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.
|