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.