Cainan Vampires -- Al Khundiv

Information: These are the vampire clans sired of the Blood Devil Caine. From each vampire which Caine sired sprung a clan of that blood. The clans are often named after their namesakes, a place or name after the 2nd generation Prince or Matron which the clan was born of. Vampires of this line ascend into Al Khundiv, or Blood Devils.

The Clans and Princes or Matrons
Malik (Ghazi Clan)
Khuros (Euphrates Clan)
Hiram (Aegean Clan)
Aharon (Demonesi Clan)
Aphia (f - Dead Sea Clan)
Damaris (f - Damaris Clan)

New World Princes or Matrons
Hetah (Nighthawk Clan)
Lawaan (f - Tai Land Clan)
Dominic (Traveler Clan)
Demetri (Rom Clan)
Brian (Time Walker Clan)


 
Inborn Traits

Siring and Bondage
Progeny: vampires are Sired by the draining of blood to the point of death and drinking a small amount of the vampire's blood, the amount dependant on the generation and age of the vampire. Death occurs immediately and vampiric resurrection occurs over a period of (2 d6) days. If days exceed 2, chances of survival decrease dramatically. If the intended progeny has not arisen by the 11th day, he or she perishes. If too much blood is drained, the chosen perishes. If too much or too little blood is provided, death also occurs. Chance of Death: 3rd Day, 10% chance of death, 4th Day, 20% chance of death, 5th Day, 30% chance, etc. Chance of death increases 10% progressively each day after the 2nd day.

Blood Thralls: Thralls come about by the slight draining of blood and giving of a larger amount of vampire's blood. Amount of blood is dependant on the generation of a Regent's blood. Their transition into quasi-immortality is very painful as their body changes. Blood thralls have no fangs. They can eat food. They are quasi-immortal and stop aging and 'live until death,' but although they have weak regeneration, they can die by mortal wounds, and a painful death of blood starvation within a month without their master's blood. Blood Thralls must feed once a week to maintain their strength, they are utterly dependant on their regent's blood. They can learn three levels of their regent's powers, and up to five levels if 500 years old. The bond of thrall to regent is very powerful. Power of Bond = Roll of (Trait Level) = # d6 +HB, +1 HB per 5 levels of WP vs. Willpower of Thrall.
Stats: Half of their Regent's (maker's) base bonus stats, added to human checks, including Fortitude and Regeneration. Thralls are quasi-immortal and can perish by mortal wounds.
Arcane and Inborn Paths: Same paths as Regent up to Level 9, or 15 at 500+ years old, in each path.

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 a subject as their blood is consumed (by force, will or domination) by the intended slave. Blood Slaves are utterly obediant to their vampiric masters for their will is no longer their own. Power of Enslavement = Enslavement Roll of (Trait Level) = # d6 +HB, +1 HB per 5 levels of WP vs. Willpower of slave.
Stats: same as a thrall's.
Arcane Paths: only those paths a Regent teaches them and wiillfully passes on to them in their blood.

Form Shifting
Animal Form: Choose up to 3 animal forms.
Vaporous Form: Chilling mist (damages by trait level) with dread presence (-1 wp, courage, and constitution per ace).
Wraith Form: Shadowy Form that drains life (-1 called level, -1 stamina and strength per ace) damages and chills (-1 mov per ace) on contact.

Senses of the Beast: Preturnatural: Hearing, Sense of Smell, Vision, Night Vision, Taste. All start at +5 and select one check to improve by +1 every 100 years (or per level).

Vampiric Prowess
Supernatural Strength: +5, and +1 per 100 years (or per level).
Supernatural Stamina: +5, +1 per 100 years (or per level).
Improved Dexterity: +1 per 100 years (or per level).
Supernatural Stealth: +5.
Regeneration: Level 3 base Regeneration, + Bonuses (see Regeneration Bonus chart)
Immortal Fortitude: +10 base fortitude, +bonuses (See Checks Page-Fortitude)

Inborn Powers

 

Vampiric Haste

1 [1-3] Superhuman Movement - Two times faster than a human sprinter.
2 [4-6] Blurring Movement - Phasing speed which makes vampire blur from vision.
3 [7-9] Blind Eye Movement - Quicker than the eye.
4 [10-12] Phasing Movement - Surpasses tangible and material objects.
5 [13-15] Active Applications - Hasted Weapons and combat.
6 [16-18] Phasing Gate - Phase out of one place and into another.
7 [19-21] Twain Haste - Ability to haste another with self, hasted subject must physically pull other with them.
8 [22-24] Time Gate - Phase past time effects.
9 [25-27] Twain Time Gate - Phase past time effects with another, hasted subject must physically pull other with them.
10 [28-30] Formulation of Commands - in creating improvised haste effects, blending haste with other gifts, creating haste imbued artifacts and items.
11 [31-35] Improved Power
12 [36-40] Improved Power
 

Telepathy

1 [1-3] Touching subject.
2 [4-6] Within 30 feet of subject.
3 [7-9] Within visual range of subject.
4 [10-12] Within same city/borough as subject.
5 [13-15] In same state/providence as subject.
6 [16-18] In same country as subject.
7 [19-21] In same world as subject.
8 [22-24] Able to contact various subjects at same time anywhere in the world.
9 [25-27] Able to contact subjects anywhere and at any distance.
10 [28-30] Able to create mind gates to influence subject through telepathic connection.
11 [31-35] Improved Power
12 [36-40] Improved Power
 

Telekinesis

1st - 4th generation only as inborn Take one chosen feat per level
Arrest Movement: catch someone or something mid-air to hold it suspension or let it down as called, up to +5 pounds per success, +100 pounds per ace.
Bend: up to +1 strength per success, +5 strength per ace, vs. strength of object.
Lift: up to +5 pounds per success, +100 pounds per ace.
Push: up to +1 strength per success, +5 strength per ace.
Throw: up to +1 foot per success, +5 feet per ace, damage=distance thrown, up to +5 pounds per success, +100 pounds per ace.
Smite: strike a target as called, +1 damage per success, +5 damage per ace. Damage=strength.
Grapple: up to +1 strength per success, +5 strength per ace. Holds without damage.
Crush: includes death grips, choke holds, body crushes, and crush items. Up to +1 strength and damage per success, +5 strength and damage per ace.
Levitation: lift self or someone else up to +1 foot per success, +5 feet per ace. Includes descent as called. Up to +5 pounds per success, +100 pounds per ace.
Shield of Negation: negates weapons and magic damage by power of shield, +5% chance per ace that shield will deflect weapon or power back on attackers for normal damage. Shield lasts until recalled or broken. One shielded can take action while shielded.
Transference: carry a called object to self or another, up to +5 pounds per success, +100 pounds per ace.
Multiple Targets: affect multiple targets with any called feat next turn, up to +1 target per success or ace.
Shockwave: affects a potentially large area with a damaging and stunning wave of telekinetic energy in a radius of up to +10 yards per success, -1 AR per ace to anyone affected, +1 damage per success, +5 damage per ace.
Telekinetic Formulation: level 36-40 only, formulate feats as called.
 

Vampiric Temple

1-[1-3] Fangs: +1 damage per 100 years of age with max damage of +5.
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] Shadow Form: vampire can take a shadow form which cannot take physical damage, but neither can vampire make physical contact in this form. Absolute stealth.
3-[7-9] Improved Prowess: +2 Fort, Strength and Regeneration.
4-[10-12] Vampire Form: Damage foe/s with fangs and claws in an attack, +2 Fortitude, Strength, and Regeneration, includes beast or bestial forms if vampire has any. Vampire form can shift in and out of shadows at will with no added stamina cost until they shift out of vampire form.
5-[13-15] Enhanced Vampire Form: combine physical advantages. Height up to +3 feet, with +1-HB range bonus per increased foot, +3 Fort, Strength and Regen. Includes ether forms shift if vampire has any.
6-[16-18] Master Vampiric Form: Stature and muscular increase in complete shift of Fangs, Claws, Height, and Bestial Form (if any) while fortitude, strength, and regeneration is enhanced +6, Stamina is enhanced x 2.
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 shadow form. 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.
11 [31-35] Improved Power
12 [36-40] Improved Power
 

Weaknesses

NOTE

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