Clanless Rogues
Curses
Curse of The Unenlightened: "Those born without guidence and knowledge of their kind, not knowing how near or far to Userkef's Dynasty they were made, shall learn nothing beyond their Ancestral Powers lest they Unite in Brotherhood by bond of their blood, and create a dynasty and haven of their own where they may have a place to study in private and under guard of their brothers. Let them not study those powers exclusive to their unknown Sire, for unseeing are they of those powers within them. Only in finding their Sire, and IF their Sire acknowledges them, shall those powers of their Sire be unlocked in them."
Degeneration: "Let them not have the ancestral Power of the Mind that they may read into the thoughts of those other of Userkaf's blood line, for that is a power only the Sire can unlock in one of their own blood." (in other words? They are not telepathic)
The Five Curses of Userkaf: Sun Bane. Blood of Life. Pall of Death. The Black Veil. Blood Bondage.
Note: Generation can not be below five with RARE exceptions.
Information
Their Clan is unknown and they often go by their ethnic-group, human surname, or by territory in naming their blood kind. The most cotoriously known of this 'clique' is the Clan Kinnian Rogues, the leader Eaghan Kinnian, a 3rd Generation by Accidental Siring in AD 1325 by Wulfgar, who had taken Eaghan for dead. The Irishman had put up a good fight for a mortal. Those wounds of Wulfgar's bled into the wounds of Eaghan Kinnian, and so when Wulfgar left the man for dead, he rose from his death sleep some hours later as clanless vampire.
Rogues are often called 'Bastards' or 'Clanless' by their blood brothers. When a group of Rogue Anubian Vampires forms a Clan, they may commit to the study of select spheres of Power that are not Clan Specific. Only when they form Clans, Tribes, or Families can they learn 'uninherited' powers. The main reason for this is that have the protection in numbers to commit to the time and energy required TO learn and Master a Power. Most Rogue Vampires become Masters of their Ancestral Powers and even exceed its known limits. If a Rogue discovers who his/her Sire is or was, the Gatekeeper of Knowledge unlocks the curse laid by Anubis of the Unenlightened, and those powers of their Sire are passed on to them to Learn.
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: +8, and +1 per level
Stamina: +10, and +2 per level
Agility: +1 per level
Stealth: +8, and +1 per applied stealth gift level
Regeneration: +15, +1 per level
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.
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] Animal Form: vampire has an animal for they were reborn with the ability to shift into. This animal form is immortal with vampire's regeneration, fortitude, strength, stamina, and powers.
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, Height, Bestial Form resembling their animal form 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.
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.
Learnable Powers: Choose one path of power from Paths of Power page if Rogue was taught a path by another vampire, or choose 12 powers learned by Rogue from any path if the vampire just 'picked' up various bits of arcane knowledge here and there.
Rogue Spell Book
Stamina Cost--Levels--Learned Power
o 1-[1-3] -
o 2-[4-6] -
o 3-[7-9] -
o 4-[10-12] -
o 5-[13-15] -
o 6-[16-18] -
o 7-[19-21] -
o 8-[22-24] -
o 9-[25-27] -
o 10-[28-30] -
o 11-[31-35] -
o 12-[36-40] -