Ghazi Rogue Vampires
Rogue Vampire Powers


1-Presence - Physical, Mental and Emotional prowess over another. Constitution vs. Constitution.
1- induce fear - sooth
2- induce awe
3- induce respect
4- induce dread - euphoria
5- induce infatuation or rage
6- dominate
7- induce frenzy or sleep
8- command the will - the subject is under absolute command of vampire.
9- enslave the will - the subjects will is enslaved to vampire.
10- master of the horde - Induce multiple targets up to a city block with any emotion and influence emotion towards an end.

2-Telekinesis
1-Bend
2-Lift
3-Push
4-Pull
5-Spin
6-Maneuver
7-Grapple
8-Throw
9-Choke
10-Crush

3-Demonic Vampires Rogues: Master of the Flame
1-Inflame - {light candle, fire, or flammable objects.}
2-Fire Stream - {Stream of fire streaks from hand.}
3-Wall of Flames - {Huge wall of flames surrounds a select 15 foot perimeter.}
4-Fire Ball - {Fiery missle explodes to cover a 25 ft radius, area doubling when bouncing off walls.}
5-Command the Flame - (allows for forking, flame spreading and selection commands.}
6-Quick Fire - {Fiery inferno of vaporizing flames explode through enclosed areas, or spread out in a shock wave of intense heat in the open.}
7-Pool of Lava - {Lava boils up from the ground or floor to form a deep lava pool up to 20 ft in radius.}
8- Inferno - {called target erupts into roaring inferno of flames}

4-Shadow Vampire Rogues: Path of Shadows
1-Melt into Shadows.
2-Shadow Walk.
3-Shadow Phase.
4-Gate of Shadows.
5-Cloak of Shadows.
6-Shadowy Prison.
7-Part the Viel - {Allows vampire to take one action {+1 per ace} while cloaked in shadows.}
8-Corporeal Assimilation -1 Form per 5 levels. Corporeal Disguise, can be any living creature.

Inborn Powers and Traits

Siring and Bondage

  • Progeny-Sired by the draining of blood to the point of death and drinking a small amount of the vampire's blood, amount dependant on generation and age of vampire. Death occurs immediately and vampiric resurrection occurs over a period of days. If days exceed 2, chances of survival decrease dramatically. At five days, intended progeny perishes. If too much blood is drained, 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... chance of death increases 10% progressively each day after the 2nd day.
  • Blood Thralls-Slight draining of blood and giving of a larger amount of vampire's blood. Amount of blood dependant on generation of Regent's blood. 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 (Gift Level=# d6+Trait Level=# d6+Vitality Generation Bonus vs. Willpower of Thrall.
  • 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. Blood Slaves are utterly obediant to their vampiric masters for their will is no longer their own. Power of Enslavement = Enslavement Roll of (Gift Level=# d6+Trait Level=# d6+Vitality Generation Bonus vs. Willpower of Slave.

    Form Shifting
    3-Animal Form - Choose up to 3 animal forms.
    4-Vaporous Form - Chilling mist with dread presence.
    5-Wraith Form - Shadowy Form that drains life and chills on contact.

    Senses of the Beast - Preturnatural: Hearing, Sense of Smell, Vision, Night Vision, Taste. All start at +5 and improve by +1 every 100 years.

    Vampiric Prowess
  • Supernatural Strength - +5, and +1 per 100 years.
  • Supernatural Stamina - +5, +1 per 100 years.
  • Improved Dexterity - +1 per 100 years.
  • Supernatural Stealth - +5, + applied Stealth Gift level.
  • Regeneration - Level 3 Regeneration, +Regeneration Bonuses (see Regeneration Bonus chart)
  • Immortal Fortitude - See Checks Page-Fortitude.
  • Supernatural Haste - (see below). NO check can exceed 40 with inborn powers except Haste.

    Telepathy
  • 1-Touching subject.
  • 2-Within 30 feet of subject.
  • 3-Within visual range of subject.
  • 4-Within same city/borough as subject.
  • 5-In same state/providence as subject.
  • 6-In same country as subject.
  • 7-In same world as subject.
  • 8-Able to contact various subjects at same time anywhere in the world.
  • 9-Able to contact subjects anywhere and at any distance.
  • 10-Able to create mind gates to influence subject through telepathic connection.

    Vampiric Haste {Time actually slows for the vampire giving the appearance of speed.}
  • 1-Superhuman Movement - Five times faster than a human sprinter.
  • 2-Blurring Movement - Phasing speed which makes vampire blur from vision.
  • 3-Blind Eye Movement - Quicker than the eye.
  • 4-Phasing Movement - Surpasses tangible and material objects.
  • 5-Active Applications - Hasted Weapons and combat.
  • 6-Phasing Gate - Phase out of one place and into another.
  • 7-Twain Haste - Ability to haste another with self, hasted subject must physically pull other with them.
  • 8-Time Gate - Phase past time effects.
  • 9-Twain Time Gate - Phase past time effects with another, hasted subject must physically pull other with them.
  • 10-Formulation of Commands - in creating improvised haste effects, blending haste with other gifts, creating haste imbued artifacts and items.

    Vampiric Temple
  • 1-Fangs - Retractable, +1 dmg. young vampires, +3 dmg each for Elders over 500, +5 critical attacks.
  • 2-Claws - Retractable, +1 dmg. each claw young vampires, +2 dmg each for Elders over 500, +5 critical attacks.
  • 3-Improved Height - Shift, greater range with melee weapons and physical attacks, +1 hit and defense bonus-range advantage per +1 foot in height over opponent.
  • 4-Fangs and Claws - can dmg. foe with both fangs and claws in an attack. Fangs+1-dmg, Claws+1-dmg each claw, +5 throat, heart or femoral vital dmg.
  • 5-Fangs, Claws and Height - combine physical advantages.
  • 6-Vampiric Form - Stature and muscular increase in complete shift of Fangs, Height, Claws while fortitude is enhanced (+2) with tough flesh, and quicker regeneration (+2).
  • 7-Vampiric Menace - Shadows spread around vampire and presence emits an aura of terror in full form shift. Level=# d6+7 vs. Constitution.
  • 8-Physical Majesty - Vampire can use vampiric temple with supernatural haste in combat combinations, or in winged flight. All physical checks increased by +8.
  • 9-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 at the highest level, their strength phenominal.
  • 10-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 presence so potently that the will and mind of those who fall under their shadow crumbles (-10 d6+10 to Subject's Willpower and Constitution.)

    Weaknesses
    Sun Bane - The sun would burn the flesh, and if too long exposed would consume the Undead drinker of blood entirely, their Soul to lie in purgatory until expired on the fourth day, whereupon the demons of hell would devour their soul.
    Generation Bonuses
    Omegan: Resist sun 80% (take 20% damage to HP, takes 80 minutes to kill them)
    2nd Gen: Resist sun 70% (take 30% damage to HP, takes 70 minutes to kill them)
    3rd Gen: Resist sun 60% (take 40% damage to HP, takes 60 minutes to kill them)
    4th Gen: Resist sun 50% (take 50% damage to HP, takes 50 minutes to kill them)
    5th Gen: Resist sun 30% (take 70% damage to HP, takes 30 minutes to kill them)
    6th Gen: Resist sun 10% (take 90% damage to HP, takes 10 minutes to kill them)
    7th + Gens: No sun resistance (they have one minute to get out of the sun or they die)
    Deathly Sleep - So long as the sun is risen the Caanan vampire shall sleep like the dead, and rouse only when the sun sets. (Very hard to wake during light of day).
    Blood of Life - The Dark Father, and all he made and who made others of the blood , could taste no food, and receive no nourishment, but from the blood of Ka {the life force, i.e living creatures} and only of the living or undead. Level of Dmg. done to character feasted on = Stamina and Vitality gained by feeding. Split scores as needed.
    Pall of Death - All who were made of the blood would wear of pall of death upon their flesh that would make their skin very pale, a glow of health and warmth on them only when they were well nourished.
    The Charade - All Sired of the blood, and their ancestors after, must conceal what they are from all earthly mortal beings, lest a mortal being is being brought into their fold. To ALL these vampire kin who broke the charade, would hell have their souls in eternal suffering on their deaths, and would those who honored the charade hunt them to their deaths.
    Blood Bondage - When blood was taken from a vampire, would the drinker be bound to them as a thrall, the strength of this bond increased each time a pint was consumed. With three pints would the drinker's will be enslaved to the vampire. Human thralls are wholly depended on their regent's blood, and if they drink not of their bond master's blood for a month, the thrall is consumed with hunger and dies of starvation. Humans that are bonded as thralls are bestowed with some of the powers of their Master's blood, and can learn 3 levels of their gifts. They no longer age, heal more quickly, become quasi-immortal. They have no fangs. Mortal wounds end their lives, but they can walk in daylight, eat normal foods (though it will not sustain them) are warm still as a human, and are physically improved (+5 points in physical rates)
    Curse of the Undead - Spoken was this curse by the Dark Father -"No more shall a blood kindred make than the count of his fingers once {10} and no more shall his children Sire than the count of one hand's fingers {5} for thereafter shall all others be killed by the Keepers of the Dark Father's law."
    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.

    Demonic Vampires ONLY: - Special: Demonic vampires have all the same traits as other vampires but vary in three ways.
    1-Daywalkers - They can walk in daylight although they are weakened. (Gifts: -3 levels in direct sunlight, -2 in shade.)
    2-Innate Elemental - They get +1 in their gifts as an Element.
    3-Possession - Demonic Vampires have the power of possession and domination as a trait gift. They are only able to possess if their spirit leaves their body, which burns a great deal of blood and leaves their body in a deep state of torpor, and when the spirit repossesses the body, blood is needed to revive them. When they possess a living form, they overtake it completely if the victim's will fails to resist them.