Dantes

2nd Generation, 6th Sired of Userkaf, 766 BC after Userkaf's First Journey into the land of the dead.
Curses
Curse of the Treacherous Heart: Dantes Rabble can ONLY be loyal to their Blood Family, and are unbondable to anyone not of Dantes Lineage. If they do not commit to blood bondage among their own, distrust takes root even among their family and causes fierce internal struggles that can result in death. The "Shared Bond" {Exchange of Blood} is imperitive to peace among their Throng, lest they suspect why one does not wish to bond to or be bonded by another. To create a bond of brotherhood, they capture several Victims which they charm to submission, and gather in their haven, below deck of one of their ships, or some other secret place, and each cuts their wrists to fill a large goblet with their collective blood. The "Bondee" drinks the full amount of blood from this Goblet, and then several clan members drink of the bondee's blood. When the "Bondee" grows weak, he refreshes his blood supply with one of the Victims, and then the others partake of his blood. This continues until all present have blood bonded with their brother. Dantes Vampires ONLY Sire and bond women as slaves to insure their loyalty among a rabble of thieves and cut-throats. A Dantes only sires thieves, fighters, and sea fairers due to their Buccaneer blood. The sea, lust for adventure and pirateering is in their blood. There IS honor among theives in this throng, to each other and those who they warm to. "You can breathe now little man. We robbed you, si', but since you are such a fine young man, we shall not kill you... Not tonight."
The Five Curses of Userkaf: Sun Bane. Blood of Life. Pall of Death. The Black Veil. Blood Bondage.

Information:
Dantes was a Spaniard and Pirate Mutineer. Last Dantes was seen by immortal eyes, he was heard saying of Userkaf, "Spoke he that he had gone to the Kingdom of Anubis but a year. We feared his return would not come. He was gone from us a thousand years."

Dez'amando Cristo, Sired 3rd generation Dantes in the year AD 689. "Why Conte Dantes did you wait 1455 years to make a son of your blood?" "I did not wish to father a crew until I had mastered myself."

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.

All Anubian Vampires share these abilities and traits in common unless stated otherwise.

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.

Channeling Powers of Blood - The Ability to combine powers with others of Dantes' blood by the acting leader. {One Selected party member per Ace rolled.} Blood Source - Transferance of blood from one body into another. Blood Network - Transfer of blood from one into another into another. Sharing an inherited power of the blood with another-{duration}

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.}

Telekinesis
Arrest Movement: catch someone or something mid-air to hold it suspension or let it down as called, up to +5 pounds per success, +100 pounds per ace.
Bend: up to +1 strength per success, +5 strength per ace, vs. strength of object.
Lift: up to +5 pounds per success, +100 pounds per ace.
Push: up to +1 strength per success, +5 strength per ace.
Throw: up to +1 foot per success, +5 feet per ace, damage=distance thrown, up to +5 pounds per success, +100 pounds per ace.
Smite: strike a target as called, +1 damage per success, +5 damage per ace. Damage=strength.
Grapple: up to +1 strength per success, +5 strength per ace. Holds without damage.
Crush: includes death grips, choke holds, body crushes, and crush items. Up to +1 strength and damage per success, +5 strength and damage per ace.
Levitation: lift self or someone else up to +1 foot per success, +5 feet per ace. Includes descent as called. Up to +5 pounds per success, +100 pounds per ace.
Shield of Negation: negates weapons and magic damage by power of shield, +5% chance per ace that shield will deflect weapon or power back on attackers for normal damage. Shield lasts until recalled or broken. One shielded can take action while shielded.
Transference: carry a called object to self or another, up to +5 pounds per success, +100 pounds per ace.
Multiple Targets: affect multiple targets with any called feat next turn, up to +1 target per success or ace.
Shockwave: affects a potentially large area with a damaging and stunning wave of telekinetic energy in a radius of up to +10 yards per success, -1 AR per ace to anyone affected, +1 damage per success, +5 damage per ace.
Telekinetic Formulation: level 36-40 only, formulate feats as called.

Telekinetic Specifications
Area Affected: +1 square yard per success, or +10 yards per success and +50 square yards per ace on a crit.
Mass or Weight Affected: same as area affected.
Distance Affected: +1 foot per success, +5 feet per ace, distance or height.
Strength Damage: +1 damage per success, +5 damage per ace, damage x 10 on a crit.
Number Affected: +1 target per success or ace as called, cost of -1 AR to add multiple targets to a feat.
Critical Affect: totals x 10 when any power is critical.

Dynastic Powers


Command the Sea
1-{1-3} Calm the Seas
2-{4-6} Bring the Wind and Waves.
3-{7-9} Speak to the Tides - Ship will be carried towards destination with no one at the helm.
4-{10-12} Bring the Storm
5-{13-15} Invoke the Whirlpool
6-{16-18} Invoke the Waterspout
7-{19-21} Command the Storm
8-{22-24} Command the Tides, Wind, Waves and Waters.
9-{25-27} Beckon the Tidal Wave
10-{28-30} Formulation of Commands.

Powers of the Shroud

1-{1-3} Shadow Viel - Hides vampire in shadows.
2-{4-6} Shadow Cloaking - Cloaks vampire and their presence.
3-{7-9} Shadow Walking - Close distance through shadow realm.
4-{10-12} Gate of Shadows - A shadow gate which vampire can take others through via the shadow realm.
5-{13-15} Shadow Phasing - Phase out of material realm into corporeal form of shadows.
6-{16-18} Eclipse the Sun - Protects vampires from sunlight by eclipsing them in shadows which the sun cannot penetrate.
7-{19-21} Sanctuary of Shadows - Call the shadows into a lair, castle, manor, compound, or even a woodland area, to conceal those within. Very hard to detect. Also protects from sunlight.
8-{22-24} Daylight to Nightshade - Day becomes night for a select duration and only affects vampire commanding this power and those the vampire selects to be affected.
9-{25-27} Shadows and Stone - (Dungeon of Darkness) Sinks a subject or select area within the demi-plane of shadows where the shadowlands overlap an underworld, creating solid walls. Very hard to detect without the ability to find an overlap. Area is hard to escape as well where no gate can be formed to escape without specific knowledge of Shadows and Stone.)
10-{28-30} Formulation of Commands - Manipulating use of powers to select commands, Creating Wards for Havens using powers, and creating artifacts of power.

Ethereality

1-{1-3} Vaporous Form - this form cannot be harmed by weapons and can seep through any crack, gap or hole, no matter how small.
2-{4-6} Fog Bank
3-{7-9} Part the Fog
4-{10-12} Gateway of Mists - Same World.
5-{13-15} Vaporous Haste - Vaporous form can haste.
6-{16-18} Dimensional Gate of Vapors - Select Destination.
7-{19-21} Ethereal Cloak - Conceal an area, person or building in a cloak of invisibility.
8-{22-24} Alter Ethereality - Alter something, someone or an area into mists.
9-{25-27} Ethereal Warding - Create a permanent ward of vapors or invisibility which prevents entrance and infiltration by causing anyone not selected to enter to pass through warded area through a gateway of mists.
10-{28-30} Formulation of Commands - Called effects.