Marseilles

Emanuel Marseilles - 14th Sired of Userkaf in AD 101.

Curses
Sun Bane: The sun would burn the flesh, and if too long exposed would consume the undead drinker of blood entirely, their Soul to lie in purgatory until expired on the fourth day, whereupon the Eater of the Dead would devour their soul.

Blood of Life-Userkaf and all he made and who made others of the blood of Anubis, could taste no food, and receive no nourishment, but from the blood of Ka {the life force, i.e mortal creatures} and only of humans lest they be otherwise cursed.

Pall of Death: All who were made of the blood of Userkaf would wear of pall of death upon their flesh that would make their skin very pale, a glow of health on them only when they were well nourished.

The Black Veil: All Sired of the blood of Userkaf after Khentkaus I, and their ancestors after, must conceal what they are from all mortal beings.  To ALL these vampire kin who broke The Black Veil to expose themselves, Anubis cursed with the Blood Bond. 

Blood Bondage: When blood was taken from another of Userkaf's Blood, after Khentkaus I, would they be bound to them, the strength of this bond three times as strong if to drink of their makers.  If they defied this mask again, they would be affected by a flaw or taint in their Nature, Blood or Physical vessel, each time they disobeyed this law after the first.  Userkaf passed his curses down through ALL the generations of his blood but those of Khentkaus I's line, for it was after he Sired her that the Curse of the Bond was laid on him.  Those of her blood would be unbondable by blood, and only love, respect and loyalty would bind them to their dynasty.

NOTE: Each clan guards their curses as sacred!  They will NOT give their weaknesses away to other clans and those who should might be marked as traitors and hunted by their own clan.

Information

Emanuel Sired Mekka Montruso as a 3rd gen. in the year 201, and Rafael Hadrian as a 3rd gen. Marseilles in the year AD 300.  Rafael Sired Marcus Eldorso as a 4th gen. Marseilles in the year AD 700.  Marcus Sired three sons and two daughters between the year 900 and 1487, the last sired Morlinette Delaroche as a 5th gen Marseilles in 1487.  Labrie Blackwell sired Damien Black as a 5th generation in 1217 AD in France.

Anubian Trait Abilities

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 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

Supernatural Traits
Strength: +5, and +1 per 100 years
Stamina: +5, and +2 per 100 years
Agility: +1 per 100 years.
Stealth: +5, and +1 per applied stealth gift level)
Regeneration: +5 per turn, +1 per level
All Userkaf vampires have these traits.

Blood Summoning: 
The ability for a Sire to call any born of their blood to them.

Mental Fortress: 
Resist mental powers of all kinds, including telepathy by +10% per level at will.  1st gens resist by 85%, 2nd by 75%, 3rd by 65%, and 4th by 55%.

Ancestral Abilities

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 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] Wings:  If Winged; Massive, bat-like wings, vary in color from black, grey, brown to white if vampire is albino, retractable, can shield from attacks but ability to fly is compromised if wings are badly damaged. Flight must be learned and perfected. Flight Level = Vampiric Temple Level. Wing Fortitude is 50% of fortitude.
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, wings and claws in an attack, and can block with wings as well as take flight. +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. Includes ether forms shift if vampire has any.
6-[16-18] Master Vampiric Form:  Stature and muscular increase in complete shift of Fangs, Claws, Wings, Height, Bestial Form (if any) and Claws while fortitude, strength, and regeneration is enhanced +6, Stamina is enhanced x 2.
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 winged flight. All physical checks increased by +8, Stamina enhanced by  x 2 + 10.
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 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.

Dynastic Powers

Dark Temple - Necromancy
The power of Life and Death
1-{1-3}   Healing Aura-Heals minor wounds.
2-{4-6}  Healing Grave-Heals serius wounds.
3-{7-9}  Speak to the Dead-speak to souls and spirits.
4-{10-12}  Soul Beckoning-Summons spirits and souls.
5-{13-15}  Deathly Majesty-Command souls, spirits and the undead.
6-{16-18}  Mortus Infliction-Rapid degeneration which results in death if infliction completes.
7-{19-21}  Morbid Tomb-Victim is plunged into a sealed, ancient tomb which infects them with necromantic whithering.  Victim degenerates over period of three days until death results.  Anyone entering tomb is trapped and inflicted with decomposition as well.
8-{22-24}  Resurrection-Knowledge of Soul Beckoning and Capture, Corporeal Restoration (restores body) Soul Command, Union of Flesh and Soul, Vital Flame and Raise and Awake the dead to resurrect a person.
9-{25-27}  Dark Warding-Necromantic Selection for warding havens, areas, items and buildings. 
10-{28-30}  Dark Creation-Powers of Necromantic and Dark Temple Spells, Commands, Factors, Improvised Casting-(failure with 0 Aces),  Recreation and Creation of Monsters and Bodies, Artifacts, and items Creation
11-{31-35}  Resurrect Army-Massive aural wave blasts over an army like a gust of shadowy wind and restores corpses, then the bodies begin to glow as their souls plunge back into their bodies and vital flames are sparked, and with command, Raise the Fallen, the dead rise fully resurrected.  Caster is KOed for a day and require another day's recouperation.
12-{36-40}  God of the Dark Temple-Ascension into Lich, Demon, Devil, Vampiric Deity, and Angelican vampire only.  Holistic creation and command of the Dark Temple's powers.  Any Life and Death command can be summoned.  Ward Creation, Stable Weaves and unbreakable seals to any not exceeding their power with the knowledge of disabling powers selectively.  Failure with more 1s than Aces.

Blood Sorcery

1-{1-3} Beastial Trance - Charms victim while vampire is feeding
2-{4-6} Crimson Flame - Using blood energy to project a flame
3-{7-9} Enrapture - Using blood energy to enchant a subject
4-{10-12} Arcane Domination - Dominate channeling blood energy
5-{13-15} Blood Source - Transcendental transfusion of blood
6-{16-18} Dervish Flame - Ignites a victim's blood into flames
7-{19-21} Oblation of Life - Transcendental removal of blood
8-{22-24} Master of Enslavement - Use blood to enslave and burn mark of possession
9-{25-27} Arcane Prowess - Blood energy tapped to make vampire incredibly strong and render them invulnerable to physical damage.
10-{28-30} Abyssal Decay - Vampire can devour blood, will, essence, soul by touch through opening a metaphysical vacuum within themselves, decaying their victim rapidly.
11- {31-35} Blood Cauldron
Stage One
- Vampire can create a blood cauldron, out of an ordinary cauldron, by invoking Saolinín Dirgban the Goddess of Blood, with an offering of half their blood. When the goddess is invoked she tells the vampire to spill their blood into the cauldron. The goddess in turn awakens the spirits of life and death inside the cauldron, of creation and ends. The goddess also protects the cauldron {44 d6-LoD vs. Power to Destroy or affect cauldron.}The only blood within the cauldron is four pints of the vampires blood as it was first offered. If this blood is ever spilled out of the cauldron, the vampire must offer half his/her blood to the cauldron again. Stamina is only paid ONCE to this cauldron, to invoke the goddess the first time. After that the cauldron feeds on blood offerings and its master's will.
Stage Two
- The vampire's will slowly becomes the cauldron's, and visa-versa, and no one but the vampire who created the cauldron can command it. Blood must be given to the cauldron to activate its powers, in the amount of one pint for every command given the cauldron. All Blood Sorcery spells cast through the Cauldron are automatically sealed and proofed against disenchantments (+2), and can be cast at level 35. The cauldron soaks all blood spilled into it. When all the vampire's will is gone, the cauldron turns the vampire into a Bleeding Terror Lich. Cauldron uses -1 Willpower per command used through the cauldron.
Stage Three
- The vampire's will is returned to them as a Lich, while all the Bleeding Terror's arcane power and a great deal of their life force is transfered to a secret object to form their phylactory, or vital force. This object must be destroyed to destroy the Lich. The cauldron's true power is unlocked as the vampire becomes a Lich. Through the cauldron the Lich can formulate Blood Sorcery powers, enchant items with existing or formulated commands, create wards and artifacts, enslave others, kill them, even mutate, or create monsters out of other creatures, learn and practice Necromancy with up to 4 spells in each level. In a word...Bleeding Terror Liches are POWERFUL, and NOT pleasant to look at either. These Liches have a strong tendency to be as hungry for power as for blood, and not very nice. It was power lust which got them where they are in the first place, after all. See Races: Blood Lich Page.
12-{36-40} Tribute of Life
- Blood Lich only. Lich offers a victim to their Blood Cauldron to enhance cauldron's power, or to regain some of their former vampiric appearance. If the cauldron has devoured the blood, souls, and lives of 10 victims by the time the Lich reaches level 40, they gain a subrace shift, although IN this shift, they can only command levels 1-35. Tribute of Life powers the cauldron by +4 otherwise.
12-{36-40} God of Blood
- Bleeding Terror Lich can call on the power of the cauldron even at a distance to improve their powers, and can Cast any Blood Sorcery or Necromantic powers at these levels when mastered.