Valis Kirkchoff Urik

Vampiric Powers and Abilities

Vampiric Haste

Time actually slows for the vampire giving the appearance of speed.
1-{1-3} Superhuman Movement - Two times faster than a human sprinter.
2-{4-6} Blurring Movement - Phasing speed which makes subject blur from vision.
3-{7-9} Phasing Movement - Surpasses tangible and material objects.
4-{10-12} Phasing Gate - Phase out of one place and into another.
5-{13-15} Twain Haste - Ability to haste another with self, hasted subject must physically pull other with them.
6-{16-18} Ultimate Phase - Phase past anything.
7-{19-21} Twain Phasing Gate - Phase past anything with another, hasted subject must physically pull other with them.
8-{22-24} Active Applications - Hasted actions, weapons and combat. +1 AR per Ace, -1 stamina per +1 bonus AR used. Hasted movement still applies if movement vs. movement.
9-{25-27} Shared Haste - Haste another by power of roll by channeling the ability to another.
10-{28-30} Blind Eye Movement - Quicker than the eye.
11-{31-35} Formulation of Commands - in creating improvised haste effects, blending haste with other gifts, creating haste imbued artifacts and items at level used.
12-{36-40} Improved Power - Use any power in this path, at these levels, as mastered.

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.

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.

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.

Blood Purification-Permits him to purify his blood so it is not poisonous to those he sires, his thralls, or his progeny when bonding them.

Telepathy


{1-3} Touching subject.
{4-6} Within 30 feet of subject.
{7-9} Within visual range of subject.
{10-12} Within same city/borough as subject.
{13-15} In same state/providence as subject.
{16-18} In same country as subject.
{19-21} In same world as subject.
{22-24} Able to contact various subjects at same time anywhere in the world.
{25-27} Able to contact subjects anywhere and at any distance.
{28-30} Able to create mind gates to see, hear, and influence subject through a telepathic connection.
{31-35} Telepathic Visionary - connect to someone met before telepathically and see them as well as hear them and their thoughts within their surroundings. See and hear those around them as well. Area of vision is +1 yard per success radius around target.
{36-40} Formulation of Commands - Formulate and Improvise telepathic effects and powers, and make telepathic items, wards, or artifacts.

Form Shifting

Animal Forms: Tiger, Wolf, Bat, includes partial shifts
Vaporous Form: Chilling mist with dread presence, no damage from normal weapons.
Shadow Form: Shadowy Form that drains life and chills on contact, no damage from normal weapons.
Swarm of Bats: HP divided by 40, or 20 = Number of bats. Bats 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 bat survives an attack, the vampire can shift back into another form with remaining HP of; number of bats x 20 or 40 = HP. Bats also cause combined Distraction of +3 d6 each, vs. Focus (constitution), and have +3 flight save vs.death or capture.

Senses of the Beast

Preturnatural: Hearing, Sense of Smell, Vision, Night Vision, Taste. All start at +5 and improve by +1 per level, add to chosen sensory check.

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.

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.
  • Vampiric Temple


    take these abilities for those vampires which have it listed on their stats. Adjust additional forms to stats where necessary.
    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] Wings:  If Winged; Massive, bat-like wings, vary in color from black, grey, brown to white if vampire is albino, 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 50% of 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.

    Presence

    Mental and Emotional prowess over another.
    {1-3} Infatuation - Subject becomes intrigued with the enchanter and desires them.
    {4-6} Induce Fear - Subject fears mage and compelled to retreat from enchanter's presence.
    {7-9} Respect - Subject is awed with the enchanter and trusts what the enchanter says to them.
    {10-12}) Euphoria - Enchanter can induce others to feel excessive euphoria with a loss of mental faculties, -1 all mental check, -1 per ace.
    {13-15} Berserk - Subject goes berserk and will attack anyone in sight but the enchanter and anyone enchanter blinds from the subject’s sight, and gets +2 HB, +4 damage, +2 on all rolls, but -4 HB and -4 on all defenses.
    {16-18} Induce sleep - Enchanter charms subject into a deep, restful sleep. Lasts up to +1 day per success as called.
    {19-21} Subdue the Will - Enchanter's presence overpowers the will of another and brings their will under their command for up to +1 days per success as called.
    {22-24} Command the Will - Used with Subdue the Will, the subject is under absolute command of enchanter until subject can overcome the LoD of the power over them, each attempt to break free exhausts -8 stamina for 12 hours. Stamina loss accumulates over a 1 day period. Lasts as called unless subject breaks free of power.
    {25-27} Enslave the Will - The subject's will is enslaved to enchanter until the enchanter releases them. Lasts as called unless subject is freed of total power by a higher roll.
    {28-30} Master of the Horde - Induce multiple targets within an area of a city with any emotion and influence that emotion towards an end. Lasts up to +1 day per success as called.
    {31-35} Master of Presence – improvise powers of presence, imbue items, walls or the atmosphere of an area with presence to create wards, create charmed artifacts, create phylacteries to protect the souls and powers of subjects, make a power permanent, improve power of presence.
    {36-40} Improved Power - Use any power in this path, at these levels, as mastered.

    Master of Domination


    1- {1-3} Influence the Will: Manipulate the will of those who fail check roll with a called influence.
    2- {4-6} Dread Presence: -1 courage, -1 willpower per ace to all within sight who fail WP check roll.
    3- {7-9} Commanding Presence: Those within sight of dominator show respect and will not oppose them if their willpower fails in dominator’s presence.
    4- {10-12} Command the Will: Dominator commands the will of the target that is subject to this power.
    5- {13-15} Enslavement - by blood or imbuing subject with carnal essence. Escape is the only defense against this power.
    6- {16-18} Blood Domination - permanent domination with blood and commands.
    7- {19-21} Dominate the Will: will is dominated for a called duration or until power is broken.
    8- {22-24} Dominate the Temple - dominate mind, will and soul for a called duration or until power is broken.
    9- {25-27} Guardian Seal - brands or tattoos subject and lays specific commands of protection within subject by imbuing mark with their blood and commands. Protection can include Gate triggers which returns subject to a select location if injured or in peril, or which can protect subject from up to any three specific conditions as ordained by the Master of Domination.
    10- {28-30} Master Seal of Enslavement - Burns a powerful blood seal of possession and domination on subject, making their will bend to whosoever the Master of Domination commands. if Slave runs away, or is taken away, they begin to weaken the moment they leave those boundaries set by their master, unless IN their master's company, and within a few hours fall into a death like sleep which only their Master can awaken them from.
    11- {31-35} Telepathic Domination – Dominate with the power of the mind, all mental checks vs. willpower. if dominator is not a telepath, they get telepathy at level 10.
    12- {36-40} Use any power in this path, at these levels, as mastered.

    Quantum Phantasmancy

    Intelligence vs. Logic
    1-{1} Confuse - Mage confuses a target's perception, -1 AR, -1 per ace.
    1-{2} Illusion - Mage creates a minor illusion.
    1-{3} Visual Projection - Subject sees glimpses of things that are not there which mage projects from his mind.
    2-{4} Sending: send mental images which are received as a vision of something happening as the mage sees it.
    2-{5} Dream Walker - pass through the illusory shroud to cross distances on land, over creeks, rivers, beyond walls, past fences as each stride covers a distance of up to +1 mile per success.
    2-{6} Alter Image - alter the image of something seen.
    3-{7} Sensory Illusion - Mage causes another to smell, feel, hear or sense things that are not there.
    3-{8} Illusory Monster - conjure an illusory monster which becomes quasi-real if enough power pours into its creation (if a crit is rolled).  The monster is controlled by the illusionist of course and any damage it does is real if the monster becomes quasi-real, otherwise any damage it does reverses itself the moment the monster is dispelled. Levels +1 per success.
    3-{9} Fractured Reality - Vampire causes another to lose all sense of reality while altering reality as they see it, leaving some elements of reality in the scope.
    4-{10} Deluded Perception - Subject's perception is deluded by FALSE visions, scents, sounds, and touch.
    4-{11} Alter Reality Gate - Vampire can pass through the shroud to journey into Alternate Dimensions.
    4-{12} Alter Reality - the curtain between Illusion and Reality is brought down and those who enter an alter reality area cannot decifer between reality and illusion as the illusionist reshapes the surrounding reality as they see fit.
    5-{13} Phantasm - Mage creates a livid illusion which seems very real.
    5-{14} Alter Perception - Subject perceives of visions, scents, sounds, and touch sensations vampire creates.
    5-{15} Shroud Gate - Vampire can pass through the shroud to cross extreme distances
    6-{16} Livid Reality - Subject perceives of whatever sense of reality mage creates while blinding subject's perception to their presence.
    6-{17} Following: lock onto a target and see what they are experiencing, even feel it, and to some, degree mimic what is seen if power is critical.
    6-{18} Impressionist: imprint upon others impressions of how reality and truth is perceived by you, to make others see things and believe in the same things as you do. +1 perception, +1 per ace controlled by phantasmancer. Affects anyone within range of 5 square yards, +1 per level. Lasts as long as phantasmancer maintains impression within that area.
    7-{19} Dreamscape Weaver - weave dreams into an alter reality.
    7-{20} Dreamscape - Mage traps subject in a dream world.
    7-{21} Controlled Reality:  formulate alter-reality contingencies through catalysts and the effects that they trigger using and combining illusory powers.
    8-{22} Nightmare Reality - Victim lives a nightmare of their worst fears and is unaware it is all a delusional manifestation of their deepest dread.
    8-{23} Daydream Walker - cause someone to act out the alter reality of a daydream illusionist controls.
    8-{24} Nightshade Entrapment - trap someone in their own dreams or in dreams woven as called.  Person subject to this power lies in a deep sleep while they live out the duration in their dreams.  Person can only be awakened when the dream ends.
    9-{25} Illusory Gauntlet - Create a dangrous maze or path in which a subject or subjects encounter a variety of challenges as called, with up to +1 challenges to complete per success.  Damage done seems real, and can injure or kill if logic of one subject to the gauntlet fails against realism of the illusion, but when the illusion is finished, all damage, even deaths reverse themselves as reality returns.
    9-{26} Phantom Rabble: conjure up to +1 quasi-real illusory creatures per stamina spent. Creatures last until dispelled or the illusion is broken. Levels 9 d6, +1 level per success.
    9-{27} Reality Scope - entrap subject in a precreated alter reality world.
    10-{28} Land of Enchantment - Realistic land where imageries can interact with subject and other aspects within that illusory-reality weave as illusionist directs. Seems as real as life in every aspect as the master illusions makes it.
    10-{29} Lost in Reality: reality becomes unreal to a target and they cannot trust anything they see, whereby any illusions they encounter become the only reality they will except. Also called-Urik's Insanity.
    10-{30} Incredible Feats: the illusionist can entrance target to fly, move incredibly fast or slow, jump extremely high, have incredible strength, etc. by making them believe they have that ability. Relevant checks increased by +1 per success, check acts as level if needed.
    11- {31-35} Architect of Reality - Mage invents subjects sense of reality, dictating every aspect of their mental, physical and emotional perception.
    12- {36-37} Formulation of Commands - Use phantasmancy with other gifts, improvise spells, create artifacts, phantoms, creatures, and items with phantasmal effects, and use phantasms for wards or Improved Power - Use any power in this path, at these levels, as mastered.