Devlin
2nd Generation, Shane Devlin, 11th Sired by Userkaf, AD 320.
Curses
Curse of Insanity: Shane Devlin as a mortal was exceptionally virtuous, and a young Genius who walked the edge of insanity due to his extraordinary intelligence, and when he was Sired, his re-birth from darkness corrupted his mind, that he, and all he Sired after him would be born out of darkness quite mad. It is hard to say they are completely as mad as they seem however, for they invariably have enough wits about them to preserve themselves or aid someone valuable to them. Likewise, the insanity taint makes them virtually impossible to bond by blood, charm, or to dominate. Because these vampires practice ancient druidic powers blended with vampiric knowledge, they are often called the mad shaman clan.
The Five Curses of Userkaf: Sun Bane. Blood of Life. Pall of Death. The Black Veil. Unbondable.
Information
The Armagh Irish male, Shane Devlin, sired Roary Kincoragh 3rd Gen, in AD 380, who sired Brian Keifer 4th Gen in AD 719 and Nathaniel Mason 4th Gen in AD 875, Brian Sired Morgan Doolin 5th Gen in AD 1802, and Morgan sired Colleen Breenan the year he married her in 1921.
Maniacal Shepherd: The power to cause Mania in others by mind manipulation. Through this power they can take command of the victim's will and play a sort of 'Simon Says' with them.
Curse of Fools: If a Devlin vampire runs across an individual they find an abomination of nature, or a threat to they or their's without real cause, they may curse them with a chosen infliction, that can only be countered by fulfilling a specific condition, which the victim may or may not be informed of. If curse specified is deadly, subject receives 10% dmg every RP day curse remains. Allows for no healing. Curse can only be dispelled by caster, by the death of the caster, or the antidote. Curse of Fools is a contingency spell, contingeny terms named by caster. The only way the spell can be removed is for the contingengy to be met. (contingency must be within reason, even of a lunatic, for target to fullfil.) Intelligence vs. Constitution if power succeeds.
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: +7, +1 per level
Stamina: +10, +2 per level
Agility: +1 per level
Stealth: +8
Regeneration: +15, +1 per level
Ancestral Abilities
Telepathy
Vampiric Temple
Path of the Undead Druid
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.
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 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.
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
1-{1-3} Healing Song - heal +1 HP per success, +5 per ace with healing song, gourd rattle, and medicine bag.
2-{4-6} Spirit Song - invoke a subject's patron spirit to aid them in a called endeavor, +1 d6 per success, +1 HB, +1 HB per ace, +1 to save, +1 to save per ace, or +2% chance of triumph per success as called.
3-{7-9} Healing Chant - heal serious wounds and illness, +5 HP per success, +10 HP per ace.
4-{10-12} Advocate - summon a powerful spirit which will shield another from harm until the spirit is vanquished. Spirit soaks -1 damage or power per success per hit to protected subject no matter what kind of damage it is. Advocate has +1 save, +1 save per ace vs. banishment. This spirit is not affected by raise the dead.
5-{13-15} Exile - diverse arcanum are used to repel or vanquish spirits into oblivion or to exorcise possessions.
6-{16-18} Spirit Union - the shaman falls into a deeply meditative state as they dream walk to the other side where they can gain knowledge, or tap aspects of the elements, spirits, life force, or an entity to either draw energy from it and channel that power, or to expel a spirit from a person or area. At high levels the shaman can join with multiple spirits (max number=AR). Aspects tapped through union of spirit can last up to +1 turn, +1 turn per success. If this power fails there is a 18% chance that vampire will be possessed by a spirit or demon. If power botches, possession chance increases to 80%. Roll again and Power of roll = level of spirit possessing vampire.
7-{19-21} Alliance of Spirits - like union only it is not used for exorcism but for joining with a spirit to absorb aspects of that spirit permanently, such as the spirit of wind, earth, life, or of a creature. Level of Aspect = Power of Roll, +1 aspect gained on success. Same chances of possession apply.
8-{22-24} Resurrection - restore life to the dead through spirit conduits, the life force, and restorative healing.
9-{25-27} Purification - Purify blood, mind, body, food, water, air, etc. as called, by drawing undesirable matter into the dead realm.
10-{28-30} Mutual Alliance - Use with any power only share aspects tapped with others.
11- {31-35} Union of Flesh - shaman dream walks to the nether marches to tap echoes of spirits and harness their living embodiment of the past to call the flesh of a called creature into self or another to shape shift. Shape shift ability can become permanent on a crit if called.
12- {36-40} Arch Shaman - advent spirit realms and netherworlds in the flesh by opening conduits, shamanistic creationism, spirit wards, protection spells, create creatures through elemental, life and spirit taps, enchant items, create artifacts, improvise spells.
Spirit Taps
Record spirit taps gained from Alliance of Spirits and apply at level of Undead Druid Powers
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The Charade
1-{1-3} Create Auditory Delusion
2-{4-6} Create Visual Delusion
3-{7-9} Create Touch Delusion
4-{10-12} Create Taste Delusion
5-{13-15} Combine Sensory Delusions
6-{16-18} Create Realistic Delusion
7-{19-21} Contagious Lunacy - Vampire inflicts another with insanity of their own invention.
8-{22-24} Cloak of Insanity - Vampire ceases to exist to all others around them as they convince themselves that everyone around them does not exist, or if they have such a severe attack of insanity as causes them to lose sense of reality.
9-{25-27} Mask of Insanity - Vampire imagines they are someone else and becomes that person in that image. Person can be someone who exists, or someone of their own invention.
10-{28-30} A Lunatics Dream - What the vampire invents or imagines in his mind becomes quasi-real to others around them, meaning a doughnut may look, feel, tast and have the texture of a real doughnut, but when eaten, is not actually consumed.