Vangarian Clan
Egill Valdimárr (Vladimir) 8th sired, in AD 702
Curses
Pledge of Honour: The Vangarian are sworn on their honor not to Sire women, only to bind them as blood thralls, and to sire no man who is not of their native land's blood. They are sworn also to protect The Black Veil and all who are of Anubian blood. If they break the oath of Siring, or break the law of the Veil, they are stripped of all Dynastic powers, subject to the five curses of Userkaf, and cast out of their clan in shame. Any member of their clan who harbors anyone thus cursed with dishonor, shall meet the same fate as the banished.
Sun Bane: Only if a Vangarian vampire broke their sacred pledge with Userkaf would they be subject to sun bane.
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. The Vangarian vampires only drink the blood of their enemies for the kill, but if desperate enough they may make a necessary exception. Vangarian vampires are also able to eat mortal foods, but they gain no nourishment, only the enjoyment of those meals their blood burns almost as they consume it.
Pall of Death: Only when the Vangarian vampire is weak with a loss of blood do they exibit a pall of death upon their flesh. Gifted with a mask of mortality, their flesh has a healthy glow and warmth when they are well nourished.
Guardians of 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. The Vangarian vampires are sworn to slay any who they see breaking the Veil to expose themselves to a mortal. If they themselves break the Veil and expose themselves to a mortal, then they are stripped of power, fall under all curses of the Anubians, and hunted for execution.
Blood Champions: The Vangarian will protect any Anubian blood who is under attack or defend them if needed.
Blood Bondage: This clan is unbondable to any clan but their own. If the law of The Black Veil, or their pledge of honor is broken by a Vangarian blood however, they are as powerless as a new blood and easily bonded.
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
Userkaf sired Egill Valdimárr in 702 and his brother Bram, as 2nd Gen, in AD 704.
Egill sired Aurík as 3rd gen, in AD 710.
Bram sired Bárđr as 3rd gen, in AD 712.
Also sired of these Viking invaders of Russia and Romania
Dómárr (AD-715) and Valr (AD-717) as 4th gens.
Geilir (AD-725), Hávarr (AD-727), Hjörr (AD-735) and Varghöss (AD-737) as 5th gens.
Vakri (AD-740), Geirvarr (AD-751), Fiđr (AD-775), Ávarr (AD-796), Brúnn (AD-808), and Ávaldi (AD-835) as sixth Gens.
Egill's greatest warriors and minds were sired, and so were their sons when they came of age if worthy, between the year Egill was sired in 702, and the year 835. This clan, though long reputed as being war-mongering sea-farers, were far more than the barbaric northmen tales made them out to be. They were traders and settlers, and though they were fierce warriors, they also had diplomats, wise lore masters, celebrated craftsmen, smiths, ship builders and master horsemen among them. They were a hardy people, full of life and superstitions, who Userkaf in his travels was intrigued by. Egill was the first among his chosen he ever forced his gifts upon, and because of this, the curse of Re was lifted, and they became the second clan to be among the Blessed of Re who could walk in light of day unharmed, but more than that, their immortal powers were not even weakened. Though they appeared to be a 'sire happy' mob, it was not so. Egill confessed to his younger brother what had become of him, how he had been made 'divine in strange crafts and immortality' and after many hours of talk over drams of strong liquor over a fire, Bram asked if he could receive this odd curse and blessings. Userkaf entered their camp, emerging from the shadows like a ghost, and told the brothers, that if Bram survived another two years, he would return to embrace him with his dark gifts.
Two years later, he returned and sired Bram, and began teaching them the ways to command their blood's gifts. Egill asked his Sire if he might embrace those among his people who were hale and skilled in their own mortal arts, and Userkaf consented. He saw in Valdimarr, not only courage, but a great wisdom for his age, and saw that his men admired him and were loyal.
"Only this obligation shall I lay on your Clan," spoke Userkaf. "No women shall you Sire, but only bind to you by your blood as thralls of your blood, and you shall not desire to Sire any man who is not from your homeland's blood. If this oath is broken, you and any of your line shall be stricken with the curse of sun bane, and be the shame of your proud race, and cast out, stripped of all but your ancestral power until final death. You shall be the warriors and protectors of all Anubians, and show no tolerance for those who break The Black Veil."
Userkaf received no complaints from the two brothers, who both pledged to honor those edicts the great vampire imposed on their clan, and oblige all of their blood to obey their clan law as well. Those women the Vangarian Clan did thrall were valued no less for being 'ghouls.' Indeed they had gifts of healing through their regents' blood which they put to good use. Respectful of women in their own ways, they chose women of their own heritage for thier mates and servents, for the most part, though not always. Old world in their ways, it suited the vampires of this clan to be the protectors, lovers, and providers, which they did quite well.
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: +6, and +1 per level
Stamina: +10, and +2 per level
Agility: +1 per level
Stealth: +6, and +1 per applied stealth gift level
Regeneration: +12, +1 per level
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.
Vangarian Lore: the ability and knowledge to use runes saturated with the vampire's blood and various other spell related elements to create area or item powers which ward, displace, protect, harm, invoke elemental effects, invoke spirits, conceal, etc. as called. Any Lore power which alerts humans to the presence of magic is counted as a violation against the Veil (which can result in a death hunt) and as such Lore tends to be geared towards getting around human senses and regard.
The variations in each rune and what besides blood is dispersed on them are significant to each power invoked. Vampire can even layer several effects into each rune.
Area that can be affected is dependant on how many runes are laid down around a perimeter. Each rune uses -1 stamina in blood per 3 levels of power being invoked, and must be set within ten yards of one another. Each rune projects its power over 5 square yards.
For each rune that overlaps that power is doubled, but it cannot be enhanced by more than x 5. (not including critical power)
Using Lore over a large area can take quite a lot of time and energy and often must be done over a period of days, or even weeks. Runes set five yards apart create a stronger chain of power (doubles the power).
Each rune, whether scratched into dirt, wood, metal, stone, flesh, or anything else, has strength of its individual total power. To disjoin a rune's power the rune must be destroyed.
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.
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 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.
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. If not winged, clan has an animal 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, 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.
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 Protection
1-{1-3} Arcane Protection - Protects from all but Abyssal powers.
2-{4-6} Shield of Might - Protects against weapons and damage.
3-{7-9} Invigorate - Restores vitality and strength.
4-{10-12} Arcane Aura of Protection - Protects from all attacks for up to three hits.
5-{13-15} Protection from Curses - Protects selected allies or herd. Must be cast before curse is laid to protect from curse. Lasts one day.
6-{16-18} Remove Curse - Power vs. Power.
7-{19-21} Detect and Identify Curse
8-{22-24} Remove Necromantic Effects - Power vs. Power.
9-{25-27} Remove All Inflictions - Power vs. Power.
10-{28-30} Formulation of Commands - Create protective spells, wards, artifacts, and items.
Guardian Sorcery
1-{1-3} Arcane Mark - Marks a spell with Magic user's signature to protect against detection and identification.
2-{4-6} Visual Sentry - All round vision.
3-{7-9} Arcane Lock - Locks a door, gate or window to prevent entry.
4-{10-12} Holding Force - Arrests movement and ALL action.
5-{13-15} Death Recall - Recalls the death of someone just passed away and restores them with 2 HP.
6-{16-18} Shadow Walk - Folds dimensional layers as mage walks through the demi plane of Shadows.
7-{19-21} Disintegrate - Disintigrats an object or element.
8-{22-24} Trap of Souls - Traps the soul within a protonic sphere. If touched the soul would suffer damage, and if the soul should lapse through the sphere, it would destroy it.
9-{25-27} Succor - A protective contingeny placed on another to protect them against certain circumstances.
10-{28-30} Formulation of Guardian commands.
Prowess of the Warrior
1-{1-3} Stunning Blow - strike opponent such a physical blow as stuns them for -1 action.
2-{4-6} Strength of the Avatar - A physical attack, whether in melee or martial arts, packs enough potence to break a weapon or shatter bones.
3-{7-9} Boomarang Effect - A dagger or sword when thrown hoops rapidly, able to hit a target multiple times, and comes back to weilder.
4-{10-12} Elemental Weapon - Any element, called effects. Sword that crawls with glowing color of element. Spirit and Necromantic elements included.
5-{13-15} Shock Wave - A powerful shock wave blasts over a select area with enough force to knock a small, brick building over.
6-{16-18} Battle Drums - drums begin to pound like rolling thunder to strike dread in the enemy. Those who do not flee suffer damage as long as the drums endure. Drumming ends when vampire uses another gift or disjoins the battle drums.
7-{19-21} Vangarian Shield - Shields a power to protect it from dispels, disjoins, disenchants and magic shattering. The sheild's weave of power loops, making it very hard to break. Can also be used to make a power permanent.
8-{22-24} Valor of Oden - Protects allies from magic, creating a dead magic zone where only the physical prowess of those fighting remains to dictate the outcome of a fight or battle.
9-{25-27} Gauntlet of Blades - Wicked, barbed blades shoot up from the ground as an enemy moves in to attack. The blades quicken if the enemy is hasted or in shadows and phases through the ethereal to hit a phasing, hasted, or shadow cloaked target.
10-{28-30} Formulation of Commands.
Healing Powers of the Thralls
The thralls of Vangarian vampires are gifted in the healing arts.
1-{1-3} Soothe Pain
1-{1-3} Heal Minor Wounds.
2-{4-6} Revitalize - Invigorates.
2-{4-6} Innervate - Numbs.
3-{7-9} Heal Undead
4-{10-12} Heal Serious Wounds.
5-{13-15} Heal Deadly Wounds.
6-{16-18} Vital Flame - Restores warmth and vital energy to someone near death or being resurrected.
7-{19-21} Spirit Command.
8-{22-24} Resurrect
9-{25-27} Resurrect Undead.
10-{28-30} Flesh from Ash - A body that has been destroyed can be remade out of ash, even from the ash of a camp fire.
Note: Healing Spells heal 5 HP per Success and 10 per Ace. Resurrections=20 HP per success.