Vulcan Vampire Information
Vulcan2nd Generation, Wolfgang Vulcan, 3rd Sired of Userkaf, 2121 BC.
CursesHaunted: All the souls of those who the Vulcan line killed would have to be captured and either trapped, dominated or offered unto Anubus in ritual. Any soul which escaped the vampire would infect their killer with a taint or flaw in nature, blood or physical attribute. For each soul offered unto Anubus, the Guardian of the Dead, would the Vulcan Necromancer's powers become greater (+1 level in any path).The Five Curses of Userkaf: Sun Bane. Blood of Life. Pall of Death. The Travesty. Blood Bondage. InformationVulcans can learn any sphere of Dark, Blood or Necromantic Magics once they have Mastered their inherited powers.Though it is not a law, it is a traditional rule that the Vulcan Vampires will only Sire one out of the Vulcan line of Romanian mortals, Siring others as Sired Slaves. Anubian Trait AbilitiesAll 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 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. > Primogen Blood Magics - Blood Enslavement - Enslavement and command of Mind, Will and Soul through Blood Rituals calling on the power of Anubus with offerings of blood to bind the subject to the Dominater when his blood imbues the subject. Blood Summoning - The ability of a Sire to call his blood children to him. Ancestral AbilitiesTelepathy1-{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.} PresenceThe 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 UndeadCharms 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 Temple1-[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 PowersPowers of Domination1-{1-3} Influence the Will2-{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. Powers of the Dead :: Necromancy1-{1-3} Degeneration - Whithers flesh, tissue, and muscle.2-{4-6} Decomposition - Rots flesh, muscle, and tissue. 3-{7-9} Speak with the Dead - Commune with ghosts, poltergeists, phantoms, and wraiths. 4-{10-12} Summon the Dead - Call forth spirits of the dead, and summon the undead, spirits and demons. 5-{13-15} Keeper of the Dead - Command the dead, also can be used to holds spirits, the undead and demons, or raise the dead. 6-{16-18} Purgatory - Trapping of soul in place or object. 7-{19-21} Dead Realm Gates and Travel - Close distances through the real of spirits. 8-{22-24} Resurrection - Include all resurrection commands. 9-{25-27} Death Plunges and Necromatic Death Spell creation - Deadly necromantic spell creation. 10-{28-30} Formulation of Necromantic Commands - Create spells, artifacts, necromantic items, and wards. Vulcan Sorcery1-{1-3} Sorcerer's Fork - Forks a spell to affect multiple targets.2-{4-6} Ball Lightning - Ball Lighting floats around in a called area, and is attracted by anyone not selected to be protected from it to emit strong streams of electricity which strike those within range of it continually. MA+Level dmg. per turn until targets breaks away from stream. Range is 50 feet. Can be deadly at high levels, and are often used to guard an area. Can only be dispelled by caster, or by destroying Ball of Lightning. Normal weapons can be used to scatter it's particles. HP=Caster's MA-Level+50. 3-{7-9} Lightning Bolt - Can be deadly if heart stops, but usually just does a lot of damage, stuns and burns, +30 dmg. 4-{10-12} Quick Fire - An inferno which blasts through an area with vaporizing heat. Spent only when the roaring blitz of flames can go no further. Used in open spaces, it billows up into an enormous cloud of fire incinerating everything in sight before it is spent. Exhausts more quickly when not confined. 5-{13-15} Monster Summoning - Summon and command wraiths and demons, including Balrogs 6-{16-18} Demon Following Curse - Victim is stalked and tormented by a demon until the demon is banished by the vampire back into Acheron. 7-{19-21} Abysmal Fire - Vortex of flames surrounds subject and as flames darken an abyss gate forms to plunge burning victim into the abyss where their soul is destroyed by the crushing black of the abyss. 8-{22-24} Possession - Vampire shifts into spectral form, or their soul on death possesses another. 9-{25-27} Phantasmal Force - A phantasmal wall, dome or sphere of force which vampire commands the appearance of. Protects against weapons, infiltration and magic. 10-{28-30} Dark Creation - Creation of spells, dark minions, monsters, curses, wards, artifacts and magic items. Vulcan Blood Sorcery1-{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 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 Torpor - Blood of a vampire or other immortal is rapidly vaporized or transfered to cause torpor in target vampire or immortal. 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} Master of Blood - Formulation of commands. 11-{31-35} Blood Cauldron Stage One - Vampire can create a blood cauldron, out of an ordinary cauldron, by invoking Boginja Krvcari, the Goddess of Blood, with an offering of half their blood. When the goddess is invoked she tells the vampire to spill their blood into the cauldron. The goddess in turn awakens the spirits of life and death inside the cauldron, of creation and ends. The goddess also protects the cauldron {44 d6-LoD vs. Power to Destroy or affect cauldron.}The only blood within the cauldron is four pints of the vampires blood as it was first offered. If this blood is ever spilled out of the cauldron, the vampire must offer half his/her blood to the cauldron again. Stamina is only paid ONCE to this cauldron, to invoke the goddess the first time. After that the cauldron feeds on blood offerings and its master's will. Stage Two - The vampire's will slowly becomes the cauldron's, and visa-versa, and no one but the vampire who created the cauldron can command it. Blood must be given to the cauldron to activate its powers, in the amount of one pint for every command given the cauldron. All Blood Sorcery spells cast through the Cauldron are automatically sealed and proofed against disenchantments (+2), and can be cast at level 35. The cauldron soaks all blood spilled into it. When all the vampire's will is gone, the cauldron turns the vampire into a Bleeding Terror Lich. Cauldron uses -1 Willpower per command used through the cauldron. Stage Three - The vampire's will is returned to them as a Lich, while all the Bleeding Terror's arcane power and a great deal of their life force is transfered to a secret object to form their phylactory, or vital force. This object must be destroyed to destroy the Lich. The cauldron's true power is unlocked as the vampire becomes a Lich. Through the cauldron the Lich can formulate Blood Sorcery powers, enchant items with existing or formulated commands, create wards and artifacts, enslave others, kill them, even mutate, or create monsters out of other creatures, learn and practice Necromancy with up to 4 spells in each level. In a word...Bleeding Terror Liches are POWERFUL, and NOT pleasant to look at either. These Liches have a strong tendency to be as hungry for power as for blood, and not very nice. It was power lust which got them where they are in the first place, after all. See Races: Blood Lich Page. 12- {36} Tribute of Life - Blood Lich only. Lich offers a victim to their Blood Cauldron to enhance cauldron's power, or to regain some of their former vampiric appearance. If the cauldron has devoured the blood, souls, and lives of 10 victims by the time the Lich reaches level 40, they gain a subrace shift, although IN this shift, they can only command levels 1-35. Tribute of Life powers the cauldron by +4 otherwise. 12-{37-40} God of Blood - Bleeding Terror Lich can call on the power of the cauldron even at a distance to improve their powers, and can Cast any Blood Sorcery or Necromantic powers at these levels when mastered. Powers of the Mind1-{1-3} Influence Thoughts - Bend someone's thoughts towards another concept.2-{4-6} Mental Manipulation - Manipulate the mind to influence someone. 3-{7-9} Memory Alteration - the more powerful vampire is, the more they can alter. 4-{10-12} Memory Erasure - the more powerful vampire is, the more they can erase. 5-{13-15} Implant Memories - vampire impants memory recall that is vivid as if truly lived. 6-{16-18} Mind Walk - vampire can 'walk' into the mind of another to see their thoughts and secrets. 7-{19-21} Dream Walk - vampire can make themself appear in another's dreams lucidly and influence subject through their dreams. 8-{22-24} Command Mind - used with mind walk, vampire can control the thoughts of another. 9-{25-27} Command Dreams - used with dream walk, vampire can control the dreams themselves and convert dreams into an alter-reality where victim is subject to whatever happens in their dreams. 10-{28-30} Master of the Mind - Formulate mental and illusory commands. Additional PathsShadow PathStamina 1Stamina 3 |