History Devil Vampire Lavoy Acheron TMK Forum The Middle Kingdom
 

Stats

 

Advantages
Extremely Attractive +4 charisma.
Sex Appeal +2 charisma.
Strong Will +5
Strong Consitution +5
Logical +2
Highly Intelligent +4
High Dexterity +4
Dark Wisdom +2
Immunities: Mental Attacks, Further Force over the Will, Further Marks, Cold and Ice, Necromancy, Disease.

 

Disadvantages
Vampiric Devil - Abraxas depends on blood and consumption of souls to maintain his health. He must consume at least two quarts of blood per week, and 1 soul per month to sustain himself. He is weakened if he is deprived of these needs, and if he starves (-1 stamina per day without blood, -10 stamina per month without a soul, starvation at 0 stamina); he slips into a comatose state. Revive with +1 stamina per quart of blood, +5 stamina per soul. HP loss of -100 per -1 stamina lost to starvation. HP loss will not fall below 50 from starvation however, as body slips into hiberation..
Despair - He suffers severe bouts of despair, sometimes seeming for no reason at all. He is unable to control these episodes of depression. 20% chance a day.
Rage - once his rage is provoked, it is hard to curtail. His rage boosts his strength (+5), but also blinds him to all but a few who can reach him past a frenzied state.
Phobic - of being dominated or imprisoned. He also has a fear of being violated and if he feels threatened on a personal level his fear either turns to rage, or dread, depending on the being he is confronted with.
Anti-social - he does not get along with others well, with a few exceptions, though he can also be very charming. It all depends on his mood.
Nemesis - Mekkor
Enemies - The Alamascan order of angels and possibly Caine
Mark of Possession - His soul and flesh bear the Morning Star's mark, thus his will and destiny can be controlled by Lucifer if he chooses to do so.
Fixed Destiny - Angel of Despair, he cannot escape being Guardian of Hell's Gate but by one very difficult path he is currently clueless of.
Psychotic - Suffers schitzophrenic attacks, or an extreme urge to hunt and kill a random stranger from time to time, -10 on all Mental Checks but intelligence during delusional episodes, and -10 to logic during predatory episodes.
Livid Nightmares - shakes his constitution (-10) for awhile after waking, even for an entire day if nightmares were extreme.

 

Weapons
Sword of Abraxas: +80 damage, heritage broadsword
....... Power of the Guardian: nulls all arcane power. He cannot use Arcane Power himself while this power is active. Does not affect weapons, or inborn powers, unless a power is channeled to affect another.
....... Keeper of the Crypt: Raises spirits into ascension of the light, destroying wraiths, disintegrates zombies and raised dead. +35 d6 damage. Double damage to vampires.
....... Soul Reaver: captures souls of the dead into the blade, increasing the blade's damage by +10 per soul captured until power is used. This power can be saved for one potent attack. [12 souls saved for +120]
Recurve Bow: +40 damage
Duel Berretas: +38 damage each. He uses Hollow Point (+5 dmg) or Armor Piercing. Pair of 9mm semi-automatic pistols, custom magazine and clips that load 20 rounds. Also Special Silver, UV, or Carbon Ice, Nitrate rounds are provided to him as needed. All do aggravated dmg. to those affected.
Long Dagger: +16 damage.
Throwing Daggers: +12 damage each, quiver of five.
Hunting Knife: +14 damage.

 

Armor
Leather Biker Apparel: AC 8.
In Heavy Combat: Kevlar Body Suit, AC 40.
Combat Helmet: AC 35.
Mylar Composite Body Suit: AC 8, Protects against PRUs.
Black Leather Armor: AC 35, medieval style with white diamthrill plate and pyramid studs on breast, greaves, and arm guards. He wears heavy duty spiked monster boots with this armour and a black diamthrill chain maille cowl.
Telekinetic Armor Spiked Collar: AC +80 to all armour while worn.

Dice.

 

Paths
Sorcery: 8 (full path)
Curse Weaver: 10 (full path)
Hells Inner Sanctum: 30
Necromancy: 10
Elemental: 15
Umbramancy: 36 (full path)
Blood Sorcery: 31
Illusory Shroud: 35 (full path)

Inborn
Devil: 30
Nosmorgoth: 3
Blacklion: 36

 

Combat
Sword: 35
Thrown: 30
Archery: 21
Firearms: 26
Martial Combat: 32
Riposte: 22
Martial Death Blow: +1 HB
Martial Sword: +2 HB
Beheading Blow: +1 HB
Sharpshooter: +2 HB.
Moving Target: +1 HB.
Hasted Combat: +1 AR per ace.

 

Survival Skills
Camping: 19
Climbing: 22
Rope Climbing: 21
Direction Sense: 17
Find and Make Shelter: 16
Detect Traps: 18
Set Traps and Snares: 20
Pick Locks: 24
Danger Sense: 19
Find Healing Herbs and Springs: 14
Street Smarts: 22
Blend into a Crowd: 17
Escape Artist: 19
Escape Routing: 18
Quick Talker: 17
Smooth Talker: +2 charisma
Hide: +2 stealth
Prowl: +2 stealth
Hunting: 36
Tracking: 31

Magic Skills: Prodigy of Chaos: 30

Special Skills
Subterfuge: 18
Computer Science: 23
Computer Hacking: 19
Espionage: 24
Leadership: 26
Intimidation: 20
Interrogation: 19
Torture: 21
Charismatic: +4
Operation of PRUs and Security Systems: 30
Theft and Robbery: 20

 

Common Skills
Horseback Riding: 15.
Drive Motorcycles: 22
Drive Cars: 16
Drive Heavy Machinery: 15
Operate Crane: 14
Drive and Operate Forklift: 16
Swimming: 14
Flight: 34
Persuasion: 28

 

Checks and Vital Stats
Stealth: 21
Movement: 16
Dexterity: 17
Reflexes: 19


Olfactory: 22
Vision: 21
Hearing: 17
Taste: 19
Touch: 16
Alertness: 19


Intelligence: 18
Logic: 21
Wisdom: 28
Charisma: 24
Instincts: 21
Constitution: 20
Aligment: chaotic (21) with good tendencies (12).

  Vital Stats
HP: 1220
Regeneration: 65
Fortitude: 22
Strength: 32
Stamina: 40
WP: 30
Death Count: 1
Transient Death Count: 2

 

Arch Devil Stats -

Checks
Fortitude: base Level +10
Strength: +12 when devil form is tapped
Stamina: +15 when devil form is tapped
Bestial Senses: +1 per level, adds to normal senses.

Inborn Powers
Domination: full path, unique knowledge option, change normals to custom abilities
Dark Presence: projects their will for a desired result -vs. Constitution
Dark Allure: Intoxicating scent, Charisma +8
Possession: full path
Metaphysical Sight: see and identify energy streams, auras, moods, alignment (see angel powers)
Shade Form: drains life or health, by contact meta-haste + 4d6
Divination: project mind to parallels and inner planes of knowledge, past, present and future to gain knowledge
Supernatural Haste: +1 mvm per success, +1 AR per ace.
Improved Regeneration: Level +10 Regeneration Level
Devil Form: Increases all physical, sense and affectable mental checks by +6, or +12 to one check field. Devil form can vary but is often a jet black, partially bestial, winged creature with claws, fangs, sharp teeth and horns or antlers.
Form Shift: Unlimited forms of up to +1 per level, form selection at level 40
Illusory Projection: same as phantasmancy, limited, they can create illusions that can be felt, smelled, and touched
Metaphysical Bonding: they can sense the vibes of, and locate anyone bound to them at will

Arcane Paths: Path of Chaos, Chaos Aspected, double stamina cost on light elements.

WoD-Way of Death
All other deaths but his way of death are transient. 3 resurrections from final death allowed. All other deaths transient-with free resurrections. Each resurrection from true way of death becomes more and more difficult.

Information
Malshivest are angels of the first hierarchy that fell into Acheron to become Arch-Devils. Their names are Azriel (played), Abdiel (or Arcade), Abraxas (Also known as Casey and Artorius, who became the Angel of Despair, Played), Azazel (aka Mordreig, played), Androalphus, Arioch, Gabrian (or Gabriel), Malcomb, and Sammael (or Satan)

Arcane Paths: Path of Chaos - Spell book of up to 200 spells allowed.

 

Magic Skills -- Prodigy of Chaos
1-Channeling Fork - Forks power to hit various called targets.
2-Arcane Seal - Seals a Spell within an item or subject and protects against dispells.
3-Arcane Mark - Marks a spell with Magic user's signature to protect against detection and identification.
4-Arcane Proofing - Protects a spell, magic item, or select object against specified effects or threats. Roll for each Proof cast. Success Roll = Power of Proofing +Level of caster. Shatters, dissolves, disenchantments, disjoining, and detection. +1 protection per Success. +5 protection per Ace rolled.
5-Negation - Negates various powers as called.
6-Proofing Factor - Proofs against various effects as called.
7-Anti-Factor - Protects a power or target against called power or effects. Must be used prior to any engagements.
8-Permenance Factor - Makes a power permanent, seals and marks a power.
9-Arcane Lore - Talismans, Runes and Glyphs, Scrolls, Enchanted items and Weapons.
10-Disabling - Disabling spells by various called methods.
11-Arcane Weaver - Create spells on the fly, with 1 d6 chance of failure (on a roll of 1).
12-Selection - Powers only affect chosen targets.
13-Layer - Layer various powers.
14-Loop - Creates a self-perpetuating loop of power which is very hard to disable.
15-Stream - Stream power to create a continuuem rather than applying power in bursts or waves.
16-Modify - Modify a power to tweak it to perfection, or to alter subtle aspects.
17-Morph - Morph power to alter it mid-stream, burst, or wave.
18-Stabilize - Stabilize a power to make it less likely to have weak or to fail.  (Acts as secondary roll, which is rolled first to back up the roll for actual power.)
19-Scatter - Scatters energy and weaves.
20-Tear - Tears weaves of power and energies.
22-Block - Blocks a called path of power or energy.
23-Soak - Soak an energy to regain stamina, or to convert it otherwise.
24-Convert - Convery energy into raw power which can enhance strength, stamina, health, or arcane energy.
25-Redirect - Redirect a stream, burst, field, or wave of power
26-Create Field - Create a field for powers as called.
27-Catalist - Set contingencies which trigger a power or effect as called.
28-Solidify - Solidify any power to make it concrete.
29-Liquify - Liquify any power to make it a liquid.
30-Chaos Master - Aspect Taps
1-Manipulation
2-Change
3-Corruption
4-Metamorphasis
5-Evolution
6-Genesis
7-Creation
8-Renewal
9-Destruction
10-Influence
11-Knowledge
12-Neutrality
13-Dormancy
14-Absence
15-Transition
16-Inexorability-Finality
17-Mystery-The Unknown
18-Unpredictability
19-Power of Perpetuality-[Echos-(Voice-Memory-Time)
20-Cyclonic Balance
21-Continuems



 

Paths of Power -

 

Sorcery

 

Curse Weaver -

 

Hell's Inner Sanctum -

 

Necromancy -

 

Elemental Spell Book -

 

Nosmorgoth Aspects -

1st Gen: Marcus Sirrilus
2nd Gen: Artorius
2nd Gen: Demitri

Clan Item: Band of Necronomy: Worn by Marcus; This runed arm band of black diamthrill allows bearer to create zombie minions from the dead, and Morbid Knights from the dead and critically wounded, and raise the dead to fight, protect, and guard. Also ties the bearer to the Will of Sammael. Can only be removed or offered by Sammael. Level 30 Necronomy, Level 36 item with strength and power LoD of item vs. destruction of 406
Your Roll: Character succeeds to cast the spell, with CRITICAL POWER!!! of 406. The spell roll was 7 aces and 11 successes with a power check of 46.

Information: these vampires are an ancient race, while one known clan (the clan listed above) is a new line. All were created by Sammael of Acheron.  It is unknown whether he intended this race to be exactly what it became, or if his creation of the first generations left room for evolution.  Whatever the case, this is the race his creation became when he made shadows of other vampires, then gave them shape and power.

Physical Traits
Claws: +1 per level.
Fangs: +1 per level.
Wings: +5 damage, retractable in vampire form, fixed in shadow form.
Strength: +6, +1 per two levels.
Regeneration: +10, +1 per level.
Fortitude: +2 per level.
Movement: +6

Special Abilities
Shade Form:  takes no damage by physical means and has telekinetic push, blow, throw, knockback, and shockwave. Smokey black form of their corporeal body..
Shadow Lich Form: if ascended to this form, it appears like their shade form but is semi-viable, like a phantom.
Touch of the Soul Eater: these vampires can heal the sick and wounded if they draw the disease or wounds into themselves, but the vampire takes the illness into themself to feel the pain of the one they are healing and later purges the pain or sickness they have absorbed with any blood they have consumed.  They need to feed soon after healing another in this way or risk slipping into the shadow realm and into shadow form.
Soul Eater: devour spirits to sustain shadow form. 1 spirit per week must be devoured, or 1 fresh spirit per 2 weeks.
Drain Soul: vampire can drain part of a victim's soul to weaken the will and control the will of the one whose soul they have weakened.  This soul thread is still connected to the target and will return to them after a duration of +1 turns per success unless the vampire touches them to maintain their grip on the soul thread.  This power relies on touch and requires the will to be weakened to less than the vampire's will to succeed.
Vampire Form: drink blood (one gallon per week) to sustain corporeal form.  If corporeal form grows weak, or is in too much pain vampire shifts into shadow form.  No pain can be felt in shadow form, and no damage can be taken from physical weapons.  Newbloods require three times the amount of blood.
Shadow Form: vampire can shift in and out of shadow form at no stamina cost.
Shadow Phasing: vampire can phase in and out of shadows at no stamina cost.
Shadow Walking: vampire can shadow walk to cross great distances at no stamina cost.
Shadow Gates: vampire can formulate shadow gates at no stamina cost.
Manipulate Shadows: vampire can move and control shadows as called at no stamina cost.
Verto Umbra: shadow exchange
1-10, connect with a progeny or living body proxy on same land mass to pull self through target, and they through Umbramancer in shadow transition to exchange places. Target appears where Umbramancer was, in mind at first (3 turns) then in spirit (next 3 turns) then in body (next 3 turns).
11-20, connect and swap places with any visable target, or swap places with a progeny anywhere.
21-30, lock onto, connect and swap places with any target veiwed by Black Curtain on same land mass.
31-40, lock onto, connect,and swap places with any target viewed by Black Curtain anywhere.
Black Curtain: gaze through the shadow realm and out the other side to see across distances. Up to ten miles per success in any called direction, distance x 10 on a crit.

Weaknesses
Blood Loss:
Lack of Nourishment: same results as blood loss.
Sunlight, Fire and Electricity (damages both forms).

Innate Paths
Umbramancy -- Master of the Black Veil
Sycophancy: full path

Arcane Paths
Blood Sorcery
         Cauldron of Blood Specs: These vampires become Shadow Liches.
Illusory Shroud: full path

 

Nosmorgoth and Blacklion Paths

 

Umbramancy

 

Blood Sorcery -

 

Illusory Shroud