"Our twisted creation is no longer an instrument of death at his Masters behest; no, now he is the Architect and all hope is lost."
"Distant from the world, apathetic and coldly logical whenever in the presence of his peers. The Architect is a perfect representation of what we have aimed to forge, a creature whom uses the very thing that makes us all capable of life to destroy his opponents with brutality and indifference. Man, woman and child alike we have thrown to this beast and each time he has not disappointed his Masters. Truly he is an ungodly creation; the most barbaric of our puppets and he whom shall tear apart his own family should he be ordered to do so... and he was."
"A power no Master can tame; our creation is not inhuman as we so dearly crave... This slave, merely acting orders - until he realises we no longer hold the leash, or the whip to flay his disobedience..."
"I met him only once. He spoke little, only in cold and berating tones that struck me with a fear inconsolable. It was the immolation of his eyes, and the tiny wards carved into the flesh of his arms with some strange ink... he looked at me as though I were to be next, and I had no doubts that he would tear me apart with his teeth if only to feed upon my flesh. Even so, he killed my wife..."
Talents and Powers:
Assassination Talents:
Critical Eye - Constant effect. Starting on turn one an Assassin has the chance to make an attack at three times his natural speed, in order to score a critical attack on the opponent. This can be reattempted every three turns thereafter, and cannot be stored over turns.
Silencer - No preparation is required. The Assassin has the ability to create a 'bubble' around himself (5m radius) within which no sounds can be heard or made. Sounds that are made within this bubble cannot be heard to those beyond the bubble, and vice-versus. The Assassin still hears all sounds although they are muffled and somewhat distant in nature. This area of silence is maintainable as long as the Assassin does not leave it limits.
Bodily Displacement - No preparation needed. The Assassin has the ability to resume any last known position within the last two minutes (this does not reverse time). This can only be used once per opponent per bout, after which this spell cannot be used until the fight reaches a conclusion.
Visionary - No preparation required. An Assassin analyzes an environment (30mx30m) and gains a perfect mental image, as well as the ability to mark up to three targets in this area. Once marked the Assassin is aware of the position of all targets provided they remain within this area (this enables the Assassin to realise ambushes and changes in the environment). With direct L.O.S the Assassin gains increased accuracy and lethality with all ranged weapons, and can recognise weak points in an opponents defences causing attacks against marked targets to deal extra damage.
Pandemonium - Generally for use after a successful attack, the Caster possesses the ability to release a toxin that incites panic in those that are present (25mx25m), creating a suitable distraction in which they can escape. The panic may be resisted with a suitable exertion of Willpower, provided that they are not weakened or emotionally stressed.
Blood Magic: The Blood Magician has 41 points of blood at full health. At the depletion of these points the Blood Magician will fall into a coma. Every two turns the Blood Magician has 1 point restored to his pool.
Detoxify - 1 blood point per use. A Caster has the ability to detoxify their blood of harmful substances or diseases during a turn, providing they are not attacking an opponent in that move. By giving another creature a point of the Caster's own blood, they may remove toxins from the blood of another.
Union of Blood - 2 points per union. Another creature may be linked to the Caster via a link between the blood that goes beyond physical touch, allowing for effects to be employed upon an opponent/ally from a distance of up to 15m (extensible by 5m per extra blood point). Multiple union's can be made simultaneously. All attacks usually requiring a physical touch no longer require this.
Thinning of the Blood - 2 blood points per use. A successful strike with a prepared weapon (coated in the blood of the caster before the strike) or the placing of the Caster's blood into an opponent removes the coagulation ability of the targets blood. This means that wounds will no longer heal of a natural accord, and will continue to bleed at an accelerated rate until medical help is found.
Leech - Via physical touch a Caster may drain 4 blood points from a living or freshly dead creature per turn. This ability requires no other preparation save skin-on-skin contact with the desired victim of the attack. In a similar fashion, blood points can also be used to restore energy to allied creatures in the same method. A side-effect is that the skin touched will wither and become life-less if drained.
Power of the Vampyr - 2 blood points per use. Wounds may be healed with the expenditure of blood points. This ability heals minor-medium wounds, with more serious wounds needed the expenditure to be doubled in order to begin the healing process. This may be extended to others via physical touch or a Union.
Cleansing of the Blood - 2 blood points per use. The Caster may expel three points of blood in order to remove a spell cast by another, so long as it was used within a 15m (extensible by 5m per extra blood point) radius of the Caster. For complex spells, another four blood points must be added for each turn taken to prepare the attack (I.e a three turn prep requires 10 points).
Flowing of the Tourniquet - 3 points per use. Within a 15m (extensible by 5m per extra blood point) radius the caster has the ability to cause excruciating pain within all living things. While not lethal the pain is debilitating and can cause a person to enter shock if previously hurt or otherwise distressed.
Curse of the Blood - 3 points per use +1 sustain. A Caster uses his infernal abilities to assault the senses of any opponents within 15m (extensible by 5m per extra blood point). Aside from heavy bleeding from all orifices, the ability interrupts with all standard forms of sensory perception for as long as the ability is maintained. This includes: sight, smell, hearing, touch, balance, taste.
Feast on the Flesh - 3 points per use +1 sustain. Within a 15m (extensible by 5m per extra blood point) radius the Caster may begin to boil the blood of any victim, essentially causing their blood to corrode their internal organs, muscle tissue and flesh. This ability can only target one area at a time (Areas: Arm, Leg, Torso, Head), at which point the limb will begin to eat itself from the inside out. (Turns: Excruciating Pain, Muscle Degradation and Bleeding, Loss of Flesh/Tissue, Loss of Limb)
Sins of the Blood - 3 points per use +1 sustain. The Caster expends blood points in order to realise the fear of their opponent. Once this fear is made known to the Caster, they induce visions and hallucinations in their opponent that match this fear in order to corrupt the mind of their victim. This ability can only be used once per opponent a bout, and the fear is in the discretion of the victim. (Damage by turn: Fear, Horror, Outright Terror, Insanity)
Plague within the Blood - 3 points per use +1 sustain. The Caster may expel blood in order to cause aggravated degradation of an opponents body in the same way as a corpse may decay. This ability can effect anything living within a 15m (extensible by 5m per extra blood point) radius of the Caster. (Damage by turn: Putrefaction/Decay, Mobility/Organ dysfunction, Incapacitation, Death)
Frothing of the Blood - 2-18 blood points per use. This spell allows the Caster to turn their blood, or blood within a 10m radius (extensible by 5m per extra blood point) into acid, providing it is not within another living entity. This blood deals heavy burning and corrosive damage to anyone except the Caster of the spell
Shocking the Blood - 2-18 blood points per use. This spell allows the Caster to turn their blood or blood in a 10m radius (extensible by 5m per extra blood point), into electrical pulses of varying uses. Does not damage the Caster.
Immolate the Blood - 2-18 blood points per use. This spell allows the Caster to conjure naked flame (temp 1,400-1,600 degrees) by sacrificing their blood; upon conjuring the flames they are able to manipulate them at will (up to a distance of 15m (extensible by 5m per extra blood point). The amount of fire they create depends on the blood-points spent.
Blood Rituals: The heavy tattooing on his body negates the need for extensive preparation.
Ritual of Sight - At the expense of 1 blood point and with an item of the target at hand, the Caster may track the current location of the target. A circle must be drawn with the blood, in which the item is placed. Once the ritual is complete the targets movements become unknown to the Caster, whom must re-cast to find a fresh location.
Ritual of Blood - At the cost of 7 blood points each, a ritual may be partaken in which both participants are bound together. A complex series of lines must be drawn for each person, joined by a single thread of blood. So long as one of the participants is alive, the other will reawaken after 24 hours of their death with full bodily regeneration. If both participants are killed within 24 hours of each other, then they will both remain deceased. This Ritual also gives both participants knowledge of roughly where the other is at all times, and within a range of 15m (extensible by 5m per extra blood point) can grant a telepathic link.
Ritual of Cain - At the expense of 4 blood points, the Caster may transfer all their bodily afflictions onto any living entity within a 15m (extensible by 5m per extra blood point) radius of the casting circle. In the same fashion, wounds may also be absorbed from someone else to the Caster if he or she so wishes. A large rune must be drawn in blood.
Ritual of Enslavement - At the expense of 4 blood points, this corruption of the Bonding spell allows the dominant caster to inflict pain upon his disciple, and to encourage thoughts and actions within them with enough willpower. It holds all the benefits for the caster, but none for the victim.
Ritual of Torture - At the expense of 4 blood points the caster conducts a ritual in which the victim is steadily flayed alive, and made to suffer their most frightening nightmares. Used to break opponents during war, in order to gain secrets or too demoralize enemy soldiers.
Ritual of Lesser Summoning - At the expense of 5 blood points, a portal may be opened through which hordes of Lesser Demons may be summoned. The ritual follows the same format as for Greater Summoning, taking two turns. Typically between five to ten Lesser Demons can come through each turn while the Portal remains open. (Lesser Demons range between dog to human size.)
Ritual of Greater Summoning - This ritual can be used to open a portal by which a Large Demonic entity can enter into the world, at the cost of 10 blood points and two turns. A series of runic drawings must be made around the summoning circle. Provided the ritual is not interrupted and sufficient blood is provided the Caster gains full control of the entity until their duty is completed, at which point the Demon is granted freedom. A Demon can be returned be expending eight blood points in a similar ritual with the Demon present. (Demons size typically ranges from one-story to three-story in size.)
Dark Magic -
Smog - The ability to create dark smogs that can enshroud areas (10m per turn) around the Caster. The smog causes no aggravated harm besides smoke inhalation, but does obscure view to all within it. The Caster himself retains the ability to sense via the smogs cloud, and can instill this ability onto others at his wish.
Traveling - The magician can open Portals that can instantaneously link two distant areas, allowing one to traverse great distances in a matter of seconds. The portal will transport any object, physical or magical, that enters it. Simple portals are roughly 5msq, with the size being increased per turn of preparation.
Shield - The magician can create a shield of Dark Magic around himself, and others within a 5m radius. This can be extended with concentration over multiple turns. The shield cannot block physical attacks, but is useful against magical attacks, particularly Light based attacks.
Orbs and Strikes - Bursts of energy that cause aggravated physical blows to an opponent, as well as some burn damage. These are generally small-ish in size, and rarely fatal by themselves.
Dark Stones - Stones created from a mixture of magical paths. These stones allow a constant link between the creator and the wearer; allows the ability to speak telepathically at range, transfer mental images and emotions, and allows the creator to transport via the stone to a location. They can also be used to inflict pain or gratification on a wearer.
Equipment:
Glock 29 x2 - A light-weight semi-automatic pistol, with a capacity of 15 rounds per clip (9x19mm ammunition). (Ammunition clips: Regular x2, Blood Hollowed x1). Clips can be kept on a belt similar to that of the Throwing Knives, with guns holstered in a suitable place. (Blood Hollowed clips contain a point of blood dealing 'Thinning of the Blood' and 'Flowing of the Tourniquet' damage.)
Shortsword - A steel-bladed sword measuring a 19" blade with a 4" handle. The handle is a strong polymer with a drip-guard and a cloth wrap to protect against slipping by sweat.
Daggers x2 - Two steel daggers measuring 10" with 3" handles. Each dagger has a drip guard and a cloth handle in a similar fashion to the Shortsword.
Throwing Knives - Stainless steal knives with a blade of 6" with a 3.5" handle, fastened on a felt that crosses the wearers body diagonally from shoulder to hip. The belt typically carries four knives.
Caltrops - Small barbed devices that are sprinkled across the ground to demobilize an opponent whom treads or falls upon them. The barbs on the caltrops are approximately an inch in size, forged from steel. Bag can be used once.
Blinding Powder - Contained in a small leather pouch, this powder is a chemical substance that induces blindness if it comes into contact with the eyes. This effect lasts two turns, and cannot be removed by physical means such as water, or rubbing. Bag contains three handfuls.
Garrot - A steel cord used for strangling victims by hand.
Special Items
Ring of the Shjah - A ring that greatly reduces the effects of the Dark Arts against the wearer. This includes Necromancy, Blood Magic and powers stemming from Demonic sources. Protection is only granted when the ring is worn on the body in some fashion, and is granted to anyone who wears the ring.
Sehlia's Pendant - A pendant that contains a store of 4 blood points in a silver cone-shaped vial around a silver chain. These blood points can be used individually or collectively during a bout/scene. The Pendant must be manually restored after use.
Dark Stones - Small, opal coloured stones created with a mixture of Blood and Dark magic.
Ceremonial Dagger (Neragha) - An engraved, runic dagger crafted from an otherworldly stone, that is to be used when doing Rituals. Neragha also does damage similar to the effects of 'Thin Blood' on a successful strike, as well as draining a point of blood for the user. While being held, the Neragha reduces the cost of all spells by 1 blood point.
"A rat in the streets; little more than flesh and dirt mewling in the withered arms of its disgusting sires. The streets so lined with this filth that every breath was a putrid inhalation of disease and waste, every step a risk of stepping into a foul mire left in their wake. From here with doth collect our kin, clutch them from the maws of disuse and carve from their flesh weapons that will shape the ages..."
"How they writhe, or young creations; unwilling to do thy Masters bidding. Flay their flesh from their bones we shall, until they lay down willingly and without petulance in their accursed eyes. Smile softly they will, with all the talents of the whores at their whim. Bruised and beaten they will work for their goods, or else we shall draw blood from every scrap of bare flesh that can be found..."
"Neragha bit into supple flesh without mercy. Cold, distant where the eyes of our creation, a tool wielded deftly. Aware, he scowled at the recognition in her eyes as the blade was drawn across her pallid throat, a warm crimson veil slicking everything. Unblinking he stood back as a crimson blossom filled the puddle in which she say. Pride asunder filled me, for the dawning of our greatest creation yet had come upon us..."
"Betrayal! A swine unto our ranks doth he wish to become? Cast him into the dirt we shall, to tear his flesh from his body in chunks with blunt weapons and sharp words. Cruelly shall he be forced to watch, watch as she is torn apart by his Masters, her screams drowned out by the tearing of her flesh. Betrayal is a costly thing..."