Corronado
2nd Generation, 10th Sired of Userkaf, AD 114.
Curses:
Curse of the Horsemen: - Such was Corronado's passion for horses that the spirit of the Horse was born in him, and through him, and none could he Sire, that was not a master of horsemanship, breeding and training of that animal. Their beast form was not one of claw and fang, but of hoof, and by command of will he and his Brethren could shape shift into a horse. Even as horses they were fierce fighters and retained all traits of immortality. When in horse form, Corronados were immune to the Sun Bane Curse. The shift would fail if they had not fed inside of four days. As vampires, the Corronado had no fangs, and so used other means to cut or puncture their Victims that they could draw blood. Corronado vampires took the life of no creature that was not a threat or of honest nature. "You would sooner hear a horse lie than a Corronado." Andalusian, Friesian, Lippizanner, Arabian, Percheron and Warm-bloods are among their favored breeds.
The Five Curses of Userkaf: - Sun Bane. Blood of Life. Pall of Death. The Black Veil. Blood Bondage.
Information
The Spaniard, horseman and Master of Arms, Corronado, Sired Vendeza in the year 700, who sired Benedito in the year 851, who sired Ryan Mortania in the year 1820 and Luecrotia Amduscias in the year 1999.
Anubian Trait Abilities
All of these abilities share the same level. When a level is gained in Anubian Trait Abilities, all traits increase by that level. This level decides the base level of the vampire.
Haze of Forgetfulness: the vampire can haze the mind of a blood victim or a witness to make them forget anything they have observed or experienced in concerns to the vampire since laying eyes on them. The subject simply has a hole in their memory, a black out, of that duration. This power must be used on a subject within 24 hours of first encountering the vampire for it to be effective. Success depends on the vampire covering the subject's eyes or brow with his/her hand for a count of 30 seconds (-1 second per level to time of 5 seconds) while applying this ability. All Userkaf vampires have this ability.
Mending Kiss: the vampire's saliva heals the flesh of minor wounds (cuts,punctures, and abrasions) but cannot mend serious or fatal wounds. All Userkaf vampires have this ability.
Quickness: the vampire is capable of moving with amazing speed, +3 mvm, +1 mvm per level applied. All Userkaf vampires but those with haste have this ability.
Selective Command: The Power to command who is, and is not affected by the Vampire's powers and abilities. All Userkaf vampires have this ability.
Temple of Prowess
Strength: +5, and +1 per level
Stamina: +5, and +2 per level
Agility: +1 per level
Stealth: +5, and +1 per applied stealth gift level
Regeneration: +5 per turn, +1 per level
All Userkaf vampires have these traits.
Ancestral Abilities
Telepathy
1-{1-3} Touching subject.
2-{4-6} Within 30 feet of subject.
3-{7-9} Within visual range of subject.
4-{10-12} Within same city/borough as subject.
5-{13-15} In same state/providence as subject.
6-{16-18} In same country as subject.
7-{19-21} In same world as subject.
8-{22-24} Able to contact various subjects at same time anywhere in the world.
9-{25-27} Able to contact subjects anywhere and at any distance.
10-{28-30} Able to create mind gates to influence subject through telepathic connection.
This Power can ONLY be unlocked in another by their Sire with these words spoken as the Sire places his hand upon his Progeny's brow- "Udjat Khonsu Kemet" The eye of Horus called to the black sands-{children of Egypt.}
Mental Tower
Power and Willpower vs. Logic
" 1-{1-3} Stupefy - Mage scrambles subject's senses making them dazed and confused, -1 AR, -1 AR per ace.
" 2-{4-6} Reveal Reality - Subject sees, feels, and senses things as they really are.
" 3-{7-9} Mental Sanctuary - Subject is protected against attacks against the will or mind, and mental trespasses.
" 4-{10-12} Persuasion - Subject is swayed to see or believe things as the mage dictates.
" 5-{13-15} Mental Bequest - Mage bequeaths a mental advantage to subject, or enchants an item which improves a mental check. +1 called mental check, +1 per ace as called.
" 6-{16-18} Embed Memory - Mage implants 1 memory in subject's mind that the target believes to be true.
" 7-{19-21} Dementia - Subject's mental faculties are shattered, -1 all mental checks per success, or cause insanity with a permanent psychosis, the mage determining what triggers it and the effects of that trigger.
" 8-{22-24} Purify the Mind - Subject's mind is healed of any damage caused by past emotional or physical traumas, while thoughts become clear and untainted by negativity. Also cleanses mind of any mental tampering.
" 9-{25-27} Restructure Memory - Part or all of a subject's memories are wiped clean and replaced with new memories of the Mage's invention.
" 10-{28-30} Immunity to Mental Tampering - Mages can make a subject immune to any kind of mental tampering, or all mental tampering.
" 11- {31-35} Smite the Mind - Lowers all mental checks to -1 per success (to as low as 2) permanently or temporarily as called, crit required to succeed.
" 12- {36-40} Arch Tower of the Mind - Improvise and create mental commands, applications, and spells as called. Level=Magic Level Used. LoD=Total MA roll.
Examples:
o Mental Asphyxiation-Gradual loss of mental faculties, -1, -1 per ace per turn, lasts 1 turn per success.
o Memory Displacement Ward-Anyone entering warded area will forget they were there when they leave warded area, +1 yard per success ward area.
Vampiric Temple
1-{1-3} Fangs - Retractable.
2-{4-6} Claws - Retractable.
3-{7-9} Wings - Retractable.
4-{10-12} Fangs and Claws.
5-{13-15} Fangs, Claws and Wings.
6-{16-18} Vampiric Form - Stature and muscular increase in complete shift of Fangs, Claws and Wings.
7-{19-21} Vampiric Menace - Shadows spread around vampire and presence emits an aura of terror in full form shift.
8-{22-24} Physical Majesty - Vampire can use vampiric temple with supernatural haste in combat combinations, or in flight.
9-{25-27} Arcane Prowess - Vampire can imbue their claws and fangs with their blood to inflict a gift effect on a victim, and have great command of presence, their inborn gifts of haste at the highest level, their strength phenominal.
10-{28-30} Godly Presence - Vampire can enhance in height and increase presence dramatically, their shadow spreading to eclipse an area up to 50 years in perimeter, while their presence radiates their chosen state of presence so potently that the wills of those who fall under their shadow crumbles (-10 WP).
Dynastic Powers
Command the Herd
Each Ace (6) = 1 command success, with number of creatures commanded. 1-{3-4} 2-{5-6} 3-{7-8} 4-{9-10} 5-{11-15} 6-{16-20} 7-{21-25} 8-{Select 3-100} 9-{100-400} 10-{Select Number-Armies, a City's population, Herd of Horses, Flock of Birds, ect. 4 Aces Required.} Effects all Mortal Creatures. For Vampires Level of Difficulty is doubled. With this power Corronado Vampires command the will of the 'herd' or group they bring under their power.
Duration: Successes. 1-Fails. 2-Moments. 3-Minutes. 4-Hours. 5-A Day. 6-Up to a week of days. 7-Two Weeks. 8-One Month. 9-Two Months. 10-One Season. 11-Two Seasons. 12-Three Seasons. 13-One Year. 14-Up to 50 Years. 15-Up to 100 Years. 16-Up to 1000 Years. 17-Called Duration. Permanent or until Vampire in command dispells effect. Only one herd can be controled permanently at one time. Whatever Duration is rolled, Vampire in command can Dispell Effects when they wish.
Powers of Protection
1-{1-3} Protect from Magic
2-{4-6} Protection from Weapons - A shield is raised around target equal to strength of power. Takes 3 hits before shield fails.
3-{7-9} Strengthen the Will - Magic level + level of gift=+WP.
4-{10-12} Holy Aura of Protection - Protects from all attacks for up to three hits.
5-{13-15} Protection from Curses - Protects selected allies or herd. Must be cast before curse is laid to protect from curse. Lasts one day.
6-{16-18} Remove Curse - Power vs. Power.
7-{19-21} Detect and Identify Curse
8-{22-24} Remove Necromantic Effects - Power vs. Power.
9-{25-27} Remove All Inflictions - Power vs. Power.
10-{28-30} Resurrect - success with critical power.
11-{31-35} Formulation of Commands - Create protective spells, wards, artifacts, and items.
12-{36-40} Improved Power - Use any power of protection at these levels.