Vampire Thinnease Noct'Maire

Thinnease Noct'maire

3rd clan of vampires sired of The Morning Star

Level 5-28

Physical Prowesss
Vampiric Fortress: They take 50% normal damage in vampiric form, and their tough hide has 50% chance of deflecting normal (unenchanted) weapons and missles when in vampiric form.
Strength of the Dragon: They are extremely strong, able to tap the strength of their dragon form (dragon level x 3 +10).
Elemental Bastion: They resist cold, heat and electrical effects by 80%.

Wings of the Warrior
Winged Mantle: Wings act as shield to deflect weapons and are immune to magic and energies.
Grappling Hook: Wings tipped with one and half foot long, curved talons which act as a grappling hook. Very hard to dislodge -{4 d6 18+ to dislodge.}
Winged Prowess: Wings delve powerful blows+5 dmg +strength roll

Claws of the Damned
Dagger Claws: Claws are curved, as long as daggers and razor edged.+15 dmg. per claw.
Whithering Doom Inflict: 25% HP damage per day, nulls regeneration.  Claws can imbue victim with Whithering doom if vampire speaks the word "inflict" while attacking with claws.  Claws can imbue victim with Whithering doom if vampire speaks the word "inflict" while attacking with claws.

Whithering Doom first makes the victim feel ill with terrible chills and weakness. This progresses until the body begins to "whither" with decomposing degeneration, the flesh rots, bones get brittle to the point simply standing or walking can cause the bones to splinter and fracture. The blood begins to go sour and finally spoils. Body parts can decay to the point they literally "fall off," the flesh rotting. Within four days time the victim decomposes to ash. There is only one cure for this dreaded death, and the only way to discover that way is by finding someone who is learned in acheron lore to inform the victim of the correct antidote. There is only one antidote. {Must have antidote logged.} Any damage is sustained until victim undergoes a partial resurrection, and if death occurs victim suffers permanent loss of -2 levels in all Check, MA and PA rolls when resurrected.
NOTE
: Necromancers and Sorcerers who know the antidote: Maelmorda Arghyle, Aurelius Ambrosious, Mordreig the Raven, Mernaph Morash, Azriel, Byron and Tiberious Decasey, Valis Urik, Belorian, Maximus Caerellius, Ezekian/Jacob, Joshua/Norandor, Robert Lyons Mackensey, Kent Cavannagh, Mickey Muldoon, Matthew Marcus, Aelroth Behesthma, Bhiragast Hesstromeph, Hessildaer, Midaerius, General Saulloth.
Locations: Shadowlands, Acheron, Mephais.

Vampiric Immunities
Passed down to Progeny though weaker with each Subsequent generation Sired.
Sunlight: Weaker in direct sunlight by 1/4 power, that doubled with each sub. Gen. Not affected by sun at all in shady areas.
Holy Powers: Resists Holy Powers by 80%. That to decrease by 10% with each sub. Gen.
Wood: No reaction whatsoever
Garlic: No reaction whatsoever.
Silver: No reaction whatsoever. {Werewolves NOT Vampires}

Born with Abilities
Vampiric Haste: Start at Level 7
Telepathy: Start at Level 7
Improved Strength: +17
Improved Fortitude: +7
Improved Regeneration: +3 race bonus.
Telekinesis: Start at Level 6 (1-2 gens and trueborns) Level 4 (3-4 gens) Level 2 other.
Improved Intuition: +12 added to intution, or split between intuition and instincts.
Keen Senses: +8, +8, +6, +6, +3, +3 to split between physical perception, or +7 alertness.
Immortality: They will never die of aging or disease.
Vampiric Form Shift: +2 on all vampiric temple stats.  7th gen and lower have no wings, and Telepathy must be learned as a path. All "Improved" Powers decrease -3 per sub. gen.
Might of the Dragon: Vampire can tap any physical dragon check or power while using this ability.

Dragon Form Shift: see shadow dragons (dragons, shadow) in bestiary

Vampiric Temple:
 see vampire information

Arcane Paths:  Shadow Path, Necromancy, Fire Elemental, Curses, Arcane, + any other path but light and wizardry, or Path of Chaos in place of all other paths, as taught to Noct'maire clan members by Victor Greed.
8 Paths: gens 1-2, or spell book of up to 440 spells
6 Paths: gens 3-4, or spell book of up to 360 spells.
4 Paths: gens 5-6, or spell book of up to 280 spells.
3 Paths: gens 7 +, or spell book of up to 240 spells.

Information



Clan Noctmaire: 











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