Serxal Xevalea


General Information
Name: Serxal (sehr-zahl) Xevalea (zeh-vahl-yay)
Race: 2nd Gen, Vampiric Sephiroth, Planeswalker; Astraeus Clan.
Parents: born a triplet out of Byron Decasey (Mog possessed Astraeus) and Yvalia Talsharr (sephiroth).
Foster Parent: Mendos (possessed)
Age: 4 years; Appearance: 17
Class: Rogue Assassin
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.

Background: Serxal was the third of triplets in a birth arranged between a powerful devil called a beqidum or formless one and an evil sephiroth. His father was possessed by the formless one named Mog and forced through domination to produce the triplets. Serxal was only one month old when he and his sister Aari were sold into slavery. Their eldest brother Morgriff was kidnapped by their nanny and hidden away on the very day their own mother sold them to a band of mercenaries who used Serxal and Aari alike as both menial and carnal slaves. Aari escaped with the help of Serxal when they were two years old while Serxal remained captive. He was three when his triplet Morgriff and half brother Azturel freed him by happenstance while hunting the mercenaries who had been hired to kill their father, Byron Decasey, who was likewise Serxal's father. Byron took Serxal in as his own and has treated him as his son ever since. Serxal has great respect for his father and is loyal to him, though he is very much a creature of his own mind and will who has vowed he shall never serve another against his will again.

Though it is widely rumored that Serxal and his other siblings, pure and half alike, are 'Mog Sleepers' who will be used to ruin or destroy their father Byron, Serxal and all of the other trueborn siblings cultivated by Mog have vowed to serve their father and love him as much as they respect him.

Serval travels with his triplet Morgriff as often as he can and has bonded closely with him. Serxal is a strange figure whose morality is hard to figure out. Some believe he is capable of great evil but that has yet to have been proven. Whatever darkness is or is not in him he is very good to his family and would lay down his life for them. He is in fact extremely protective of Morgriff and Aari, though he would like corrupting his brother, which the way he sees things would be for Morgriff's own good. He believes too much of anything is a bad thing, virtue included. He is a vampire at his core and animal blood does not satisfy him as it does his deeply altruistic brother Morgriff.
 

Equipment

Weapons

*Daggers of Samahdun: set of 6 long throwing daggers, +20, eternal fire +95 each, blue flames rapidly burn through most any material but might also surround a target in an aural flame; Recall; Pyramid of the azure flame (forms around target when three daggers are thrown at once, daggers pierce the ground in a triangle around target's feet) daggers and pyramid have +1 called variable effect on crits, +1 per ace. Variable effects seem random but are actually the will of the eternal flame. Morgriff had no idea just how powerful these daggers were when he gave them to Serxal.
Throwing Daggers: +10, +1 HB balance, quiver of 6
Duel Elven Martial Swords: +40, +1 HB balance, long, flat, slightly curved, katana like blades.

Magic Items

Flute of Tsodjemah the Goddess of Rogues (Serxal)
...... Flute Level 105
...... Song of the Sea -- a beautiful, soulful melody when blown on with first hole covered which places anyone who hears it in a deep, tranquil sleep unless selected for bypass. Sleep state is not immediate however, but requires one full turn of playing. Sleep lasts as long as flute is being played with a one turn delay before they wake.
...... Song of the Meadow -- by covering second hole and blowing flute plays another harmonic melody which pacifies enemies and makes them pleasantly serene.
...... Unlock Song of the Woodland: Uncover a hidden third hole to play a song which causes all who hear it to follow the piper in good cheer as long as melody is being played.
...... Effects last as long as flute is being played. Flute's powers affect all who hear it unless selected for bypass which actually defeans them to flute's sound. The ONLY guard against this flute is to NOT hear its melody.
...... Flute is made of Chalsedium which resembles copper only it does not tarnish.
Bracelet of Perception +12 perception, enhances all detection skills by +12.
Belt Pack of Holding: holds any number of items. Those which do not fit through the opening can be gated inside its shadow fold of holding. Made and enchanted by his brother Morgriff who made one for all of his siblings. Beautifully hand-crafted of leather and fur, the belt which attaches to the pack is crafted of hand rubbed and decorated rawhide from a wild ox his brother killed.

 

Dice

Hand to Hand Combat: 24
Melee: 26
Survivor: 18
Rogue: 28
Arcane Talent: 21
Assassin: 23
Feat-Involuntary Phasing: 100 (part of planewalker)
Feat-Assimilate Immunity: 100 (part of assimilate spells)
Feat-Assimilated Spells: 100 (blanket level equal to arcane talent level)
Feat-Planeswalker: 100
Inborn Abilities: 15

 

Rogue Assassin

Assassin and Rogue skill sets
Shadowmancer
Ranged Adeptness: +1 HB, +1 AR on all ranged attacks.
Sneak Attack: +1 HB, +1 AR, +1 stealth, 0 HB on defense if attack fails
Bonuses: +5 stealth, +5 dexterity  

Combat

Hand to Hand

Elven Martial Combat: +1 HB, add strength damage to all attacks.
Unbalance: for -1 AR, -1 per ace.
Trip: for -1 AR, -1 per ace; or -1 turn, -1 AR per ace, with normal damage on a crit.
Punch: +1 damage
Kick: +3 damage
Spinkick: +5 damage, hit +1 target
Roundhouse Kick: +5 damage, hit +1 target, +1 per ace.
Elbow Punch: +4 damage
Elbow Face Punch: +4 damage and stuns.
Headbutt: +10 damage, stuns -1 AR, -1 per ace, +2 damage to attacker
Combo: combine any attacks at extra cost of -1 AR each, combine damage of each attack.
Counterattack: normal damage on successful defense.
Pressurepoint: cause fainting (-1 turn, -1 per ace), dizziness (-1 AR, -1 per ace), or extreme pain (staggers -1 HB, -1 per ace, and -1 willpower, -1 per ace) as called.
Whirlwind Attack: all around attack hitting +1 multiple enemies, +1 per ace with one attack.
Windpipe Crush: +5 damage per level per AR, deadly on a crit to all breathing creatures
Windpipe Stab: +3 damage, staggers for -1 HB, -1 per ace.

Melee

Backstab: +2 HB if unseen before assault, doubles damage, triples damage on a crit, damage x 10 on a triple crit.
Blade Defense: use flat of weapons to bash and stun -1 AR, -1 per ace, for half normal damage, or to deflect blows (take only if no shield is used).
Crippling Attack: cripple for loss of actions until healed.
Deadly Flurry: hit all targets in melee range with +2% chance to crit per level if attack hits.
Dodge: +1 dex
Duel Edged Weapons
Improved Blocking: +1 HB, +1 d6 defense
Riposte: normal damage to attackers on successful blocks.
Summon Weapon Fleshrune: summon any weapon owned into hand at will
Thrown Weapons: +1 HB
Dagger Blitz: throw up to +5 thrown daggers in one throw.
True Aim: ranged and thrown, +2 HB precision
Pin: thrown weapons pin for -1 AR, -1 per ace.
Weapons Specialization: +2 HB, Edged weapons only
Whirlwind Retreat: a defensive retreat using a combination of flurries and blade defenses to protect a retreating party with a final triple flurry and stunning parry before combatant retreats last. Uses half of available stamina.
Wounding Attack: wound for continuous damage for +1 turn, +1 per ace.
Virulent Backstab: backstab using a poison that either Paralyzes for +1 turn, +1 per ace; Staggers for -1 AR, -1 HB, -1 per ace, Drains Stamina -2, -2 per ace each turn until cured of poison, or damages progressively each turn +1 per success until cured of poison.

 

Skills

Survivor

Find Fresh Blood: know where to find blood even under difficult circumstances, get blood from animals and people. Ace required to find blood, +1 stamina's worth of blood found, +1 per ace. Roll up to 3 times a day.
Find Safe Shelter: find safe places to sleep or squat. +5% chance per level.
Quick Escape: jump fences, walls, etc. and know what alleys and woodlands to use to make a quick getaway, +1 mvm, +1 dexterity per ace.
Traps and Hidden Doors: Detect traps, snares and find hidden doors. Level vs. level of trap or door to dismantle.
Direction Sense: know what direction is being traveled, reduces chances of getting lost immensely, +5% chance of finding way per level up to 85%, or Level vs. LoD of challenge.
Escape Artist: ability to avoid detection, to liberate self from, bonds, prisons, and confinement, to move unseen and unheard, +1 stealth, +1 dexterity and +1 movement per ace vs. perception, dexterity and movement of those threatening. +2 Save vs. Capture during escape. Level vs. LoD of Bonds and or Prison.
Feline Balance: +1 dexterity per ace vs. trips and being unbalanced.
Feint: cause enemy to miss on success as action misleads direction and intention, to gain a reposition advantage or +1 AR counter attack.
Feline Balance: +1 dexterity per ace vs. trips and being unbalanced.
Hide in Shadows: +2 stealth, +1 stealth per ace in shadows
Internal Compass: know which direction is being traveled, Level vs. LoD of terraine, conditions, and climate.
Light Sleeper: take perception while asleep.
Ambidexterity: take no penalty when using either hand.
Perfect Balance: +2 dexterity, +1 per ace vs. trips and unbalancing.

Rogue : Thief Talent

Ambush: +1 init, +1 stealth, +1 movement, +1 on all combat rolls per ace on all if successful.
Combination Cracking: Level vs. level of combination lock.
Covert Maneuvers: +2 stealth, +1 per ace, +2 init, skill vs. perception.
Detect Magic: skill level vs. level of magic concealment, sixth sense or danger sense adds +1 HB to roll, +1 HB per ten levels.
Detect Noise: +1 perception per ace vs. level of quietude.
Detect Illusions: +1 intelligence per ace vs. power of illusion.
Leaping: leap +1 foot per success. For leaps over 6 feet, a deterity check vs. distance in feet is required for balance. If a fall occurs, +1 d6 damage per foot occurs, with HB of +1 per five feet.
Lip Reading: understand what someone says without perception them. Target must be in sight and language must be known. +5% chance of success per level.
Pick Locks: Level vs. level of lock.
Pick Pocket: +1 stealth light fingers, Level Bonus + Stealth vs. Perception
Ruffian Fighting: anything goes if it gains an advantage, +1 HB, +1 damage per level.
Scale Walls: skills vs. level of climb.
Shoplifting: Level vs. LoD of security, stealing items from markets and shops.
Sleight of Hand: +5% chance per level of getting away with hand theft or doing something with your hands unseen. Or: -1 rival perception per ace, Skill vs. Vision. Stacks with other hand actions.
Superior Stealth: +4 stealth, +1 per ace vs. perception and detection.
Thieves' Steady Hand: Botch save, +1 per Ace on all actions or checks requiring hand coordination, +1 HB backstabs. Stacks with other hand abilities.
Thieves Quick Hand: Level, +1 movement per success on all called hand actions, +1 AR per ace on hand actions, +1 HB per ace on all hand actions. Stacks with other hand actions, including combat.

Magic : Arcane Talent

Targeting Adeptness: +1 HB on all missiled powers.
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.
Proof: make a power 'dispell-proof, anti-magic-proof, resistant-proof', etc. as called.
Factor: improve a spell by a called effect.
Seal: makes powers permanent and protects against counter measures.
Signature: marks of power which lets weilder sense their power and know when it weakens and to trace their power.
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.
Mark of the Damned: a single called affect occurs when mark is tampered with or shattered.
Seal of the Damned: a seal which must be broken before a spell can be disarmed, damages when tampered with or broken, makes a power permanent.
Penetrate Unknown - affect unknown and unidentifiable powers
Energy Loop - Loop power to make it difficult to negate. Disjoin only.
Layered Power: formulate or cast combination spells with +1 AR per ace.
Sentience: give intelligence to enchantments, powers, artifacts, and enchanted items. This is an ability that must be practiced with care.
Boost Feat: +1 d6 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.
Contingency: call a contigency and its catalysts.
Artifact Creation: as called with available power.
Creationism: use powers to create monsters and creatures as called at up to +1 level per success.
Negation: reduce power of opposing spells or elements by power of roll.

Assassin

Quietude: +1 stealth while moving or standing.
Ranged Dagger Adeptness: +1 HB thrown dagger, +1 yard, +1 per success w/strength.
True Aim: +2 HB ranged shots (double cost)
Backstab: +2 HB if stealth is successful, death or paralized as called on a crit.
Light Blade Adeptness: +1 HB on light swords and blades.
Knife Adeptness: +1 HB knife use
Intelligence: gather +1 detail related to target per success intelligence, also gain +1 init on any +1 roll per ace, and +1 d6 advantage on all non-combat rolls.
Ambush: +1 init
Fatal Blow: +2 HB on called death attack, -5 stamina.
Make Poisons: one dose with damage of up to +1 per success, times ten on a crit, or progressive on a crit until cured. All do aggravated damage for +1 day, +1 per ace, or +1 turn, +1 per ace on a crit. Each does lasts duration of one day (or encounter) before it spoils, unless properly sealed (taken from a poison list made by player). Poison has called effects.
Snap Neck: +1 HB and +1 stealth sneak up behind a target and snap their neck, fails without a crit, death on a crit.
Superior Stealth: +1 stealth per level, includes appearance, silent movement, and all round quietude.
Blend In: +1 stealth blending into a crowd.
Quick Reflexes: +1 dex.
Disappear in Crowd: +1 stealth to escape into a crowd.
Hide in Shadows: +1 stealth
Detect Traps: +1 alertness vs. level of trap.
Quick Escape: escape quickly if spotted with +2 on any physical roll.
Subterfuge: +1 charisma deception vs. intelligence. Used to get close to targets.
Persuasion: +1 charisma vs. intelligence.
Scale Walls and Buildings: +1 dexterity vs. LoD of falling.
Perfect Balance: +1 dexterity and reflexes vs. being tripped or falling.
Find and Identify Poisonous Plants and Animals

Common

Bartender: (2)
Musical Instrument: (3) Mandoline
Mundane: good at mundane chores such as cleaning, washing dishes and clothes, etc. but he hates doing such tasks because he was forced to common labor when he was a slave.
Horseman: Serxal is good with horses because its in his blood, and because one of his jobs as a slave was taking care of his master and his rabble's horses, the only task given him that he actually enjoyed.
Tactics: Serxal has a natural knack for tactical planning. +1 init, +2 movement to party.

 

Physical Checks

Strength: 34, 28 (if low health), 44 (during Blood Rage)
Stamina: 32, 26 (if low health), 42 (during Blood Rage)
Stealth: 28/30 (if scent is dampened)
Dexterity: 30
Movement: 29

 

Mental Checks

Willpower: 30, 35 during combat
Intelligence: 40
Charisma: 32, 26 during combat
Perception: 35

 

Vital Stats

Health Points {HP}: 1188, 828 low health, 1948 during Blood Rage
Action Rate {AR}: 3-PA, +1, +1 per ace haste, 4-MA,
Regeneration Level {RL}: 45
Fortitude Level {FL}: 34, 44 during Blood Rage
Resurrection Difficulty {RD}: 0

 

Advantages

Quick Movement: +3 mvm.
Iron Will: +10 willpower
Magnificent Dexterity: +5
Keen Perception: +3
Genius: +5 intelligence
Guile: +5 charisma
Incredible Scent: +4 charisma
Negated Blood Loss: Light torpor achieved when HP is at -20 HP, cold torpor at -50, hard torpor at -100, and petrification at -200 HP, -6 strength and stamina when health is below 101.

 

Disadvantages

Insanity: -5 mental checks during episode
Blood Rage: +2 HB attacks, 0 defense, +10 strength and stamina, +100 Health, +10 Fortitude, ends when all enemies have been dispatched or if HP falls to 5.
Detached: has little empathy for others with few exceptions, -2 willpower.
Blood Lust: has a taste for blood and actually enjoys killing, -5 charisma, +5 willpower during combat.
Blood Dependency: relies on blood to survive.
Trueborn Penalty: as a trueborn he has many enemies in vampiric circles because of what he is.
Incredible Scent: attracts predators, -4 repell evil and stealth (unless dampened)
Androgynous: attracts deviant predators and slavers, some people also may view him differently if bigender state is discovered, -4 charisma in some cases.

 

Feats

Involuntary Phasing:
Flash Phasing: he phases in and out while under attack to avoid damage from weapons.
Relocational Defensive Phase: displaces foreign elements from from his body as his body shifts to another position while leaving damaging physical elements in his prior location.
Relocational Phase: he can cross distances by phasing out of one location and back into another location, distance: +1 mile per success. Distance Per Level rolled: 1) Level x 50 Miles, to World Wide at level 30, to Stellar at level 36.
Phasing Haste: he can haste his movement while in a phase, +1 mvm. per success.
Duel Phasing: he can carry someone with him into a phase.
Limitations: power is only triggered by attacks which his body recognizes as foreign elements. The flesh of others is not recognized as a foreign element unless it imbeds inside of his muscle or body unnaturally, therefore he can be damaged by physical assault without weapons.
Innate Feat: levels cost 500 XP x Level.

Planeswalker:
Can shift or 'fall' into a planar layer to disappear just beneath or on the otherside of the normal world where while he is unseen, he can see to the otherside as if seeing the world from beneath a transparant floor, wall or even a ceiling or roof. In this way he can see things as they happen without being seen, and may even see things that may be hidden within the outer plane. If he tries to interact with something on the 'world' side, he shifts back out of the demi plane and into the 'world proper'. Some people call this plane of existance the nether region. This feat is a state of existance which also lets him close distances via the planes between normal regions and with practice, even worlds and other planes.

Assimilate Immunity:
Evolve: if damaged (hit) by an elemental or arcane factor, he becomes immune to it (as long as immunity gain is recorded, otherwise immunity does not take).
Assimilate: gain any power which he becomes immune to at level one so long as spell is recorded, otherwise spell is not learned).
Innate Feat: levels cost 500 XP x Level.

Shroud of Discretion:
Dislocate Self: displaces all information about himself, physical and metaphysical alike so that he cannot be detected by perception, true vision, divination abilities, truth vision and aural vision powers and their kind. This is possible because he is separated from his presence in a nominal phase shift which is so slight that it is virtually undetectable and not even recognized by most antiphasing powers. He can remain in this shift indefinately.

 

Power

Assimilated Spells
Innate Power: levels cost 500 XP x Level each, all free at level 1.
Spell Immunity: immune to all Spells in this path
Lightning Stream: (9)
Anti-Phasing Enchantment: (8)
Holding Sphere of Arrest: (9)
Holding Grasp of Agony: (5) -1 WP, -1 per ace, roll for pain level each turn held.
Choking Grasp: (4) -1 stamina per turn, -1 per ace, normal damage each turn being choked by this invisible grasp. Non-breathing creatures take no stamina loss but do take half damage.
Infernal Blood: (8) burns blood to inflict critical damage
Anti-Phasing Factor: (2)
Mental Erasure: (1) erase up to +1 select memory, +1 per ace as called.
Blood Transference: (8) transfer up to 1 pint of blood per, +1 per ace from one target to another. Can kill or cause torpor if more than eight pints is transferred, unconsciousness with 4-6 pints, dizziness with 2-3. If his Astraeus blood infects another it is deadly, causing petrification. If a very small amount of his blood infects another (as called), it causes paralysis and damages.
Shadow Walk: (3) phase in and out of the shadow plane, hide in the shadow viel, cross distances through the shadow plane. 50% Chance of getting lost in the shadow plane if umbrancer looses sight of land area being traveled, -2% chance per level. With 20% chance per day of finding way out again.
Shadow Escort: (3) shadow walk taking others along through contact. 80% Chance of others getting lost in the shadow plane if physical contact with them is broken, -2% chance per level. With 20% chance per day of finding way out again.
Chill Presence of the Poltergeist: -1-willpower, -1 stamina, slow -1 AR per hit, -1 stamina per hit, damages
Telekinesis: (1) blow, knockback, wave, lift, throw, grapple
Spectral Freeze: damages and slow targets -1 movement per ace, -1 per success w/crit, freeze when at 0 movement. Freezes and aggravated damage last +1 AR per ace. Also reduce stamina -1 per hit, -2 on a crit. Those frozen take double damage from weapons while frozen.
Staggering Aura: (1) -1 HB to target per AR spent on contact, also damages
Deathly Presence: (1) -2 willpower on contact, damages

Soul Tap: (1) -2 willpower per ace, double damage, boosts willpower of artificer

Air Dome Barrier: (1) absorbs all sound from inside and does minor damage and knockdown with strong concentration of swirling wind currents to anyone contacting it from outside.
Pending (1)

 

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

Bleak Tiger:
Stats: Strength-22, Stamina-16, Mvm-17, Dex-15, Stealth-28, Leap-6 d6 feet, Claws+14, Bite+16. HP: 374, Lifespan equal to Serxal's.
Information: Very large black tiger with faint umber striping and deep-blue eyes.

Great Snowy Eagle:
Stats
Level: 4-40, 7 d6
Checks: 8 +5 d6 +10 Flight, +6 dex and reflexes
Bite: +15
Talons: +35
Lifespan same as Serxal's.

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 Vaporous Ice: range of up to +1 foot per success.

Information These eagles are the size of a horse and have incredible wing spans of up to 40 feet. Their wings are powerful enough that they can carry a weight of up to 160 pounds on their back. These eagles are impossible to tame, but they may form a bond to someone similair to a friendship and act as guardians, or do favors for those they bond with. These eagles will come and go as they like, and they often fly for long distances seeking mates. They are territorial and have large territories. These eagles are snow white with pale blue eyes and beaks. They can speak many languages, and live in mountainous regions with seasonal winters. They nest and roost among mountain craigs and cliffs.

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

 

Temple of the Blood Sephiroth

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

Rioress - Morgul Phantom

Level: 10

Appearance: Size and spirit shape of a handsome young Tsularian in the knight's ensamble of his people. Invisible to the naked eye. Metaphysical or spirit sight required to see him unless he takes viable form. These bird people of Morashtar have winged arms with four fingered hands (3 fingers and a thumb) at wrists, with pinkies extending to form the wings. They have largish round yellow eyes, long, sometimes colourful feathers in place of hair, with golden scaled legs and feet. Their toes are slightly elongated and tipped with claws. His people have boots and clothing customized to their feet and wings. Their mouths and noses protrude slightly more than a human's but they are as much humanoid as bird. Riorsan had brilliant blue feathers crowning his head with dark violet bands and green speckling in life.

Background: He was from the paradise line of his people. Most Tsularian warriors came out of the raptor line, but Rioress was from a rare line of paradise warriors. Tsularian people tend to have predisposed castes but not always, and being a reasonable people, they do not force anyone to claim a caste. Caste dedication is a choice. He once lived in one of his people's high mountain cities, but when he died to become a phantom he wandered Morendor seeking revenge against those who sacked his people's city, which to this day is only a large ruin high on the peaks of the Lonely Deeps Mountains. In time he ran out of people to retaliate against, but still he guarded the city ruins, and so he did for thousands of years, even after he was greatly diminished in power and almost destroyed by a sorcerer he had attacked. By the ruins he remained until he was seen by Serxal when the mercenaries who enslaved him pitched camp on the ruins during a mission. Until that time, no one had seen Rioress for centuries without Rioress showing himself, but Serxal had looked right at him when the men and women he was with failed to perceive of the Tsularian phantom. Serxal had seen plenty of ghosts and a few wraiths, but he had never seen a phantom before, nor had he ever laid eyes on a Tsularian, and went to the trouble to speak to Rioress. Rioress, who had felt lonely for thousands of years, felt suddenly comforted to speak to someone again, and so while the men who mistreated Serxal camped amongst the ruins of Talari for a month, Rioress was befriended by the Astraeus Blood Sephiroth. Not wanting to see Rioress destroyed, Serxal begged the phantom not to attack anyone who mistreated or attacked him until he was strong enough to defend himself. Rioress pledged he would not, but also swore he would protect Serxal for eternity when he was stronger, and gradually regained his strength on the souls of the dead provided unwittingly by the mercenaries and occasionally by Serxal himself.

Checks:
.... Strength: 13, +1 per level
.... Dexterity: 17
.... Stealth: 25, +1 per level
.... Movement: 22
.... Stamina: Limitless
.... Intelligence: 14-18
.... Perception: 20
.... Willpower: 31, +1 per level

Traits Phantoms are surreal in that they are both tangible and ethereal. Their vital force makes them telekinetic, but an aura surrounds them, making them visible when they tap this force and apply it (seen for 1 turn). Haste-{movement+10}.

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.

Attack Damage: Level = Damage.

Damage: 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.

HP: Level = Hits to Destroy.

Powers
Freezing Touch: -2 stamina, -2 mvm per success, damages
Deathly Presence: -2 willpower, -2 courage per success, damages
Soul Tap: -2 willpower per success, double damage
Devour Soul: On death for +1 Level
Telekinetic Blow: Strength=Damage
Telekinetic Command: formulation of telekinetic commands, vs. strength and power

Immunities: Mental attacks, Attacks that affect the will, Disease, Cold, Fire, All other attacks but those listed under damage.

Information