Fioren Denari


General Information
Name: Fioren Denari
Race: 2nd Gen Halfborn Vampire, Astraeus Clan.
Parents: Byron Decasey (Mog possessed Astraeus) and Iola Denari (deceased).
Foster Parent: Greldah
Age: 3 years; Appearance: 17
Class: Apothacary Wizard
Location: Castle of the Redmoon in Seumir, Keystone, Desolated Shrine
Birthplace: Desolated Shrine, the Lair of Yvalia, Greywood Forest, West of Dusky Swamp
Demeanor: strange, detached, watchful, self-possessed, anti-social
Caste: scion of the Talsharr, the Assassins of Iniquity
Appearance: large, dark blue-green eyes, almost black; fair, ivory-smooth, hairless skin; platinum blonde hair, full lips, fairly wide nose, lean build, six foot stature, and extremely handsome. His hair is sometimes dyed black or auburn.
Companions: Rioress the phantom, will defend him in a fight.
 

Dice


Martial and Melee Combat: 20
Wizardry: 23
Apothecary: 28
Feat; Wizard Feats: 20
Base Abilities: 29
Inborn Abilities: 26

 

Apothecary Wizard


Apothecary and Magic skill sets
Path of Wizardry
Chemistry: +1 HB, +3 d6 towards success and potency.
Research: +10 XP towards field of study when roll succeeds against research LoD
Bonuses: +5 intelligence +5 perception

 

Equipment

Weapons
* Staff of the Guardians: +14 blunt melee damage, stuns -1 AR, -1 per ace, +1 HB balance, +4 d6, +1 AR magic channeling; Light of Repulsion: each time staff butt strikes the ground a shockwave of light radiates out which drives all enemies back, radius of affect is 10 square yards, +10 per success, drives enemies back by 6 feet, +1 per ace, ranges double on a crit.
* Gloves of Intelligence: Gloves take on colour of clothing being worn as they are made of very fine black diamthrill chain mesh with soft leather lining and purple dragon scale runes.
..... +100 spirit fire, gloves channel fire through any weapon held, but is meant for staffs. Spirit fire heals allies and harms enemies, passing through armour, scales or tough hides. Double damage or healing to spirit types, including elementals, angels, devils and demons.
..... Summon Spectre of the Divine Flame; this winged spirit resembles a Tsetar and is indeed the spirit of an ascended Tsularian which did not make it to Haman but was trapped instead in the spectral plane. This spirit commands and manipulates Spirit Fire (above) in auras, streams, bolts, and most any other form he can think of. His name is Aborius and he was once a king of Mephais.
..... Info: If Aborius takes enough damage he sinks back into the spectral plane where he regenerates at what time he can be summoned again. 1 d6 turns before he can be summoned. He cannot be killed unless killed IN his home plane within the spectral realm. His homeplane lies in his own Kingdom of Aboraan within the Spectral Realm, where his keep is warded.
..... Stats: Level 45. Spirit Fire +135 (heals allies damages enemies). Str [21] stam [33] Stl [39] Mvm [26] Dex [16] Intl [22] Will [23] Char [15] Perc [22] Fortitude: 32 Regeneration: 76 RD: 50% Base HP: 1500.
..... Unlock: Ring of Spectral Fire: Form a ring of spirit fire and summon a called spirit type (or elemental) from the spectral realm per each ring cast. Release summoned spirit from ring with the words, "Release the summoned". Without these words the spirit will remain trapped until dismissed by saying, "Return to your home".
* Level of Spirit = Roll 2 d6
* even doubles = Char Level +2 d6
* evens = Char Level +1 d6
* odd doubles = Char Level -1d6
* odds = Char Level -2 d6.
* Summoned spirits will serve and defend invoker until killed or dismissed.
* Ring of Spectral Fire can also be used as a spirit trap. Summon a called spirit type to ring and do not release from ring. Even very powerful beings like devils cannot escape a ring of spirit fire (PCs roll save or will check).

Items
Ring of the Guarded Traveler: gates ring bearer back to set location when activated, will also relocate bearer to any known, chosen location via a shadow phase. Its main function allows Byron to gate ring bearer to his present location or a location chosen BY him on his command. Ring, once worn, can only be removed by Byron and actually protects the bones of the bearer from dismemberment while worn.
* Ring of the Spectral Bazaar (Fioren)
..... When this ring is worn, a large, invisible, floating bubble follows character around wherever they travel and appears only when character wants to deposit or withdraw items from the dimensional storeroom inside of the bubble. Bubble can also be used to shelter and protect animals or friends, or even be used to imprison someone if they are placed inside the bubble.
..... This bubble encapsulates a corner of the spectral plane which is only accessible via the ring. The area within appears like an ethereal jungle with a lake at its center but whose margins have no clear end. All of the ring bearer's stored belongings lay scattered, stacked or heaped around the lake and through the jungle where Gigantic trees form open areas like aisles between columns. Despite any apparent disorder, any collectibles can be called from the spectral bubble at will by the ring bearer.
..... Bubble will expand in size to accommodate larger deposits.
..... Bubble has the appearance of a large, very reflective soap bubble with a diaphanous glow, but will not pop or puncture, only appear to give against pressure. This ring once belonged to a wealthy, traveling merchant.
..... Spectral Timelessness keeps everything in the bubble fresh and like new. Living things do not age here either.
..... Bubble comes with enough provisions to start a store;
* Apothacary supplies for making one hundred of any ten called potion types.
* Five melee weapons (levels 28, 32, 34, 36, 40), one arch level melee weapon (level 60), two ranged weapons (levels 34 and 50).
* Three enchanted armour harnesses (to player specs with GM approval)
* Enough Camp supplies and provisions to provide for a small army
* Chest of gems, coins and miscelous items, 10 of them magical in nature.

 

Combat

Martial Combat
Hand to Hand Combat: +1 HB, add strength damage to all attacks.
1-5: punch for +1-5 damage or eye gouge to blind for -1 turn, -1 per ace for negative 5 HB and half damage while blinded (negated with Blind Fighting)
6-10: snapkick, damages +6-10
11-15: defend; use any hand to hand style to defend instead, driving combatants back, stunning them or blocking their blows as called. Drive back for zero damage and gain init next turn if roll crits, or block for total roll = less damage, or stun for -1 AR per ace.
16-20: round house kick, kicks thereby damaging everyone in close range for +11-15 damage each.
21-25: combination; +11-15 damage per AR spent on any combination of punches and snap-kicks.
26-30: Whirlwind Assault: damages all enemies within +5 feet, +1 foot per ace range.
31-35: Wounding Assault: does aggravated damage to all enemies within +5 feet, +1 foot per ace range.
36-40: Deadly Assault: can kill all enemies within +5 feet, +1 foot per ace range if attack triple crits with a roll of 20+, otherwise does critical damage.

Melee Dire Press: +5 damage momentum, duel weapons; +1 mvm; rapid step-pivot and swipe, step-pivot and thrust or hew; direction can parry or change forward, back, left or right; -1 rival defense, +1 critical chance, -4 AR to use.
Dodge: +1 dex
Improved Blocking: +1 HB, +1 d6
Internal Force: +10 damage to any melee blow.
Martial Staff: use staff in combination with hand to hand maneuvers in place of punches and add staff damage to martial damage
Riposte: normal damage to attackers on successful blocks.
Sweep: using any yard long or better melee weapon, sweep weapon behind legs at the knees to drop enemy and in case of swords, cut foe's legs out from beneath them, then perform a finishing blow to chest (can be deadly with a crit), uses -2 AR.

Spin Fray: +1 AR, +1 HB vs blocks with any melee weapon, used all AR in combination attack of quick slices.
Weapons Specialization: +2 HB, staff and ranged weapons only

 

Skills

Staff Artificer

Enchanter and Mage Class
Base Stats:
Bonded Power: staff gets a single, chosen bonded power at level 1 free; bonded power levels up whenever an artificer or magic skill is purchased.
All bonded powers include power of recall, which allows staff to be summoned from a called safe location at will.
Bonded power uses no stamina, grants +1 HB, +1 AR augment, and has +4 d6 improved power
+4 d6 improved power to any powers channeled through staff
no stamina loss to any power at levels 1-9.
Spell movement is same as intelligence,
HB and AR for staffs is +1 per five intelligence. Quick casting adds to AR.
-2 AR to use staff.
* 1 [01-03]: staff use; at range of up to +5 feet, +1 per success, powers use no stamina
* 2 [04-06]: staff proficiency; +1 HB targeted strikes and staff melee per +5 intelligence levels, powers use no stamina
* 3 [07-09]: improved range; of +10 feet, +1 foot per success, doubles w/crit,
* 4 [10-12]: quick casting; +1 intelligence, intelligence = movement.
* 5 [13-15]: fluid casting; activate aim and fire in a single motion, -1 AR to use staff.
* 6 [16-18]: spell barrage; shoots +1 multiple spell, and up to +1 per ace.
* 7 [19-21]: combine power; combine up to +2 powers, +1 per ace, into single spell when called.
* 8 [22-24]: duel wield staffs; use two staffs at once at same AR loss and w/o loss of precision.
* 9 [25-27]: improved area; area of power improved by up to +1 foot, +1 per success.
* 10 [28-30]: direct spells; cast direct spells w/o targeting using staff. Subject to MR.
* 11 [31-36]: master artificer, all spells channeled through staff use half stamina.
* 12 [40+00]: arch artificer, add up to +10 bonded powers to staff choosing from any mastered spell. List powers under staff.

Wizard Skills

Magic : Arcane Talent
Arcane Familiar: use powers to create a bonded creatures which will serve Wizard faithfully as called at up to +1 level per success. Creature can have up to +1 power, skill and ability, +1 per ace.
Combine Power: boost the power of another by power of roll at double stamina cost. Power used must not oppose power it is boosting or backlash of double damage occurs.
Expand Power: power affects up to +1 target, +1 per ace, and up to +1 per success with critical power, also increases radius by +1 yard, +1 per ace.
Factor: improve a spell by a called effect.
Proof: make a power 'dispell-proof, anti-magic-proof, resistant-proof', etc. as called.
Targeting Adeptness: +1 HB on all missiled powers.
Seal: makes powers permanent and protects against counter measures.
Contingency: call a contigency and its catalysts.
Enchant Item: as called with available power.
Glyph magic: use glyphs carved in stone, metal, wood, soil, sand etc. to lay permanent or temporary power in an object or area. Each command Glyph or set of command glyphs represents the elements, paths, and their potential impact, and is activated by another glyph which locks into the command glyphs. Only a higher power with a valid command can break this lock.
Layered Power: formulate or cast combination spells with +1 AR per ace.
Loop Power - Loop power to make it difficult to negate. Disjoin only.
Negation: reduce power of opposing spells or elements by power of roll.
Signature: marks of power which lets weilder sense their power and know when it weakens and to trace their power.

Apothecary
Notes:
..... total roll=potency to benefit or harm.
..... beneficial effects and checks are affected by +1, +1 per ace.
..... harmful effects and checks are affected by -1, -1 per ace.
..... Two 'like' ingredients required to make a mixture. (remedy + remedy = remedy, poison + poison = poison, potion + potion = potion etc.)
..... If a mixture has 4 effects, 8 ingrediants are needed.
..... Record mixtures made and their effects on a potion list under ingredients list. Keep in character folder in file named Apothecary.
..... If roll fails, ingredients are lost and mixture fails.

Book Research: gain +5 XP each time character does book research towards apothecary skills, roll once a day for success of research.
Camping: basic knowledge of camping while doing field research and collecting herbs and minerals; build fire, pitch tent, make leanto, find spring water.
Chemistry: +1 HB, +3 d6 towards success and potency.
Climb: +1, +1 dexterity, climb to those hard to reach herbs and minerals.
Expert Apothecary: get more out of less, double amount of doses made in a batch whenever a crit is rolled.
Field Research: gain +10 XP each time character does field research towards apothecary skills, roll once a day for success of research.
Find Gemstones: because of your knowledge of minerals, you are more prone than most to find valuable precious (1, +1 per ace w/crit) and semi-precious gems (1, +1 per ace) at value of 1 gold per semi-precious, and 10 gold per precious gem. Roll when in mineral rich areas (as called by GM).
Find Rare Ingredients: these hard to find ingredients boost a mixture to critical potency. +2% chance per level of finding the remote or hidden locations where these ingredients, whether mineral or herbal, can be found. (a valid side quest post will take the place of a roll).
Forage Adeptness: Identify, and correctly harvest, edible plants, mushrooms, nuts, roots, herbs and know how to prepare them. +1 intelligence. +1 edible plant found per success.
Herbalist: Find, Identify, and correctly harvest, medicinal or poisonous plants, mushrooms, nuts, roots, and herbs and know how to prepare them. +1 intelligence. +1 medicinal or poisonous plant found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. Roll when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.
Jump: +1, +1 dexterity, jump across gaps to those hard to reach herbs and minerals.
Make Medicine: using items collected, make medicine with 1 called effect which restores a called check or HP, +1 additional effect or dose per AR spent.
Make Poison: using items collected, make poison with 1 called effect which damages a called check or HP, +1 additional effect or dose per AR spent.
Make Potion: using items collected, make a potion with 1 called effect which effects a called check, stat, action, or HP, +1 additional effect or potion per AR spent.
Mineralogist: Identify, and correctly collect, medicinal or poisonous minerals and know how to refine them. +1 intelligence. +1 medicinal or poisonous mineral found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. Roll when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.
Swim: +1, +1 stamina, swim to those waterside and underwater herbs and minerals.
Panning: because of your knowledge of minerals, you have taken an interest in gold panning to help find the minerals you need. Gain +1 gold value per success. Pan in creeks, rivers and lakes or where a slues is set up. If hit dice fail, no gold or other valuable metals are found. +1 ingredient mineral found, +1 per ace whenever roll succeeds.
Poison Tolerance: by test sampling your own poisons, you have gained a strong resistance to poisons. +1% poison resistance per poison sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for poison resistance.
Resistance to Sleep: testing sleep potions has given character a strong resistance to the same. +1% sleep resistance per potion sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for resistance to forced sleep effects.
Resistance to Paralysis: testing paralysis mixtures has given character a strong resistance to the same. +1% paralysis resistance per mixture sampled. Lose -1 HP permanently per mixture sampled. This ability allows character to trade HP for resistance to paralysis effects.
Test Results: sample your own potions, remedies and poisons to test their effects and learn unexpected effects, add +1 effect to a mixture.

Common
Languages: (reading, speaking and writing) Cenys (7), Esurian (5), English (1)
Illustration: (3) botanical and other
Education: (4)
Make Camp: build fire, pitch and make tents and leantos, find fresh water
Pending: he was not taught many common skills so must pick them up along the way.

Base Abilities Set

Running: -1 stamina per turn
1-5: +1 mvm, +25% chance of tripping over roots and rocks.
6-10: +1 dex, less likely to trip while running (10%).
11-15: +1 stealth - lightfoot, only slight chance of tripping (5%)
16-20: +2 dex, not likely to trip while running (2%), +2 mvm quickness.
21-25: +2 strength fitness, no chance of tripping anymore.
26-30: +2 stamina fitness, +3 movement swiftness, +2 stealth quietude.
31-35: 50% less stamina loss at these levels, -1 stamina per two turns.
36-40: No stamina loss for running, +5 mvm haste, featherfoot grants +3 stealth and 72-80% chance of not triggering step on traps.

Climbing: +10 feet per level, -1 stamina per turn, level increases chance of making a climb without falling by +2% per level.
1-5: clamber; up and down walls and trees, +1 dex and balance vs. falls per level, up to +5.
6-10: scale; buildings, high walls, tall trees, strength +1
11-15: mountaineer; climb steep slopes, stamina +1
16-20: ascend and descend; cliffs and fortress walls, +1 dex and +5% chance when attempting.
21-25: rescue; others from falls, +2 strength while attempting.
26-30: burdened climbing; climb with another on your back or carrying a lot of weight without penalty.
31-35: expert climbing lets you find the best route up or down any obstacle climbed, increases chance of making climb by +10%.
36-40: improved climbing increases all climbing skills.

Jumping: jump distance of up to 1 d6, +1 foot per level, -1 stamina per jump (AR), +1 Dex per level vs. falling.
1-5: Spring: jump onto and over low things like fallen trees and rocks.
6-10: Leap: over, onto, and down from fences, walls and rocks.
11-15: Long jump: leap across to clear small ravines, gaps, and ditches, Use less stamina, -1 per two actions.
16-20: High Jump: jump up to or down from fairly high places with +3 feet bonus.
21-25: Bridging Jump: jump across wider ravines and gaps with +3 feet bonus.
26-30: Air Hike: jump up high and remain airborne for a moment. Perform combat while in this mode of jumping.
31-35: Daredevil Jump: jump up to, into to, across to, or down from an area with a +5 feet bonus.
36-40: Featherfoot: jump down from, across to, up to, or into places without any fear of injury. Use no stamina jumping.

Riding: -1 stamina per mile traveled to animal while running.
1-5: Ride Mount: (type) gain mvm of animal type.
6-10: Jumping: clear fallen trees and normal fences without incident
11-15: Command Mount: mount will come when whistled or called for, and stay or retreat when commanded to.
16-20: Combat Riding: +2 HB while mounted.
21-25: Hard to Unhorse: 50% chance a dismounting attack will fail.
26-30: Jump Gaps: jump over small ravines and other gaps.
31-35: Traverse Dangerous Paths: without injury to horse and rider
36-40: Daredevil Riding: difficult to catch on horseback with a 72-80% chance of making a clean escape (to a called destination). Also a hard target to hit with ranged weapons, riding roll with +1 Ace bonus vs. attack.

Swimming: +1 stamina, -50% combat levels while swimming. -1 stamina per turn (10 seconds) underwater, surface before stamina is at 0 to recover stamina. When Stamina is at 0, character can no longer move and is at risk of drowing with -25 health loss per second. When health is at 0 character drowns.
1-5: Dog Paddle: -50% mvm, -3 stamina per turn w/high chance of drowning.
6-10: Tread Water: -25% mvm, no stamina loss above water anymore and far less chance of drowning.
11-15: Diving: dive into water safely, avoiding rocks and diving shallow as needed, remain under water for up to 3 turns before having to surface, -50% movement under water.
16-20: Underwater Swimming: for brief periods of time, until stamina gives out, -50% movement.
21-25: Expert Swimmer: tread water on the surface and underwater at full movement.
26-30: Underwater Combat: take no penalty for underwater combat.
31-35: Expert Diver: navigate underwater for longer period of time, -1 stamina loss per two turns, 1 d6 find underwater treasure (find treasure with roll of 6).
36-40: Aquanaut: navigate underwater without stamina loss forcing you to the surface for up to +1 turns per success, gain +1 HB for underwater combat and 10 d6 find underwater treasures (find one treasure per ace). Botches negated to re-rolls.
Drowning: occurs if stamina runs out because character can no longer move due to exhaustion, or breathe. Water is then inhaled to incur -25 damage per second, or -250 per turn. If roll botches, stamina runs out, and health loss is at -50 per second, or -500 per turn. If 0 successes are rolled, then drowning may also occur as stamina loss becomes severe, with -5 stamina per turn on a 0 success failure.

Flying: winged characters only, -2 stamina per turn, land when stamina is at 0 to recover stamina. Use normal movement and add bonuses where they apply.
1-5: Glide: short distances up to 15 feet, combat interrupts, cannot swim with wings.
6-10: Take Wing: novice flying using twice the stamina of normal actions.
11-15: Flight: skill has improved and now uses normal stamina of -1 per turn, while movement increases in flight by +1, +1 per ace.
16-20: Winged Adeptness: can swim with wings and perform winged combat with +1 HB.
21-25: Hover: catch strong thermals to hover momentarily, use no stamina while hovering.
26-30: Soar: glide between wing beats to use 50% stamina and fly further.
31-35: Aerial Manuevers: +1 dex, perform intricate flight manuevers granting +1 HB combat and defense, and +2 mvm, +1 per ace on escapes.
36-40: Aerial Master: fly without any stamina loss for up to +1 turn per success without landing. Movement increased in flight by +5, +1 per ace.

 

Physical Checks

Strength: 32, 26 (if low health)
Stamina: 34, 28 (if low health)
Stealth: 27
Dexterity: 28
Movement: 31

 

Mental Checks

Willpower: 31
Intelligence: 36
Charisma: 27
Perception: 33

 

Vital Stats

Health Points {HP}: 1188, 828 low health
Action Rate {AR}: 5, +1, +1 per ace haste PA; 6 MA + haste.
Regeneration Level {RL}: 56
Fortitude Level {FL}: 33
Resurrection Difficulty {RD}: 0

 

Advantages

Quick Movement: +3 mvm.
Iron Will: +20 willpower
Bird Speech: +2, can talk to birds and understand them
Keen Perception: +3
Genius: +5 intelligence
Blood Loss: Light torpor achieved when HP is at -0 HP, cold torpor at -20, hard torpor at -50, and petrification at -100 HP, -6 strength and stamina when health is below 101.
Good Heart: though detached he has a good heart and does what he thinks is best for those he does care about, +5 charisma
Passive Defender: Fioren tends to avoid conflict whenever possible but is also a fierce defender, -1 HB attacks, +1 HB defense (also a disadvantage)

 

Disadvantages

Shy: -3 charisma
Detachment: he tends to have low empathy for anyone he does not know, and apathy towards matters which dont concern him or his clan, -1 willpower.
Blood Dependency: relies on blood to survive.
Trueborn Penalty: as a trueborn he has many enemies in vampiric circlesy because of what he is.

 

Feats

Wizard Feats:
Innate Wizardry Feat: +1 HB, +1 intelligence, +1 AR, can command any power from path of healing and protection and all non-cruel sorcery spells at current level. Also, wizard levels are at half cost.
Innate Apothacary Feat: a special power which allows him to make make potions, poisons and medicines from plants and minerals in a matter of moments (-1 AR per 10 levels of elixer, salve, or compound to make).
Bonded Power: wizard can bond with any single called power for double stamina cost to use the same power multiple times at no extra cost to stamina pool. Especially useful for healing and shielding spells. Bond is cut when wizard casts another type of spell.

 

Power

Innate Path of Wizardry
Innate Power: levels cost 500 XP x Level each, all free at level 1.
Open Wizardry Spell Book. Cast any spell from this Wizard Book at current level.

 

Astraeus Traits

No Undead Blood: Acheron Astraeus cannot drink the blood of other vampires or of the dead unless they are blood kindred to them. Their own blood is poisonous. They will purge any intake of "tainted" blood with a 45% chance of going into torpor.
Heart Beat: these vampires are living creatures, whereby they have a pulse and heart beat, thus heart wounds cause critical blood loss and can result in torpor.
Breath: because Astraeus are living creatures, they also need to breathe, although they can hold their breath for very long periods of time (up to ten minutes per level). When they take shadow, wraith, or vapor form, then they no longer rely on breathing. Because they can hold their breath for so long, or need no breath at all in ether forms, it is widely and inaccurately believed as a myth that they do not need to breathe at all.
Warmth: as living creatures Astraeus have warm bodies, unless they go too long without feeding or have lost blood, in which case their body temperature drops and their flesh grows cold. When chilled they can feel it.

Immunities: Primogens and Arch Elders 1-4th gen. who have faced the ordeals of Acheron to attain their immunties are immune to sunlight and fire. Crosses, garlic, silver, wooden stakes, other holy artifacts and holy water have no effect on Astraeus UNLESS they are religious. The primogen vampires of faith are immune to holy attacks either way, and their progeny of faith are resistant. Their immunities weaken by 10% per subsequent gen reborn of their blood line from 2nd gen. on down. Their souls cannot be taken. Their Souls are marked and are taken by The Morning Star as they die. Two of the Living Primogens, Byron and Valis, cannot be decapitated or dismembered. Though these two first born may seem invincible they are not invulnerable, just hard to kill.

Special Advantage: w/Acheron GM only. Some have certain rights of command in Acheron granted by The Morning Star himself, including passage, residence in Arcador, the city of vampires, and the use of power within Acheron.

 

Astraeus Inborn Abilities

Trait Abilities

Siring and Bondage
Progeny: See vampire information.
Blood Thralls: See vampire information.
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. Commands are imbedded in the slave during this rite by vocal designation. Blood Slaves are utterly obediant to their vampiric masters for their will is no longer their own.
Blood Purification: Permits vampire to purify blood so it is not poisonous to those they sire, bond thrall, or to progeny when bonding them.

Charm by Gaze: Success dependent on whether intended victim meets their gaze when they apply this power, and whether the vampire's willpower and power in this combined can overcome the will of the one subject to this power.

Form Shift

Great Snowy Owl Phantom:
Information: Very large invisble (without spirit sight) or transulscent owl with glowing sky-blue eyes.
Stats
Level: same as inborn level
Checks: same as Fioren's +10 mvm Flight, +6 dex and reflexes, stamina-Unlimited, mvm doubles in flight.
Telekinetic Bite: +15
Telekinetic Talons: +35
Lifespan same as Fioren's.
Attack Damage: Level=Special Ability Damage.
Damage Taken: All normal weapons do 1 damage by scattering their vital force, which acts as their health. Holy powers and electrical attacks do 2 damage. Raise the dead does 5 damage. Crits double all damage.
HP: Level = Number of Hits to Destroy.
Chill Touch: -1 stamina, -1 mvm per success
Dread Presence: -1 willpower, -1 constitution per success
Soul Tap: -1 willpower per success, damages
Devour Soul: On death for +1 Level, at Level 20 they become Morgul Phantoms
Telekinetic Blow: Strength=Damage (with wings)
Immunities: Mental attacks, Attacks that affect the will, Disease, Cold, Fire, All other attacks but those listed under damage.
Special Abilities
SA: Ice Elemental, +3 d6. Ice Attacks: Slows -1 mvm per success, -1 AR per ace, damages, double damage when mvm is at 0. Freezing Claws: added damage to claws Freezing Bite: added damage and ice effects to bite. Breath of the Blizzard: range of up to +1 foot per success, x10 w/crit.
Information This phantom owl is the size of a horse with an incredible wing span of 40 feet. Its wings are powerful enough that it can carry a weight of up to 160 pounds on its back. No normal weapons can harm this spectral beast.
Morgul Viable Form: Morgul phantoms can take a viable form, meaning they appear as they did in life. This lowers their level while viable (-5). As viable forms, they have no scent, cannot feel anything but those things which can harm them, and their will can be affected.

Vaporous Form: Chilling mist with dread presence
Shadow Form: Shadowy Form that drains life and chills on contact
Swarm of Bats or Rats: HP divided by 40, or 20 = Number of bats or rats. Rodents have 40, or 20 HP each. Each rodent has +10 d6 attack. Valis Clan bats have Acid Saliva. Acid resists Immunities and Neutralizing 80% and does aggressive acid damage for +1 turn per success. If even one rat or bat survives an attack, the vampire can shift back into another form with remaining HP of; number of bats or rats x 20 or 40 = HP. Bats or rats also cause combined Distraction of +3 d6 each, vs. Focus (constitution), and have +3 flight save vs.death or capture.

Physical Traits

Senses of the Beast: Preturnatural Perception +5, +1 per five levels.

Vampiric Prowess: Supernatural;
Strength: +5, and +1 per level.
Stamina: +5, +2 per level
Dexterity: +3
Stealth: +5
Regeneration: Level 30, +1 per level.
Fortitude: +20.
Supernatural Haste: see inborn powers.
Devour Life: (Valis clan only) drain -1 stamina per 5 levels, and -1 called level

 

Vampiric Temple

1-[1-3] Fangs:  +1 damage per 100 years of age with max damage of +5. Cannot retract.
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, black, feathered wings, with grey bands on underside, 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 same as physical fortitude.
3-[7-9] Improved Prowess:  +2 Fort, Strength and Regen, take with or without wings.
4-[10-12] Partial Shifts: Fangs, Claws, Wings, half animal form, and Height.
5-[13-15] Animal Form: Immortal, large predator - Cannot speak in animal shift.
6-[16-18] Bestial Vampiric Form: Stature and muscular increase in complete shift of Fangs, Half Animal form, Height, Claws, while Fortitude and Strength: +6, and Stamina is enhanced x 2 with tough flesh, and quicker regeneration +6. Height up to +3 feet, with +1 HB range bonus per foot height increase.
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.

Inborn Powers
Telepathy: Inborn powers
Presence: Inborn powers
Vampiric Haste: Inborn powers
Phantasmancy: full path, innate.

Arcane Paths: Any but Light and Wizardry
1st gens - 6 paths
True Borns - 5 paths
2nd-3rd gens - 4 paths
4th-5th gens - 3 paths
6th + gens - 2 paths

 

Companions and Familiars

Nymis :: Lesser Heart-faced Owl

Level: 10
Checks:
.... Strength: 1, +1 per level
.... Dexterity: 3, +1 per level
.... Stealth: 5, +1 per level
.... Movement: 10, +1 per level, doubled in flight
.... Stamina: 12, +1 per level
.... Intelligence: 9, +1 per level
.... Perception: 12, +1 per level
.... Willpower: 18, +1 per level

Traits
* Keen Vision: perception +3
* Owl Song: communincates with Fioren through owl language.
* Bite: +8
* Talons: +12
* Wing Flurry: distracts, -1 AR, -1 HB, -1 HB per ace.
* Hunt: catch small game which it shares with Fioren.
* Winged Scout: owl acts as a spy and scout for Fioren.

Appearance: Unlike its larger cousin, this subspecies would not grow any larger than one foot in height, and was mottled in shades of cream, amber and grey. Large dark eyes set in a creamy, heart-shaped face.

Background: Fioren was keeping an eye out for something else in the vast desert his brother had led him to. They were getting closer, and he had mentioned as much to Morgriff. He had heard the sound of what he thought might be a distressed owl, and it had been coming from somewhere in this direction. Of course, when it came to Fioren, he wanted to find out exactly what it was.

He had his answer soon, when a young owl came into view, dragging a wing. It looked to be a lesser heart-faced owl. Unlike its larger cousin, this subspecies would not grow any larger than one foot in height, and was mottled in shades of cream, amber and grey. Fioren recognized the type immediately, from those dark, dark eyes set in its creamy, heart-shaped face.

Fioren was very good with birds. He had been known to coax them into his hand back at the chateau, though he had quickly learned not to bring them inside, since people didn't react well to having tiny birds fluttering around the bar area. Fioren didn't understand why. He thought they livened up the place. But while Serxal and Morgriff continued inspecting the tracks, he made quick work of coaxing the owl close and very gently working to stabilize that wing. Yes, he was using some of the precious medical supplies from his pack, but it just came down to the fact that Fioren liked birds more than people sometimes. The owl was surprisingly docile with Fioren. When he made to rejoin his brothers and the bird continued to hop after him, Fioren saw no other solution than to help the bird balance on his forearm. When he wandered back up to join Morgriff and Serxal, he didn't even comment on the sudden presence of the bird, like it was the most natural thing in the world that it should be there. They made a good pair, anyway, the amber and cream colouring of those feathers paired with Fioren's beautiful red hair.

Aborius :: Spirit of the Divine Flame

Summoned Spectre: this winged spirit resembles a Tsetar and is indeed the spirit of an ascended Tsularian which did not make it to Haman but was trapped instead in the spectral plane. This spirit commands and manipulates Spirit Fire (below) in auras, streams, bolts, and most any other form he can think of. His name is Aborius and he was once a king of Mephais.
Spirit Fire: +135 Spirit fire heals allies and harms enemies, passing through armour, scales or tough hides. Double damage or healing to spirit types, including elementals, angels, devils and demons.
Info: If Aborius takes enough damage he sinks back into the spectral plane where he regenerates at what time he can be summoned again. 1 d6 turns before he can be summoned. He cannot be killed unless killed IN his home plane within the spectral realm. His homeplane lies in his own Kingdom of Aboraan within the Spectral Realm, where his keep is warded.
Stats: Level 35. Spirit Fire +135 (heals allies damages enemies). Str [21] stam [33] Stl [39] Mvm [26] Dex [16] Intl [22] Will [23] Char [15] Perc [22] Fortitude: 32 Regeneration: 76 RD: 50% Base HP: 1500.
Ring of Spectral Fire: Form a ring of spirit fire and summon a called spirit type (or elemental) from the spectral realm per each ring cast. Release summoned spirit from ring with the words, "Release the summoned". Without these words the spirit will remain trapped until dismissed by saying, "Return to your home".
* Level of Spirit = Roll 2 d6
* even doubles = Char Level +2 d6
* evens = Char Level +1 d6
* odd doubles = Char Level -1d6
* odds = Char Level -2 d6.
* Summoned spirits will serve and defend invoker until killed or dismissed.
* Ring of Spectral Fire can also be used as a spirit trap. Summon a called spirit type to ring and do not release from ring. Even very powerful beings like devils cannot escape a ring of spirit fire (PCs roll save or will check).

Background: Now while Sarku and some of the others were focused on the subject at hand, Morgriff leaned in close to Fioren and slipped a pair of black gloves with purple symbols sewn around the opening end of gloves' sleeves. Each handsomely svelte rune forming the band was carved from rare purple scales from a chaos dragon as was the single rune on the back of each glove. The gloves were made of a fine black diamthrill mesh which took on the colours around them via the reflective rings of the diamthrill cloth. The black leather lining inside the gloves meanwhile was soft and supple. "These are for you, brother," he said with a smile. "They have the power of what the Tsularian called spirit fire. Very damaging to enemies, spirits in particular, including demons, devils, elementals and angels, yet they heal allies as well as they harm enemies. I found that tremendously interesting. While wearing them you can also summon a Tsetar spectre fellow named Aborius who is a master of spirit fire. Sarku and I summoned him and found him to be of a peculiar but also a likeable nature. His life is what it is and he stressed to us how happy he was to have a ward again and conveyed that he looks forward to meeting you and coming to your defense. Evidently a pact he made in life trapped him in the spectral realm where he carved a kingdom for himself. The story is an interesting one. He made a pact with a powerful spirit of the spectral plane to restore the lives of his wife and children who were killed in a war between the Tsularian and Badlands demons. In return his soul was the spirit's when he died of a natural death. So when he died, the spirit, who turned out to be the king of the spectral plane, exiled him for eternity to the spectral realm. He can only leave his spectral kingdom if he is summoned away by those gloves." He looked at the gloves and nodded towards them as he said this. "This makes him quite willing to come to your call. If he dies here, he sinks back there and must stay a few hours while he regenerates. He is a master of spirit fire, which not only heals and harms, but can somehow be used to summon spirits in a ring of its fire. We are not sure how that works..." Fioren would have to figure that out for himself or consult someone who could guide him in that endeavor. "I hope the gloves bring you much joy and protection," that said, Morgriff leaned back in his chair and looked back to the others.

That was pretty much the story of Aborius' life. He'd had few invokers to serve though, through ages which all melted together except for those times when he served another. Being Prince of the Spectral Realm had its drawbacks. Here his fate had been given as a gift to a young trueborn Astraeus. A creature unknown to Aborius. Aborius had died long before their time. Well, he would get to know them, and if he found this fellow Fioren unworthy, he would make him a ward of his kingdom one day. He was clueless that he had a rival where Fioren's soul was concerned... an old friend he had not seen since warm blood flowed in his veins and hot air rushed over his feathers, The Morning Star, known back then as Arasgal.