Friday, September 30, 2016

The Cambion Families


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The Cambion Families

In the ancient past, creatures of unimaginable power and evil visited the earth, making mortals their playthings or their servants. These creatures, known to us now as demons, left their mark across many different cultures and peoples. Many of these demons, those most human in thought and form, took human lovers for themselves and these unholy unions lead to children being born. These children, often known as cambions, had many of the supernatural powers and features of their demonic parents as well as some of the weaknesses. Because of their unique abilities and connection to their hellish parents, these cambions were often used as servants and followers of the demons, doing their bidding and sometimes ruling on their behalf. As the ages past and civilizations progressed, the demons began to visit the realm of mortals less and less frequently, instead relying upon their mortal or cambion servants to enact their wishes. Eventually, they did not communicate with their children at all.

The cambions, now left to their own devices, sought to further their own power and either pave the way for the return of their demonic parents, prevent it, or bring their return about. They knew that they carried their powers within their blood and so sought to pass along these powers to other mortals, perhaps to have more servants of their own. As time went on, the cambions developed their own culture, no longer ruling mortals openly but using their powers to secretly manipulate them. Cambions of a certain lineage bred with each other, eventually forming distinct cambion families with certain shared characteristics, powers, and traditions.

These families have remained relatively insular over the centuries, raising and teaching their own children, living in huge mansions or estates in isolated areas away from prying eyes of mortals, using their supernatural powers to retain their wealth and privilege as the mortal world changed around them. As one might expect, cambion culture is extremely conservative and traditional, with a special focus being placed on family and seniority, with social orders much like those of ancient days. They are also dark and twisted by their nature and upbringing, with a callous attitudes towards life, sick rituals, incest, and other unspeakable practices.

The first generation of cambions, sometimes called the progenitors or the ancients, are said to be truly immortal and unaging, though most have withdrawn from the world and are only rarely seen by even the most ancient of cambions. Cambions have mystic power based on the purity of their blood, how many generations they are removed from the demonic ancestors, and their actual age. More powerful cambions age more slowly, with some weak blooded cambions living only twice as long as humans, while some are thousands of years old and show little sign of age. Unfortunately, the more powerful a cambion is, the more detached it is from the world of mortals and the more vulnerable they are to demonic weaknesses such as holy ground or the faith of the virtuous.

The powers that cambions wield vary tremendously from individual to individual, though certain types of powers tend to run in families. Their diabolic sorcery tends to have strange reality warping effects, usually based around certain themes or concepts. Ultimately, the cambions are cruel and terrifying creatures and their powers tend to act like nightmare that have come to life, reality becomes surreal and nightmarish as cambions use their magic, a victim's worse fears may come to life or time and space may not behave in normal ways. Some cambions have an affinity for heat and flame, being immune to fire and having the ability to summon the unnatural fires of hell. Others command powers of darkness and cold, drawing it forth from the abyss. All cambions have enhanced physical prowess, strength and resilience far exceeding that of humans, amazing agility and vitality, as well as regenerative abilities. Once again, the purer the blood, the more powerful the cambion.

Cambions also have strange weaknesses as well, inexplicable limitations to their powers or vulnerabilities. The most common is that some cambions are stronger in the night and weaker in the day. For most, this is merely a reduction of powers during the day, though some cannot stand the light of the sun at all and must hide away from it. Another common weakness is to religious faith or even innocence such as that of a child or saintly individual. They are sometimes vulnerable to blessed items, being burned by holy water or not being able to enter holy ground. As with power, the weaknesses are more potent for those who are older and purer of blood. Knowing the true name of a cambion also gives you some measure of power over it and resistance it its powers, which is another reason why the families tend to be so conservative - because parents have supernatural power over their children as they have given them their true names.

While they are bound by familial loyalty and ancient codes of honor, cambions are not kind or moral by any stretch of the imagination. Demons are cruel sadistic creatures and their twisted descendants carry on those traits in their blood and in their traditions. Cambions also see themselves as a higher life form than mortals, a master race of sorts chosen by gods to be a cut above humanity. This belief combined with their ancient traditions of rule by nobility and their callousness makes the behavior of the cambions horrifying. Some cambions indulge in torture for their own sick pleasure, experiment on human subjects using magic or science, hunt people as though their were game, delight in causing fear and terror, or keep mind altered slaves. Many cambions are also hedonistic and decadent, having lavish parties or engaging in orgies or frivolously spending their money.

The cambions have been declining in temporal power in the modern age. With the advancement of technology, their conservatism and isolation does not serve them well. A few families, those with weaker blood but more progressive and flexible attitudes, have become more wealthy than strong blooded families who depended on magical might instead of social connections.





The Amidas

 
The Amidas family stands out from among the cambion families, because as opposed to embracing their twisted demonic natures, they fight against them. The Amidas attempt to hold on to their humanity, morality, and their honor despite dark drives that they may still have. This often puts them at odds with other families, as they often seek to curtail other families’ worst abuses of humanity. They also work diligently to police their own members as well, as some succumb to the worst part of their natures. The Amidas family is relatively thin blooded and they exert less control over the breeding practices of young members and often even marry and reproduce out of love rather than family loyalty.

The Amidas have strong passions and sometimes lose control of them - experiencing terrible rages or bouts of depression, perhaps from the stress of trying to suppress rather than act on their dark urges. Much effort within the Amidas family is spent trying to suppress these feelings - meditation, prayer, philosophy, distractions, and various methods of venting their feelings are all common. Some even turn to drugs, alcohol, or other addictions.

The Amidas family has few supernatural abilities. To a large degree they eschew sorcery and witchcraft as they know that drawing power from such dark forces can only corrupt them eventually. Their blood is weak by Cambion standards and while their physical prowess is quite impressive for mortals, it pales by comparison to some others. Members of the Amidas family do, though, put a great deal of effort into learning to fight. Not merely close combat and martial arts, but many join the military or dedicate themselves to small unit tactics, mastering firearms, or even constructing explosives. The Amidas family also loves to utilize technology and any advantage that it can provide, especially against more conservative (if mystically potent) families. 

While they aren’t known for any particular supernatural abilities, the Amidas family has had a long tradition of adopting members of the other cambion families who have fled their own family. Because of this, the Amidas can manifest a variety of relatively weak supernatural abilities, sometimes even powers that other families are known for. Very few do the Amidas excel in any of these powers, they are quite weak compared to the mastery shown by many families, but the versatility of the Amidas give them certain advantages over more specialized families. Some Amidas display no supernatural abilities save for the enhanced physical prowess universal to all cambions and some will possess powers that are associated with a number of the families.  

It is not uncommon for the Amidas family to find itself in conflict with others families. The Amidas view themselves as good, or at least struggling to be, and so they seek to thwart some of the worst atrocities of other families. Though, because they cannot take on all of the other families together, they must use discretion, only fighting other families when the circumstances are truly dire or when they can form an alliance against one of the more evil families. This leads to the Amidas family being the black sheep of the cambions, not really respected but rather seen as a thorn in the side by other families.


The Amidas family allows young members to mate and marry with whom they desire, leading to many thin blooded Amidas and human extended families. This also leads them to being more physically diverse than other families. It is not uncommon to find members of the Amidas family of any race or ethnicity or mix of them. While they aren’t the wealthiest family, the Amidas are larger than many other families and have networks of human allies and extended family which can sometimes aid them in times of strife. This fact combined with the ability to interact with mortals allows them to gain greater influence and resources than families who find it difficult to adjust to modern mortal society.




The Ascania

Among all of the Cambion families, no other family embraces their demonic nature as do the Ascania. This family openly accepts their nature as evil personified and, in fact, have dedicated themselves to the worship of the Abrahamic fallen angel Satan. The Ascania see themselves then as dark priests of sorts, dedicated to opposing God and conquering Heaven itself in the name of the father Satan - who they believe to be the literal ancestor of their family as well as their spiritual father. 

The Ascania embrace a philosophy which they hold as counter to Christianity - the embrace violence, deceit, fornication, and blasphemy. In practice, this ideology has become one which encourages not only the strong to dominate the weak, but for the treacherous to rule over the honorable. This also causes conflict and intrigues within this family, as rival siblings or cousins seek to prove themselves worthy of leading the family. Maintaining their religious dedication to serving Satan and opposing God causes them to attempt to maintain at least the appearance of family loyalty, though secret attempts to undermine family members is an ever present concern that sometimes causes the family to fail when a more cooperative family might have succeeded. 

The Ascania believe in acquiring temporal wealth and power, they are obsessed with it in fact, not only as a path to greater power, but as a symbol of their devotion to avarice. Ascania are one of the wealthier and more influential Cambion families. The Ascania are dedicated not only to serving Satan, but in winning converts, in corrupting other Cambions as well as mortals. This activity takes the form of trying to morally corrupt humans through the use of the media and with wealth. They try to find a human’s weakness and use that to turn them to evil, either through sex, money, drugs, or what ever other vice a human might have. Those people who are sufficiently debauched will be invited to join the worship of Satan.

Members of the Ascania family usually extremely attractive. They are tall and fit with perfect features. They tend to have very fair skin, blonde hair, and light blue eyes. The few exceptions are those individuals who have entirely dedicated themselves to the worship of Satan, the family priests, whose dark magic causes them to take on reptilian characteristics such as scaly skin, extended faces full of fangs, serpentine eyes, or even scaly wings. In recent years, a bit of a schism has arisen in this already fractious family between those devout worshipers of the Devil and members of the family who are more interested in worldly power than impiety. 


Among the powers commanded by the Ascania are a supernatural ability to manipulate emotions, to create passions in others especially dark ones.  Some members of the family can sense emotions or in some cases discern moral frailty and sin with a glance or sometimes a touch. Both of these abilities serve the Ascania well in attaining temporal power. The Ascania are also masters of fire. Their skin always feels a bit warm to the touch and they are immune to all fire or extremes of heat. When they become angry their skin grows even hotter, becoming painful to the touch and their eye start to glow with fiery heat. Many Ascania can call upon this fire, using it to burn their foes. When they become angry, their ability to manipulate fire and heat increases and they can wreath themselves in flames as their eyes glow with fiery intensity. The more powerful the Ascania, the hotter their flames. The weakest among the family may only be able to burn a mortal with a touch, others can call upon red and orange flames, while the pure blooded ancients can summon blue flames that can even blind mortals who look upon them. Elder Ascania and those who have trained themselves in the mastery of hellfire can cause foes to burst into flames, burn down buildings, or melt cars into slag with a wave of their hand. The dark priests of the Ascania few the dragon features as Satan’s blessing, though the more secular Ascania who treasure their ability to interact with mortals avoid delving too deeply into the mystical rites of the family.


The Ephrati

The Ephrati are unique among the cambion families because they consider themselves not the descendants of demons, or even of creatures which transcend moral classification, but instead as the descendants of angels. The Ephrati see themselves a holy family, uniquely blessed by God. Contrary to what one might imagine, this belief does not drive the Ephrati family towards goodness and virtue. Quite to the contrary, the Ephrati family may be one of the most wicked of any of the cambion families. They see humanity as nothing more than chattel, to be used and abused as they desire and ultimately to be enslaved or even sacrificed for the benefit of the Ephrati. 

The Ephrati believe that God has anointed them, and them alone, to rule over all of humanity and elevated them to a level where moral law no longer applies. They see it as their right to inflict what ever harm on humans that they please - even the most innocent of humans. The goal of the Ephrati is to eventually openly rule the world, with humanity completely subject to their every whim. To achieve this goal, they believe it is first necessary to bring down human civilization - to spread misery and suffering, to foster hatred and vice, to encourage conflict and immorality until human society must turn to the Ephrati as their saviors. 

In their mission to bring down the world’s civilization, the Ephrati seek power within both the business and political worlds. They amass great wealth and power and use this to cause as much misfortune as possible. They are even involved in organized crime, including child pornography, sex slavery, kidnapping, racketeering, contract killing, and other activities. Because of their supernaturally enhanced luck, they excel at gambling and games of chance, and this is another major source of income and influence for them.  

The Ephrati have some of the strange quirks that many families have, though they also believe in maintaining contact with humanity and staying abreast of human affairs. The Ephrati do not isolate themselves as many families do, but instead send the young members of their family into the world to learn mortal ways. This often involves going to a university, especially a prestigious one, and pursuing some profession. Common professions desired by the Ephrati include law, business, finance, banking, journalism, entertainment, and sometimes even academia. Because the family maintains close connections to each other, they can use these contacts to rise within their chosen profession before they must retire from the mortal world because of their slow aging. Needless to say, the Ephrati are one of the wealthier and more well connected of the cambion families.  

The Ephrati don’t have particularly weak or strong blood as cambion families go, they walk a line between the more supernaturally potent inbred families and the well adjusted thin blooded families. As a result, they seldom look inhuman, though they tend to have a distinctive appearance. They tend to be tall and willowy, with olive colored skin and dark hair, though their eyes have an amber or even golden appearance. They tend not be be attractive in the traditional sense, but seem to carry with them an aura of dignity and authority that makes humans inclined to trust them. They tend to wear expensive fashionable clothing, attire befitting their wealth and status. 

While the Ephrati have few scruples when it comes to dealing with mortals, they are a little bit nicer to each other. They believe that it is their duty to help any other family member in need when ever possible. This tradition exists more in theory than in practice, and while they are not nearly as vicious with each other as they are with humans, they frequently work to one-up or undermine each other and have as little guilt for doing so as they do for harming mortals. Ultimately, the Ephrati believe that God does not hold them accountable for any sin, and so they need never feel guilt for any misdeed.

The supernatural abilities of the Ephrati are linked to deception. Even the most young and inexperienced Ephrati can tell lies that even the most discerning individual might believe. As they grow in age and power, the Ephrati’s lies become supernaturally potent and they can convince people to believe things that contradict what they can see with their own eyes. These supernatural deceptions can even be used to erase or alter people’s memories, convincing them that things happened in their past that did not, or can even be used to cause a victim to experience hallucinations. 

The one supernatural ability that the Ephrati are known for is potent if rather subtle. They can manipulate luck and chance, usually giving themselves slightly better odds at any game of chance or random event, while giving their opponents a slightly lower chance of victory. This ability is almost always subtle and is often used subconsciously with relatively young Ephrati. Only a handful of the oldest and most potent Ephrati can change chance so as to be obviously unnatural, such as causing all of the shrapnel of a nearby explosion to miss the Ephrati, leaving it unharmed - and even in those cases it requires a great expenditure of mystical energy.

While the Ephrati have contempt for mortals, their animosity is even stronger for the other cambion families who they see as descendants of demons and thus their eternal enemies. Despite this belief, the Ephrati do have dealings with the other families on occasion and even make temporary alliances with them. They betray these alliances at their convenience, stabbing their former allies in the back at the most opportune times. Because of this, the Ephrati are despised by all of the other families, though most cambions do not know of the ultimate goals of the Ephrati nor of their claim to be descended from angels.  




The Ivorix

The Ivorix are passionate, violent, and sensual. They embrace their animalistic nature, enjoying the bliss of sexuality and the thrill of the kill. The Ivorix feel at home in the wild places away from population centers, where they can live as they desire without the fetters of modern human society. They practice a form of sorcery and mysticism based around their connection with nature and their primal side - rituals conducted beneath the full wood and within ancient groves, rituals of sex and blood giving honor to the primordial forest and their demonic ancestors. 

The Ivorix have a sort of feral beauty about them. Many family members can mostly pass for human though with a certain animalistic or earthy quality to them. Most of the Ivorix have flaming red hair which they wear long, including beards for men, and their skin is fair or ruddy. All members of the Ivorix family have unusually animalistic eyes, like those of a wolf or cat. These eyes are strangely luminescent, seemingly to glow in the presence of light. For the elder members of the family or those of purest blood, they usually have more obviously inhuman characteristics. This often includes horns or antlers upon their heads, clawed hands or fanged teeth, fur or scales on certain parts of the skin, wings, or any number of other animalistic features. It is then left to the younger members of the family to interact with humanity, as the elders cannot pass for human. 

The Ivorix exude a certain animal magnetism that has the ability to charm humans. Humans are drawn to them, feel a compulsion to obey them, to fear and yet be captivated by them. They also exude an aura of sexuality that arouses mortals even if they don’t understand why. This allows the Ivorix to seduce mortals with ease, but also to lead and influence them in other areas of life, should they be inclined to do so. The Ivorix also have extremely heightened senses, the sense of smell like a bloodhound or the night vision of a cat. The power that the Ivorix are most known for is their ability to control the minds of animals. All animals feel compelled to serve and obey the Ivorix and for the more skilled members of the family this can include more overt control over the thoughts of animals, sometimes even the ability to see through they eyes and command their thoughts from vast distances away. Many Ivorix can even transform themselves into the shape of animals or take on animal characteristics, such as growing claws like a tiger or even wings like a bat or bird. 

The Ivorix also have a supernatural connection to the forest they dwell in which establishes itself after many years of ritual and communion with nature. They have the ability to feel when someone or something is in their territory, as though the trees, earth, and stones speak to them. For the very ancient and powerful among the Ivorix, they may even animate plants or earth to do their bidding. Many Ivorix domains have been inhabited by them for centuries, in some cases the family has been dwelling in a single abode for millennia. The longer a forest has been under the control of the Ivorix, the more the dark nature of the Ivorix is reflected by that forest - the trees seem dark and twisted, almost seeming to reach out towards strangers, the animals grow large and ferocious, protective of their Ivorix masters and hostile to strangers, and even the earth and stone seems unnatural.

Finally, the Ivorix practice a form of sorcery tied to nature, this magic often involves night long rituals, orgies, or even blood sacrifices of animals or humans. These rituals are often conducted on the night of the full moon when the magic of the Ivorix is usually at its most powerful. The Ivorix are some of the most potent magic users among the families, especially deep within their forests and especially on certain nights of the year. For the Ivorix, witchcraft is not just a path to power, but a spiritual pursuit, a communion with forces greater than themselves. 


The Ivorix shun human cities, though they sometimes reside in small rural communities among the humans there. Many times, these Ivorix see themselves are spiritual leaders of humanity, encouraging mortals to embrace their animal passions and connection to nature and the earth. Those Ivorix who take greater interests in influencing human society usually have a strong tendency to Social Darwinism, encouraging the strong to flourish and the weak to perish.






The Krann



The Krann have a mostly human appearance, a bit strange looking as a result of years of inbreeding, but nothing that wouldn’t permit them to pass as humans. The Krann have a strange look about them, not obviously inhuman but ugly and distinctively inbred. The size and shape of the Vesian seems to vary more than most other families. Krann usually have tanned skin and dark hair and eyes, like a person from southern Europe, though there is some diversity in this regard. Some are exceptionally tall while others unusually short. Some members of the family grow immensely fat while others seem to be nothing more than skin and bone. Most Krann also have an androgynous look about them as well, and sometimes outsiders have trouble distinguishing between male and female Krann. The Krann usually don’t give much concern to fashion and dress more for convenience than to impress, and their clothing is often old disheveled or even tattered. 

Krann can read human minds at a glance, looking not only into surface thoughts, but gazing deep into the memories and subconscious of the victim. Seeing their worst fears, greatest secrets, hidden shames, and subconscious mental issues. They can then bring these fears and secrets to life before a victim’s eyes, making their worst fears real. They can bring forth memories of dead relatives, of slain foes, or childhood nightmares. These illusions can cause physical pain as the are so realistic and can cause some to pass out or even die from fear. 

The Krann can also enter into the dreams of those people they have before encountered. They can learn their secrets from these dreams, give them terrible nightmares, or sometimes even drive people insane by giving them horrifyingly realistic dreams. While physically weaker than some cambions, the Krann draw power from the fear of their victims and can seem to become much more powerful when facing a terrified enemy. The Krann can also gain strange insights into the future or past when the themselves dream, sometimes these dreams can allow the Krann to learn magical secrets from their demonic ancestors in these magical dreams. The Krann are immune to fear themselves and take delight in the most frightening and repulsive sights that humans can imagine. The Krann can also use their illusionary powers to make themselves appear as other people (such as an old friend taken from a victim’s mind) or cloud the minds of humans so as to walk unseen and unheard.

Some Krann learn to use their powers to access other kinds of information from the psyches of their victims. This sometimes includes their dark secrets or most perverse fantasies. The Krann will the use this information to torment or tempt the human subject, sometimes even taking delight in learning the most tantalizing secrets of mortals or exploiting those secrets in sadistic or lascivious ways. 

They are more bookish than physical in nature and may be the most scholarly Cambion family. They study ancient mysteries, both from their mystical dreams and from more mundane research. They also document the various fears and dreams of the humans they have encountered, giving them a vast library of nightmares which they believe gives them greater insight into humanity and even the nature of reality. Some Krann even study science, with a special interest in psychology and medicine. 


Because of their ability to delve into human minds and read their members, along with the power over illusions, allowing the Krann family to be masters of secrets as well as fear. They often sell their services to other families, trading secrets for money or other famous. 




The Mordua


The Mordua are descended from demons of darkness, night, and freezing cold. They are known for their dispassionate natures, being less controlled by their emotions and more by their rationality. They are more hierarchal and organized than many other families, more controlled in many senses. They feel that it is their duty to maintain order among the families, to enforce relative peace and cooperation as well as making sure that mortals don’t learn of the existence of cambions.

The Mordua are not merely selfish as many other families are, they believe that their family has a purpose. That purpose is to bring complete peace and stability to all of reality - the intend to do this by purging all reality of life. It is the belief of the Mordua that existence itself is suffering, especially thought and emption, and by purging these things they can end that terrible suffering. They tend to keep this goal  secret from the other families, who may be cruel and evil, but would rather not see all life perish. 

A Mordua begins the purge of emotions and thought from within. They believe in suppressing all of their emotions and passions - their fear, desire, lust, hatred, and happiness. All that should remain is the cold determination to purge this reality of life. Unfortunately for the Mordua, this dispassionate nature has resulted in a lack of drive as well and through the centuries the family has sharply declined in number as well as influence. In the ancient past, the Mordua were quite a powerful family and were greatly feared. Now they use great caution in dealing with other families.

While they cannot come close to achieving their goals to end life itself, they do cause death when they can and their unique magical talents allow them to act as spies and, and even more appropriately, assassins among the cambion families. Obviously, other cambion families don’t take kindly to having their members slain by the Mordua, and so have had to retaliate against them a number of times over the years and even threaten them with destruction. Now the Mordua still fight to maintain relevance among the cambion families, but now must act subtly and often by building alliances with other families. 

All Mordua have skin as white and cold as snow, with solid black eyes and sclera that seem to radiate darkness. Many Mordua are entirely hairless, though for those who have  hair, it is raven black. The Mordua also favor black clothing, giving most a gothic macabre style and appearance. 

The Mordua have power over a number of supernatural forces. The Mordua can control darkness and night. They can call forth shadows and cloak an area in darkness, obscuring all vision save for that of other Mordua. These shadows seem unusually cold for those enveloped in them and frightening as well. Older Mordua can give these shadows more tangible form, forming tendrils of pure darkness that can lift foes from the ground or strangle them, their touch chilling victims to the bone. With enough power or will, the Mordua can make these shadows even colder, freezing water, causing frost to form around, and killing those beings susceptible to cold. Many Mordua also have power over what they call Abyssal Flame, fire that they can call forth which burns black and seems to emanate darkness instead of light. This flame burns icy cold and can freeze living things solid and make them shatter like glass. 

The Mordua also have some control over space, especially with the aid of darkness. Some Mordua can peer through shadows and see through other shadows elsewhere, allowing them to see far off places as long as those places have enough shadow and darkness. They can step through a large enough shadow and travel miles in an instant. More powerful Mordua can teleport vast distances without stepping through shadows at all. Some can even bend space, making a fleeing foe’s pathway seem to stretch out like some kind of nightmare or to walk upon walls or ceilings as though they were floors. 


Despite their power, Mordua also have a weakness to light. Bright light is painful to their eyes and a fully illuminated area effectively blinds them. The direct light of the sun causes their flesh to seem to rot and wither and significantly reduces their mystical and physical power. The Mordua seldom leave their havens during the day and when they do, they must take cautions to cover themselves from the light of the sun. Many Mordua wear sunglasses even at night, both to hide their unnaturally black eyes from humans and to shade their eyes from the discomfort of artificial lights that they might encounter.




The Sklavi


The Sklavi are the least human of any family, the most bizarre, inbred, and twisted. There are virtually no male members of the Sklavi family, they are all female save for a handful of patriarchs. These patriarchs take and devour any male infant born, consuming the babe’s soul as well as flesh and so increasing their own mystical power. The Sklavi family is divided into several branches, each with a patriarch ruling over his daughter wives. The Sklavi also have a taste for the flesh of humans and cannibalism often increases their mystical abilities.


The Sklavi have a distinctly unnatural look about them. They are hairless and pale with strangely bright or glowing green eyes. Their bone structure seems odd, as though not exactly human, with sometimes twisted or misshapen limbs, humped backs, asymmetric features, or other deformities. Sklavi are chaotic creatures and so their deformities are particularly strange, as they change over time, sometimes from week to week or in some cases over the course of minutes. One day they will have a humped back, the next they will straighten out but their arms will be long and legs short. They also usually have a feral almost animalistic look to their faces with unusually large mouths filled with sharp teeth as well as clawed fingers. Despite their strange appearance, some Sklavi may possess a certain inhuman beauty or sensuality, at least temporarily. The daily appearance of a Sklavi may reflect it’s mood to some degree. An amorous Sklavi may subconsciously become more attractive, while the same Sklavi in pitched combat may be terrifying and monstrous.

With age and practice, the Sklavi can control their physical forms - growing claws, stretching or compressing their bodies, sometimes even making themselves beautiful for a time. Consuming human flesh helps connect them to humanity physically, allowing them to more easily assume a beautiful form. In some cases, particularly skilled Sklavi can even assume the form of one of their consumed victims. As Sklavi become truly ancient, their minds become less human and they no longer like to assume humanoid forms and appear as nightmarish abominations more than anything resembling a human. Despite their inhuman appearance, the Sklavi do have a distinctly female appearance and quality about them that seems to transcend their strange features - except for the patriarchs whose mere appearance it is said will drive mortals mad.

The Sklavi are also extremely tough and resilient, even for Cambions, with wounds they suffer healing so quickly that its almost like liquid flowing back together rather than flesh healing. The exception being damage from fire or from holy or blessed weapons. Sklavi are the most pure blooded of the cambions and so are mystically the strongest, though they are likewise the most vulnerable to demonic weaknesses and those least able to coexist with humanity.

The Sklavi are inhuman not only in body but in mind as well. It is said that the patriarchs descend from bizarre eldritch horrors which the human mind cannot even conceive of. They are creatures of chaos and change, they are insane by mortal standards, with wildly swinging moods and personalities, sometimes experiencing hallucinations or other psychological maladies. While some can transform into beautiful humans, few have the social skills to maintain this masquerade for long with acting out in some bizarre manner.  Most would say that these mental conditions are from their minds mutating and shifting as easily as their bodies, though the Sklavi often contend that their insanity is a result of their ability to see beyond the illusion that others call reality. Indeed, sometimes their weird visions give them some forms of insight. Beyond being merely insane, the Sklavi tend to have an alien mindset with strange desires and compulsions, with no sense of compassion or even restraint. The Sklavi are known for some of the most perverse of all practices among the cambion families, engaging in orgies of sex, violence, and/or cannibalism routinely. They are typically cruel and calloused, with little regard for human life, though they are almost all completely dedicated to the patriarch masters.  

In addition to changing their own bodies, other things tend to change in the presence or under the influence of the Sklavi. Some can cause strange mutations with a touch of their hand, can cause an inanimate object to become twisted or distorted. Some particularly skilled Sklavi can even direct these changes to living things, shaping animate or even living matter as they desire. Most notably, the presence of the Sklavi can drive others insane, twisting their minds in strange and unpredictable ways and often elder Sklavi can deliberately force this on their foes. Often the madness inflicted by elder Sklavi on enemies cause them to see terrible visions of their worst fears. Other cambions are resistant to the chaotic effects of the Sklavi, but not completely immune.


Despite their madness, the Sklavi are talented sorceresses. While members of other families might have to study for years to achieve some magical talent or perform a ritual lasting the night to create a supernatural effect, many Sklavi intuitively develop spells and can cast them virtually at will without the great effort required by most other cambions. Of course, because of the insane and chaotic nature of the Sklavi, these spells often create strange side effects that even the Sklavi themselves cannot prevent or predict.


The Vesian


The Vesian are a family known for their extreme pursuit of sensation. While the Ivorix are known for their libidos and the Ascania for their love of fine living, the Vesian put both of these families to shame. The Vesian crave sensations of all kind, sensual pleasure, varieties of food, drugs and chemicals, or even self inflicted pain. To the Vesian, all sensations are pleasurable and worthy of embracing. The Vesian are also known for their sadism, their desire to inflict pain (or pleasure or both) on others.

The Vesian have pale skin and black hair, though this hair often turns gray or white at a young age, while their eyes tend to be shades of gray. While many members of the Vesian family are ugly by human standards, others are breathtakingly, if somewhat eerily, beautiful. Regardless of their appearance, Vesian tend to have an intensity about them, a look in their eyes, that can intimate even the bravest souls. What ever usual features that a Vesian may have, they seem to become more pronounced with age, even extreme attractiveness. In addition to what ever strange physical characteristics a Vesian may have, many also have numerous scars, tattoos, or other marking that they have inflicted upon themselves for pleasure or to enhance their magical potential.  In most cases, the Vesian dress conservatively in old fashioned but expensive clothes. 

The Vesian are effectively immune to pain, they find any feeling pleasant no matter what harm it does to their bodies. They are some of the most physically resilient of all Cambions, able to endure terrible physical harm and recover quickly. Additionally, some Vesian have the ability to manipulate pleasure or pain as well as other sensations eventually. This could also include enhancing the pleasure provided by sensual activity, making the Vesian lovers without peer. Vesian of greater power can inflict pleasure or pain with a mere touch or, in some cases only a glance.

The Vesian are scholars among the Cambion families as well. They value learning and education, not only of conventional topics, but on magic and the supernatural. Unlike the other families of Cambions who study just magic, the Vesian see it as a science and so often combine elements of science with their magic for more amazing and sometimes dangerous effects. Many magical experiments of the Vesian go awry - which their amazing fortitude helps them survive. The Vesian are masters of alchemy especially, and are known for creating magical potions which have a variety of strange effects. In particular, the Vesian obsession with sensation and with exploring the limits of pleasure and pain, has lead them to developing a number of magical concoctions which can dramatically heighten the senses or can cause intense euphoria or terrible agonies. They also create a variety of devices that are unspeakable in their purpose and effects. 

Many of the supernatural pleasures that a Vesian might inflict upon a mortal are highly addictive, in fact some of the most prized magical rituals of the Vesian allow them to bind mortal slaves to them through alternating painful and pleasurable effects. A Vesian may subject a mortal to this power over time, eventually turning the human into a willing slave. For addicted humans, the Vesian master will have a mystic control over their minds, with the control growing stronger with the greater sensation the human has been subjected to - especially when combined with the brand. 

Vesian who study magic often carve magical symbols into their flesh or the flesh of others. These infernal symbols often confer magical effects and the carving requires a special ritual which prevents the regenerative abilities of a Cambion from healing them. In some cases, these symbols may confer not only powers to the recipient, but power over the recipient by the Vesian sorcerer. Many Vesian have their human slaves so marked, or branded as some call it. Common brands for mortal slaves allow the Vesian master to inflict pleasure or pain on the slave from miles away, give them telepathic commands, or even sense their emotions.

Though members of the Vesian family family often find it difficult to interact with modern mortal society, with mortal slaves from various walks of life, includes business and politics, the Vesian do command quite a bit of influence and power. Despite being willing to do terrible things, some Vesian have a sense of honor when dealing with each other and even when dealing with mortals or other Cambions. They often only target people for truly unpleasant activities who they feel are dishonorable or deserving, and for the more innocent mortals they enslave, they feel protective or believe the relationship ultimately beneficial for the human. Many Vesian become involved at some point with organized crime, though often the criminals the Vesian deal with fail to live up to their sense of honor and end up the victims of Vesian depravity. 




Cambion Maleficia


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Maleficia

Maleficia (singular Maleficium) are the innate supernatural abilities of the cambions, their demonic birthright as it were.Often these powers manifest in youth, though they can also appear over time or with the aid of a tutor. With a few rare exceptions, a cambion can only develop the Maleficia of its own family or general Maleficia.

Each Maleficia is treated as an individual power and Cambions can purchase which ever they desire.


* Maleficia marked with an asterisk is more difficult to use on Cambions than on mortals or other creatures. All such powers cause the cambion using it to gain an additional point of Urge if used on a cambion and the difficulty to do so is increased by the victim’s Legacy.  




General Maleficia
These Maleficia are available to all cambions regardless of family. 

Hideous Strength (1+)
This Maleficia provides +1 automatic success to all Strength rolls. This Maleficium can be selected a number of times up to the cambion’s Maleficium maximum. 

Hideous Stamina (1+)
This Maleficia provides +1 automatic success to all Stamina rolls. This Maleficium can be selected a number of times up to the cambion’s Maleficium maximum.

Ferocity (2, 4)
The cambion gains +5 to initiative rolls. This Maleficium may be selected twice.

Enhanced Regeneration (2)
The cambions regenerates as though it’s Legacy were one higher than it actually is. 

Demonic Rage (3, 6)
By gaining a point of Urge, the cambion may take another full action for a turn. This Maleficium may be purchased twice. Purchasing it a second time allows the cambion to gain a point of Urge to take two additional actions in one turn.

Demon’s Claws (4)
The cambion can grow supernaturally sharp claws from it’s fingertips. These claws do Strength +1 aggravated damage. Growing these claws cause the cambion to gain 1 Urge and they last for a scene. 

Purification (4)
By gaining a point of Urge, the cambion can transform one level of aggravated damage into a level of lethal damage. 

Telekinesis (5)
The cambion can exert strength at a distance. This Strength is equal to the average of it’s Legacy and Willpower, rounded down.





Sklavi Maleficia

Malleable Form (1)
The Sklavi’s flesh and even bones can bend or stretch. This gives the Sklavi a -2 difficulty on all rolls involving escaping bonds, contorting its body, or slipping into narrow spaces. This power is also useful for garbling or wrestling enemies and reduces the difficulty of such maneuvers by -2 as well.

Fluid Flesh (1)
The Sklavi’s flesh seems to ignore the laws of physics, it can seem to move it’s limbs without the aid of muscle or bone.Each time the Sklavi takes this Maleficia, it gains +1 Health Level that has no wound penalty. This can be taken a number of times up to the Sklavi’s Legacy.

Spider Climb (1)
The Sklavi can adhere to a surface like a spider, crawling like an insect at up to its normal walking speed. 

Passion (1)
As the Dementation power.

Devil’s Touch (2)
The Sklavi has natural weapons that can inflict Strength +2 aggravated damage per attack. This can include sharp fingernails, horns, body spikes, and most likely wicked teeth. 

Skin of the Chameleon (2)
As the Visceratika Discipline power. 

Gorging (2)
The Sklavi can gorge itself on human flesh. In effect, it can eat and eat until it has reduced it’s Urge down to as low as -5. Doing this causes the Sklavi seem to be hugely fat, especially it’s belly, and some may mistake it for being pregnant. 

* The Haunting (2)
As the Dementation power.

* Whisper of Chaos (3)
The Sklavi speaks some words, or rather makes sounds that sound strange and inhuman, like gibberish but somehow frighting. After spending a turn doing this, during this turn or the next one if may gain as many points of Urge as it likes with each point gained removing a single success on any other being’s roll of any kind. This can even result in causing the victim to botch if the net successes are reduced to negative.

Stolen Beauty (3)
The Sklavi can temporarily assume a beautiful form. Doing this requires the Sklavi gain of 1 point of Urge per +1 Appearance up to the standard attribute maximum or as high as it wishes to make it’s Appearance. This power lasts for a scene, though it can be extended for additional scenes by gaining 1 Urge per scene, and temporarily eliminates any difficulty penalty the Sklavi suffers to Appearance.

* Twisting Touch (3)
The Sklavi extends its hand and touches a vicim and channels pure chaos into the victim’s body. The victim’s body is then horrible transformed - bones twisting, flesh becoming riddled with tumors, eyes shriveling up, and so on. The Sklavi rolls it’s Willpower with a difficulty of the victim’s Stamina plus 2 plus Legacy for cambion victims. Each success allows the Sklavi to reduce one of the victim’s physical attributes (including Appearance) by 1. These lost attribute points heal or can be healed as though they were aggravated damage, meaning that for a normal human, the change is permanent. If a physical attribute becomes 0, the victim collapses and become too weak to move until the effects are healed. Using this power bestows a point of Urge.

Eyes of Chaos (3)
As the Dementation power.

* Gaze of Madness (4)
By meeting a victim’s gaze, the Sklavi can cause the victim mind to break ever so slightly. The Sklavi rolls Wits+Legacy with a difficulty of the victim’s Willpower. For each success on this roll, all of the victim’s actions are at +1 difficulty (maximum 10) for the rest of the scene. This could include any variety of things, as the victim’s own mind determines the nature of the insanity - including hearing strange voices, seeing disturbing visions, becoming highly emotional, or so on. If the Sklavi score more successes on this roll than the victim’s Permanent Willpower, then the victim will become incapacitated for the rest of the scene and will gain a permanent derangement. The difficulty to use this power on another Cambion is increased by that cambion’s Legacy. 

Blood Form (4)
As the Vicissitude power.

Grasp of Leviathan (4)
The Sklavi has some strange additional limb or limbs which it can use to lash out at its enemies. This gives the Sklavi the ability to attack one additional time each turn without penalty as long as it uses a natural attack. 

* Voice of Madness (4)
As the Dementation power.

Witchcraft (4)
The Sklavi is a mistress of black magic and receives 1 automatic success on all Goetia rolls.

Maw of Leviathan (5)
The Sklavi, if it initiates a grappling maneuver with her vicim, can bite off and devour chunks of flesh. If this is done, every 2 health levels inflicted (round down) by the bite eliminates Urge for the Sklavi. 

Stolen Life (5)
The Sklavi can imitate the appearance and mannerisms of any human being, as long it has Perdition points that were acquired by devouring that person’s flesh. This power lasts for a single scene per point of Urge gained. When the power ends, the Sklavi cannot imitate that victim against without consuming more of it’s flesh. 

* Total Insanity (5)
As the Dementation power.

Blood of Acid (5)
As the Vicissitude power. This doesn’t doesn’t consume blood points or anything similar. 

Intuitive Magic (5)
The Sklavi can use Goetia rituals without a need for an actual ritual or components. Doing this takes 1 turn per level of the ritual instead of the standard required time. 



Ascania Maleficia

Sense the Sin (1)
As Daimoinon level 1, but the difficulty is the victim’s Willpower.

Eyes of the Serpent (1)
As the Serpentis Discipline power. Doesn’t work on cambions. 

Awe (1)
As the Vampire Presence power though no Blood Point (or Urge) is required.

Burn Brighter (1+)
This power augments Touch or Lash of Flame below. Each time this power is selected, Touch of Flame and Lash of Flame does an additional die of damage. This can be selected a number of times equal to the cambion’s Legacy. 

Wings of the Dragon (2)
The Ascania can grow scaly wings that allows it to fly at up to double it’s normal running speed. Growing these wings or causing them to retract both give the Ascania a point of Urge. 

Touch of Flame (2)
The Ascania may cause hellfire to erupt from its hand or a hand held item such as a sword. This flame can be used to burn foes or set objects alight. This causes the attack to do aggravated damage instead of its regular damage. For those creatures which can soak aggravated damage, the difficulty to soak this is 8. 

Black Faith (2)
The Ascania has a deep abiding religious faith in Satan which allows it to draw upon greater resolves of Willpower than impious individuals. The Ascania receives an automatic success on all Willpower rolls when acting in a way which it perceives to be of benefit to Satan.

* Fear of the Void Below (2)
As the Daimoinon power.

Catharsis (3)
The Ascania can fantasize about committing terrible deeds and so regain it’s mental resolve. The Ascania gains one point of Willpower and one point of Urge.

Corruption (3)
With a brief conversation where the Ascania tried to temp a person (where Sense Sin has already been used, as above) the Ascania can persuade the target to give in to that worst sin. The Ascania rolls Manipulation+Subterfuge with a difficulty of the victim’s Willpower. If the Ascania gets a single success, then the victim will act out on that sin as long as there is no major danger or fear of consequences. If the Ascania gains 3 successes, then the target will succumb to temptation even in the face of danger or knowing that he or she will face consequences. Finally, with 5 or more successes, the Ascania can persuade the target to act on that sin even knowing that dire consequences will result.

Aspect of The Dragon (3)
The Ascania can transform itself into monstrous form, growing in size and gaining terrible claws and teeth. Making this transformation bestows 1 point of urge. While in this form the Ascania gains +2 Strength, +1 Dexterity, and +2 Stamina. It’s claws and teeth do Strength +2 aggravated damage and it doubled it’s Stamina for the purposes of soaking damage. On the down side, its Appearance becomes zero and it is obviously a monster.

Lash of Flame (3)
This power augments Touch of Flame above. It allows the Ascania to shoot out the flame as a ranged attack. This attack does two dice of aggravated damage, plus the bonus from Burn Brighter. The Ascania must strike victims with a ranged attack, the roll being Dexterity + Occult, with successes causing additional dice of damage. This attack can use used to damage multiple people by splitting the Dexterity + Occult dice pool. 

Flaming Aura (4)
With a turn of concentration, the Ascania may cause itself to become wreathed in flame. This flame does as much damage as the Ascania’s Touch of Flame does above to any individual that strikes the Ascania with a natural weapon. Grappling with the Ascania inflicts twice as much damage. Using this ability causes the Ascania to gain a point of Urge and lasts up to one scene. 

Witchcraft (4)
The Ascania is a master of black magic and receives 1 automatic success on all Goetia rolls.

* Entrancement (4)
As the Vampire Presence power, though a point of Perdition must be spent instead of Blood.

* Condemnation (4)
As the Daimoinon power.

Majesty (5)
As the Vampire Presence power.

Devil’s Tongue (5)
The Ascania can speak and all who hear will listen intently, charmed by sweet voice of the Ascania. This gives the Ascania one automatic success on all social rolls.

The Devil’s Own (5)
The difficulty to affect the Ascania with any hostile Goetia power is increased by the Ascania’s Legacy, to a maximum of 10. 



Vesian Maleficia

Heightened Senses (1)
As the Auspex Discipline power.

* Command (1)
As the Dominate Discipline power.

Fanaticism (1)
The Vesian’s slaves (see Dominion) are so fanatically dedicated to their master that they receive +1 to Strength and Stamina rolls when fighting for their master and suffer 1 fewer penalties for being injured.

* Mesmerize (2)
As the Dominate Discipline power. Requires Command above.

Demon’s Caress (2)
If the Vesian wills it, any sensation caused by the touch or a hand held implement of the Vesian causes far more pleasure or pain, or both. When used in combat, any wound inflicted in close combat by the Vesian imposes a -1 penalty to all die rolls until such time as that wound is healed. Vesian have -2 difficult to all attempts to torture victims. When used to enhance pleasure, there is no mechanical effect, but the results are quite impressive to those on the receiving end - there is no greater lover than a Vesian, at least when it seeks to cause pleasure. Vesian themselves are immune to this power, at least the pain going aspect.

Razor Nails (2)
The Vesian’s fingernails are razor sharp and supernaturally damaging. It’s brawling attacks now do aggravated damage. 

Mortified Flesh (3)
The Vesian ritually scars its flesh and applies special chemical to prevent the wounds from regenerating. After it’s flesh is so marked receives one automatic success on all rolls for one specific attribute. This Maleficium can be taken up to three times, but must apply toe a different attribute each time. Usually, a Vesian will place these scars on areas that are usually covered by clothes. 

Branding (3)
The Vesian can brand (or cut, tattoo, or otherwise mark) a man victim. From that point onwards, the Vesian will be able to sense the general direction and distance the victim is away from the Vesian, the victim’s state of health, and the victim’s general emotional state towards the Vesian. The Vesian can also cause the victim to become away of the Vesian’s intentions as well, though this is more like a vague emotional message. Additionally, the difficult of any supernatural ability that the Vesian uses on the victim is reduced by 1. This brand cannot be removed save by powerful magic. Cambions can heal from this brand as though it was a point of aggravated damage. 

Enhanced Interrogation (3)
The Vesian is a master torturer and no being that can experience anything resembling pain can withstand its attention for long. Each hour of torture allows the Vesian too remove one point of temporary Willpower from the victim. When the victim finally reaches 0 Willpower, it will do anything that the Vesian says, confess to anything, reveal any secret, betray any trust. Anything to get the pain to stop. This victim will be completely truthful and obedient to the perceived intent of the Vesian. This power only works on a bounded captive. Once the victim is released or escapes their obedience may well turn into hatred. Victims of this Maleficium must succeed at a permanent Willpower roll with a difficulty of 8 or gain a permanent derangement. 

* Conditioning (4)
As the Dominate Discipline power. Requires Mesmerize above.

* Summon (4)
As the Presence Discipline power.

The Agony and the Ecstasy (4)
By focusing it’s attention of a single victim, the Vesian can cause that victim to suffer either intense pleasure or pain. The Vesian rolls Wits + Empathy with a difficulty of the victim’s Willpower. Each success causes the victim to become incapacitated with pain or pleasure for a single turn. Even after this duration, the victim must spend a Willpower point to act again and suffers +1 difficulty to all actions for the rest of the scene because of residual effects. For carbon victims, increase the difficulty by the victim’s Legacy.

Dance of the Maenad (5)
When the Vesian enters into combat, it seems to go into a trance as it enters a state of wild bliss. Enters this state causes the Vesian to gain a point of Urge each turn. Though they reduce the difficulty of all physical rolls by -1 (including soaking, rolling to hit, and damaging) and it also can attack one additional time each turn without penalty. 

Dominion (5)
The Vesian slowly over time come stop dominate a victim’s mind. This requires alternating between pleasuring and inflicting pain on the victim, driving them insane in a sense until they are completely obedient to the Vesian. This requires an opposed and extended permanent Willpower roll, with a roll made for each day of training. Each day also causes the Vesian to gain a point of Urge. When the Vesian finally accumulates more successes than the victim permanent Willpower times 10, the victim is completely broken and will serve the Vesian completely and totally. The victim is obsessed with the Vesian and will obey it in every regard, even betraying their loves ones or taking their own life. From this point on, the victim gains 2 automatic successes on all Willpower rolls while directly serving the Vesian. The Vesian can only have as many slaves like this as its Willpower + Legacy. For it to gain a new slave, it would have to slay an old one. 

Blood Sigils (5)
A more magical version of the Mortified Flesh. this is a magical symbol carved into the Vesian’s flesh which enhances its ability with a single Goetia Path. Carving this symbol requires three days of rival and gives the Vesian 3 Urge. Afterwards, this Path associated with this Sigil no longer requires any expenditures of Willpower nor does its use cause the Vesian to gain any Urge. This power can be selected as may times as the Vesian desires, each time for a new Path. 


Amidas Maleficia

Rediscovered Ancestry (1)
The Amidas can now purchase level 1 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. 

Suppressed Perdition (1)
When an Amidas is in Perdition, it may spend a point of Willpower to temporarily regain it’s composure. After spending the Willpower, the Amidas rolls Willpower with a difficulty of 5 plus it’s highest Dark Desire. For each success, the Amidas regains control of itself for a single turn. Not long, but perhaps long enough to allow some ally or innocent person to escape.

Kin Sense (1)
The Amidas has a natural ability to sense the nearby presence of other cambions. The Amidas concentrates briefly and rolls Perception +Awareness with a difficulty of the other 8 minus the other cambion’s Legacy. One success is enough to recognize a cambion by sight while 3 successes allows the Amidas to detect the presence and general direction of a cambion within a few dozen yards. 5 successes will allow the Amidas to sense that a cambion has been in this location in the last day and approximately how long ago that happened. 

Innocence (2)
The Amidas is less vulnerable to the effects of True Faith than other cambions are. True Faith counts as 1 point lower against the Amidas, meaning that someone with 1 point of TF cannot affect the Amidas.

Obscurity (2)
There is nothing noteworthy about the Amidas, people tend to ignore it and let it pass pass. This isn’t to say that the Amidas is invisible or any more silent or stealthy than anybody else, but it is merely perceived as being unimportant and not noteworthy. All attempts to spot the Amidas in a crowd, to notice anything unique about terri features, to remember their qualities, or recognize them is increased by 2. Difficulties to detect or locate the Amidas supernaturally also have the difficulty increased by 2.

Rediscovered Ancestry II (2)
The Amidas can now purchase level 2 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. This power can only be purchased for a particular family if the Amidas has Rediscovered Ancestry for that family. 

Ward (3)
The Amidas is highly resistant to the dark magic of other cambions, but also has a reduced ability to use that magic. The difficulty of all attempts to use any Goetia ritual or Path against the Amidas is increased by 3. Likewise, the difficulty for the Amidas to use Goetia is also increased by 3 as well. 

Capitulation (3)
The Amidas stops rejecting it’s demonic nature and so gains the ability to gain power through surrendering to its dark desires. The Amidas can now eliminate a point of Urge by acting on one of it’s Dark Desires.

Rediscovered Ancestry III (3)
The Amidas can now purchase level 3 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. This power can only be purchased for a particular family if the Amidas has Rediscovered Ancestry II for that family.

Bane Strike (4)
The Amidas can focus it’s dark Urges into a physical weapon, or perhaps even it's fists. For the rest of the scene the weapon deals aggravated damage. This will only work for close combat weapons, including fists. If used to empower a ranged weapon, it only works on a single projectile, such as a bullet or arrow. 

Rediscovered Ancestry IV (4)
The Amidas can now purchase level 4 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. This power can only be purchased for a particular family if the Amidas has Rediscovered Ancestry III for that family.

Fortress of Will (5)
When ever a hostile supernatural power is successfully used on the Amidas, it can spend 1 point of Willpower to completely ignore the effect. Unfortunately, doing this causes the Amidas to be stunned with the effort for the next turn and to gain a point of Urge as well.  

* Diminish (5)
The Amidas can temporarily rob another supernatural creature of it’s ability to use any of it’s supernatural abilities. The player rolls Willpower with difficulty of the target’s Willpower. Each success removes all supernatural powers (regeneration, Maleficia, Goetia, and any other sort of supernatural or magical power) from the target for one turn. 


Ivorix Maleficia

Awe (1)
As the Vampire Presence power though no Blood Point (or Urge) is required.

Feral Whispers (1)
As the Vampire Animalism power.

Heightened Senses (1) 
As the Vampire Animalism power.

The Living Hearth (1)
The Ivorix can now sense when ever an intruder enters it’s home, that is the building it both owns and dwells in. By intruder this means any person who is not an Ivorix. The Ivorix won’t know the details, only that the sanctity of its home has been violated.

* Dread Gaze (2)
As the Vampire Presence power.

Beastly Attack (2)
The Ivorix has natural weapons that can inflict Strength +2 aggravated damage per attack. This can include sharp fingernails, horns, body spikes, or sharp teeth.

The Beckoning (2)
As the Vampire Animalism power.

The Living Land (2)
As with The Living Hearth above, but the Ivorix can now sense when ever an intruder has entered any land which belongs to him. The Living Hearth is a prerequisite.

Species Speech (3)
As the Vampire Animalism power.

Eyes of the Master (3)
The Ivorix closes his eyes and focuses on intruders within its domain, as it can sense from level The Living Land or The Living Hearth. As long as he keeps his eyes closed and concentrates, he will be able to see the intruders and hear what they say as well as knowing exactly where they are within the domain. The Living Land is a prerequisite.

Animal Form (3)
The Ivorix can assume the form of a single animal. Doing this requires a single turns and bestows a level of Urge. Doing this will raise the Ivorix’s physical attributes, see fear forms for this bonus. This power can be selected multiple times for different animals. 

* Entrancement (3)
As the Vampire Presence power.

Subsume the Spirit (4)
As the Vampire Animalism power.

The Vengeful Earth (4)
The Ivorix can cause his very domain to rise up and attack intruders. After this power is activated, the domain of the Ivorix lashes out at all intruders within the domain. Tree limbs strike at them, rocks fall, floor boards bend out of place and strike, and so on. This  power inflicts a 5 dice of lethal damage against all intruders within the domain. These damage dice can be eliminated by dodging or parrying, though this must be done each turn. This power lasts for as long as the Ivorix maintains complex concentration. Using this ability bestows 3 levels of Urge. Eyes of the Master is a prerequisite.

The Relentless Servants (4)
The Ivorix may conduct a special month long ritual on a trained or allied animal. At the end of this month, on the night of a full moon, the animal becomes  completely and permanently obedient to the Ivorix. It gains +1 Strength and Stamina, is immune to fear and mind control (other than that of the master), as well as suffering 2 fewer dice wound penalties from damage as long as it is in the master’s presence. The animal also gains the ability to soak lethal damage with it’s Stamina.

Witchcraft (4)
The Ivorix is a master of black magic and receives 1 automatic success on all Goetia rolls.

Unbridled Ferocity (4)
The Ivorix can enter into a wild frenzy where it receives a +1 bonus to all physical attributes and may attack one additional time each turn without penalty. Unfortunately, if their are no foes available, the Ivorix must attack innocents or even friends unless it can succeed at a Willpower roll with a difficulty of 8. This frenzy will last an entire scene but may be left early if the Ivorix can attain 10 total successes on Willpower rolls to resist attacking random people. Entering this state bestows 2 levels of Urge.

The Loyal Abode (5)
With a month long ritual culminating on the full moon, the Ivorix creates a permanent bond between itself and its domain. From this time on, the difficulty of all rolls for the Ivorix while he is within his domain are reduced by one and the difficulty of all rolls by intruders is increased by 1. This manifests as a strange feeling of discomfort and forbidding suffered by intruders, as everything becomes slightly more difficult. Mortal intruders must succeed at a Willpower roll with a difficulty of 8 in order overcome this sense of forbidding and to enter the domain.  

Majesty (5)
As the Vampire Presence power.

* Paralyzing Glance (5)
As the Vampire Presence power.

Sacred Grove (5)
When within their natural domain, all Goetia rituals rituals performed by the Ivorix receive a -2 difficulty and don’t bestow any Urge.




Ephrati Maleficia

Respectability (1)
The Ephrati seems to exude an aura of respectability and honestly. This doesn’t necessarily mean that anybody will like the Ephrati, but they are inclined to believe what the Ephrati says and that it has good intentions. The difficulty rolls for people to detect lies, dishonesty, or bad intentions are increased by 2 with for the Ephrati while the Ephrati’s difficulty to lie or to convince others that they are virtuous and truthful is reduced by 2.

Shameless (1)
The Ephrati have no sense of shame or guilt and seem to be able to endure more Urge than other cambions. By selecting this power, the Ephrati can increase the number of Urge that an Ephrati needs to enter Perdition by 1, from 10 to 11. This Maleficium may be selected multiple times, up to 5, with each selection increasing the maximum by 1. 

Ward (1)
The Ephrati is highly resistant to the dark magic of other cambions, but also has a reduced ability to use that magic. The difficulty of all attempts to use any Goetia ritual or Path against the Ephrati is increased by 3. Likewise, the difficulty for the Ephrati to use Goetia is also increased by 3 as well.

Contradict (1)
As the Path of Corruption Thaumaturgy power.

Innocence (2)
The Ephrati is less vulnerable to the effects of True Faith than other cambions are. True Faith counts as 1 point lower against the Ephrati, meaning that someone with 1 point of TF cannot affect the Ephrati.

Folderol (2)
As the Mytherceria Discipline.

Blessing (2)
The Ephrati has supernaturally good luck, a blessing by God so they believe. So much so that when ever they are taking some action and roll 1’s, those 1’s are ignored and do not subtract from the successes. This means that it is impossible for an Ephrati to botch a roll.

White Lie (2)
The Ephrati can tell a lie that will be believed. This power will only work if the lie is plausible, isn’t easily contradicted, and doesn’t contradict the world view of victim. If those conditions are met, then the victim will believe the lie for a scene - after which time they victim may continue to believe or may realize that the lie is untrue based on a variety of complex factors. In some cases, the victim will simply believe the lie until some evidence comes to light to contradict the Ephrati. Humans automatically succumb to this power, while tricking a cambion requires a Manipulation + Subterfuge roll with a difficulty of the victim’s Perception + Empathy + Legacy.

Greater Ward (3)
The Ephrati is now immune to all Goetia save for this powers which affect its physical body directly, such as telekinesis or flames. On the down side, the Ephrati can never learn Goetia or benefit from it.

Theurgy (3)
This Maleficium allows the Ephrati to use holy magic of God as opposed to witchcraft that other cambions master. This Malefic is to be combined with Ward above and together it negates the +3 difficulty the Ephrati suffers to use Goetia because of Ward. This cannot be combined with Greater Ward however.

Nudge Fate (3)
The Ephrati can give itself good luck on some single activity. his gives the Ephrati one automatic success on a given roll though the Ephrati gains a point of Urge to do this.

The Forgetful Mind (3)
As the Dominate Discipline power. Using this ability requires that the Ephrati speak to the victim, telling them exactly what information is to be remembered or forgotten. 

Holiness (4)
The difficulty to use true faith against the Ephrati is 2 higher than normal and additionally, the Ephrati only takes lethal (still can’t be soaked though) damage from True Faith.

* Emperor’s New Clothes (4)
The Ephrati can tell a lie which will be believed so strongly that it will alter the perceptions of the victim. The victim will perceive the Ephrati’s lie to be factual even if direct evidence contradicts it. As the name implies, this power could be used to convince a victim that the emperor is wearing clothes even if he is naked. To do this, the Ephrati rolls Manipulation + Subterfuge with difficulty of the victim’s Willpower, though each point of the victim’s Legacy reduces the number of successes by 1. One success causes the victim to perceive the falsehood for only a single turn. Two successes lasts for a scene. Three successes lasts for a day. Four successes lasts for a month. Five or more successes effects the victim permanently. If the victim should ever suffer some extremely noteworthy effect of the lie (like reaching into a burning fireplace that the Ephrati says has no fire in it) then the victim gets a Willpower roll with a difficulty of 6. If the victim’s successes exceed the Ephrati’s, the effect is broken, otherwise he or she continues to believe the lie. Using this power causes the Ephrati to gain a point of Urge.

* Command (4)
As the Dominate Discipline power.

* Condemnation (4)
As the Daimoinon Discipline power.  

Chastisement (5)
The Ephrati can verbally assault another individual, tearing that person down in every way, insulting their character, their accomplishments, their intellect, and even appearance. No insult is too cruel for this power. The Ephrati gains a point of Urge and rolls Wits + Expression with a difficulty of the victim’s Willpower. Each success causes the victim to lose a point of Temporary Willpower but also eliminates 1 point of Urge for the Ephrati. If the victim loses of of his or her temporary Willpower in this way, they collapse into a sobbing mess for at least the rest of the scene and may well be scarred for life or attempt suicide. This power doesn’t work on cambions with the strange exception of other Ephrati.  

Repudiation (5)
The Ephrati can channel it’s hatred of other cambions, and to its won way of thinking its holiness, into a massive attack against another cambion. The Ephrati rolls Willpower with a difficulty of 8 minus the victim’s Legacy. Each success does one level of unsoakable aggravated damage to the victim. Doing this gives the Ephrati a single point of Urge. This power can be used against other creatures of Supernatural “evil” as well. The difficulty to attack vampires in this way is the vampire’s Humanity score or 4, which ever is higher. the difficulty to attack werewolves is 10 minus the werewolf’s Rage or 4, which ever is higher. This power always has an impressive appearance, sometimes seeming as though lighting strikes the target, other times as though the victim begins to wither and decay, it all depends on the individual Ephrati but it is never subtle. 

Kismet (5)
The Ephrati sets it’s thoughts on a single goal and that goal becomes all important to it, it becomes the Ephrati’s destiny to fulfill that goal and chance itself helps the Ephrati achieve this. Activating this power gives the Ephrati 3 points of Urge and each hour it lasts gives it another point of Urge. During this time, the Ephrati gets to reroll all 10’s regardless of the roll as long as the roll involves some action that is in pursuit of the Ephrati’s goal. This power only ends when the Ephrati achieves the goal, or gains so much Urge that it falls into Perdition. During this time, the Ephrati cannot eliminate Urge in any way.

God’s Chosen (5)
This is an enhanced version of Blessed above and so Blessed is a prerequisite. From this point on, all 1’s on any role the Ephrati takes become successes. 



Mordua Maleficia

Shadow Play (1)
As the Obtenebration Discipline, though it doesn’t cost a Blood Point (or give Urge) to use. 

Deeper Cold (1+)
This power augments Abyssal Flame  below. Each time this power is selected, Abyssal Flame does an additional die of damage. This can be selected a number of times equal to the cambion’s Legacy.

Cloak of Shadows (1)
As the Obfuscate Discipline.

Aura of Cold (1)
The Mordua can surround itself with an aura of freezing cold. This causes water to freeze, plants to die, and most normal creatures to become very uncomfortable. Any creature without some kind of supernatural resilience suffers a single level of bashing damage every turn while in the presence of the Mordua. Clothing doesn’t seem to help, this cold saps the energy straight from the bodies of these unfortunate humans. 

Shroud of Night (2)
As the Obtenebration Discipline.

* Dread Gaze (2)
As the Presence Discipline.

Abyssal Flame (2)
The Mordua may cause hellfire to erupt from its hand or a hand held item such as a sword. This flame is as black as night and causes damage from sapping the life and heat from things it touches. This causes the attack to do aggravated damage instead of its regular damage. For those creatures which can soak aggravated damage, the difficulty to soak this is 8.

Wall Walking (2)
The Mordua can now walk on ceilings or walls as though they were flat surfaces. The Mordua doesn’t have to crawl, it isn’t sticking to the wall but rather manipulating space and gravity. This means it can move with it’s full speed and mobility on any surface. 

Arms of the Abyss (3)
As the Obtenebration Discipline.

Leaden Movement (3)
As the Temporis Discipline. 

Lash of the Abyss (3)
This power augments Abyssal Flame above. It allows the Mordua to shoot out the abyssal flame as a ranged attack. This attack does two dice of aggravated damage, plus the bonus from Deeper Cold. The Mordua must strike victims with a ranged attack, the roll being Dexterity + Occult, with successes causing additional dice of damage. This attack can use used to damage multiple people by splitting the Dexterity + Occult dice pool. 

Detachment (3)
Mordua work to suppress their own emotions and this gives them some advantage in riding themselves of Urge. Once per day, a Mordua can eliminate one point of Urge by spending a point of Willpower.

Abyssal Aura (4)
With a turn of concentration, the Mordua may cause itself to become wreathed in Abyssal flame. This flame does as much damage as the Mordua’s Lash of the Abyss does to any individual that strikes the Mordua with a natural weapon. Grappling with the Mordua inflicts twice as much damage. Using this ability causes the Mordua to gain 1 point of Urge and lasts for up to a scene. Requires Lash of the Abyss. 

Black Metamorphosis (4)
As the Obtenebration Discipline.

Drain Vitality (4)
The Mordua can touch a victim and drain it’s very life force away in order to heal itself. After making contact with the victim, the Mordua makes a Willpower roll with a  difficulty of the victim’s Stamina + Legacy. Each success does one level of aggravated damage to the victim while healing the Mordua of one level of lethal or bashing damage. Using this power bestow a point of Urge.

Shadow Step (4)
As the Obtenebration Discipline.

Tenebrous Form (5)
As the Obtenebration Discipline.

* Oubliette (5)
As the Obtenebration Discipline.

Twisted Space (5)
While in combat or some other context, the Mordua cause cause space itself to bend around itself or an opponent. Space bends just enough to pull a victim into range as the Mordua strikes or out of range as the victim tries to attack. This power causes the Mordua to gain a point of Urge every turn. While this power is in effect, the Mordua has all Dexterity difficulties decreased by 2 and enemies (within 10 yards or so) have their difficulties increased by 2. 


Krann Maleficia
Using any of these powers on a cambion is much more difficult, costing an extra point of Urge and increasing the difficulty by the victim’s Legacy. 

Ignis Fatuus (1)
As the Chimerstry Discipline.

Cloak of Shadows (1)
As the Obfuscate Discipline.

Aura of Terror (1)
Anyone that is near the Krann feels an undesirable sense of dread emanating from the Krann. All of the Krann’s attempts to use intimidation are reduced in difficulty by 2.

Strength of Terror (1)
When ever the Krann has used some frightening power against a victim, the Krann’s strength relative to that victim is increased by the level of the power used. If, for example, the Krann used Dread Gaze on a victim, the Krann’s Strength would be 2 points higher with regard to overpowering that victim - but not for anything else.

Fata Morgana (2)
As the Chimerstry Discipline. Requires Ignis Fatuus.

Unseen Presence (2)
As the Obfuscate Discipline. Requires Cloak of Shadows.

* Dread Gaze (2)
As the Presence Discipline.

* Dream Vision (2)
By contracting the Krann may enter the mind of a sleeper. This will function on anyone that the Krann has met before. The Krann rolls Perception + Awareness of a difficulty of the victim’s Willpower. Success means that the Krann can observe the victim’s dream. The more successes that the Krann gets on this roll, the more it learns about the victim. 1 success means that it merely witnesses a random dream. 3 successes allow it to learn about one of the victim’s fears, insecurities, or psychological issues. 5 successes reveals some deep dark secret about the victim. If the victim is awake when this is attempted, the power automatically fails.

Apparition (3)
As the Chimerstry Discipline. Requires Fata Morgana.

Mask of a Thousand Faces (3)
As the Obfuscate Discipline. Requires Unseen Presence.

* Vanish from the Mind’s Eye (3)
As the Obfuscate Discipline. Requires Unseen Presence.

* Dream Traveller (3)
Now by using Dream Vision above, the Krann may now make an appearance in the victim’s dream. This allows the Krann to communicate with the victim, to talk to them or ask them questions, or even attack the victim in their dream. Doing any of this gives the Krann one point of Urge. The Krann can interact with the victim any way it can in the real world and the both have the same powers and attributes. If either the Dreamer or the Krann is slain in the dream, that person awakens screaming and loses 1 point of temporary Willpower. Requires Dream Vision.

Permanency (4)
As the Chimerstry Discipline. Requires Apparition.

* Dream Assassin (4)
The Krann now has greater power when entering another’s dream, using Dream Traveller above. Double all of the Krann’s attribute’s in the dream world and using any of it’s powers require no expenditure of Willpower nor do they make the Krann gain Urge. Each level of damage that the Krann inflicts on the victim in the dream world causes the victim to lose one point of temporary Willpower in the real world. If the victim loses all temporary Willpower, they wake up screaming and catatonic and will remain so until they can be helped in some way. This requires Dream Traveller. Using this power gives the Krann 2 Urge.

Telepathy (4)
As the Auspex Discipline.

* Psychomachia (4)
As the Daimoinon power.

 * Horrid Reality (5)
As the Chimerstry Discipline. Requires Permanency. This costs 1 Urge instead of 2 Willpower.

Cloak of Gathering (5)
As the Obfuscate Discipline. Requires Unseen Presence.

* Dream Master (5)
Now the Krann can enter someone’s dream and has godlike power within that dream world. The Krann can do as it pleases both the the dream reality and to the victim. Killing or touring the victim in the dream reality will drain away their temporary Willpower and may well give them permanent derangement or drive them to commit suicide, especially if this power is used over a prolonged period of time. If the Krann is feeling kind, it give give someone pleasant dreams, but most Krann derive more pleasure from touring their victims. This requires Dream Assassin. Using this power gives the Krann 3 Urge.

Fatuus Mastery (5)

As the Chimerstry Discipline. Requires Apparition.