Azturel Tulmeth

Player Information

Screen Name: Tyrant Thorn
Player Name: Troy
Date of Character Creation: August 16th 2010
RPG: The Middle Kingdom

General Information

Character Name: Azturel Tulmeth
Race: Trueborn Sephrades Astraeus - Subrace: Cuvas Namas
Clan: Astraeus
Generation: 3rd
Sire: Byron DeCasey (Birth Mother Unk. - Deceased, Adiptive son of Peracles and Vhanna Tulmeth)
Date Sired: N/A
Mate: Tohopka (Toho)
Children: "The Seven", Astraeus - Shadowdragon "Vhagnos" (Trueborn Hybrid Blood-Dragon) Septuplet Daughters. Celestine, Belemira, Morgaena, Sevestra, Vhanna, Veraania, and Peitara.
Siblings: Armand, Tiberious, Rhiannon, Shaithis, Lorella (Twin - Deceased), Morgriff, Urruti, Aari, Fioren, Serxal, Loghaire, Victor, Saashira, Imaru, Kiiamisu (Kim), Samal (Sam) ...
Years Lived: 3 + Years
Age By Appearance: 25
Maximum Age: Immortal
Gender: Male
Occupation or Rank: Count of Keystone & Southshire. Windstorm Operative. Merchant of rare materials. "Collector".
Demeanor: Situation and circumstance dictated, despite his true intentions and nature. As a rule, charming and charismatic.
Nature: Calculating, Manipulative, and Cruel. Goal orientated, The end justify the means. There are rare exceptions.
Aligment: chaotic, neutral.



Appearance
Height: 6'1"
Weight: 190lbs
Eye Color: Dark-blue-gray-green, like Iron.
Hair: Dark brown.
Build: Athletic.
Skin Color: Slightly tan.
Outstanding Features: Unique eyes, jawline.


Resources and Property
Haven: Temple Camp (location alters, always hidden)
Location: find out through play, travels a lot, can also be found near his father.
Wards and Security: Temple Barrier: disrupts arcane, elemental, planar, time, haste, invocation, summoning and protects against mental attacks within camp perimeters.
Wealth: He can afford what he needs, then some.
Items of Note: Gate Ring: A handsome white diamithril signet ring with the DeCasey clan crest. In function the ring gates the ring bearer back to a set location when activated, will also relocate bearer to any known, chosen location via a shadow phase. Its main function allows Byron to gate the 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.
Hellfire: Azturel sourced and stockpiled over 2lbs of Hellfire, a particularly insidious poison which the only known cure for is water from the river of souls.
Menagerie Crystal: A rather large amethyst crystal of deep color attached by exquisitely wrapped wire of white diamthrill to a chain of the same valuable metal. The chain and wire alike were virtually unbreakable as was the crystal. It was clearly enchanted against damage. What lie INSIDE the crystal was what made it interesting and dangerous really. It contained an Arch-Devil of Standards, sephiroth variety, of the pit, female in persuasion and sinfully sexy. In her name there was power, for whoever 'owned' the crystal and spoke her name controlled her.
Morning Star Coinpurse: A handsome pouch of black leather, embroidered with a dragon in gold and silver thread, every scale stitched on in perfect symetry. It contains regenerating supply of heavy gold coin with the taste of sulfer, that if given to anyone who agree's to serve the Morning Star who then spends that coin seals the pact remotely. When the coin is spent 'they' become the Morning Stars in body, mind, heart, and soul for all eternity and shall bear his mark so long as Acheron remains.Spending the coin is considered the pen of free will.
Staff of Erisetki: A beautiful staff of unusual make. Its was crafted of compound materials, a hard umber wood, with a black diamthrill crown shaped like an elephant's head, with an elaborately runed, 16 inch long grip made of platinum beneath the crown's shank. Runes were also carved the entire length of the wooden end of the staff. It was the staff of Erisetki, or more commonly, a staff of chaos. Unpredictability was the staff's key mojo, and it turned one thing into another for a short time, or a long time, or even permanently until a fix was found... if someone was able to master the staff. It would turn any beast into another beast, any plant into another plant, any mineral into another mineral, etc., so long as the target to outcome was related on a basic elemental level. One could not turn, say... a person into a campfire, but they could turn a tree into a campfire, but never intentionally! They migbt turn a man into a chicken, or a brick of clay into a gold ingot. The gist was, one never knew WHAT something they aimed the thing at other than something animal to animal, vegetable to vegetable, mineral to mineral. Basic elements could also be turned into other basic elements... such as fire to water, wood to stone, sand to salt, etc. The main problem with the staff was you might hit someone with its aura of dark blue power and turn them into a raging dragon who wants to eats you. It did always take them by surprise though, so you had a moment before they came after you, if they did.
Morning Star Flask: A beautiful flask of black diamithrill with a dragon head engraved into one side and a pentagram on the other, screw on cap attached by chain of same black metal, with the regenerating 'on tap' Ichor of the Morning Star within.


Employees and Servants
Name: Ymlas
Base Level: 12
Race: Shadowlands Elf (orphaned)
Age: 17
Position: squire
Basic Information: Ymlas fears Azturel as much as he respects him. He is very loyal and keeps track of his young, (younger than he in years) master's equipment and provisions. He does well to keep up with Azturel, to stay out of his way, and to get his back.

Name: Sylandra (Syl)
Base Level: 18
Race: Pendraek (Weredragon)
Age: 160 (Appears 21)
Position: Personal Assistant
Basic Information: Syl is Azturel's loyal personal assistant and event coordinator, resides at the Count's Keystone manor.

Name: Siena
Base Level: 28
Race: Sephiroth (Arch-Devil of Standards)
Age: 750 (Appears 19)
Position: Slave
Basic Information: Siena is as beautiful as she is sinister. She is loyal to the point she is compelled to be, given the unique circumstance that she is of 'service' to her master or mistress. Failing the compulsion of terms, and exploiting the smallest loopholes in the same - Siena if given the chance will serve her own intrests. Once in the personal service of the Morning Star, an 'Incident' led her to become imprisoned inside a crystal prison. She is currently possesed by Azturel, by way of his adoptive father Peracles as a 'gift'.

Character History

I, Azturel, Vampire, true-born, deceiver, killer, monster... Azturels history is complicated, violent, and filled of treachery. Despite what he has been led to believe, the things he has done accordingly, he is finding that the truth is not as black and white as some would have him believe where his purpose lies. A elatively simple purpose which has become infinitely complicated, he is less the soldier in the service of what he began - what he belonged to.




Dice

  • Base Level: 20 (can be used for all combat or magic rolls)
  • Bestial Martial: 26
  • Swordsmanship: 24, +26 damage, +6 HB, +7 HB beheading.
  • Marksmanship: 27, +45 damage, +5 HB
  • Thrown Weapons: 20, +12 damage each dagger, quiver of 5, +4 HB, +5 Backstab.
  • Attack Rate (AR): +1 per 5 movement Physical Actions, +1 per 5 intelligence Magic Actions, +1 per Ace haste.
  • Inborn Powers: 36, +5 HB.
  • Innate Powers: 29, +5 HB.
  • Abyssmancy: 18
  • Dead Realms Magic: 3
  • Path of Shadows: 3
  • Mental Tower: 3
  • Path of Chaos: 3
  • Equipment

    Weapons

  • Black Katana - Sword: +26
  • Crossbow: +45
  • Throwing Blades: +12 each, quiver of 5
  • Power of Recall: bolts, throwing knives and even his sword if disarmed will be recalled by a minor gate power to his sheath or quivers.
  • Poison: +10 d6 damage per success progressively, tip weapons in poison, or ingest. Causes extreme pain, -1 AR, +1 per ace, and damages.
  • Poison: +10 d6 damage per success progressively, tip weapons in poison, or ingest. Painless, indeed it kills pain, causes paralization, -1 AR, +1 per ace per turn and damages.
  • "Reckoning" (Blade - Pending):
  • Glock 22 - .40 Semi-Automatic Pistol (15+1 Capacity), Spare magazine (X3), Remington 'Golden Saber' HP Ammo +5, Sound/Flash Supressor.
  • Staff of Erisetki: Staff Skill Level: 8 - Staff Bonus: +4 d6 MA to channel any power through staff as a ranged attack or action.- 1. Type and Style: Ranged Bolts and Melee 2. Weapon: Staff, one or two handed, witchwood, black-diamthrill elephant head crown, and platinum shaft grip, wood and shaft runed. 3. Damage: 80, +1 HB 4. Weight: 1 lbs. 5. Strength: 440 (40) 6. Augments: temper +2, reinforce +400, perfect balance +1 HB, temper +76. 7. Penalties: none 8. Maximum Value: $535,000 9. Resale Value: $53,500 Purchase levels in both its power and in staff skill. # Enchantments: Level 6 Capricious Shift: Bolt of dark blue power which instantly transmutes the target into a spontaneous alternate form. Type of form cannot be predicted but is always related on an elemental level; Animal to animal, and Element to Element, size also a factor. Roll for form and choose from available Forms List, or make compatible lists of your own to roll from. Word of Power "dosaedum" (doh-say-doom -- change). # Restore Form: Bolt of pale blue power which instantly restores any form that has been shifted to its true form. Word of Power "thedys" (thay-diss -- restore). # Will of Erisetki: anyone who picks up the staff whom the will of Erisetki approves of, that is anyone whose spirit is deeply rooted in chaos, hears the voice of her will relaying the words of power which activate the staff. The staff otherwise remains inert allowing for its exceptional melee damage. # Mark and Seal of Erisetki: Level 75, LoD to Disenchant=857 (CRITICAL POWER!!! of 857. The spell roll was 17 aces and 22 successes) NOTE: Aim staff before releasing bolts with word of power. Silent commands can also be given if silent casting skill is learned. Elephant head of staff glows brightly right before a bolt is released then dims when inactive. Staffs are a combination ranged and melee weapon and require the Staff Skill to use. Buy levels to improve diminished power. Best Defense: Dodge, or phase, do not get hit by bolt. Check roll: Bolt Quickness (+1 per 5 intelligence) vs. AR (+1 per 5 mvm). Duration: 1) At levels 1-10; +1 turn, +1 per ace 2) At levels 11-20; up to +1 week, +1 per ace as called 3) At levels 21-30; up to +1 month, +1 per ace as called 4) At levels 31-50; up to + year, + year per ace as called 5) At levels 51-&-up; called duration Critical Hits: double all durations if extended duration is called. NOTE: Saves allowed.Ask Player or GM for Transmutation Lists.


  • Armor:Custom - Complete Set (Helmet, Cuirass, Vambrace, Gauntlets, Greaces, Sabaton, and Shield) of Maelvanor High Tempered Black Diamithrill Plate & Chainmail Armor. 76AC/18W (Base + Aug. Reinforce/10 - Temper/10). Enchanted to effect a cloak of darkness about Azturel if the complete set is donned, which enables him to skulk around unseen and unsensed while maintaining a physical form. This effect disperses when an action is taken against another. Unseen for one action. This set of Armor was a gift from his adoptive father Peracles.

    Combat Skills

  • Adeptness, Weapon: (Sword) +1-HB
  • Ambush: Stealth and Strategy vs. Alertness for init. +1 on all rolls, +critical damage first attack if init succeeds. Enemy takes -1 on all rolls if init succeeds.
  • Assassination: Stealth+1
  • Beheading Blow: +1 HB when beheading a target
  • Breaking Sword Blow: a blow which damages or breaks the rival weapon, strength +1 d6 each hit to rival weapon, doubles on a crit. Weapon breaks when strength is at 0 or less.
  • Camouflage: adds stealth+1and evasion.
  • Covert Operations: +1 stealth, +1 movement, +1 mental checks to party while being led by someone with this skill.
  • Defensive Sword Master: Level+1, +1 HB defense
  • Dismembering Adeptness: (sword or axe) +1 HB Dismembering Blows
  • Master of Discipline: ignore pain, stay focused, don't get shaken in combat, +5 Willpower, +1 focus
  • Read Languages: Level(4) (Cenys, Shaamaa, Griddaen, Esurain)
  • Survival Skills

  • Find Safe Shelter: find safe places to sleep or squat. (instincts)
  • Safe Camp: make camp in a safe zone where no hostiles tread for up to +1 day/night per success.
  • Contacts: character hooks up with others who will help them out when needed and not ask for too much in return. +1 charisma, +1 instincts per level 9 contact gained.
  • Attitude: others are either intimidated by character, or impressed, and show them respect.
  • Danger Sense: Sense if danger lies ahead, +1 alertness.
  • Abyss Swimmer: character can survive the strong currents and cold water of subterranean rivers, and can swim in underground lakes and streams, +1 strength.
  • Cold Tolerance: 5% per level. Character develops a tolerance to the cold from being in caves and is not bothered by the chill of caverns. If underground long enough they may resist freezing temperatures for awhile.
  • Common Skills:

  • Acting (Deception, able to lie convincingly. Manipulation of body language, voice stress, and specifically "Micro-Expressions".)
  • Area Knowledge (Seumir)
  • Performance: +1 charisma when performing any action
  • Body Language
  • Breath Control
  • Daredevil: +10% chance of success performing a dangerous act.
  • Detect Lies
  • Enigmas
  • Escape Artist: Level 3, the ability to avoid detection, to liberate self from, bonds, prisons, and confinement, to move unseen and unheard, +1 stealth, +1 dexterity and +1 movement.
  • Etiquette, +1 charisma.
  • Language (Cenys, Shaamaa, Griddaen, Esurain)
  • Magic Resistance: 10%
  • Mental Resistance: +10%
  • Mental Strength: +1 mental checks
  • Mimicry: sounding just like someone or something else
  • Mind Block: resist mental trespasses by 10% ?
  • Observation +1 Mental + alertness checks, lets character notice things others may not pick up.
  • Occultism: Vampire (+1 Level in fields occult knowledge applies to)
  • Perfect Balance, +1 dexterity vs. trips and being thrown off balance
  • Poisons, Identifying
  • Poisons, Formulate
  • Research, Intelligence+1, XP+10 towards field of study when a roll succeeds against research Level of Difficulty.
  • Subterfuge
  • Swimming
  • Weapons Use: ---
  • Zero-Defect: ability to perform any action without flaw or error, +1 d6 or +1 HB on any roll.
  • Vampiric Abilities

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

    Form Shift:

  • Animal Form: +2 called large predatory forms which can also manifest as half animal forms.
  • 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.
  • Senses of the Beast: Preturnatural: Hearing, Sense of Smell, Vision, Night Vision, Taste or alertness. All start at +5 and improve by +1 per five levels.

    Vampiric Prowess

  • 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 (VT)

  • 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.
  • Astraeus Inborn Powers

    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.
  • Presence

  • {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.
  • Supernatural Haste

  • 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.
  • 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.
  • Phantasmancy -- Innate Path

  • 1-{1-3} Illusion - Mage creates a minor illusion.
  • 2-{4-6} Visual Projection - Subject sees glimpses of things that are not there which mage projects from his mind.
  • 3-{7-9} Sensory Illusion - Mage causes another to smell, feel, hear or sense things that are not there.
  • 4-{10-12} Deluded Perception - Subject's perception is deluded by FALSE visions, scents, sounds, and touch.
  • 5-{13-15} Phantasm - Mage creates a livid illusion which seems very real.
  • 6-{16-18} Livid Reality - Subject perceives of whatever sense of reality mage creates while blinding subject's perception to their presence.
  • 7-{19-21} Dreamscape - Mage traps subject in a dream world.
  • 8-{22-24} Nightmare Reality - Victim lives a nightmare of their worst fears and is unaware it is all a delusional manifestation of their deepest dread.
  • 9-{25-27} Architect of Reality - Mage invents subjects sense of reality, dictating every aspect of their mental, physical and emotional perception.
  • 10-{28-30} Formulation of Commands - Use phantasmancy with other gifts, improvise spells, create artifacts, phantoms, creatures, and items with phantasmal effects, and use phantasms for wards.
  • 11- {31-35} Improved Power - Use any power in this path, at these levels, as mastered.
  • 12- {36-37} Improved Power - Use any power in this path, at these levels, as mastered.
  • Sephrades Abilities

  • Domination: full path, unique knowledge option, change normals to custom abilities.
  • Dark Presence: project the will for a desired result, +1 per 5 levels WP boost, WP vs.WP.
  • Dark Allure: Intoxicating scent, Charisma +8
  • Possession: full path
  • Metaphysical Sight: see and identify energy streams, auras, moods, alignment, see angel powers.
  • Shade Form: drains life or health, meta-haste + 4d6
  • Divination: project mind to parallels and inner planes of knowledge, past, present and future to gain knowledge
  • Supernatural Haste: +1 mvm per success, +1 AR per ace.
  • Improved Regeneration: Level +10 Regeneration Level
  • Devil Form: Increases all physical, sense and mental checks by +4, or +8 to one check field. Devil form is a black winged angel with claws, fangs, sharp teeth and horns or antlers.
  • Form Shift: Unlimited forms of up to +1 per level, form selection at level 40
  • Illusory Projection: same as phantasmancy, limited, they can create illusions that can be felt, smelled, and touched
  • Metaphysical Bonding: they can sense the vibes of, and locate anyone bound to them at will
  • Divine Fortitude: base Level +10
  • Divine Strength: +12 when devil form is tapped
  • Divine Stamina: +15 when devil form is tapped
  • Bestial Senses: +1 per level, adds to normal senses.
  • Paths

  • Abyssmancy
  • Dead Realms Magic
  • Path of Shadows
  • Mental Tower
  • Path of Chaos
  • 6th Path
  • Magic Skills

    Pending

    Character Checks

    Rate Chart for Checks: 1-50
    1-9 is pathetic to poor rating
    10-13 is average to decent rating
    14-17 is good to impressive rating
    18-21 is incredible rating
    22-25 is amazing to fantastic rating
    26-30 is phenomenal to supernatural rating
    31-40-incredible supernatural rating
    41-50-Godly or Titan rating.
    51-200-Godly or Titan rating (strength only)

    Physical Checks

  • Strength: 31 / 34 - Devil Form (D). (37 tapping vampiric strength / 49 tapping divine strength)
  • Stamina: 40 / 47(D). (56 tapping vampiric vigor / 62 tapping divine stamina)
  • Movement: 31 +1 per success haste / 35(D) +1 per success hates, +1 AR per ace
  • Stealth: 27 / 26(D)
  • Dexterity: 26 / 27(D)
  • Reflexes: 15 / 19(D)
  • Fortitude: 20 / 20(D) (34 tapping divine fortitude)

    Sensory Checks
  • Vision: 26 / 33(D)
  • Night Vision: 25 / 32(D)
  • Olfactory: 23 / 30(D)
  • Hearing: 24 / 31(D)
  • Taste: 16 / 23(D)
  • Touch: 14 / 19(D)
  • Sixth Sense: 3 / 9(D)
  • Overall Alertness: 21 / 26(D)

    Mental Checks
  • Willpower: 32 / 36(D)
  • Intelligence: 36 / 40(D)
  • Constitution: 17 / 21(D)
  • Wisdom: 13 / 17(D)
  • Charisma: 31 / 43(D)
  • Instincts: 18 / 22(D)
  • Logic: 13 / 17 (D)

    Health

  • HP: 2122
  • Regeneration: 50 / 30(D)
  • Advantages

  • Feat of Immaculate Deception: through a unique feat taught to him by his male leader Peracles, a very old netherelf whom he respects, he has learned to project only what he wants others to known about himself in his thoughts and demeanor. In this discipline he becomes utterly true to what he pretends to feel or think, and so anyone sensing what he is feeling or thinking reads only what he projects, whether real or a deception. 95% Restistance vs. Senses, Perception, Mindreading, Aurascope and Divination.
  • Highly Intelligent: +6 intelligence
  • True Sight: Character can see past cloaks, invisibility, concealment magic, deceptions, and lies.
  • Quintessence: Flawlessly perfect physical and mental embodiment.
  • Photographic Memory: +1 memory research and investigation.
  • Improved Presence: +1 Charisma and willpower vs. logic or willpower, character radiates a strong demeanor or mental impression.
  • Improved Regeneration: (1)+1 level, +1 d6 HP per success. Roll on next turn after an injury occurs.
  • Dream Visions: Absoarbed through the Diablerie of Lorella, Azturel can see fragments OR full blown present, past, or future events through dreams. Up to +1 detail, +1 detail per ace, or up to +1 Detail per success crit. Can grant +1 save, +1 init, or +1 HB if a vision prepares character for action.
  • Disadvantages

  • Sunlight Penalty: -3 levels, -1 HB in sunlight
  • Blood Dependance: needs at least two gallons of blood per week to survive or suffer loss of health, stamina and power. Torpor can occur with blood loss. (See vampire information page for details)
  • Dark Secret: a dark secret which could potentially threaten his life or at the very least his freedom should it be discovered.
  • Sworn to Vengeance: he has sworn himself to this conviction and is obsessed with it.
  • Now Way of Death (Geis) Permitted
  • Marked Soul: Is the marked property of the Morning Star, mark of possession is located inside Azturel upon one of his ribs as that it remains concealed rather than visible.