Firdan Denveth Corca

Name: Firdan Denveth Corca

Race: Astraeus Devil 

Age: Appears in low 20s.

Family: Selenia (Lena) Decasey (mother), Byron Feodah Corca aka Decasey (father), Foster mother Mordigoth. Many Clan brothers and Sisters including Valerien Gothhelm. He has made himself guardian of Valerien and his friends.

Faction: Acheron otherwise none

Gender: male 

Demeanor: His demeanor varies according to who he is around. He can be a chameleon in that his dark side comes out around strangers or those he distrusts, and dislikes who he is distrustful of, but is friendly, charming and quite likeable to clan and those he chooses to be friendly to. He can also be quite strange at times in his somewhat oblivious seeming innocence especially in the fact that he seems to have no sense of barriers.

Alignment: currently chaotic good but is prone to corruption.


Background

His mother and father conceived Firdan while his father was possessed by a very dark creature and during that time his mother went seeking help for her husband, who under the influence of the demon possessing him thought she had abandoned him, but she was captured and held by a terrible enemy who served an even greater evil.

 

When the time drew near for Firdan to be born Lena feared so desperately for her unborn child that she compelled his transference through a ritual to give him unto the womb of a goddess through the dark flame of feminine mysteries into a realm where he could never be found by her enemies and be cared for BY that realm and so Firdan was born into the womb of a god-realm called Mordigoth, and from that goddess was born onto Mordigoth, her vessel, her realm, and was made ruling Prince of that realm when he came of age at the young age of ten years. But Firdan, whose foster mother Mordigoth had never lied to him, wanted to know from whence he came, who his parents were, who his clan was, and so Mordigoth, who appeared to him as a beautiful woman, in the guise of his true mother Lena, told him that she would provide for him a ring that would let him travel freely between her realm and anywhere else he could travel, and imbedded four fixed command gates within that ring, one to Morashtar, the world where Firdan was conceived, one to Earth, the world his father was from, one to RhyDin, the realm his mother was from, and one to Acheron via a kingdom called Grotto of Siaph, where one of her own children was from and when he turned fifteen, she gave him the ring, instructed him in its use and shared with him the remaining knowledge of the paths he had taken up. Hence she told him with tears in her eyes that he was ready now to unite with his true people. 

 

Firdan promised to visit her often on the day he left and told her she would never cease to be his mother. His words made her heart glad, a heart no one but her son had ever been able to touch and she loved him. For ages she existed as a shadow and a home for others until Lena had given her the gift of her son. Firdan left and went to seek first his father Byron who he found in Seumir at his chateau, and spent several months with him, then sought his mother in RhyDin who he had not yet located. He was however able to find his clan brother Val who his sire directed him to. Firdan decided almost immediately that he would be as a guardian to his sired brother Valerien and his friends as he continued his own search for his mother Lena.


Advantages

•  Because he was born from his mother into and through the forces of an unknown nether realm, he registers as unknown to all forms of detection not of that realm. Unlike most in his clan he is not even sensed as clan by his own clan with exception of his mother which can be problematic. His father was however able to verify Firdan was his son by prophetic means.

•  Innate Dark Weaver (Arcane, Ancient Lore and Special Path Nether Realms) Uses blood (HP) in place of stamina to harness and direct power, mitigating chaos rolls.

•  Innately Stealthy +4

•  Trait Advantages split between Devil and Astraeus

•  Strong Will +5

 

Disadvantages 

•  Trueborn Astraeus Devil - born as a being who is widely distrusted and even hunted and was born with a darkness in him but he is intelligent and knows how to survive as one who lives everyday fighting temptation and corruption. Is extremely possessive if not obsessive of those he loves even family members and clan. Is good, even charming to those he cares about or is at least interested in but he is distrustful, indifferent, and can be deceitful and even unfriendly towards everyone else which makes it difficult to get close to him. It is dangerous to betray his love and trust and he does not easily forgive. Despite the darkness in him there is also a genuine innocence about him. Though he may be indifferent or even deceptive towards strangers he is candid with clan, friends and those he is interested in getting close to. He is good to have as a friend, bad to make an enemy of.

•  Dangerous to Cross - this fact makes him enemies

•  Born Hunted - his kind are sought by other vampires and slayers alike for destruction so he must hide what he is from most.

•  Notorious Clan - his father has a dark reputation which he was born out of and into.

•  Prone to Corruption - because he was born good but with dark tendencies he is susceptible to being corrupted by any means that further injure his soul.



Devil Form

Inborn 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. Includes Dark Utopian Temple for some devils.
  • 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.

Astraeus Inborn

  • Telepathy: Inborn powers
  • Presence: Inborn powers
  • Vampiric Haste: Inborn powers
  • Domination: +2 d6 - 1st-4th gens only.
  • Phantasmancy: full path, innate.

Stats

Base Check Bonuses

• Strength: +8

• Stamina: +12

• Fortitude: +16

• Senses: +12 to split between senses

 

Levels

• Martial Sword: 16

• Firearms: 18

• Dark Weaver: 17

•  Inborn: 15


Vampire Abilities

Unlocks when curse is broken

Astraeus

2nd clan of vampires sired by The Morning Star
Start Levels 3-28

Traits

  • No Undead Blood: Acheron Astraeus cannot drink the blood of other vampires or of the dead unless they are blood kindred to them. Their own blood is poisonous. They will purge any intake of "tainted" blood with a 45% chance of going into torpor.
  • Heart Beat: these vampires are warm blooded, living creatures, whereby they have a pulse and heart beat, thus heart wounds cause critical blood loss and can result in torpor.
  • Sephiroth Blood Traits: Astraeus are a type of Sephiroth which ingest and rely upon blood. Blood loss results in sustained stamina loss of -1 per hit and -5 per crit. Stamina fully restored when vampires feed until prey is dead, or if provider is immortal. Stamina restored by +5 when small animals are fed from or when prey is left alive. If health falls to 10 torpor begins to occur and movement is reduced by 50%. When health is at 0 cold torpor occurs and movement is at 0. If health falls to below -50, petrification occurs and vampire can only be revived by being completely submerged in blood for 1 d6 days.
  • Breath: because Astraeus are living creatures, they also need to breathe, although they can hold their breath for very long periods of time (up to ten minutes per level). When they take shadow, wraith, or vapor form, then they no longer rely on breathing. Because they can hold their breath for so long, or need no breath at all in ether forms, it is widely and inaccurately believed as a myth that they do not need to breathe at all.
  • Warmth: as living creatures Astraeus have warm bodies, unless they go too long without feeding or have lost blood, in which case their body temperature drops and their flesh grows cold. When chilled they can feel it.
  • Limited Procreation: the process of becoming Astraeus renders males impotent and females incapable of bearing childred. Only through little known arcane rights of fertility can Astraeus bear live children known as Trueborn. Because trueborn vampires are so feared and so often hunted by other vampires, there are many risks producing them, not least of all is the intelligence and frightfully advanced learning curve of these rapidly maturing offspring.
  • Inherited Mark: Unique to these vampires is the fact that any progeny they sire, or any child born to them, is born or reborn marked by their sire and acheron. This makes being sired as a progeny by an Astraeus, or Astraeus having children a matter to take very seriously.


Immunities: Primogens and Arch Elders 1-4th gen. who have faced the ordeals of Acheron to attain their immunties are immune to sunlight and fire. Crosses, garlic, silver, wooden stakes, other holy artifacts and holy water have no effect on Astraeus UNLESS they are religious. The primogen vampires of faith are immune to holy attacks either way, and their progeny of faith are resistant. Their immunities weaken by 10% per subsequent gen reborn of their blood line from 2nd gen. on down. Their souls cannot be taken. Their Souls are marked and are taken by The Morning Star as they die. Two of the Living Primogens, Byron and Valis, cannot be decapitated or dismembered. Though these two first born may seem invincible they are not invulnerable, just hard to kill.


Special Advantage: w/Acheron GM only. Some have certain rights of command in Acheron granted by The Morning Star himself, including passage, residence in Arcador, the city of vampires, and the use of power within Acheron.

Vampiric Traits

Siring and Bondage

  • Progeny: See vampire information.
  • Blood Thralls: See vampire information.
  • Blood Follower: When Astraeus drink the blood of others, a connection between the vampire and subject is created which can last anywhere between a week and a month (with crit) each time the vampire feeds from the same subject and leaves them alive. The vampire can always sense and locate the follower who, while linked, will always obey the vampire's commands and wishes unless brutalized by the vampire, which can break the link between vampire and follower.
  • 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. Commands are imbedded in the slave during this rite by vocal designation.
  • Blood Slaves are utterly obediant to their vampiric masters for their will is no longer their own.
  • Blood Purification: Permits vampire to purify blood so it is not poisonous to those they sire, bond thrall, or to progeny when bonding them.

Blood of Astraeus: poisonous if injected, infects wounds, or consumed, progressive dmg (+10% dmg per turn +1 1st turn, +2 2nd turn, +3 3rd turn etc.) while petrifing anyone infected by this blood when unpurified. When HP at 50% victim turns to stone, dmg continues until HP at 1. Body preserved in stone.
Bond of Sire: Astraeus clan special empathic bond of soul, blood and mind. Sire can sense what their progeny or children are feeling, often acutely, even at great distances, though extreme distance dulls this connection. Sire can also receive thoughts of their progeny and offspring if their mind is open to those thoughts and can pry into the minds of their offspring at will unless their clan children grow powerful enough to block them. This inborn ability can be very aggravating to clan members that are trying to hide things from their sire, but it also acts a beacon which allows a sire to find and defend their progeny quickly if they are captured, afraid, or harmed. A sire can cut themself off from these mental, metaphysical and physical impressions, but, the older and more powerful a sire is, the stronger this empathic ability is. This ability aids a sire in controlling his or her clan, and can also aid in building genuine trust, a necessary device (or vice depending) with such a clan as the Astraeus.
Checks Boosted: Intelligence and Willpower +5.

Charm by Gaze: Success dependent on whether intended victim meets their gaze when they apply this power, and whether the vampire's willpower or power 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. Valis Clan also has bat form with partial shift.
  • 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: 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.
  • Devour Life: (Valis clan only) drain -1 stamina per 5 levels, and -1 called level
  • Perception: +10, (rare occurance, GM approval only) vampire is sired with empathic, oracular, and extra-sensory abilities at loss of some other supernatural ability or inborn power.

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:  Massive, black feathered wings, 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 its poison 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.

 

Information

Astraeus (ah-strA-yUs) of Acheron: This race of Vampire was engendered by The Morning Star, who created 4 First Born Astraeus out of Romania, Scotland, Egypt and one from the Shadowlands in Morashtar. They were engendered from Humans who made a pact with the devil for Immortality. The Astraeus of Acheron are marked and possessed by The Morning Star as first born minions of Lucifer. Here are the first born in order of their creation.

          Second Gens out of the Morning Star 

               Those sired out of Lucifer's vampire form as Astraeus Black Lion:

          • Marcus Octavian Sirrilius, Seth (Rome)
          • Artorius Abraxas Xavier (Abraxas)
          • Cassavant (Split embodiment of Abraxas)

          About the Ementis and Zombie Line

               The Ementis line of Astraeus differ from others in that they are true undead, or zombie-vampires, as a result of Ementis almost being lost to the Morning Star by dying during the siring process. Zombie vampire progeny result from other Astraeus lines when a progeny truly dies during the siring process, called curse of the undying dead. The Ementis line, and those Astraeus reborn as zombie-vampires vary from other Astraeus in these ways;

          •      Scent of Death: this line has a faint odor of death about them. It is not distinct, but to animals and those with supernatural olfactory. Animals fear these vampires because of their scent, but can come to trust them with careful training and gentling.
          •      Corpse Body: this line looks dead, as dead as the duration of their transition. If they were dead for two weeks, they look like a two week old corpse, if they were dead three weeks, they look like a three week old corpse. If their body was well cared for while dead, they will look cleaner and smell cleaner, but look no less dead. Think Corpse Bride here. They do not breathe, have no heart beat, and are cold as the dead, meaning their body is room temperature.
          •      Limitless Health: (limitless HP) these vampires cannot be wounded by normal means inasmuch as they are already dead. Only by dismembering them can they be slowed down or crippled, and only by beheading them can they be killed. "It's only a flesh wound!" One could say that they are the Green Knight.
          •      Auto-Regeneration: as with zombies; Lost limbs and extremeties regenerate rapidly, in 1 d6 turns for extremeties (hands and feet) in 1 d6 days for limbs (arms and legs). Flesh, organ and eye damage from cuts, punctures, burns and acid also regenerate rapidly (3 turns to full regeneration). If their head is placed back on their body they can even regain life again though regeneration is very slow and it can take many days to recover (d20 days with minimum of 3 days).
          •      No Wings: this line has no wings unless their subrace has wings, or unless one of their animal forms has wings, at what time they can learn to morph into the type of wings their animal form has.
          •      Survival Instinct: +2 save vs. beheading, natural instinct to dodge beheading blows.
          •      Innate Path: Dead Realms Magic, because this is the realm progeny of this line fall into, they gain an innate understanding of this path, level gains for innate path at 50% cost. This path counts as one of their arcane paths.
          •      Pain Tolerance: this line feels very little pain. They still feel some pain, because they are semi-alive, but it is very dull.
          •      No Pulse: these vampires have no pulse, no heart beat, and as such they cannot feel much physically, nor can they feel much physical or sexual pleasure, because not only are the nerve endings dulled, but without a pulse, sexual organs are unresponsive.
            No Offspring: this line cannot have offspring, not even with fertliity practices. They can only ever procreate by siring others and cursing those they sire to their fate.
          •      Zombie Line: this line can only sire other undead progeny, whether Ementis or other undead Astraeus of near death. Progeny of this line remain in a death-like state when sired for 1 d20 days, min 3 days, and have a 75% survival rate. Those who die, if not resurrected, may become a dead realms creature (as called -- see spirits, undead, wraiths, liches, demons, and zombies, look for dead realms variations, or improvise your own dead realms being).

            NOTE: not all Astraeus who almost die during the siring process become zombie-vampires.

           

          About Astraeus

               The mark Astraeus are born with is the 'Clan Astraeus Seal' a mark of clan and Acheron, meaning they are born marked by the clan Primogen, and by Acheron, thus Lucifer can command their will even in opposition to their sire's will if he pleases, thereby going over a clan primogen's head. The mark of Acheron does bring souls to Acheron upon death but does not protect a soul quite like the mark of souls does. Those marked by Acheron's seal CAN be overuled BY Acheron itself and an overlord CAN sire someone marked by Acheron if Acheron allows it. But because Astraeus are BORN marked BY their primogen, they cannot be marked or over-sired by any other else it is the Morning Star himself.

                Astraeus blood is probably some of the most powerful blood known to Morashtar and Acheron, its genetic properties, its siring properties, its bonding and enslaving properties, its poison, and its metamorphic properties. Whatever Astraeus evolve into over the years, at their base they are forever Astraeus... be they an Astraeus Vampire, Astraeus Devil, Astraeus Sephiroth, Astraeus Demigod, Astraeus Pheonix, Astraeus Deity ... they are still Astraeus and their vampiric, mental, blood, mark and seal attributes apply.

               ALL Astraeus, whether born or sired, are extremely perceptive, and can be sensed and to a great extent, controlled by their sire if he or she so chooses. All Astraeus likewise have a 'blood sense' of other Astraeus. They can smell and perceive other Astraeus and with enough experience, can tell how closely related others are to them and what line they are from. Astraeus within a clan can also sense what a clan member, especially a sire, progeny, offspring or sibling, is feeling ... whether pain, joy, sorrow or euphoria. With enough practice they can control when to feel or block these shared sensations.


          Contents by JD and Sparky © Copyright 2008

           


          Paths


          Nether Realms Weaver

          Note: These powers cannot be canceled but most can be shielded against and some may be dodged or avoided. All cost Health instead of Stamina to wield.

          1.  (1-3) Silence - capture voices of called subjects either into the shadows of an unknown dark realm or within a sphere of silence around called targets within a 10-30 meter area voices of those called cannot escape .
          2. (4-6) Nether Shift - duck into the ether of a nether-realm unknown to others to remain hidden, shift ends if one hidden attacks.
          3. (7-9) Nether Bolt- a bolt of unknown type of nether energy that damages for 1 turn, +1 turn per ace with normal damage.
          4. (10-12) Wall of Nether Plasm - a deep violet wall of unknown electrified energy that forms a wide area of effect line or circle around, from or parallel to target center as called. Width is three yards or meters and length is twice that, +1 yard or meter per ace. Damages enemies each turn and stuns -1 AR, -1 per ace on contact.
          5. (13-15) Nether Shroud - shroud weaver and others in contact in the ether of a nether-realm unknown to others to conceal entire embodiment of those shrouded and make them ethereal and invisible. Shroud dissipates if one shrouded attacks. Attacks and solid objects pass through one shrouded and one shrouded can pass through obstacles. +1 focus to those coming out of shroud.
          6. (16-18) Beam of Darkness - a beam of dark twilight continuous unknown energy that damages and absorbs stamina and health +1, +1 per ace each turn engaged to transfer it to the nether Weaver. Beam disrupted if another power is used.
          7. (19-21) Nether Shield of Darkness - reflects power as raw energy with chance to hit enemies in range for half DMG or normal damage on crit. If it hits shield power increases by +3, +6 crit, +9 trip crit. Range of +2 yards, +1 per ace.
          8. (22-24) Dark Realms Gate - a gateway of unknown dark power that opens either to Mordigoth or a random unknown inhabitable realm and remains open until dismissed by gate caller.
          9. (25-27) Summon Nether Realms Companion - Summon one permanent companion or Transient companions of up to 1, +1 per ace. Type is as called with six powers, chosen class weapons and skills and bonuses, and 3-4 called traits. Record Stats (have stats pre-prepared below path). Transient companions last until killed or dismissed. Permanent companions last until final death or until dismissed. When killed off home plane they will self resurrect within 1 d6 days then can be called again. WoD is being killed on their home world or plane.
          10. (28-30) Riven Soul of the Netherdark - at this level the weaver's soul becomes so infused with the mysteries of the dark unknown and its realms that their very soul becomes as a void filled only with power and those forces, emotions, aspects of creation and existence that they drink into themselves through the void of their soul. As such they can nullify anything they can drink into themselves, expelling anything unwanted into the nether marches.
          11. (31-35) Nether Realms Weaver - manipulate forces of unknown nether realms to create landscapes, structures, lore, wards, improvise powers, etc.
          12. (36-40+) Improved Power

          Dark Weaver

          Each Stage costs -1 AR,  but if combining all stages into one power cost is equal to level of stage. Cost is higher if a stage is used multiple times. Cost of casting Power is -1 HP per three levels.

          Levels determine how powerful a stage can be if aces, levels or successes are called for. Level also dictates the force behind the final resulting power 

          1. Tap and Harness - a called dark aligned base power (not necessarily evil just dark) such as Sorcery, War Craft (warlocks), Necromancy, Abyss, Shadow, Dead Realms, Phantasms or Illusory, etc. Name path or aspect and Define specs of power such as area or multi-target, duration, damage over time, name stat affected and whether reduced, improved, drained, absorbed, etc; define damage type if any (success, fixed amount, or percentage), define effect of power, etc.
          2. Combine Power - tap and harness an additional called effect to layer or weave into base power. -1 AR per effect.
          3. Factor Power - lay in a +1 or +10% per ace called factor that will determine how a power will behave if a specific circumstance should occur. Power can have an anti-factor vs a specific type of power, be factored to ignore armor by certain percentage, to do added damage vs. Specific alignment, to augment armor of caster on a miss, etc. -1 AR per factor.
          4. Contingency - imbed a contingency command string in power which decides how and what triggers a power to activate it and or to deactivate it. Often used in wards. Examples: someone enters a called area to activate a power and leaves area to deactivate. Someone tries to open a lid, door, book or gate as called to trigger a called effect. Someone taking a called object from a room or box triggers a second effect as called. A called power is activated when someone opens a book, etc. -1 AR per command string.
          5. Channel or Direct Power - channel or direct power harnessed at called target, targets, or target area. This final stage has no cost.