosing to the beast in the long run, but more problematic would be that their prey diminishes in numbers, as well as lead to a series of inexplicable deaths, possibly starting an uprising. Why should they take the possibility of their prey uniting and start a campaign against them into account, when they could stay secret, keep the masquerade intact and live right next to their victims.

The blood gives them power, they store it in their own body for later applications or simply to preserve themselves. With progressing age, Cainites can draw more power out of the same amount - mostly, not the physical quantity they can store increases, but the potency of the liquid once they have devoured it.

While mortals are the normal prey for them, vampires actually can drink blood from fellow kindred - it is a despised act, even if it tastes better and brings more delight to them. Predators normally do not assault other predators. Of course, not everyone sticks to the rules or the "standards". Vampire blood is more nourishing than normal, mortal blood, though obviously the host might be stronger and able to fight back, and has a chance of resisting the sensual, paralyzing effects of the kiss. When one cainite sucks another almost dry, a "barrier" will be reached. The predator feels he has reached the very soul and essence of his prey, and understands that if he keeps going, he will absorb his helpless victim, drain everything of it, fuel their powers and at the same time, curse himself more than his kind is anyway, defiles himself, but also gain strength and power. It is a vile act, most vampires dare not even to mention it, for they fear and and loathe it. The soul of someone who diablerizes a fellow kindred, as it is called, is tarnished and stained, he has degraded himself, and his aura will show stigmas of the procedure for years, if not decades.

As erotic and pleasant the kiss is for the vampire, it also is for the one they feed off. As soon as the blood sucking has begun, no matter if the mortal might have tried to resist before, they cease all efforts. An ecstatic, dream and trance like condition awaits them, feintly they witness what is going on but they feel neither pain nor agony, just an aroused, drousy, blissfull state. This continues for a while, even then the vampire has let go, and when they recover, they barely remember at all what has happened, it appears more to have been a daydream, and soon afterwards, they forget about it and carry on with their lives. To let the bite marks vanish, vampires can lick over the wounds after they fed, making them disappear to complete the image that nothing has ever happened. Sometimes though, the vampire [i]wants[/i] its prey to recall the event. This is for example done with willing prey - some find the act so delightfull and desirable that they forsake everything just for the chance to live through it again, and they become stock for their master. With a little concentration, they can deactivate the effects of the memory loss, enabling their prey to remember every second of it afterwards.

Stronger willed individuals, such as other kindred or supernatural beings, are more likely to fight back, and it might be they overcome the sensations, break the spell and stop the procedure - but it can very well happen they are as helpless as normal mortals.

A common misconception is that everyone bitten by a vampire turns into one afterwards. If that would be true, there would be hoardes of them around with far too few prey to feed on. The only way Cainites can create progeny is by giving someone the "Embrace". First, it starts just like the kiss, though they suck their desired offspring dry. Then, they give them some of the blood back - a few drops are sufficient. This starts the transformation, though the outcome is determined by the recipient. The pending vampire must embrace what he will become, willingly accept his fate and coming life state - that is one reason for the name of this. He could, however, refuse it - stay mortal, and subsequently, die, but he can hope for the afterlife. The vampire who started this becomes the sire of the offspring, though it it varies how sires behave. Some immediately quit all bongs and leave the youngling on its own, some at least look after them and explain them what they need to know, and some take the new ones under their wings or even develop affection for them. Soon after the transformation, the thirst awakens in all its might, and sires should care to have a suitable victim their child can feed of close by, or risk the new vampire going berserk in frenzy.

Another method to use their blood is by creating ghouls. Vampires can bond others to their will and commands by feeding them with their blood. 3 times are needed, the blood bond getting stronger and stronger, rising from affection to dedication to complete submissiveness. If done with mortals, they become ghouls, willing servants of their new vampire master, though they keep their body and their skills. Basically, they are the same person or animal they were before (this works with almost all creatures), they just obey everything their owner says. Literally. They will do everything in their power to please their lord, risk their own life and betray friends and family for them if needed. Vampires should treat their ghouls wise and think about the wording they use, if they say to them "Stay here until I come back" and they leave for a month, they will find a starved corpse on the exact same spot, since they did not allow them to make a pause, rest, eat or drink. Ghouls can be quite powerfull themselves, and while they age, they do this considerably slower than normal members of their species. Most get stronger, quicker and more intelligent than they have been before, some can even learn diciplines like vampires do, and they also have limited regenerative abilities. They need their masters blood to stay alive though, but some drops every few weeks are entirely sufficient for them, yet this has to be done regularly.


Clan disciplines - the most common abilities of the Toreador:

Presence

Presence is the key Toreador ability. It allows them to influence individuals or whole crowds, whether subly having them agree to the point they make, or outright suppress and control them. It enhances the aura and charisma of them and can be very powerfull. The weaker the spirits and wills of the targets, the more effect this abilities have, normal mortals mostly falling for it easily while other kindred can resist it to a certain point, but not always.

Level 1 - Awe

Awe amplifies the sublime magnetism this Discipline gives the vampire. Those near the vampire suddenly desire to be closer to her and are very receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said - the hearts of those affected lean toward the vampire's opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire's favor almost before her opponents know that the tide has turned.

Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Awe will remember how they felt in the vampire's presence, however. This will influence their reactions should they ever encounter her again.

Level 2 - Dread Gaze

While all Kindred can frighten others by physically revealing their true vampiric natures - baring claws and fangs, glaring with malevolence, hissing loudly with malice - this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victims, stupefying them into madness, immobility or reckless flight. Even the most stalwart individual will fall back from the vampire's horrific visage.

Level 3 - Entracement

This power bends others' emotions, making them the vampire's willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire's every desire. Since this is done willingly out of dedication (albeit a perversion of it) instead of through sapping the subjects' wills, these servants retain their creativity and individuality. While these obedient minions are more pleasant and spirited than the mind-slaves created by Dominate, they're also somewhat unpredictable. Further, since Entrancement is of a temporary duration, dealing with a lapsed servant can be troublesome. A wise Kindred either disposes of those she entrances after they serve their usefulness, or binds them more securely by a blood bond (made much easier by the minion's willingness to serve).

Level 4 - Summon

This impressive power enables the vampire to call to herself any person whom she has ever met. This call can go to anyone, mortal or supernatural, across any distance within the physical world. The subject of the summons comes as fast as he is able, possibly without even knowing why. He knows intuitively how to find his summoner - even if the vampire moves to a new location, the subject redirects his own course as soon as he can. After all, he's coming to the vampire herself, not to some predetermined site.
Although this power allows the vampire to call someone across a staggering distance, it is most useful when used locally. Even if the desired person books the next available flight, getting to Kyoto from Milwaukee can still take far longer than the vampire needs. Obviously, the individual's financial resources are a factor; if he doesn't have the money to travel quickly, it will take him a far greater time to get there. The subject thinks mainly of reaching the vampire, but does not neglect his own well-being. This is less of a consideration if he only has to cross a room, unless he must get through a gang of gun-wielding punks to do so. The individual retains his survival instincts, and while he won't shirk physical violence to reach the vampire's side, he won't subject himself to suicidal situations. The summoning dissipates at dawn. Unless the subject is trained to continue toward the vampire after the first call, the immortal must summon each night until the target arrives. Still, as long as the vampire is willing and able, she is assured to greet her desired subject some night - as long as nothing happens to him along the way, of course.

Level 5 - Majesty

At this stage, the vampire can augment her supernatural mien a thousandfold. The attractive become paralyzingly beautiful; the homely become hideously demonic. Majesty inspires universal respect, devotion, fear - or all those emotions at once - in those around the vampire. The weak scramble to obey her every whim, and even the most dauntless find it almost impossible to deny her. People affected find the vampire so formidable that they dare not risk her displeasure. Raising their voices to her is difficult; raising a hand against her is unthinkable. Those few who shake off the vampire's potent mystique enough to oppose her are shouted down by the many under her thrall, before the immortal need even respond. Under Majesty's influence, hearts break, power trembles, and the bold shake. Wise Kindred use this power with caution against mortal and immortal alike. While Majesty can cow influential politicians and venerable primogen, the vampire must be careful that doing so doesn't come back to haunt her later. After all, a dignitary brought low before others loses his usefulness quickly, while a humiliated Kindred has centuries to plan revenge.

Level 6 - Love

This power is similar to Entracement, but much more potent. Where it was devotion and dedication before, now it is extremly strong, absurd love leading to the victim giving up everything just for the sake of their crush. They are completely obedient and will do anything, like having been suppressed with a blood bond, though in a way even stronger and without the need to be fed. It can take very long for this power to waer off, if it does fade at all, and only who possesses a very strong will can hope to fight against this. However, the feelings are not pure or true - they are caused artificially, and should the effect fade, while the individuum will remember the story, they will most likely not feel attracted to their master anymore.

Level 6 - Spark of Rage

Where love creates irresistable desire and affection, hate brings out the darkest corners in someones mind and soul, infuriating the victims and letting them feel burning rage and fury. This is not directed against the vampire, but becomes a general emotional state, and the slightest reason is enough to let the situation result in disputes and a brawl.

Level 7 - Mind Numb

This, in a way, is the counterpart to such abilities as Majesty or Awe. Instead of inflicting emotions, it drains them. Not only that, everyone close to the vampire that is effected looses motiviation to do anything but simple, mechanical tasks as if they were a robot, or reflexes. If they were cleaning a room, they will do that over and over again without even thinking about it, their feelings dulled, all inspiration or creativity gone. They do not get bored, they do not feel fear, nor anger, nor anything really, since they do not ponder about their state. They will react to dangerous sensations (a hot stove, which leads to them drawing their hands or body away), but as soon as that is not a threat anymore, they return to their aphatic behavior. Since they do not focus on anything else than their current sensory impressions, they do not grasp what happens around them, and after this spell is lifted, they fail to remember what happened during that time.

Auspex

This Discipline bestows uncanny sensory abilities upon the vampire. While Auspex initially heightens all of the Kindred's senses significantly, that is merely the beginning. As she grows in power, the vampire can perceive the psychic auras that flow around her and even project her mind into another being's thoughts. Furthermore, Auspex can pierce the disguises that Obfuscate creates, one of the few methods to make the unseen visible.
Such sensory command gives the vampire a distinct advantage over mortals and even many supematurals. Whether these talents let her view a distant haven, sense the prince's mood or pluck secrets from a rival Kindred's ghoul, Auspex is a powerful tool. Still, the vampire must be careful lest this heightened sensitivity cause her to be distracted by beautiful things, startled by loud noises or overwhelmed by foul smells. Sudden or dynamic events can disorient an Auspex-using character unless she withstands it with willpower. The more potent the source of distraction, the higher the difficulty. Failure overwhelms the character's senses, making her oblivious to her surroundings for a short while.

Level 1 - Hightened 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.

Level 2 - 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.

Level 3 - 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.

Level 4 - Telepathy

The vampire projects a portion other 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.

Level 5 - 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.

Level 6 - Farseek

This remarkable power enables a vampire to witness everything happening in one place or near one person she knows very well. For example, this could be used to check on her home or refuge, or to see how a loved one is doing.

Celerity

The Embrace gifts some vampires with startling speed and reflexes. They can use Celerity to move with amazing swiftness in times of stress. Mortals, and even Kindred lacking this Discipline, move as if in slow motion compared to the astonishing blur the vampire becomes. Celerity is common among the Assamite, Brujah and Toreador clans. The Assamites use this ability to strike down their foes before the victims are even aware of the attack. Brujah delight in the advantage this Discipline gives them against superior numbers of opponents. Toreador are more likely to use Celerity to lend preternatural grace to live performances such as dance or extraordinary speed when creating sculptures or paintings - however, they can be as terrifying as any Assamite or Brujah when angered.

Each level of Celerity lets the vampire do one more task or action in the same time one would need to do that without the power. For example, Celerity one enables the vampire to perfom two actions at once, Celerity 3 would equal 4 actions.

Elizabeths Level of Celerity: 5, meaning she can take 6 actions in the time normally one could be done, be it stabbing a foe multiple times, running away unnaturally fast etc.


Other disciplines she picked up over the course of time:


Obtenebration

The bailiwick of the Lasombra, the Obtenebration Discipline grants its users power over darkness. The precise nature of the "darkness" invoked is a matter of debate among the Keepers. Some believe it to be shadows, while others, perhaps more correctly, believe the power grants a Kindred control over the stuff of her soul, allowing her to coax it tangibly forth. In any event, the effects of Obtenebration are terrifying, as waves of enveloping blackness roil out from the vampire, washing over their targets like an infernal tide.

Level 1 - Shadow play

This power grants the vampire a limited control over shadows and other ambient darkness. Though the vampire cannot truly "create" darkness, she can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not truly there. Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility while under the vampire's manipulation. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows.

Level 2 - Shroud of Night

The vampire can create a cloud of inky blackness. The cloud completely obscures light and even sound to some extent. Those who have been trapped within it (and survived) describe the cloud as viscous and unnerving. This physical manifestation lends credence to the tales of those Lasombra who claim that the darkness is something other than mere shadow. The tenebrous cloud may even move, if the creating Kindred so wishes, though willing this requires complete concentration.

Level 3 - Arms of the Abyss

Refining his control over darkness, the Kindred can create prehensile tentacles that emerge from patches of dim lighting. These tentacles may grasp, restrain and constrict foes.

Level 5 - Tenebrous Form

At this level, the Kindred's mastery of darkness is so extensive that she may physically become it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, the shadow-vampire gains the ability to see in utter darkness.

Chimersty

The Ravnos are heirs to a legacy of illusion, and none can say exactly why. The elders of their clan, when properly approached, speak cryptically of ghuls and rakshasas, and the shapeshifting antics of their Antediluvian founder are the subject of many a dark campfire tale among the clan. But whatever the source, the nomadic Ravnos have a potent weapon in the form of their Discipline of Chimerstry. Chimerstry is an art of conjuration; the vampire may draw upon her inner reserves to bring phantoms to life. These false images can confound mortal senses and sensory equipment alike. If the Cainite's power is strong enough, illusions created by Chimerstry may even baffle the heightened senses of the vampire. The Ravnos are fond of using this power to seduce, swindle or enslave mortals, effectively purchasing their victims' souls in exchange for a sack of bouillon that isn't there. Illusions created by Chimerstry may be detected by Auspex. They may also be seen for what they are by a victim who "proves" the illusion's falsehood (e.g., a person who walks up to an illusory wall, expresses his disbelief in it, and puts his hand through it effectively banishes the illusion).

Level 1 - 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.

Level 2 - 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.

Level 3 - Apparation

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 vampire could create the illusion of a living being, running water, fluttering drapes or a roaring fire.

Level 4 - Permancy

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.

Obsfucate

This uncanny power enables Kindred to conceal themselves from others' sight. By simply wishing to remain unseen, a vampire can disappear, even if he stands in full view of a crowd. The immortal doesn't actually become invisible; he simply deludes any observers into thinking he has vanished. Additional uses of Obfuscate include changing the Kindred's features and concealing other people or objects. Unless the vampire purposefully makes himself seen, he can remain obscured indefinitely. At higher levels of power, the vampire may fade from view so subtly that those nearby never register the point at which he "left." Under most circumstances, few mortals or supernaturals can penetrate Obfuscate's cloaking fog. Animals, operating on a more instinctual level, often perceive (and fear) the vampire's presence even if they can't detect him with their normal senses. Children and other innocents to whom deception is foreign might also be able to pierce the deception. The Auspex Discipline enables Kindred to see through Obfuscate. Even that is not guaranteed, however, it depends on the level the Obsfucate user has, and the level the Auspex user has. Since Obfuscate affects the viewer's mind, Kindred cannot use this Discipline to cloak their presence from mechanical devices. Video recordings and photographs capture the vampire's image faithfully. Even so, such is Obfuscate's ability to bend the mind that someone using a recording device will not see the immortal's image until she views the footage at a later date, if even then.

Level 1 - 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-theway, 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.

Level 2 - 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.

Quietus

Quietus, the Discipline of silent death, is practiced by the assassins of Clan Assamite. Using the principles of poison, vitae control and pestilence, this blood-based Discipline focuses on the destruction of its target through varying means. Quietus does not always cause a quick death; the Assassins rely upon its secret lethality to hide their involvement with their victims.

Level 1 - Silence of Death

Many Assamites claim never to have heard their targets' death screams. Silence of Death imbues the Assamite with a mystical silence that radiates from her body, muting all noise within a certain vicinity. No sound occurs inside this zone, though sounds originating outside the area of effect may be heard by anyone in it. Rumors abound of certain skilled Assamite viziers who have the ability to silence a location rather than a circumference that follows them, but no proof of this has been forthcoming.

Animalism

The Beast resides within all creatures, from lice-ridden rats to powerful Kindred elders. The Discipline of Animalism allows the vampire to develop a close, intense connection with his primordial nature. He not only communicates empathically with the lower beasts, but also projects his own force of will upon them, directing the animals to do his bidding. Additionally, as the vampire grows in power, he can use Animalism to control the Beast within mortals and even other supernaturals. A vampire who lacks this Discipline or has no knowledge in dealing with animals at all is repellent to animals. Beasts grow distinctly agitated in the presence of such a Kindred, often to the point of fleeing from or attacking the vampire. In contrast, Kindred with Animalism present a soothing aspect to lower creatures - indeed, animals are often attracted to them.

Level 1 - Feral Whispers

This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn't necessary to actually "speak" in chirps, hisses or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the Kindred must look into the beast's eyes once again to regain contact. Since Feral Whispers requires eye contact, animals that cannot see are not affected. Further, the simpler the creature, the more difficult it becomes to connect with the animal's Beast.
Mammals, predatory birds and larger reptiles are relatively easy to communicate with. Insects, invertebrates and most fish (with the possible exception of larger ones like sharks) are just too simple, their Beasts too weak, to connect with. Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can probably cow smaller beasts into heeding commands, but he's better off couching orders for large predators in terms of requests. If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and may affect it for some time.

Non-Discipline abilities she learned:
Will follow ...
Hunting style and Demeanor in public:

The preferred method for Elizabeth to find prey is to lure, seduce and make them fall for her, until they either let their guard down enough or outright fall for her, submit to her and let her feed of them. She will not do this in public although she might beguile someone from a crowd to later on meet her in private where she will make her move. She will use her appearance, melodic voice and charme as well as her powers to achieve that, and over the years has perfected it. Sometimes, she even keeps the ones that have subjected to her both as servants as well as source of fresh blood to use whenever she pleases. If she has no other choice or the thirst gets too strong, she might drop her usual modus operandi and just try to overpower someone with force once she is alone with them.

Obviously, almost all humans make good prey for her, though in Nexus, she has adjusted her scheme a bit. Not only humans, but also humanoid creatures and docile looking furries are perfectly fine for her. She is a little reluctant to engage other predators or dangerous creatures - why risk getting hurt or to fight an exhausting battle when she can just move on and search for more suitable targets.

She behaves as if she was just a popular, rich and slightly excentric star in public, attending events, participating in society, keeping her status and trying to strengthen her position. Simultaneously, she tries to transfer that fame and reknown to the undead milieu, to be in the center of attention, pull strings and all the time, work to preserve her reputation and power and also, to gain more. Or at least, she tried. In Nexus, with so many creatures present, there is no real, organised vampire group, though she carries on with most of the principles and traditions.
Possessions and Assets:

Elizabeth lives in a luxurious, noble mansion near the park. Only the best is good enough, and frankly, the furnishings are quite posh. Expansive, precious and carefully selected, it is a marvellous sight and while definately a little pretentious, it is also tastefull and convenient. She even has accepted the amenities of modern technology and thus, has a computer, televisions, and other devices.

A number of servants under her control are there to fulfill any of her wishes, be it a concierge, a butler, guards, or just some for her to enjoy, to please her and more often than not, feed her.

One particulary lovely and sweet Ghoul is the pretty girl Sammie Dewitt from Mortal_Soul. She willingly became a servant and even lover of the elegant vampire lady, devoted to her.

More to come.
RP Ideas and Logs of roleplays or victims:

- The Hunt: Elizabeth is searching for a fine prey to feast upon. Be it in the park, the city, or just one building. And when she finds her target, lures it in and is undisturbed... guess what happens.

- Social Event: It can be a party, banquet, show, performance or whatever comes to mind. Elizabeth is there to blend in and participate in the event. Maybe someone of the guests then catches her interest...

- Clash of predators: The vampire has found a suitable victim, only to have one other pred go after it. They fight over the treat, or maybe Elizabeth is assaulted for unknown reasons. The battle can then be roleplayed. (Note: Elizabeth has no rules working in a vore battle, it is more a description of what she can do. And please, if this is done, I have nothing against powerfull characters, but if the attacks of one side never show any effect and the others go right through any defense, then it is godmodding. There might be such omnipotent characters, but it is dreary and pointless to have them in such an rp where they will remain victorious anyway.)

More Roleplay / setting ideas will follow.

Logs of events:

On 11-17-13 Elizabeth visited Nexus park, on the hunt for a nice delicious prey. She stumbled upon Sammie from Mortal_Soul who was getting a magic show from Magical_Mindy. The vampire made her prey fall for her with her appearance and a subtle use of her Presence ability. Just when she wanted to head to her mansion with the sweet, cute human, the stage assistant of the magician, Akira_Tasimaro stepped into action. She wanted to free the human from the vampire lady, and after a wild chase, Elizabeth throwing allmost everything she got at the Kitsune without it having any visible effect, she had to retreat using her shadow form, her prey escaping and heading home. While the Toreador is furious and frustrated, she has not given up to try and go after Sammie another time, when noone will be around to save her...

11-18-13: One day had passed. Elizabeth had pondered about last nights events, and came to an interesting conclusion. The girl was so sweet, cute and pretty that it would be a shame to loose her. And her beautiful hair... The Toreador wanted her close by, not only as prey anymore. She used her summon power to make her come to her mansion, where she was greeted by a Butler in the service of the elder vampire and brought to the lady of the house, miss Baneham. While Sammie could not resist the call, Elizabeth had decided to let the girl choose freely if she wanted this, or not. She would not use any of her controlling powers any more. As it turned out, her target of affection was willingly and had hoped to meet Elizabeth again. The vampire talked with her a bit, toyed a little, before granting her the stimulating, euphoric experience of the 'kiss'. She only drank a bit though, taking care not to harm the girl, even if her blood was the sweetest honey for the creature of the night. Afterwards, Elizabeth braught Sammie to her bedroom, and gave her a glass of wine to drink in which she had mixed her own vampiric blood. She started the process that would make a ghoul out of her, a loyal, dedicated servant, outstanding amongst normal mortals. However, Elizabeth was fascinated with her, felt somehow alive near her. She wanted more than a pet, she wanted a lover. And so, they indulged in whatever pleasures fate had in store for them, the vampire showing Sammie women could be quite the good partners in bed, while the touches of the humans skin against her own reminded her so much of what it was to live that it was pure bliss for Elizabeth. And they had all the time in the world to happily continue with things in the future...

(Since I encountered this a couple of times now. I am a male player irl. If that bothers you, I will not force you to anything. This does not affect the roleplay in the slightest and I will not mention this, and rather keep things in the realm of fantasy and fiction. Thanks for reading and respecting this.)

(Feel free to ask questions or to whisper me if you are unsure about something or want to discuss an RP, mostly I am quite open minded. Worst thing that might happen is me saying I either got no time or no interest at the moment - 2 rps at the same time is about my maximum, more just feel rushed and stressed. Points not listed under preferences normally indicates I am indifferent about it, of course we can talk over it OOC. By the way... If I suddenly vanish its with 95% probability an internet / connection issue. The image does not belong to me.... if asked I will remove it promptly. Oh, and just to make it clear.... the character displayed is inspired by Vampires the Masquerade, but is entirely fictional. Go figure. Player is of age.)
 
Roleplay Preferences (Click here for explanation)

As Pred

Being PredBeing Prey Always/Love
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Never/Dislike She will only, if ever, be prey for close friends. That being said, she almost has no true friends at all...
Soft Vore Always/Love
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Never/Dislike
Hard Vore Always/Love
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Never/Dislike
Digestion Always/Love
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Never/Dislike If she decided to devour her victim afterwards, this will most likely happen.
Fatality Always/Love
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Never/Dislike In case she just feeds on the blood, she does not have to suck her prey dry, although she can.
Reforming Always/Love
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Never/Dislike Prefer OOC, can perma...
Oral Vore Always/Love
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Never/Dislike She can do this, but is only capable of swallowing small meals. Conveniently, she picked up a thrick to shrink someone down. In an encounter with her, it is not inevitably happening though.
Vampiric Vore Always/Love
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Never/Dislike *wink* A bit obvious?
Soul Vore Always/Love
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Never/Dislike Most likely in conjunction with the blood sucking, but she can also give someone an abridged version of a kiss, then devour the soul by sucking it out of the mouth.
Stretchy Always/Love
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Never/Dislike
Realistic Always/Love
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Never/Dislike
Rough Always/Love
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Never/Dislike Oh, she can...
Gentle Always/Love
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Never/Dislike But the prefers this approach.
Sex Always/Love
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Never/Dislike Mostly for teasing and seducing her prey, but she will not go down and dirty on random strangers, that is below her dignity, since she sees most folks as prey. For the rare occasion she actually sees a person as potential lover, she can do this (either, she sees them as equal, or finds them to be pretty and wants to have fun to remind her how it was to be alive)
Pain Always/Love
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Never/Dislike
Transformation Always/Love
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Never/Dislike She has some abilities, there are no real transformation ones though. However, she has learned a method to shrink her prey down...
Blood Always/Love
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Never/Dislike This can not really be avoided...
Scat Always/Love
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Never/Dislike While normally a kink, Elizabeth is above such things. If she swallows someone, she will digest and absorb them fully, until nothing is left.
Magic Always/Love
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Never/Dislike She has a number of powerfull abilities.
Willing Always/Love
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Never/Dislike
Unwilling Always/Love
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Never/Dislike
Micro/Macro Always/Love
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Never/Dislike For swallowing.
Same Size Always/Love
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Never/Dislike For vampiric / soul vore.
Male Partner Always/Love
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Never/Dislike
Female Partner Always/Love
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Never/Dislike
Herm Partner Always/Love
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Never/Dislike
Human Partner Always/Love
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Never/Dislike
Demi Partner Always/Love
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Never/Dislike
Fur Partner Always/Love
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Never/Dislike
Scaly Partner Always/Love
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Never/Dislike
Verbose Posts Always/Love
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Never/Dislike This is what I will do most of the times... I like good descriptions and well-written roleplays. I do not expect you to keep up all the time, but at least do not throw oneliners at me...
Evolving Character Always/Love
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Never/Dislike
Surprise Me Always/Love
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Never/Dislike
Multi-Session Always/Love
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Never/Dislike
Grab and Gulp Always/Love
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Never/Dislike
Group Roleplay Always/Love
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Never/Dislike
Whisper Always/Love
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Never/Dislike
Public Always/Love
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Never/Dislike
Private Always/Love
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Never/Dislike