Mondego

Deldantes Mondego, 5th Sired by Userkaf, 1766 BC as Castor Memmius of Gaul.

Curses
Taint of Pride: Due to Mondego's arrogance, Anubis Cursed him with an inability to drink the blood of any mortal creatures, and the inability to Sire any that were not honorable and of a Noble Nature. "Let Mondego and his children drink of the strong and clever to survive, and see if he and his blood kin can survive the strength and wits of their own equal, and to aid in their survival, let the line of Mondego Sire none who are not honorable, or of noble measure." To drink of any mortal would plunge those of the Mondego heritage into torpor, for the consumption of mortal blood would dissolve their own blood by 80%. If any of this line were Sired that were ignoble, three Undead Assassins of the Underworld, equal in power to the progeny, would be called to hunt the Progeny which disgraced Mondego's blood.

The Five Curses of Userkaf: Sun Bane. Blood of Life. Pall of Death. The Black Veil. Blood Bondage.

Information
Casares Morneau: 3rd Generation, got of Mondego, AD 7, French Male.
Armanius De'Denoir Morneau- 4th Generation, AD 10, got of Casares, French Male.
Mina Del'Agado-5th Generation, AD 1201, Sired of De'Denoir, French Female.
Liam Devlin-5th Generation, AD 2002, Sired of De'Denoir, Irish American Male.
Argenta Montreus-4th Generation, AD 1408, got of Casares, French Male.
Camila Marsellies Delorme-5th Generation, AD-1978, got of Argenta.

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- {28-30} 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.
11- {31-35} Improved Power - Use any power in this path, at these levels, as mastered.
12- {36-37} Improved Power - Use any power in this path, at these levels, as mastered.

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

Unvieling the Soul: The Mondego Vampire can see right through any deception and detect various aspects about others.
1-{1-3} Mood
2-{4-6} Nature
3-{7-9} Emotional State
4-{10-12} Intentions
5-{13-15} Ambitions
6-{16-18} All Aspects of the subject of their scrutiny.
7-{19-21) Piercing Eye - Sees beyond any deception, cloak, anti-detection or illusion.
8-{22-24} Mental Probe - Read the mind of someone within visual range and hear what someone is thinking.
9-{25-27} Infiltrate the Mind - See into a person's past, subject must be in visual range.
10-{28-30} Peirce the Soul - Know all there is to know about someone who is in visual range.

Oblation of Blood - To take ANY vampire's traits and powers from a child of Userkaf's blood, and give it back to Anubis, thus degenerating a Vampire's powers or returning a Vampire born of his blood to a mortal state.
1-{1-3} Show Disappointment - Take one trait or Power.
2-{4-6} Punish - Take two Traits/Powers selective.
3-{7-9} Express Shame - Take three Traits/Powers selective.
4-{10-12} Disdain - Take four Traits/Powers selective.
5-{13-15} Reproach - Take five Traits/Powers selective.
6-{16-18} Curse - Take six Traits/Powers selective.
7-{19-21) Loath - Reduce all Traits/Powers with 5 Aces
8-{22-24} Dismiss - Permanency - Make degeneration permanant with 5 aces.
9-{25-27} Banish - Mortal State - Make subject mortal with 5 Aces. These are Permanent effects.
10-{28-30} Heart of Darkness - Take subject's heart, and with a blood ritual, preserve the heart in a ceramic jar. This ritual also keeps the subject alive, as their life is also preserved in the heart. As long as the heart is preserved, subject cannot hide from the vampire possessing the heart. If the heart is destroyed, the subject is killed. If the heart is damaged, the subject is damaged as called by the vampire.

Sight of Horus:
1-(1-3} Summon the sight of Horus - Command Path to Divination.
2-(4-6} Seek Wisdom - Ask one Question and have it answered.
3-{7-9} Locate Someone - Seek knowledge of where someone is.
4-{10-12} Seek one aspect of present knowledge about someone.
5-{13-15} Seek one aspect of past knowledge about someone.
6-{16-18} Seek one aspect of future knowledge about someone.
7-{19-21} Beckon Vision - A Past or Present Vision is shown to vampire.
8-{22-24} Premonition - Vampire is shown future events.
9-{25-27} Reveal Life - The entire life of someone, from beginning to end, is shown to the vampire.
10-{28-30} Bestow Vision - The vampire can summon knowledge of the past, present, and future, and bestow visions of what is seen to others. Such knowledge must be shared very carefully, for if history is changed by sharing future knowledge, the vampire shall be cursed and returned to a mortal state, and lose all their vampiric knowledge.

If Horus refuses to answer to the Summoner's call (successes do not equal stamina level applied) he shall strike them Blind for a number of days equal to the Summoner's failures to honor the path of Thoth. {Days Blind=Number of 1's + Successes rolled. Vampire may NOT call on the Sight of Horus while blind.}

Blessed of Re- Allows Mondego Vampires to walk in light of day. Sunglasses required or direct sunlight will cause blindness. {Duration of up to one week}

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.

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.

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.
11- {31-35} Improved Power - Use any power in this path, at these levels, as mastered.
12- {36-37} Improved Power - Use any power in this path, at these levels, as mastered.
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
1- {1-3} Infatuation - Subject becomes intrigued with the enchanter and desires them.
2- {4-6} Induce Fear - Subject fears vampire and compeled to retreat from enchanter's presence.
3- {7-9} Respect - Subject is awed with the enchanter and trusts what the enchanter says to them.
4- {10-12) Induce dread or Euphoria - Enchanter 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 enchanter, or enchanter can send subject into a violent rage focused on another subject.
6- {16-18} Induce Frenzy or Sleep - Enchanter Induces a frenzy in another person or enchanter and directs that frenzy towards a select subject, or charms subject into a deep, restful sleep.
7- {19-21} Dominate the Will - Enchanter'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 enchanter.
9- {25-27} Enslave the Will - The subject's will is enslaved to enchanter until the enchanter 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.
11- {31-35} Improved Power - Use any power in this path, at these levels, as mastered.
12- {36-37} Improved Power - Use any power in this path, at these levels, as mastered.

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 subject 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.
11- {31-35} Improved Power - Use any power in this path, at these levels, as mastered.
12- {36-37} Improved Power - Use any power in this path, at these levels, as mastered.

Vampiric Temple
take these abilities for those vampires which have it listed on their stats. Adjust additional forms to stats where necessary.
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] Wolf Form:  vampire can take a large wolf form with strength, quickness, regeneration, and fortitude of vampire. Bite +10, claws +5, +strength damage. If this wolf eats the heart of a victim, it does not need to feed for a month. Vampire can also take a partial wolf form.
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. +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, 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. 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.