Khazarez
2nd Generation Syrian male, 13th Sired of Userkaf, AD 650.
Curses
Disfigurement: All Khazarez are reborn as vampires with 3 taints which include taints in the nature and or physical abnormalities. They might be corpse-like, be crippled or disfigured in some way. They may have bestial traits such as bat, wolf or cat-like ears, claws, paws, or talons on hands or feet, a predator's teeth, a tail, wings (feathered or webbed) or fur. They may become cold hearted or even feels things too deeply. They may become psychotic, scitzophrenic, hateful, bitter, apathetic, heartless, weak willed, too strong willed, too courageous, or suffer any number of emotional or mental deficits or flaws.
If the Vampire ever uses their own powers of Cruor et Viscus on themselves, or if these powers are used on another vampire, it causes a lasting disfigurement of the vampire subject's physical features, and or a taint in their nature. When these taints pass, the vampire shifts back into their crafted appearance and their nature stabilizes, albeit their experience may leave them mentally or emotionally scarred.
Duration: One week + Roll Magic Level Used; +1 week per 1 rolled.
Duration Botched: altered state is permanent until a ritual to successfully reverse the affliction is performed.
Roll 2 d6 for Disfigurement and/or Taint.
2-Duration of 1 month per 1 one rolled on duration if snake eyes is rolled. Roll again for altered state. If another snake eyes is rolled, add another month to duration.
3-Vampire ages in appearance + 50 years.
4-Personality Taint occurs and they grow hateful and jealous of all mortal creatures. If the vampire already has these taints, then they are compelled to kill all mortal persons they cross paths with. (NPCs only for the kill, PCs to wound only, unless they are attacked)
5-Personality and disfigurement are altered. Vampire grows ugly, their fangs and claws are no longer retractable, and they grow more bestial in their behavior and prone to frenzy.
6-Wings rip from shoulders and cannot be retracted for the duration.
7-Hair (head, face and body) grows unmanagably long within an hour's time; locks so long they drag the ground, facial hair (on females too) spilling down to the thighs, body hair so thick it blankets the body completely in a growth from 12 to 14 inches long. The hair cannot be cut or shaved without growing back within an hour.
8-Facial features and body become horribly disfigured, crippling the vampire. The vampire cannot bear the sight of itself for the duration and lashes out at anyone who lays eyes on him or her..
9-Facial Features become hideously deformed
10-Diseased Flesh; Terrible sores, patches of hard skin like scales, hives and general skin disease covers the vampire's entire body, even the soles of their feet. This leaves the vampire in a miserable state of pain, horrible itching, and terrible discomfort which alone can alter the vampire's behavior.
11-Taint occurs and they grow hateful and jealous of creatures and even things of physical beauty. As such the vampire is compelled to either kill, destroy, deface or disfigure any attractive person or thing they cross paths with.
12-Tormented heart; the vampire becomes monstrous in appearance, but moreover; a fierce change in nature occurs which causes the vampire to become suddenly and vehemently aware of its humanity, even if that humanity was long lost. This awareness causes it to revile being a Khazarez, and vilify clan members as well for what they have all become; hideous, flesh crafting monsters who play with life and death. The tormented vampire also resents all vampires in general. The vampire takes pity for the duration on mortal creatures, those who were force sired by any vampire, and those who were sired and abandoned as well. If this is known by clan members or other vampires the afflicted vampire is captured and held captive until it appears the taint has passed. In some cases vampires with this taint are destroyed if a prince calls for it.
Curse of Maat kheru: "The dead whose hearts weighed less than a feather." All sired of a Khazarez Vampire are corrupted. As such, those reborn as Khazarez are very aware of not feeling human any more, of feeling cold and empty inside.
The Five Curses of Userkaf: Sun Bane. Blood of Life. Pall of Death. The Black Veil. Blood Bondage.
Information
Razael Khazarez sired Zahirah Kaeom 3rd Gen, in AD 825 and Raif Nostorez 3rd Gen, in AD 900. Raif sired Malcosto Destoor 4th Gen, in AD 1200. Malcosto sired Nevin Deville, 5th Gen, in AD 1650, and Bella Ann Thornsen in AD 1800. This clan is still bound and resides between two havens, one in Paris, and the other in Costa Rica. They own hotels in London and Costa Ricca They have many slaves.
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.
Senses of the Damned
Sense Presence: the vampire can sense when others are near. Opposes cloaks which conceal presence or powers which resist senses.
Identify Presence: the vampire can identify those it senses.
Localize Clan: the vampire can sense the presence of and locate any clan member (unless the clan member is cloaked from senses and senses cannot penetrate the cloak with higher power).
Preternatural Senses: olfactory, vision, aural, even sense of taste and touch is enhanced by trait level of vampire.
Paranormal Sense: vampire can sense the presence of spirits, demons, and devils, identify and commune with those they sense.
Cruor et Viscus Rituals
Level 6 + Ritual
Rite of Cruor: Blood is taken from a Victim (who is usually bound to a table, dominated, or rarely, sedated) and mixed with an animal's, a human's, or rarely an immortal's, and the blood of the vampire performing these rites of abomination.
Rite of Abominatio: A ritual is then performed where the blood is forced into the victim while symbols are carved in the flesh with a sacramental knife enchanted to 'Slave Sire' the subject and imbed the sire's mark permanently in the flesh. The siring occurs quickly, the subject dying and being reborn again into slavery in as little as half an hour. The skin of the chosen amimal (or animals) is then grafted to the body. The vampire then forces more blood into the victim, their powers and commands therein altering the Victim very painfully into a vampiric minion called a Bestial Minion, that is half animal, and half human. This abomination will serve the vampire loyally and obediantly until death. These minions are forbidden by vampiric law to be seen by human eyes and are used to guard the interior of havens, often with commands to kill trespassers.
Rite of Extortus: In another similair ritual, the appearance of a person can be altered by 'swapping parts' with a corpse, or various corpses the vampire has selected to create a Minion Thrall, the vampire sculpting their slave to their own specifications.
No scarring remains on either minions or abominations inasmuch as the vampire uses its saliva (as collected in a ceramic jar enchanted to preserve the contents) and or the saliva of clan members or other vampires to seal the grafts to the victim. Scarring only occurs if the vampire is a sadist who chooses not to knit the grafted flesh with vampire saliva.
Minions have no vampiric powers other than Regeneration, Immortality, Improved Strength, Stamina and up tp 5 levels of Haste if taught to them or if they learn it innately. Bestial minions have all tranferable traits of their animal side.
Ritual of Abrogare: this undoes the Cruor et Viscus ritual by performing a complete tranfusion while the grafted flesh is removed from the body. Faint outlines of the grafts are revealed as the transfusion occurs. There is a 25% chance that permanent scarring will remain on any subject where the skin grafts were added and then removed. There is a 5% chance that this ritual will result in death to a vampire or other immortal, and a 10% chance that a mortal will perish during this ritual.
Blood Domination - Ritual - Blood is drained from victim in the amount of 3 pints. If Victim's blood is infected by so much as three drops of the vampires blood, victim becomes infatuated with the vampire. With a cup of blood, Victim is under absolute command of vampire for a day. With a pint, Victim is Slave Sired by vampire with no further need to provide blood to as one would a ghoul. The slave is immortal and regenerates, with no other powers unless they are taught.
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.}
Charms of the Undead
Charms can be resisted by Willpower and Logic vs. Willpower and Constitution of Effect.
1-{1-3} Stupor-Vampire scrambles subject's senses making them dazed and confused.
2-{4-6} Visual Projection-Subject sees glimpses of things that are not there which vampire projects from his mind.
3-{7-9} Sensory Illusion-Vampire causes another to smell, feel, hear or sense things that are not there.
4-{10-12} Deluded Perception-Subject's perception is deluded by false visions, scents, sounds.
5-{13-15} Dementia-Subject collapses into a full blown, schizophrenic attack and can not tell the difference between reality and delusions.
6-{16-18} Abhorrent Psychosis-Subject hates everything in sight and rants and raves about what they hate about it, growing unnaturally violent as their temper boils over with abhorrence. Vampire meanwhile blinds subject's perception to their presence.
7-{19-21} Insanity-Vampire implants subject's mind with a permanent psychosis, determining what triggers it and the effects of that trigger.
8-{22-24} Addled Dementation-Subject is reduced to a permanent state of dementia and become very absent minded, forgetting one moment to the next while they are incapable of separating reality from their frequent hallucinations which include touch, taste, hearing, scent and vision.
9-{25-27} Nightmare Reality-Victim lives a nightmare of their worst fears and is unaware it is all a delusional manifestion of their deepest dread.
10-{28-30} Architect of Reality-Vampires invents subjects sense of reality, dictating every aspect of their mental, physical and emotional perception.)
Vampiric Temple
1-[1-3] Fangs: +1 damage per 100 years of age with max damage of +5.
2-[4-6] Claws: +2 damage per 100 years of age with max damage of +8, or +15 with large claws and hands and huge vampire form.
3-[7-9] Shade Form: This form cannot be harmed by weapons nor can it contact anything physically at lower levels. It can phase through solid objects and displace location. This form can drain stamina and do mild damage on contact within a +1 foot radius per stamina spent.
3-[7-9] Improved Prowess: +2 Fort, Strength and Regen, take with or without wings.
4-[10-12] Vampire Form: can dmg. foe with fangs, and claws in an attack, and phase in and out of shadow form for +1 turn per ace. +2 Fort, Strength, and Regen, includes beast or bestial forms if vampire has any.
5-[13-15] Enhanced Vampire Form: combine physical advantages. Height up to +3 feet, with +1-HB range bonus per increased foot, +3 Fort, Strength and Regen.
6-[16-18] Master Vampiric Form: Stature and muscular increase in complete shift of Fangs, Claws, Height, Bestial Form (if any) and Claws while fortitude, strength, and regeneration is enhanced +6, Stamina is enhanced x 2. Can attack once per turn while in shade form.
7-[19-21] Vampiric Menace: Shadows spread around vampire and presence emits an aura of terror in full form shift. Level = # d6 +7 vs. Constitution.
8-[22-24] Physical Majesty: Vampire can use vampiric temple with supernatural haste in combat combinations for +1 HB or AR per ace, or haste shadow form. All physical checks increased by +8, Stamina enhanced by x 2 + 10.
9-[25-27] Arcane Prowess: Vampire can imbue their claws, fangs and or shadow form with their blood to inflict a gift effect on a victim, and have great command of presence, their inborn gifts of haste are at the highest level, their strength phenominal with +2 d6 bonus on all PA or MA rolls and all other gains of majesty.
10-[28-30] Godly Presence: Vampire can enhance in height and increase presence dramatically, their shadow spreading to eclipse an area up to 50 yards in perimeter, while their presence radiates their chosen state of mind so potently that the will and mind of those who fall under their shadow crumbles, -10 d6+10 to Subject's Willpower and Constitution.
11- {31-35} Improved Power - +1 to any temple stat, use any temple ability at this level.
12- {36-37} Improved Power - +2 to any temple stat. use any temple ability at this level.
Dynastic Powers
Powers of Domination
1-{1-3} Influence the Will
2-{4-6} Dread Presence
3-{7-9} Commanding Presence
4-{10-12} Command the Will
5-{13-15} Enslavement - By blood and imbuing subject with sexual essence.
6-{16-18} Blood Domination - Permanent domination with blood and commands.
7-{19-21} Dominate the Will
8-{22-24} Dominate the Temple - Dominate mind, will and soul.
9-{25-27} Guardian Seal - Brands or tatoos subject and lays specific commands of protection within subject by imbuing mark with their blood and commands. Protection can include Gate triggers which returns subject to a select location if injured or in peril, or which can protect subject from up to any three specific conditions as ordained by the Master of Domination.
10 - Master Seal of Enslavement - Burns a powerful blood seal of possession and domination on subject, making their will bend to whosoever the Master of Domination commands. If Slave runs away, OR is taken away, they begin to weaken the moment they leave those boundaries set by their master, unless IN their master's company, and within a few hours fall into a death like sleep which only their Master can awaken them from.
Khazarez Necromancy
1-{1-3} Cause Fatigue - Causes lapse of extreme fatigue.
2-{4-6} Choke Hold - Unseen force grapple's target's throat and chokes them.
3-{7-9} Mark of the Mage - Seals spell against detection and identification with necromancer's mark of power.
4-{10-12} Delay Death - Delays death 1 minute per level (or success. and 5 minutes per Ace rolled.)
5-{13-15} Mortis Decomposure - Inflicts someone with rot (fatal withering disease)
6-{16-18} Scrying - Ability to spy on someone at a distance.
7-{19-21} Create Artifact - All artifacts created must have some consequence for using artifact.
8-{22-24} Soul Capture - Captures soul in item or called area.
9-{25-27} Hold of Subserviance - Brings target to their knees with head bowed in complete submission.
10-{28-30} Kiss Of Death - Kill a creature and snuffs it?s life force.
11-{31-35}Arch Necromancer - Create death spells, artifacts, improvise dark magic, create wards, monsters and creatures.
12-{36-40}Improved Power - Power can be applied at these levels as they are attained.