Shiv Morta

7th clan of vampires sired of The Morning Star

Levels 3-30

Vampiric Immunities

Repel Energy:  These vampires can repell magic and energies from themselves and even use telekenitic forces to deflect unwanted magics or powers back on an attacker. Holy Powers Included. 2% chance deflection per level.
Garlic:  No reaction whatsoever.
Silver:  No reaction whatsoever.
Immune to Forced seizure:  Gate Seizure and Holding Powers/Traps-{By all but their Maker} These Vampire can not forceably be seized by Gate Powers, or be held and trapped by holding, trap and arresting powers.

Advantages and Inborn Powers:
Regeneration:  See RB Chart for Level.
Fortitude:  See Check Page for Fortitude Levels.
Vampiric Form:  Wings+4+Strength-PA-PD, Claws+15, Fangs+5, Improved-{Fortitude+3, Strength+8, Regeneration+2, Haste+2, Stamina x 2, Improved Physical Perception+8 each.}
Vampiric Temple:  see vampire information

Inborn Powers
Dark Presence:  inborn power
Illusory Projection: Projection of Realistic Illusions. These Illusions can not be detected by True seeing and True Sight abilities. These Illusions can be used to control situations and to deceive.
Shape Shifting:  Up to 1 animal, creature, or ethereal form per level.
Telekinesis:  inborn, start at Level 5.
Quickness: +1 per two levels
Telepathy:  +3 d6
Charm by Gaze:  Requires eye contact, can awe, infatuate, mesmerize and control the will.
Mental Projection:  Impose emotions, thoughts, words, and visions on others through the path of the mind.

Weaknesses
Woodbane:  These vampires have a severe allergy to White Oak and Holly.  1st and 2nd gens resist Woodbane 60%.  Subsequent generations decrease by -10% per generation. Damages +10 per turn while imbedded. Cannot cause death, but can cause torpor.
Sunbane:  Weaker in direct sunlight by 25% power, progressive with each sub-Gen. Not affected by sun at all in shady areas. Direct sunlight can be deadly, at +100 damage per turn.
Heart Stake:  These vampires can be paralized by staking them in the heart with the right kind of wood, the wood-resin getting into their bloodstream very quickly through the heart to make them catatonic with allergic shock. Crit required.

Special Paths

Command the Inferno
Unless a subject's blood is sacrificed to cast spell (at Spell Level used = damage), Mage must take damage = to level of spell used
Blood to Liquid Fire:  mages own blood decreases by a pint to cast this spell which burns target's blood until mage dispells effect.
Abyssal Summoning:  Blood Gate spell which seizes a random victim by command when Mage slits their wrist and sprays their blood into a fire as they select target type.
Blood to Acid:   Blood turns into a caustic acid which dissolves tissue and bone rapidly.
Flaming Cupola:  fire shield
Infernal Globe:  shield or fiery orb of arrest which Victim is held suspended in. Fire is so hot it vaporizes anything which touches it, while the air inside is 70 degrees.

Shiv Morta Wizardry: Evil aligned cannot command this power.
1-[1-3] Quantum Lore:  Mage creates spells by first writing them down in a spell book, memorizing their commands, and then practicing them.  Make one custom spell per level, or choose spells from any spell book.
2-[4-6] Command Path of the Will: Silent commands.
3-[7-9] Hold Spell:  Target subjected to holding force cannot move or take action.
4-[10-12] Arcane Disruption:  Dispells, disrupts, disjoins, or disenchants as called.
5-[13-15] Sleep:  Up to one hour per success.
6-[16-18] Wizard's Signature Mark:  Protects against dispelling and other called anti-magics.
7-[19-21] Wizard's Signature Seal:  Seals powers to make permanent and allows any spell sealed with this power to be cast without stamina cost once a day.
8-[22-24] Block Exits:  Blocks magical exits and physical alike.
9-[25-27] Create Sanctuary:  Warding powers. Mage sets fixed commands which protects all within a haven, home, or area and haven itself at Factor of +10 d6. Power's strength is contingent on wards harming no non-clan member who enters warded area unless those the sanctuary protects are attacked.
10-[28-30] Formulation of Commands:  Layer magics, lay contingencies and triggers, loop power, factor spells, create wards, artifacts, creatures, and magic items
11-[31-35] Path of the Wizard: Take path of healing and protection at current wizard level, each spell mastered as soon as it is successfully applied.
12-[32-34] Improved Power: use powers at these levels and stamina cost.

Shiv Morta Witchcraft
1-[1-3] Talisman:  Create a talisman that protects against a curse or specific power.
2-[4-6] Enchant:  Enchant an item so when it is touched by someone, a called effect occurs
3-[7-9] Dagger of Love:  Witch must have something belonging to the two people spell is intended for. Speaking an incantation which defines the desired effects, witch makes one person fall hopelessly in love with the other as a ritual dagger (soaked in blood and burned) is thrust through the two items.
4-[10-12] Protection from Spirits:  Witch protects an area/person/people from spirits, ghosts, etc. with a 'spirit bag' that is filled with various plants, minerals, oils and entrails which protect against spirits.
5-[13-15] Curse of Malice:  Witch invokes specific powers to cast a called curse or infliction on a called target. Witch must speak target's name, and have something belonging to the intended victim and must destroy item as soon as called desired effects and antidote are spoken.
6-[16-18] Summon Demon:  Ritual is performed to summon a particular demon by drawing its seal on a flat piece of stone surrounded by candles, a sacriment placed on the stone. The demon's name is then spoken clearly, and if the demon comes, witch can ask a favor or boon of it.
7-[19-21] Invoke the Storm:  Witch dances around a bon fire while chanting commands which invokes wind, rain, hail, snow, ice, lightning, etc. to a called place.
8-[22-24] Pentacle of Chaos:  Invoke a specific power through and from a creature of a select pantheon to direct that power at will. Witch must either be standing on a pentacle drawn on stone, or hold a pentagram in their hand as they chant 'I invoke you, spirit of (name of creature) to lend me your power.' Witch must be thinking of the power they wish to invoke as they do this. The moment the witch feels that power surging into and around them, they must cast it off through their hands and fingers to direct it at a target or take full damage of the spell's power stream. Power can be any called level.  Spell backlashes if anything goes wrong (if no aces are rolled) and they take the damage of the spell.  Spell can be beneficial or damaging.
9-[25-27] Force Shape Shift:  Force a called target to shift into a called animal form. Effect lasts 1 day per success, or 1 year per ACE as called (before roll and if it crits). Witch invokes the power of creation through the pentacle of chaos to manage this feat.
10-[28-30] Craft Lore:  Any curse or boon can be called and laid on a person in sight of witch, or on any object the target may come in contact with.  A cursed object if handled by the target will curse them while an item of protection or benefit shall aid them. 
11-[31-35] Pantheon of Protection:  Witch is very learned in a pantheon they have aligned themself with and can protect a called area or person from called dangers, powers, and threats, by invoking the powers of that pantheon.
12-[36-40] Arch Witch/Warlock:  Formulate commands, invoke two elemental paths, create enchanted items and artifacts, wards, and monsters.

Path of Travel:
1-[1-3] Shadow Walk: close distance through the shadow plane and go unseen
2-[4-6] Shadow Gate: take others through the shadow folds
3-[7-9] Phasing Gate: phase out of one place and into another called location and take others along
4-[10-12] Quantum Leap: this leap is determined by mind over matter as is the destination, requires logic check vs. distance, +2 LoD vs. time leaps
5-[13-15] Dimensional Shift: shift self from one dimension into another
6-[16-18] Master Gate: a gate which is controlled completely by the one invoking it, which cannot be detected, entered by any not selected, intercepted, or dispelled.
7-[19-21] Wormholes: creates a wormhole which will deliver one to any called interstellar destination
8-[22-24] Time Gates: delivers one entering to a called place and time
9-[25-27] Planes Walk: walk from one plane to another
10-[28-30] Plane Gate: travel from one plane to another as called and bring others along

Paths of Power

Fire and Earth Elements:  elemental spell book (choose 1 from each level)
Chronomancy:  elements, special Limited Path, choose 12 spells.
Inner Sanctum:   for those who are marked and serve Acheron only.
1-[1-3] Whithering Hand:  Drains essence, vitality, power and body mass by touch or magic commands. -1 Level, stamina, and strength per Ace, + Critical Degeneration Damage
2-[4-6] Create/Summon Familiars: They can be animals or creatures vampire creates, up to 1 per level.
Choose: 10 more spells, levels 7-40 (stamina levels 3-12)

Necromancy: One spell in each level.

Information

    Shiv Morta Vampire: Drinker of Blood born of the Fire.
    7th race of vampire created by The Morning Star
    One first Born named Sive Mackennagh, Sired her brother Senen who is 2nd Generation. Created as the full moon rose on the Winter Solstice, the year 701 in Ireland. A True Born Child named Cavan was born to them as a 2nd Generation.



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