Kanjar
2nd Generation, Esgal Kanjar, 4th Sired by Userkaf, 2016 BC
Curses
Doomed to Wander: Those of Kanjar Blood can not stay in any one Village, City, Kingdom, Place, for more than six months, without losing the will to drink blood, and losing all care.
Curse of the Escape Artist: Kanjar's have NO sense of reality. Reality in fact is the only real illusion in their beliefs. A belief instilled within their very blood. Dreams, wakefullness, delusion, actuality are all creations of the mind of the beholder, only one can pass in and out of the reality of others. Any Kanjar who does not wholeheartedly believe in the Illusory Shroud, and Mind Over Matter, is unable to command those paths.
The Four Curses of Userkaf: Sun Bane. Blood of Life. Pall of Death. The Black Veil.
Information
Esgal sired 'Madam Ylowese Kanjar, 3rd Gen in AD 1200. Ylowese became a well known, Romanian, Gypsy Soothsayer. Sired-3rd Generation, Hezthla Gorgan in 316 BC, who sired 4th Generation Eavan Nehesi in AD 120, some 436 Years later, and Saliszar Romanov, 3rd Gen. in the year 2 BC, who Sired 4th Gens. Calib Szaszar, AD 101 and Abrial Jerard, AD 204.
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.
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
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.}
Presence
The power to manipulate the emotions and mind of others through the vampire's presence. Presence can be resisted by Willpower vs. Constitution of Effect.
1-{1-3} Infatuation-Subject becomes intrigued with the vampire and desires them.
2-{4-6} Induce Fear-Subject fears vampire and compeled to retreat from vampire's presence.
3-{7-9} Respect-Subject is awed with the vampire, and trusts what the vampire says to them.
4-{10-12} Induce dread or Euphoria-Vampire can induce others to either dread their presence and have an impulse to flee from them, or feelings of euphoria which make subject feel giddy.
5-{13-15} Induce Obedience or Rage-Subject obeys the vampire, or vampire can send subject into a violent rage focused on another subject.
6-{16-18} Induce Frenzy or Sleep-Vampire Induces a frenzy in another person or vampire and directs that frenzy towards a select subject, or charms subject into a deep, restful sleep.
7-{19-21} Dominate the Will-Vampire's presence dominates another and brings their will under their command for a day or two.
8-{22-24} Command the Will-Used with Dominate the will, the subject is under absolute command of vampire.
9-{25-27} Enslave the Will-The subject's will is enslaved to vampire until the vampire releases them.
10-{28-30} Master of the Horde-Induce multiple targets within an area of a city with any emotion and influence that emotion towards an end.
Vampiric Haste
Time actually slows for the vampire giving the appearance of speed.
1-{1-3} Superhuman Movement-Five times faster than a human sprinter.
2-{4-6} Blurring Movement-Phasing speed which makes vampire blur from vision.
3-{7-9} Blind Eye Movement-Quicker than the eye.
4-{10-12} Phasing Movement-Surpasses tangible and material objects.
5-{13-15} Active Applications-Hasted Weapons and combat.
6-{16-18} Phasing Gate-Phase out of one place and into another.
7-{19-21} Twain Haste-Ability to haste another with self, hasted subject must physically pull other with them.
8-{22-24} Time Gate-Phase past time effects.
9-{25-27} Twain Time Gate-Phase past time effects with another, hasted subject must physically pull other with them.
10-{28-30} Formulation of Commands-In creating improvised haste effects, blending haste with other gifts, creating haste imbued artifacts and items.
Dynastic Powers
Telekinesis
Masters of Reality
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.
Mind over Matter - "What is real is not real while all seems real."
1-{1-3} Alter Reality - Vampire creates a minor alter reality.
2-{4-6} Visual Reality - Subject sees what vampire projects from his mind.
3-{7-9} Sensory Reality - Vampire causes another to smell, feel, hear or sense things vampire creates.
4-{10-12} Alter Perception - Subject perceives of visions, scents, sounds, and touch sensations vampire creates.
5-{13-15} Fractured Reality - Vampire causes another to lose all sense of reality while altering reality as they see it, leaving some elements of reality in the scope.
6-{16-18} Livid Reality - Subjects selected perceives of whatever sense of reality vampire creates while blinding subject's perception to their presence.
7-{19-21} Reality Scope - Vampire entraps subject in an alter reality world.
8-{22-24} Hellish Reality - Vampire ensnares victim in a hellish world of their own creation.
9-{25-27} Architect of Reality - Vampires creates a permanent zone of alter reality.
10-{28-30} Formulation of Commands - Use Mind over Matter with other gifts, improvise effects, create artifacts and items with alter reality effects, and use power for wards.
Illusory Shroud
1-{1-3} Bypass the Shroud - Vampire passes in and out of the shroud which lies between the Illusory world and the corporal, to conceal self and reappear elsewhere in immediate area.
2-{4-6} Shroud Path - Vampire can pass through the shroud to cross distances on land, over creeks, rivers, beyond walls, past fences.
3-{7-9} Shroud Gate - Vampire can pass through the shroud to cross distances
4-{10-12} Alter Reality Gate - Vampire can pass through the shroud to journey into Alternate Dimensions.
5-{13-15} Bring Down the Shroud - The curtain between Illusion and Reality is brought down that those is the area can not decifer between reality and illusion, inflicting them with an immediate sense of dazed confusion as the vampire influences the surrounding reality.
6-{16-18} Alter Image - Vampire alters the image of something seen.
7-{19-21} Realistic Figures - Vampire creates realistic living things.
8-{22-24} Realistic Scope - Vampire weaves a landscape.
9-{25-27} Land of Enchantment - Realistic land where imageries can interact with subject and other aspects within that illusory-reality weave as Vampire Directs. Seems as real as life in every aspect as the Master of the Weave makes it.
10-{28-30} Master of the Shroud - Formulation of commands.
NOTE: The Reality-Illusory Weave can ONLY be woven if the Shroud is brought down first.
To Succeed in Masters of Reality- Mind Over Matter: Command effect, roll for success. Upon success, Roll for time duration. Illusory Shroud: Bring Down the Shroud, roll for success. Command Effect, roll for success. Upon Success, roll for time duration. Number of Successes MUST exceed Level of Manipulation by +1 or better. Vampire must also truly believe that there IS no other reality than what the mind creates and envisions, to Bypass or Bring Down the Illusory Shroud, and to control the environment. Kanjar Masters of Reality must truly believe the shroud, between imagination and reality, IS illusory.
On a Failure: Vampire's own illusion becomes their own reality for time=to number of successes. IF manipulation fumbles {with four consequetive 1s}- Vampire is struck with a terrible backlash which sends them plummeting into state of utter deluded insanity. Roll for Duration.