Venor

2nd Generation Malkus Venor, 12th Sired by Userkaf, AD 548.

Curses
Curse of the Dead: The Pall of Death took Venor beyond mere palor and being cold as the dead. As he was born from darkness he returned corpse-like in appearance, as if half rotted, and so his blood line would inherit this Pall of the Corpse from his blood. When Leprecy was common, this vampire race could walk in public occasionally, but as the disease was irradicated they kept close to the shadows, subterranean areas, or within well fortified Havens. Observing the The Black Veil poses particular problems to these 'Damned of the Dead.' They never venture out in the open unless WELL cloaked, or under influence of a concealing or disguising power.

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

Information
The Venor are VERY reluctant to Sire progeny for obvious reasons. The Norman nobleman Malkus Venor is no likeless to the handsome aristrocrat he once was. All his vanity and pompous arrogance was given a violent shove when he awakened from a promise of immortality to find himself marred with the grisly appearance of a rotting corpse. His gruesome looks came as much a surprise to his Sire as it did Malkus himself. For the Venor, it is a HUGE responsibility to bring another into such a lonely and ugly life. They regard clan members highly and often stay together in clan units for centuries. Due to the fact they have become such Masters of Stealth, they are sometimes hired as Assassins, executioners, or Spies, and as such are distrusted. Venor are zealously and strictly opposed to betraying one of their own clan and forbid the act of Siring a chosen by force with a penalty of death.

Malkus Sired Killian Mortensen 3rd Gen in AD 701, who sired Gerard Banes 4th Gen in AD 905 and Delilah Dupre in AD 1800. All but Delilah are still living in their sub-ground Haven in Liverpool, England. Others sired of their blood were hunted down and slain. Killian Sired Delilah for her vanity. She resides somewhere in Europe.

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

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.

Dead Realm's Horrid Wilting - Venor vampires can emit a necromantic aura which wilts all which the Venor passes by within ten feet, doing double damage to the living

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.

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

Phantasmancy
1-{1-3} Illusion - Vampire creates a minor illusion.
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, and touch.
5-{13-15} Phantasm - Vampire creates a livid illusion which seems very real.
6-{16-18} Livid Reality - Subject perceives of whatever sense of reality vampire creates while blinding subject's perception to their presence.
7-{19-21} Dream Scape - Vampire entraps subject in a dream world.
8-{22-24} Nightmare Reality - Victim lives a nightmare of their worst fears and is unaware it is all a delusional manifestion of their deepest dread.
9-{25-27} Architect of Reality - Vampires invents subjects sense of reality, dictating every aspect of their mental, physical and emotional perception.
10-{28-30} Formulation of Commands - Use phantasmancy with other gifts, improvise spells, create artifacts and items with phantasmal effects, and use phantasms for wards.

Master of the Shadows
1-{1-3} Viel of Shadows
2-{4-6} Mantle of Cloaking - Can cloak their form from all detection and true sights.
3-{7-9} Command the Shadows - Manipulate the shadows to move and direct them.
4-{10-12} Shadow Walk - Pass through shadow veil to close distances.
5-{13-15} Shadow Stalker - Can track a target by telepathic links, Scent, Essence, Blood, Soul Signatures, touch traces. Can detect targets by Extra sensory perception. Something of the target's must be in tracker's possession or have been used by target to track by blood, scent, essence or touch traces. Tracker must know or have met target to track by Soul Signature, Telepathy or ESP.
6-{16-18} Shadow Gate - lapse through shadow realm to cross distances with others.
7-{19-21} Black Oracle - Part the shadow veil to reveal clan members. Others can also be revealed if the vampire holds an object recently contacted by them. This power combined with Shadow gates can also intercept subjects within the shadow realm be used to intercept shadow gates.
8-{22-24} Shadows and Stone - (Dungeon of Darkness) - An area within the demi-plane of shadows where the shadowlands overlaps an underworld, creating solid walls. Very hard to detect without the ability to find an overlap. Area is hard to escape as well where no gate can be formed to escape without specific knowledge of Shadows and Stone.
9-{25-27} Sanctuary of Shadows - Call the shadows into a lair, castle, manor, compound, or even a woodland area, to conceal those within. Very hard to detect. Also protects from sunlight.
10-{28-30} Cavern of Shadows - Like Dungeon of Darkness only instead of a small area, an entire cavern is overlapped by the shadow lands.

Venor Blood Sorcery
1-{1-3} Blood Addiction - Subject who drinks of vampire's blood becomes addictively dependant on their blood.
2-{4-6} Blood Domination - Anyone imbued with a small amount of vampire's blood is dominated by them.
3-{7-9} Blood Bondage - Vampire can bind others to them by their blood, even other immortals, and overpower the bonds of others with their blood if they are older.
4-{10-12} Thief of Blood - Transcendental theft of blood.
5-{13-15} Blood Fire - Vampire can invoke flames by the power of their blood and cause the flesh or blood of others to bursts into flames.
6-{16-18} Blood Source - Vampire can target random sources for blood to transfer that blood to a container such as a flask or bottle which is imbued with vampire's own blood with commands to preserve the blood as if fresh from the source.
7-{19-21} Blood Gate - Blood of a vampire or other immortal is rapidly transfered to Venor to cause torpor in target vampire or immortal. Kills mortals if used on them.
8-{22-24} Whithering Touch - Touch draws life energy from another into vampire, strengthening vampire and weakening victim. Touch can degenerate victim rapidly if contact is not broken.
9-{25-27} Blood Forte - Vampire draws of the power of their blood to make themself immune to physical damage.
10-{28-30} Heart of Darkness: Ritual knowledge gained with this power, and the power to preserve the heart of a victim in a jar or strong box and maintain a bond with that victim through the heart. The victim, mortal or otherwise, lives so long as the heart is kept under enchantment by the seal of its container, and the vampire can always locate the victim at will through the heart. If the heart is destroyed, so is the victim.
11-{31-36} Epic Blood Sorcery: mental corruption no longer occurs, use powers from this path at these levels. Formulation of commands.
12-{36-40} Legendary Blood Sorcery: mental and physical corruption no longer occurs, use powers from this path at these levels.
Note: Use of this path causes a 1% chance of corruption per level applied each time power is applied. If corruption occurs, the vampires incurs 1 physical abnormality and -1 in any mental check other than intelligence.