Higher Powers
Thrall
Only a vampire can bind a thrall, but a vampire can assist another Blood Mage to thrall someone. A thrall is a sentient individual that is bound to the Blood Mage who is now their Vincere. Thralling is required for Higher Blood magic. A thrall is made when the target ingests their Vincere’s blood and then fails a Determination check against the Blood Mage (or Vincere). Enthrallment is broken by killing the Vincere or a stronger Blood Mage may fight against the Vincere in a series of checks to replace the previous Vincere. A Vincere may also willingly release a Thrall. A Vincere always knows generally where their thrall is and generally how they are. They may also speak once per rank per day to their Thrall telepathically. Any action a Thrall tries to take against their Vincere they must make a Determination check at half their ranks. Because this is supernatural slavery, the Empire generally outlaws Thralling. There are some exceptions made, such as a Willing Thrall, but they are generally rare. So, Thralls are more likely to be encountered outside of the Empire’s power.
Thralls benefit their Vincere in many ways, besides opening the Higher Powers to them. A Vincere may take a Thrall’s Claret pool at any time, through their bond and therefore without touching them as a “back up” supply of Claret. Even Thralls that are species that normally do not have a Claret pool, have one that only their Vincere can access. Often times they act as Spies, however, the strong bond or ardor between a thrall and their Vincere can be detected by those who know what they are looking for. The Vincere of course may have their Thrall use any skills, talents or magic that they know for their Vincere. The most powerful benefit of a Thrall however, is how the bond prevents the Vincere from fully dying as long as they have a thrall. If reduced to death, a Vincere may steal their Thrall’s claret, even taking their health points to revive, restoring 1 damage per claret. A Vincere can revive even if their body is incinerated, and they have no Core left. In this case the Vincere must steal their total health points in claret to form a new body and then revive with further claret. This process may not kill the Thrall, as such the Vincere cannot take their last health point. However, there is little reason to rush, the Vincere can continue to build back their strength through their Thrall as long as it takes.
To have a Thrall, first and foremost, this must be discussed with the Game Master. Thrall is extremely heavily roleplay based and will not simply be a stat on the sheet. A mistreated Thrall may seek out others to help break their bond or make subtle sabotages. The Player and Game Master will work together to create the NPC the Thrall will be. The Game Master will likely require some roleplay to flesh out how the Thrall came into service of their Vincere.
Advantage: Thrall is bought at 6 EXP per rank. Ranks in Thrall translate to how useful the Thrall is, but also the amount of Claret they carry before stealing their health. The Thrall has 1 Claret x Each additional rank. Therefore, a rank 1 Thrall has 1 Claret and a Rank 2 adds 2 more Claret for a total of 3. Game Master will create a Character sheet for the Thrall. Once per session per rank the player can call upon their thrall to complete a task that they would responsibly be able to accomplish. They may also draw on their claret and health points at any point that the Thrall still has them.
Player Character Thrall
In the case of a Player Character being Thralled, or coming into the game thralled, their Vincere must still purchase the Advantage: Thrall, but now it only represents the bond, not entirely the Thrall’s stats, those belong to the Player. The ranking of Claret will still be the same, unless the Thrall is a species that can use Claret, in which case, the thrall buys those with Experience as normal, but their Vincere may also steal those for their own use.
NO PLAYER CHARATER MAY BE THRALLED AGAINST THE PLAYER’S WILL. Ever.
In the event that Thralling a Player Character is being considered. All Parties involved MUST speak with at least the Game Master and a Storyteller above table. All parties must fully consent. This does not mean the CHARACTER consents or wants to be Thralled. In the case that a Non-Player Character is the prospective Vincere, at least one Player Liaison must also be present to advocate for the Player. In all of these cases, if the Thrall Player wants out, then they will be immediately released and then an above table discussion may happen to determine where the story will go.
Willing Thrall
A Willing Thrall may choose to forfeit the Determination check if they choose not to fight. This is advantageous as the stronger bond makes a stronger Thrall. A willing Thrall can speak once per rank per Day to their Vincere telepathically, gains a free rank of the Lower Blood Magics and is one rank higher on the Thrall chart. A Willing Thrall can also choose to break their bond at any time.
Willing Thrall Magic
Those with a willing thrall gain access to a few unique spells those with unwilling thralls cannot learn. The Thrall can also learn these at normal blood magic costs.
Detect Lies
By checking Determination, the Blood Mage activates this power and knows when someone is lying to them for the next minute per rank.
Life Transfer
By expending a claret the Blood Mage can heal one person they can touch for ranks in this power or send ranks in this power in claret to their Thrall through the bond to heal or strengthen them.
Higher Blood Powers
Wall Walk
By checking Determination, the Blood Mage can walk up vertical surfaces and even onto ceilings as if they were horizontal. This power lasts for 1 minute per rank.
Paralyzing Glare
By expending a claret the Blood Mage can paralyze a target in fear for ten count per rank. While paralyzed the target cannot move or speak but can take damage. Things that are immune to fear are unaffected by this power.
Vlad’s Wings
By expending a claret the Blood Mage grows great leathery wings and the ability to fly at their normal walking speed. These wings remain for 1 minute per rank.
Mist Form
By expending a claret the Blood Mage may turn into mist for one minute per rank. While transformed in this way they cannot speak or take damage. They also cannot attack physically in this form or use any ability that requires a body. They can, however, still direct their Thrall and use mental or verbal abilities.
Animal Form
By expending a claret the Blood Mage may turn into an animal for ten minutes per rank. While the blood mage is transformed in this way they cannot speak any language other than that of the animal they have turned into, unless they have a rank in Animal Speech in the animal type they are transformed in, then they may speak common. They may also use their Animal Speech normally to speak to other animal types.
Animal control
By checking Determination, the Blood Mage may control an animal for 1 minute per rank in this power. The animal innately understands the Blood Mage, however, their understanding of commands is limited by their ability to comprehend and perform those commands. For example, the Blood Mage cannot order a fish to breathe air, or a cat to perform algebra. The Blood mage may also trade minutes for the ability to preserve what the animal does, making a great spy. Skin Changers do not count as animals.
Hypnotism
By checking Determination against a target’s, the Blood Mage subverts the target’s will and implants a suggestion or order. The Blood mage may give a one sentence command per rank that the target will perform once per rank. Or they may implant a single sentence suggestion that will stay with the target for days equal to ranks. Such as “I should gather every book I find,” or “Bandits are terrifying.” Suggestions may not be carried out as fully, or have other unintended effects.
Risen Servant
By expending a claret the Blood Mage may raise a dead body to serve them for one day. They have “health points” and strength equal to ranks in this power and will follow every order the Blood Mage gives them, to the best of their ability. If the body was a Thrall to any Blood Mage, then this Blood Mage may raise them by healing their damage and expending the claret to enact this power. This will raise the Thrall to their full strength and normal stats, but now under the Thrall of this Blood Mage. They gain this bond at rank 1 for free.
Death Claws
By expending a claret the Blood Mage creates claws (or fangs) or a Blade that last for one encounter. These claws deal ranks of this power plus the Blood Mage’s Strength in damage and heal the Blood Mage for ranks of this power for each enemy they kill using the claws.
Drain Life
By expending a claret the Blood Mage invokes this power for one encounter. Using spell balls they
deal ranks in this power plus their claret rating or spent health points. Heal the Blood Mage for ranks of this power for each enemy they kill using this power.
Withstand Faith
By checking Determination, the Blood Mage can withstand damage dealt by faith up to the rank in this power.