Bella Morte

 

 

 

Islands Family

On the Island there is currently Bella Morte. The Matriarch of the Bella Morte is Angelique Valadia. She is easily found at home working in the gardens, home office or socializing. Other members of the familia on the isle are: Nicola Valadia (niece), Brandon Valadia(nephew), Marissa Valadia(daughter), Sera Valadia (daughter), Angela (daughter) (RIP), Jenner Valadia (son), Damien Valadia (son), Damian Valadia (son), Karisa Valadia (granddaughter), Kaden Valadia (grandson), Lord Kindred (brother), Marco Valadia (brother), Roanoke Valadia (daughter) (RIP), Syrist Valadia (grandson), Iconix (grandson), Echoa (granddaughter), Silver Serpent (grandson), Maria Aigeann (great granddaughter), Scott (not yet adopted, just claimed), Josh (not adopted, just a claimed son)

Documented Notes

The Belle Morte

How the Belle Morte came into being: It was the 9th century in Italy, right before Sicily was invaded by the Saracens when Angelique Alesandra Valadia was brought into the world. Her family was poor and owed great debts, but many avoided the act of getting the money back to them in fear and awe of the Valadia women. It was well known or at least rumored that the Valadia women were powerful in their own right, holding what some thought to be the talents of the Succubus with a mixture of Siren. Able to draw men to them for their own pleasure. They were also known as great healers in their own right as well. The rumors continued so that in time they combined the two claiming that they could heal others by using sexual energy.

Angelique had a younger sister Nicoletta (for whom Nicola was named after as she is a direct descendent of the Valadia familia.) whom she cherished. Her parents realized that even with the residents of Sicily in awe/fear of them, their debts were too much. After much deliberation they decided, against their true wishes, to place their eldest daughter, Angelique, on the auction block, where a stranger who would later become her Sire bought her.

Angelique soon discovered, as she got older before she was embraced that the rumors of the Valadia women were true and she had great abilities in healing and in other areas. After she was embraced the abilities grew stronger and she was able to use them when needing to feed and it was not possible to feed off blood. By using the sexual energy created between two she was able to sustain on that for a short period of time.

When one reads the history book of the Valadia women it shows down the bloodline how they grew stronger and were able to control their urges when it came to such situations. However there are documented cases where some women simply did not have the self-control to keep them out of trouble.

Because her Sire had the ability to shift she took on that ability as well, so it co-exists within the Valadia bloodline now, so they can combine the different abilities to their use, depending on the strength of each person. He was the one who showed her that she could harness the wind to use it for defense and offense, as well.

The Valadia women are stronger in their abilities than the men and learn quicker and can continue to learn to a certain point, where as the Valadia men tend to reach their learning growth sooner and without as much power.

How they act: The Valadia are a known older familia on the isle and off. The mere size of the familia alone is mass compared to most other families. Believing strength comes from within; Angelique tries to make sure each member of the bloodline knows of their importance and their abilities. But also realizes that strength comes in numbers and keeps large amounts of family around at all times. Each member of the family and/or bloodline has their own distinct personality but common traits often are shown through out the centuries. A love for art, either musical, written, painted, sculpted. Now in current times one son of Angelique has an antique car museum, showing his love and appreciation for that sort of art.

Sang-froid (great coolness and composure under strain)  

Level one: Attraction

            Causes those around them to suddenly wish to be closer and they are very open to suggestions by that vampire in question. (out roll target, must out roll each suggestion wouldn't do anything that was out of their normal)

Level two: Look of terror

            Can cause great terror in its victims, causing them to flee in fear or causing them to slide into daftness by enhancing their appearance when baring fangs and/or claws, etc (out roll target only works on lesser beings who are unfamiliar with)

Level three: Rapture

Causes devotion in the intended victim towards that vampire. They wish to do whatever that vampire wishes, willingly (out roll target by 10  lasts 2 minutes will not do something to harm self,  out roll target by 10%  lasts 10 minutes, out roll target by 20%  lasts 60 minutes, out roll target by 30%  lasts 120 minutes, out roll target by 40%  lasts 1 day, out roll target by 50%  lasts 2 days and will do almost anything ordered.  IF dangerous to target add 5%. Must be agreed OC in advance if sexual and out roll by 20 % lasts one hour.  If not agreed oc, scene does not need to actually take place just the description of what did. This could be easily considered rape at a later time .  )

Level four: Call forth

            If you have met this vampire, then this vampire can call forth to you at any given time across any given distance, and you will come, as fast as you can. However, if you have reached them by daybreak, then this ability will wear off. (must out roll you by 15%, and must have done a ritual of 1000 minum in rolls and have an object of yours as well. if you are a long journey, you can rp trying to over come it and continue to attempt to outroll, , each time beckoned )

Level five: Power of being

            This level will enable the vampire to amplify preternatural bearing more than one could imagine. Simple good looks become ungodly beautiful. Ugly becomes hideously demonic. Induces the respect, devotion, fear or all of the above, at once, in those that are around the vampire. The lesser will do all in their power to execute her every desire.  They fear the risk of causing her anger by displeasing her. One would never think to argue or to try to harm her. If one finds the power to do so, those left around her will come down upon that person quickly to squelch any anger forthcoming from the vampire. The vampire can cause this in both humans and vampires. (Must out roll target by 10% if target is elder or above must out roll by 20%)

Level six: Conquest

            Conquest allows the vampire to freeze in sheer terror allowing the vampire to do as they wish to you, as long as they can make eye contact with the intended victim beforehand. (roll of 25 % higher then target)

Level seven : Reciprocity

            This very effective and very powerful ability helps the vampire push the mind of another vampire to agree to whatever plot/ deal the vampire is trying to accomplish by using brotherhood/camaraderie. (must be older then then must out roll by 20%, other party may continue to fight by using will power if three success by either party ability will be in the mind for two hours.

Level eight: Dominate decree

            Once a vampire has risen high in power to be able to call this ability it takes a very powerful vampire in return to be able to resist the powers. It can be removed and resisted, and can be used only once before it has to be rolled for again, after a set amount of time. The vampire can only use this on one person at a time, no piggybacking. To overcome, a vampire must roll the initial time in attempt to be able to do so. Humans may not resist. (out roll target by 100 % last 1 hour)

Level nine : Eemotional climate

            Once a Krawl has reached this level she can control the emotional climate of the entire region around her, up to the size of a large city. Always in effect on a low-level but can be used to send a certain emotion into the minds of every being around the area. Can also have a pull of those who are from the area but not there are the time. Works while the vampire is in Respose as well. (roll of 100 anyone being a Krawl would not be effected. On the Island would cause other Powerful creatures to know this had been done.)

 Sensorium / The entire sensory system of the body.

Level one: Intense perception

            Sharpens all the abilities of the vampires senses. Has its drawbacks such as too harsh of light hurts the eyes, loud noises hurt the ears, etc. (roll of 15 to ignite)

Level two : Aura perception

            Using this ability lets the vampire to perceive the auras, the psychic impressions a mortal and supernatural can have. It helps read them for offensive/defensive purposes. (roll of 15 if not blocked must out roll if block is used)

Level three : Pyschic impression

            A vampire can read the psychic impressions left off an object if it has been touched or used for any length of time. Usually is about the last person who touched the object but if it belonged to someone for a long time, the vampire will be able to read more from that person than someone who only held it for a short time.  (roll of 15 for vague flashes of images,  roll of 22 for vague very current info, roll of 48 for detailed current information , roll of 64 for vague old information, roll of 95 to know details of old information )

Level four : Insight

            Used mostly between a vampire and a mortal, the vampire will be able to place a link between the mortal and themselves mentally. The vampire can read the thoughts by the mortal as if hearing them. It can be used for memories and current thoughts.  (no roll if agreed, out roll by ten  if not must have eye contact.)

Level five: Astral form

            The vampires sense leave their body and can move around the earth as long as the vampire does it at night. Vampires body is in repose while doing this ability and very venerable and it is difficult to get back to the vampires body, hence, many vampires shy away from this ability. (roll of 16 to activate)

Level six : Extrasensory perception

            Without using form astrale the vampire who has this ability can concentrate on a particular person, place, or thing and obverse the subject’s location and surroundings while staying out of Repose. (if known and agreed auto otherwise out rolled by 33%)

Level seven : Emulate

            Similar to perspicacity but it differs by scanning the physical reflexes rather than mental ones. It allows the vampire to anticipate the moves of an enemy during battle or personal combat. (out roll target by 20%)

Level eight : Mind to mind attack

            It is what it says it is. A direct mind to mind attack, using the mental power to overcome their opponent. If a elder vampire uses this ability on an opponent, the opponent shall not should much outwardly distress as all the damage is done internally. The victim can show signs of great pain or nosebleeds but if death is caused by this, a mortal victim will show they died of a heart attack or an aneurysm. If a vampire is killed with this ability they will decay to dust instantly, regardless of age. (this is final death blow, can only be used when all hit points are taken  simply  roll target) 

Vitesse (velocity)

Level 1:  Quick of Blood

Reactionary Movement has become second nature.  As you watch another, you are able to move a few steps ahead of them at each turn, rendering foes in a state (seemingly to you) of lethargy. (out roll by 10 effect if you fail you take speed loss by looser looses on dice next turn.)

Level 2:  Quick of Mind

Just landed a hit? Land another before he/she even hit’s the ground.  This level allows the user to combine multiple tasks up to 2, making it formidable in fights where the user isn’t always the strongest. (out roll by 25%)

Level 3:  Quick of Body

Foe’s have difficulty tracking you, and your ability has multiplied to the combination of 3 actions per move. This can only be used on someone that is equal to your age and dice and only to another supernatural being. If a mortal were to happen by, they would not see anything unusal. (locked)

Level 4: Expel

Your able to transfer your power of speed to objects, such as a thrown knife.  Any object you throw can move with super-preternatural speed, whereas you remain in normalcy.  This gift does not allow for any extra actions per move, except the throwing of the object. (out roll target)  

Level 5: Ground Zero

A vampire that has achieved this power is a force to be reckoned with.  This power is the accumulation of the study, and thusly so.  Invoking this level brings the vampires speed up to near unmatchable speed, and the vampire can invoke this as many times as he or she wishes during combat.  While this does not add to the speed nor to the attacks per round, it does however…when invoked numerous times…give the appearance of the vampire being in more places than one. (out roll by 22)  

Level 6: Here and Nowhere

This level of the power allows the vampire to “teleport”.  While the vampire doesn’t actually disappear, he or she moves so fast that it gives the appearance of vanishing and reappearing in another place.  Attack moves do not increase, and some elders think is may just be a parlor trick power. (out roll target)  

Level 7.  Fleeting Escape

The vampire has become so fast, that running over water…up walls…across ceilings is mere child’s play.  The vampire moves so fast, that his or her feet never touch the ground, giving this power it’s main usage….escape! (if for escape roll of 6 otherwise out roll target) 

Level 8 : The Fingers of Fog

Remember the old Superman show, where when he began to run he was almost fog like….just a wisp of trail?  Congrats, you can now do it, and attack/defend up to 5 times per move.  It is even rumored that to achieve this round, a powerful elder vampire can attack any number upwards to 10, but that rumor has yet to be proven.  While not rendering the vampire invisible as Level 8 does, it does increase the attack/defense moves for the vampire…so who can complain, but the person on the receiving end? (locked) 

Commande (control)

 Level one : One word command

            As the name states, this is the ability to make the subject obey a one word command, if it clear and straightforward and if the vampire makes eye contact with the intended victim at the precise time. (out roll target, if in danger or sexual by 22% it can be considered rape.)

            It can be cleverly hidden in a sentence if the vampire makes eye contact right before she states the one word command and stresses the word slightly. (must out roll target by 22%)

Level two : Entrance

            If the vampire and the subject are both free from distraction, the vampire can look into the subjects eyes and place a hypnotic suggestion or a mental suggestion into the victims’ head. Once the thought has been placed, the eye contact can be dropped. (out roll target by 10, but if victim fights with will power may have to reroll to keep in effect)

            It has can be a simple or a complex thought, but the subject can only have one thought at a time at any given time. (must at least be an 13 roll and out roll victim)

Level three : Recreate memories

            Once again the Vampire must capture the eyes of the victim, but once that has been done, the vampire can dig into the victim’s memories and recreate them at she so chooses.  The vampire can change the memories just a little bit, which is good for removing a memory of say a feeding or a meeting of a vampire, or completely, creating a new memory for the vampire.

            The mind is a tricky thing and depending on how fresh the memory is or how strongly it is rooted into the brain, the new memories may not be quite what the vampire wanted to achieve. If one is not careful they can leave gaps in the memories which can bring up questions at a later date or the mind may make new memories to explain things itself. Also, another vampire can tell when a victim’s memories have been altered through use of this ability and can even restore the original memories. A vampire cannot use this ability to retrieve their own memories if they have been wiped clean. (out roll at least a 33% )

Family traits  

Vif des épines / Keen of thorns

Level one : Mood of choice

            This ability is caused by the mood of the vampire when he calls it. If they are in a good mood, the ability can cause a feeling of joyfulness or happiness to the lesser vampire or mortal. If in a bad mood, it can make them feel as if their skin is crawling with bugs (per say) or as if they were hurt, but not physically. (out roll target by 15% if they continue to fight must continue to out roll, if three attempts made stands as it is)

Level two : Emotional high (Sexual energy)

            This is the second level of mood of choice, whereas the symptoms from the first ability are heightened, a sexual rush or the other extreme, mortal danger. (out roll target, if sexual both parties must agree in advance)

Level three : Spilling of blood

            When this ability is called, the vampire can inflict small wounds to appear on another vampire or mortal as if their skin was slashed with a small knife. (out roll target)

Level four: Bathory Treatment

            When the vampire unleashes the full wrath of this ability, the vampire can cause blood to pour forth from their enemies eyes, ears and nose, eventually leading to death if not stopped one way or another. (To use this spell,  more then the 1st level, a ritual of building the blood and power, with a min of 1000, It must be done in main room or scroll must be sent in. Once cast, it can not be cast again for 24 hour period and the ritual must be redone. 

Out roll by 10% lasts 3 minutes, out roll by 20% last 60 minutes, out roll of 30 % last 1 day out roll of 40 % last 2 days. Not healing will take away 10% of total hit points and 5% per hour after, at the end of two days all points are gone, the spell is ended, and you must rest per chart.)  ((to heal from it, one must do two parts 1st part is to do a ritual in return of no less then theirs, second must roll attackers roll. If the attacker out rolls by 20 percent and you can only do 10 percent, instead of the normal 50 percent, you would take 60 percent damage ect. On the other side if you out roll attackers roll by larger percent you would take less damage.) This can not kill because there is no death blow dealt.

Vérité dans le sang / Truth in the blood 

Level one : Family traits

            If one is thought to not be family, the head of the family can call this spell and the thorns will animate and pierce the one in question. If the vampire is of family blood the roses will stay red and healthy. If not, the roses will temporarily wither and seem to die. (Auto)

Level two : Calling of the thorns

            If there seems to be peril the family members can call to the roses surrounding the haven and form a barrier of thorns, protecting the family from intruders.  (roll of 10 can only be used for protection, they would block an attacker from getting to them, they would have to double the targets roll to make it through the thorns......  if used to attack is made then must out roll target.)

Level three : Bloody thorns

            If called, the thorns will lengthen and animate and pierce those that seek to harm or capture the family members and drain the blood from the victims until called off or they have perished. (out roll by 10 to activate and must continue to out roll to keep in effect)

Venti / Winds 

Whispering wind

The character can gather information around him from the whisperings of the wind. She can detect any living creature within the radius determined by the number of successes.  This includes hidden or invisible beings

Successes    Radius (Feet)

   1           50    (roll of 20 to ignite, target must out roll caster by 5 to stay hidden)

   2           100    (roll of 10 to ignite, target must out roll caster by 1 to stay hidden)

   3           200     (roll of 10 to ignite, caster  must out roll target by 10 to see)

   4           300        (roll of 10 to ignite, caster  must out roll target by 22 to see)

   5           500 (highest)    (roll of 10 to ignite, caster  must out roll target by 33 to see)

Touch of the wind

The character is able to use currents of wind to move small objects (up to 2 pounds) with varying amounts of force.  The character can gently waft glasses of wine about the room, or throw small metal objects with the force of a sledgehammer blow.  No success is required to actually move an object, but successes will be needed as normal to snatch an object from another character, or to strike a target with an object lofted by the wind. (must out roll target to strike,) 

Wind shield

The character can cloak themselves in a shield of swirling winds that can deflect blows and deal damage to attackers with objects caught within the swirling column.  The cylinder of air surrounds the body of the character out to a distance of one foot.   (roll of 10 to ignite, attacker must out toll by 15% to break through

Winds of song

The ability summons a localized wind to lift the character from the ground, allowing her to levitate.  While levitated, the character can "fly" by using controlled bursts of wind to push them along.  The number of successes determines how long the character can stay airborne.

Successes     Minutes Aloft

   1           5          (roll of 30 percent or 22 which ever is less)

   2           10         (roll of 40 percent or 33 which ever is less)

   3           20          (roll of 50 percent or 44 which ever is less)

   4           30           (roll of 60 percent or 55  which ever is less)

   5           60 (highest)   (roll of 70 percent or 66 which ever is less)

Optionally the character can use this ability to throw an attacker through the air a short distance.  This requires at least a higher roll and throws the target opponent 15 feet.

Winds of death

The ultimate power of the wind, this power calls a small tornado-like wind to the aid of the character.  It rises up to sweep at those who dare oppose the one the caller is calling it upon.

Pulls the opponent away from whomever called it (out roll target)

It can pick up the opponent into the actual funnel cloud  (out roll target by 10%)

The caller can harness the funnel and use it as a weapon, using it to battle those who fight her (out roll target 10%)

Able to push the wind into the opponent and make the funnel go full force. If not stopped would rip the opponent apart from the inside. (death blow only, if all points have happened simply out roll target)

 Shifting

The Valadia family members or those from the Bella Morte line are able to shift. The ability comes sooner in others and not so quickly in others. Some shift to wolfen form while others shift to cat form. Wolves and panthers are the most common in the bloodline; however there has been rumor that a Jaguar and Lion have been known to come out at times. Currently Angelique is the only known Valadia to be able to shift both to wolf and panther, but there are still many members of the familia who have not come into their own powers fully, so one never knows what might happen in the future.

Healing

Kiss of Life

Because of the vampiric abilities and the enzymes they produce, for small flesh wounds she is able to heal the wound shut by licking the wound.

Healer Hands

By calling upon the Valadia abilities, the caller is able to lay their hands on more serious injuries that are not just flesh wounds and knit the wound from the inside to the outside. You will take some of the damage onto yourself by doing this more serious healing. (roll of 30 activate you take 50% damage to your character)

Energy Boost

Not so much as a healing gift but more of a “refresher” If someone is weakened, tired, or such, the healer can either touch the person the bare skin or kiss them, passing on energy either in an innocent form or if desired a sexual form. Depending on what is needed. It does drain your energy by doing so, so keep this in mind.

Can return up to 30 percent of the targets hit points, but you loose half of what you give. This is good in a battle situation to keep someone you desire up and fighting.

 

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