Vampire Blacklion

Blacklion Vampiric Information

Clan Caerellius Family Tree

  • Acerbus Patris ('The Dark Father' - unknown - Morning Star) Sired- Aurelius Falco Caerellius (2nd Gen) 625 BC.
  • Falco Sired- Arcadius (3rd gen.) in the year 600 BC.
  • Arcadius ghouled- Artorius Xavier in the year 485 BC. and Sired- Artorius (4th gen.) 480 BC.
  • Artorius Sired - Marcus Octavian Sirrilus (5th gen.) 475 BC, Pontus Echelon 30 BC (thought deceased), Kael McBane in AD 7, Elizabetha AD 1000 (deceased) and Lavoy Garceaux (5th gen.) AD 1475.
  • Artorius Ghouled- Servius Faustus 373 BC, bonded Sebastion Devereaux AD 1480, and Sired Mathea Le'Barron Nov. 26th, 2036 (*2004).
  • Octavian Sirrilus Sired Trisha 2036 (*2004), Ghouled Vermillion 2036 (*2004) (both now deceased), and Sired Geni Johnston Jan. 10th, 2037 (*2005)
  • Art Sired Servius Faustus Dec. 1st, 2036 (*2004).
  • Marcus the Younger sired Artorius 2048 (*2009), and two weeks later sired Demetri 2048 (*2009).
  • Roary Kief, L.

  • Dominic Lamess, L.

  • Morlinette Brodeur, L.

  • Shaemous (Jamus) Kerinson, A

  • Gueneve Mineauette, L

  • Jorden Haffteh, A.

  • Honorary Clan: Sebastion Devereaux.

Vampiric Weaknesses

Sun Bane: The sun would burn the flesh, (40 d6 per turn, +1 HB in direct sunlight) and if too long exposed would consume the Undead drinker of blood entirely, their Soul to lie in purgatory until expired on the fourth day, whereupon the demons of hell would devour their soul (when final death occurs, otherwise their soul escapes for resurrections). They sleepeth as the dead during light of day. Sunbane Negated by generation:

  • 1st gen resist 90% sun damage, stats reduced by 20% in sunlight
  • 2nd gen resist 85% sun damage, stats reduced by 30% in sunlight
  • 3rd gen resist 75% sun damage, stats reduced by 40% in sunlight
  • 4th gen resist 65% sun damage, stats reduced by 50% in sunlight, etc. Resistance is fixed, meaning it cannot be lowered.
  • Blood of Life: The Dark Father, and all he made and who made others of the blood of Caerellius, could taste no food, and receive no nourishment, but from the blood of Ka {the life force, i.e living creatures} and only of the living. If the blood of the Undead is drunk of this clan, shall they become disfigured and rendered lame, grotesquely so if the blood they drank was of low or ancient generation. Also, they shall lose their powers of haste completely and much of their strength (-50% on all vampiric stats) the duration dependant upon on how much they drank and the power of the blood imbibed (base level of vampire = level rolled, +1 month per success, +1 month per level, +1 year per ace, x ten on a crit). They can drink from their own clan only without consequence.
  • Pall of Death: All who were made of the blood of Caerellius would wear of pall of death upon their flesh that would make their skin very pale, a glow of health and warmth on them only when they were well nourished.
  • Blood Bondage: When blood was taken from one of Arcadius' blood line, would the drinker be bound to them as a thrall, the strength of this bond increased each time a pint was consumed. With three pints would the drinker's will be enslaved to the vampire (-6 willpower). If the blood bond was defied, (by a higher willpower) the bonded would be affected by a flaw or taint in their Nature, Blood or Physical vessel, each time they attempted to break away from their blood master, unless their Master freed them of bond. If a mortal is bonded as a thrall, some of their Master's powers are passed onto them, and they become a quasi-immortal blood thrall.}
  • Curse of the Undead: Spoken was this curse by Arcadius' Sire, -"No more shall Arcadius Caerellius Sire than the count of his fingers once {10} and no more shall his children Sire than the count of one hand's fingers {5} for thereafter shall their blood be infertile."

NOTE: The Caerellius clan guards their curses and powers alike as sacred! They will NOT give their weaknesses away, or divulge the secrets of their power to other clans and those who should might be marked as traitors and hunted by their own clan.

 

Inborn Ancestral Powers

(ALL powers burn blood to use, the more power he channels, the more blood he burns.)

Vampiric Haste: Level 28
{Time actually slows for the vampire giving the appearance of speed.}

 

  • 1-Superhuman Movement-Five times faster than a human sprinter.
  • 2-Blurring Movement-Phasing speed which makes vampire blur from vision.
  • 3-Blind Eye Movement-Quicker than the eye.
  • 4-Phasing Movement-Surpasses tangible and material objects.
  • 5-Active Applications-Hasted Weapons and combat.
  • 6-Phasing Gate-Phase out of one place and into another.
  • 7-Twain Haste-Ability to haste another with self, hasted subject must physically pull other with them.
  • 8-Time Gate-Phase past time effects.
  • 9-Twain Time Gate-Phase past time effects with another, hasted subject must physically pull other with them.
  • 10-Formulation of Commands - in creating improvised haste effects, blending haste with other gifts, creating haste imbued artifacts and items.

    Telepathy: Level 28
  • 1-Touching subject.
  • 2-Within 30 feet of subject.
  • 3-Within visual range of subject.
  • 4-Within same city/borough as subject.
  • 5-In same state/providence as subject.
  • 6-In same country as subject.
  • 7-In same world as subject.
  • 8-Able to contact various subjects at same time anywhere in the world.
  • 9-Able to contact subjects anywhere and at any distance.
  • 10-Able to create mind gates to influence subject through telepathic connection.

    Siring and Bondage: Level 28
  • 1-Progeny-Sired by the draining of blood to the point of death and drinking a small amount of the vampire's blood, amount dependant on generation and age of vampire. Death occurs immediately and vampiric resurrection occurs over a period of days. If days exceed 2, chances of survival decrease dramatically. At five days, intended progeny perishes. If too much blood is drained, chosen perishes. If too much or too little blood is provided, death also occurs.
  • 2-Blood Thralls-Slight draining of blood and giving of a larger amount of vampire's blood. Amount of blood dependant on generation of Regent's blood. Blood thralls have no fangs. They can eat food. They are quasi-immortal and stop aging and 'live until death,' but although they have weak regeneration, they can die by mortal wounds, and a painful death of blood starvation within a month without their master's blood. Blood Thralls must feed once a week to maintain their strength, they are utterly dependant on their regent's blood. They can learn three levels of their regent's powers, and up to five levels if 500 years old.
  • 3-Slave Bondage-Similair to Blood Thrall but more blood is drained from victim and half a pint of blood imbues the subject as vampire performs 'Rites of Domination' over subject as his blood is consumed (by force, will or domination) by the intended slave. Blood Slaves are utterly obediant to their vampiric masters for their will is no longer their own.

    Form Shifting: Level 28
  • 3-Animal Form-(Black Lion, Raven, Python), 4-Vaporous Form-(Chilling mist with dread presence), 5-Wraith Form-(Shadowy Form that drains life and chills on contact).
    Senses of the Beast- Preturnatural: Hearing, Sense of Smell, Vision, Night Vision, Taste. All start at +5 and improve by +1 every 100 years.

    Vampiric Prowess: Level 28
  • Supernatural-Strength-(+5, and +1 per 100 years.) Stamina-(+5, and +2 per 100 years) Agility-(+1 per 100 years.) Stealth-(+5, and +1 per applied stealth gift level), Regeneration-(+5 per turn, +1 per 100 years.) Supernatural Haste-(see below). NO check can exceed 40 with inborn powers except Haste.

    Vampiric Temple: Level 28
  • 1-Fangs - Retractable.
  • 2-Claws - Retractable.
  • 3-Wings - Retractable.
  • 4-Fangs, Claws, Wings and Height - shifts or combination.
  • 5-Black Lion Form - Immortal - Cannot speak in lion shift.
  • 6-Vampiric Form - Stature and muscular increase in complete shift of Fangs, Height, Claws while fortitude is enhanced with tough flesh and quicker regeneration (+2).
  • 7-Vampiric Menace - Shadows spread around vampire and presence emits an aura of terror in full form shift.
  • 8-Physical Majesty - Vampire can use vampiric temple with supernatural haste in combat combinations, or in flight.
  • 9-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 at the highest level, their strength phenominal.
  • 10-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 presence so potently that the wills of those who fall under their shadow crumbles (-10 WP).

Paths of Power

Minuome Potentia

Blood Sorcery :: Level 25

(Vitality vs. LoD, or Power vs. Power)

  • 1-{1-3} Bestial Trance - Charms victim while mage is feeding
  • 2-{4-6} Crimson Flame - Using blood energy to project a flame
  • 3-{7-9} Enrapture - Using blood energy to enchant a subject
  • 4-{10-12} Arcane Domination - Dominate channeling blood energy
  • 5-{13-15} Blood Source - Transcendental transfusion of blood
  • 6-{16-18} Dervish Flame - Ignites a victim's blood into flames
  • 7-{19-21} Oblation of Life - Transcendental removal of blood
  • 8-{22-24} Master of Enslavement - Use blood to enslave and burn mark of possession
  • 9-{25-27} Arcane Prowess - Blood energy tapped to make mage incredibly strong and render them invulnerable to physical damage.
  • 10-{28-30} Abyssal Decay - Mage can devour blood, will, essence, soul by touch through opening a metaphysical vacuum within themselves, decaying their victim rapidly.
  • 11-{31-35} Blood Cauldron
  • Stage One - Mage can create a blood cauldron, out of an ordinary cauldron, by invoking Saolinín Dirgban the Goddess of Blood, with an offering of half their blood. When the goddess is invoked she tells the mage 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 mage's blood as it was first offered. If this blood is ever spilled out of the cauldron, the mage 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 mage's will slowly becomes the cauldron's, and visa-versa, and no one but the mage 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 mage's will is gone, the cauldron turns the mage into a Bleeding Terror Lich. Cauldron uses -1 Willpower per command used through the cauldron.
  • Stage Three - The mage'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 transferred to a secret object to form their phylactery, or vital force. This object must be destroyed to destroy the Lich. The cauldron's TRUE power is unlocked as the mage 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 an extreme lust for power 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.

    Umbramancy

    Master of the Black Veil

    Stamina 1
  • 1-Manipulate Shadows - Cause shadows to shift, bend and move as called.
  • 2-Shadow Veil - Hides target in shadows.
  • 3-Shadow Stalk - sneak around unseen and unsensed while maintaining a physical form. Shadows disperse when an action is taken against another. Unseen for one action.

    Stamina 2
  • 4-Shadow Cloaking - Cloaks target and their presence.
  • 5-Shadow Door - create a doorway of shadow where no doorway exists that opens and closes only to creator.
  • 6-Shadowy Concealment - Make a called target take on appearance of shadows.

    Stamina 3
  • 7-Shadow Walking - close distance through shadow realm.
  • 8-Shadow Bridge - Create a solid bridge of shadows 4 feet wide.
  • 9-Shadow Perception - Allows for detection of shadow forms and active shadow applications.

    Stamina 4
  • 10-Gate of Shadows-which caster can take others through via the shadow realm.
  • 11-Trap Door of Shadows - a trap door opens under someone and drops them into a cell of shadows which holds them captive.
  • 12-Intercept Path - Allows shadow elemental to intercept other gate paths, even select ones with higher power (roll).

    Stamina 5
  • 13-Phasing-Phase out of material realm into corporeal form of shadows.
  • 14-Aura of Shadows - nothing about subject protected by this gift can be sensed by any means.
  • 15-Gateway of Vision - Allows shadow elemental to pierce the temporal layers of the shadow realm to see present, past, and future incidents. Elemental must be able to identify which subject of information sought by a name or location involving subject.

    Stamina 6
  • 16-Corporeal Assimilation -1 Form per 5 levels. Corporeal Disguise, can be any living creature.
  • 17-Corporeal Shadow Form - Ability to take actions in shadow form.
  • 18-Shadowy Keep - a tower or room of shadow is raised which can only be accessed by creator or those he selects to enter or leave the keep.

    Stamina 7
  • 19-Shield of Shadows - A dome of shadows surrounds called target/s and any powers or attacks aimed at target/s will pass into the shadows without hitting target. if attackers step through the shield, they come out on the other side of the shield past the shielded targets. Lasts until dispelled, protected targets cannot attack while guarded by shield, they too pass into the shadow veil if they step into the shield and another stride delivers them on unprotected ground.
  • 20-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..
  • 21-Shadow Planes Walker - cross any distance and into any realm, world, alternate plane, or demi-plane.

    Stamina 8
  • 22-Black Oracle - Part the shadow veil to reveal those clan members selected, and use Shadow gates to intercept subjects within shadow realm and to intercept shadow gates.
  • 23-Shadow Planes Gate - like a walker only shadow elemental can take others with them.
  • 24-Eclipse in Shadows - Eclipse an area in the shadow veil, up to 10 feet per success. Protects from sunlight.

    Stamina 9
  • 25-Shadows and Stone - Haven, or even a select chamber, room, cave, etc., can be overlapped by the demi-plane of shadows to conceal overlapped area in an isolated fold of the shadow realm. Cannot be infiltrated without specific knowledge of Shadows and Stone, and intercept path abilities. Only higher power using correct applications can invade protected area/s.
  • 26-Dungeon of Darkness - Sinks a subject or select area within the demi-plane of shadows where the shadow lands overlap 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.
  • 27-Dark Creationist - create any called, tangible, shadow effect, object or scope (such as shadow-bridges, doors, gates, keeps, castles, weapons, trees, ropes, ladders, vines, forests, lakes, etc.) with called effects which include selection of who creations are tangible to, and ethereal passage only to select subjects through doors and tunnels.

    Stamina 10
  • 28-Shadow Catalyst - Allows caster to create a contingency, that triggers a shadow affect if catalyst is triggered. Caster calls catalyst, with power of up to +300 as called.
  • 29-Protection from Shadows - Protects from any rivaling Shadow Effect
  • 30-Shadow Scape - Create a corporeal scope of shadows that is ethereal and invisible to anyone not select to enter corporeal zone. Area is created via quantum visualization to create material wilderness, buildings and grounds, etc., all cast in a night-like scope of shadows. Moonlight and sunlight can penetrate area to create a filtered light effect if called. Up to one acre.

    Stamina 11 (31-35)
  • Formulation of Commands - forumlate shadow powers, wards, items and artifacts as called at or below these levels as gained.

    Stamina 12 (36-40)
  • Improved Power - use any shadow power at these levels as gained.

    Imperium Templum

    Master of the Temple

    (Intelligence vs. Logic)

  • 1-[1-3] Stupefy: scrambles subject's senses making them dazed and confused, -1 AR per success.
  • 2-[4-6] Visual Projection: subject sees glimpses of things that are not there which cabalist projects from his mind.
  • 3-[7-9] Sensory Illusion: dementor 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, tastes, sensations, and sounds as called.
  • 5-[13-15] Dementia: subject collapses into a full blown, schizophrenic attack which the cabalist formulates, 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. Dementor meanwhile blinds subject's perception to their presence.
  • 7-[19-21] Insanity: dementor 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 manifestation of their deepest dread.
  • 10-[28-30] Architect of Reality: dementor invents subject's sense of reality, dictating every aspect of their mental, physical and emotional perception. This alter-reality becomes real to subject if a crit is rolled on a success.
  • 11-[31-35] Formulation: formulate powers of dementia, dementia wards, items and artifacts as called up to these levels.
  • 12-[36-40] Improved Power

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