Bleeding Terror Lich
Koldunor
Power of Blood
Bondage: Bonds by blood by the subject drinking of their blood. Bond lasts +1 day per success, +1 week per ace. Subject must drink fairly frequently to maintain the bond. Bond makes subject loyal to Lich or vampire and appreciative, despite what may come.
Blood Thrall: Like bondage, but blood is first drained from the subject short of swooning and while still conscious (barely) they drink of the lich or vampire's master's blood (at least one cup per generation). The subject will then depend on their master's blood to live, becoming an addict of their blood. The thralls must feed at least once a week to survive. 25% HP damage occurs each week they do not feed. The same is regained each week they feed. Blood maintains their health (HP). Thrall becomes quasi-immortal if mortal.
Enslavement: Blood enslaves if victim is drained of blood until they swoon and then imbued with 1 cup of blood per generation. The subject who is enslaved will obey their master even against their will. This is a form of siring which witholds power and inherited traits. Subject becomes quasi-immortal if mortal.
Siring: They sire koldun Vampires in vampire form and Koldunor Liches from their Lich form. Koldun vampires do not have Koldunor Inborn Powers. They only have their sire's trait abilities and required paths. In order for the Koldun vampire to learn the rest, they must become a Lich through blood sorcery. same as process as enslavement only the victim must be moments away from death when sired.
Blood Applied to Immortals: If the subject is immortal, the same conditions apply, only immortals are harder to bring to a swoon, a near swoon, or the brink of death. If this cannot be accomplished, the immortal is not subject to blood powers other than bonding. Some immortals are also immune to siring and or bonding.
Physical Fortress
Kindred Strength: +10
Regeneration: base level +12
Resiliance: Fortitude +14
Envemoned Skin: +8 aggravated damage when touched if poison seeps from the flesh
Blood Armor: Fortitude +10
Blood Haste
2 [1-10]: Blurring Speed: affect things physically while half hasted, +1 init, +1 HB
4 [11-20]: Unseen Speed: cannot affect things physically while hasted
6 [21-30]: Unseen Objects: hasted objects which can affect things physically, +2 init, +2 HB
8 [31-40]: Displacement: Here one second, there the next at a distance of up to total roll = yards as called.
Powers of the Beast
Grow Claws: +15 damage
Animal Metamorphasis: wolf, bat and owl forms (see bestiary for stats of each)
Eyes of the Beast: Wolf+6 vision, or Owl+8 vision
Wings of the Bat: Flight and wing flail, strength=damage
Ears of the Wolf: +7 hearing
Echo Location of the Bat: +6 reflexes
Beastial Hybrid: combine called abilities or physical aspects of animal forms with or without vampiric or Lich forms.
Alingments: Chaotic, neutral, lawful and evil only.
Koldunor Phylactery
Like many Liches; Bleeding Terrors have a phylactery. It is where their immortal life force, their strength, and the source of their power is stored. It can be anything solid they choose and is always well hidden. if the Lich is killed but their phylactery is not, they will self-resurrect as the power of their phylactery restores them completely, anywhere from three days to one month after their transient death. if they are completely obliterated it may take the maximum time limit. if their phylactery is destroyed, they become mortal, have no power, and their strength is reduced to a pitiful 12 points.
Koldunor Inborn Powers
Line Practice: These powers are unique to Bleeding Terrors and Koldun vampires. Even the teaching of them is unique. What these methods mean is that one level in each path must be practiced actively and succeed, before the same level in next path can be learned and practiced. This technique is called Line Practice. When one level is gained in one path, each path must be practiced successfully in order until Inborn Powers gains +1 level. This results in a level up of all paths under Inborn Powers at the same time. Level ups depend on successes, not XP.
1-Practice first power in first path at level 1 successfully.
2-Practice first power in second path at level 1 successfully.
3-Continue to practive next power in each path at level 1 successfully until all powers in each path have succeeded at level 1 and +1 level is gained in Inborn Powers.
4-Practice powers successfully in each path in order and gain another +1 level in Inborn Powers until all levels of Inborn Powers have been mastered at the same level.
Koldunor Telepathy
Whisper: mind whispers to someone nearby, radius of up to +1 foot per success.
Commune: one can send thoughts and receive them when directed towards them
Distant Voice: commune across any distance but overseas. The sounds and vibrations of the sea disrupt this ability.
Twain Minds: Speak to more than one person at once, at up to +1 person per success.
Aura of Silence: This blocks all thoughts and all within range of +1 yard, +1 yard per success so that no one can receive telepathic transmissions.
Telepathic Door: Opens the gateway of the mind to allow one with this talent to carry their presence and other mental power to another through their mind, +1 HB or 1 d6 per Ace on all mentally oriented rolls, +2% Anti-resistance and Immunity per level vs. Mental resistance and immunity.
Telepathic Awakening: Speak to the dead telepathically and unearth their memories.
Telepathic Mind Sweep: Hear what multiple targets are thinking in an area of up to +1 yard, +1 yard per success.
Telepathic Cloak: conceals telepathic abilities that they cannot be felt or sensed.
Telepathic Command: command any path of power telepathically.
Telepathic Wall: protects against mental infiltration and trespass.
Telepathic Probe: Probe the memories, thoughts, and intentions of another to gather information, past or present and to detect whether they are lying. Up to +1 single bit of information per success.
Auditory Telepathy: Hear all that is thought by anyone in range with exception of those who raise mental blocks
Telekinesis
Weight Scale: Affect object or target at up to 20 pounds per success, triples on a crit.
Move: object or target
Lift: object or target
Strike a Blow: to object or target
Crush:
Vital Crush: crush internal organs such as brain or heart, etc.
Throw: distance of up to +1 feet per success, +5 feet per ace
Bend: object or target at will to reshape it
Morph: like bend but can also change internal, even molecular structure to induce a partial or complete shapeshift, the complexity dependant on the intelligence of the telekinetic. Change aspects within LoD range of success. Intelligence check required on each roll vs. LoD (=level) of power used. These powers oppose the target's physical or mental strength.
Morph Aspects: in order are as such:
LoD 10: Stable Morph; prevents morphs from losing integrity and shifting back. Makes morphs last until called.
LoD 15: Morph the Frame; the skeletal structure as called
LoD 20: Morph the Shell; flesh, muscle and frame as called
LoD 25: Morph the Physical; the entire body within and without as called
LoD 30: Morph DNA; to implant traits such as claws, horns, variables in limbs, eyes, etc.
LoD 35: Celluar Restructuring; implant physical advantages (improve physical checks or add new ones) or weaknesses as called
LoD 40: Molecular Morph: implants the ability for one morphed to shift back into original form, or to create another form within them to shift into, or to implant an ethereal form within them.
LoD 45: Holistic Morph: morph as called, formulation of morphs, add or remove traits, powers, checks, etc. as called
Presence
Charm by Gaze: -1 AR, -1 per ace to charm another into a mesmerized state
Dominating Presence: +1 charisma per ace to persuade and influence, duration of +1 turn, +1 turn per ace
Instill Fear by Gaze: -1 WP and const, -1 per ace to intimidate
Instill Fear by Voice: -1 WP and const, -1 per ace to intimidate
Calming Gaze: places one in a serene state if successful
Calming Voice: places one in a serene state if successful
Paralyzing Gaze: -1 turn, -1 per ace if successful. Charm is broken if victim is attacked but they cannot defend for one attack.
Dominate Soul by Gaze: eye contact bypasses resistance and arrests the soul to bring it under command of the Lich, but Lich must overpower the constitution of their victim for power to succeed.
Dominate Mind by Voice: the lich's presence is projected through their voice to extend vocal commands as called. Their voice bypasses resistance and controls the mind to bring it under command of the Lich, but Lich must overpower the constitution of their victim for power to succeed.
Dominate Will by Gaze: eye contact bypasses resistance and arrests the will to bring it under command of the Lich, but Lich must overpower the will of their victim for power to succeed.
Dominate Will by Voice: the lich's presence is projected through their voice to extend vocal commands as called. Their voice bypasses resistance and controls the will to bring it under command of the Lich, but Lich must overpower the will of their victim for power to succeed.
Mind Walk: Lich can project their image, voice and presence into the mind of another to control what the subject sees, and interact with thought and mental processes.
Powers of Metaphysical
Vaporous Form: hide in vapors, take and inflict no damage while in vapor form
Shadow Form: hide, shadow walk, and take or inflict no damage in this form.
Grand Wraith Spector Form: see bestiary, wraiths, grand specter for stats of this powerful form.
Immunities
Immune to Physical Mind Attacks: such as psionics
Negative Energy: these attacks strengthen these Liches
Immune to Poisons: Poisons increases their strength by +1 Strength per ace on LoD of poison
Immune to Domination
Immune to Gate Seizure Powers
Immune to wards: this one is a real kicker!
Disadvantages
Wizardry: attacks from wizards do them double damage.
Light Elements: double damage
Phylactery WoD: if their phylactery is destroyed, they are weakened tremendously and can be far more easily killed. Their phylactery must be destroyed before their physical body before a death counts.
Paths of Power
Required Path: Blood Sorcery, Limited
Arcane: any but Wizardry, Full
Elemental: any but Light, Full
Chaosmancy: any if no other paths but Blood Sorcery are taken and Lich is a follower or priest of chaos
Lich Description
-
Shifts humanesque figure; as flesh bleeds to whither, and visceral freezes to harden into a blood-frost carapice of armor. Black robes sheen with dark power's crawling fingers. Phantom motion gleans with micro-garnets of cold, as death corpse visage turns. Blanched orbs of arcane indigo shot with electric blue peirce what it sees with chilling dread fingers. Sunken face, lipless rotted mask, concaves and juts of skeletal structural bone, gilded in sparkling gems of cystalized blood. Cracking pops and sickening squish of cavity hollows herald death's prowling figure, preserved in imbue of power. Morbid bones crusted in frozen blood startles what it grasps with strength of demons. Shadows spread, Oozes dread; bitter cold's grip, drains what it touches; drinks blood, essence and will.
Vampire Description
- Whatever hue eyes were before; Indigo gaze now shift thinning, deep as black in the dusky light. Bony digits like knobbed tendrils curl under an ivory palm, stature and breadth of form willowy, cheek bones, eye sockets concave and body chiseled as a gaunt image of who once was. Pale and sealmess like cream are the inviserate mask and fleshen coils which immure the blood lust, and pursuit of power which within the far more grim and monstrous form is hidden.
Information
- This Lich is vampiric and capable of incredible power. It is basically a vampiric god of arcane corruption. These Liches all share one thing in common, they are avaricious in concerns to arcane power as well as territorial power. They become what they are through greed for power, as such they have very dominating personalities and crave control. Only vampires who command the path of blood sorcery or who are sired by these Liches can become a Bleeding Terror Lich. They are the only Lich that can be sired. Their powers are what change the vampire into a Lich when the corrupting end of the blood sorcery path soaks into their very embodiment through the cauldron of blood. These Liches must be in Lich form to sire another as a Lich, whereby they pass down their corruptions with their paths of power to those they sire. While some of these Liches are solitaries who control a vampire clan of their blood, a brave few have created an order of Koldunor Liches under them which they command. Because these Liches are so power hungry, the leader of such an order must be extremely powerful and clever. Few can imagine anything more terrifying than an entire order of these Liches.
Of Valaeros
-
As spoken by Byron De'Casey to Aurelius and Valis
"His necromancy is extremely advanced. He can take creatures and echo their soul with darkest and most powerful magics of his cauldron to create a shadow wraith echo, which are creatures that are an exact likeness in echo of the form altered, very hard to identify as something else, and he takes the soul of the one whose soul he echoed to possess their body with the shadow wraith echo. In doing so he creates a sort of Shadow Wraith Zombie. Its soul echo imbues their entire form with its life draining essence, so that everything that they touch is drained of life, so subtley the victim does not know it until it is too late."
"Valaeros uses a soul tear to rip out the soul and cast it into his sceptar of souls, or elsewhere, who knows, and then infests the body with the shadow wraith echo, to turn them into a creature of his own wicked creation which he alone commands utterly. The victim's mind is still intact, as it was, through that echo, only Valaeros has such power over the wraith that his will and thoughts becomes its own at his beck and command, through the wraith which possesses all that the victim was."
"This Shadow Wraith drains life from all that it touches but those Valaeros wills it not to affect, and the effects are very elusive. And this...Lich is what I must free my dear Lena, my wife from. How is such a monster to be conquered when this barely brushes the surface of what he can do?"
Clan Hierarchy |
Generation |
Path Limits |
Patriarch |
1st |
Any 10 chosen Paths |
Regent |
2nd & 3rd |
Any 8 chosen Paths |
Duke |
4th & 5th |
Any 6 chosen Paths |
Count |
6th & 7th |
Any 4 chosen Paths |
Resident |
8th and up |
Any 3 chosen Paths |
Resident Slave |
any or none |
No Paths |