Cursed Blood, part 7 - Creating a member of the Ascended

Cursed Blood is the codename for a Castlevania inspired setting of psychoactive horror I'm working on.

I recently talked about how the concept of vampires evolved when developing my ideas for the Cursed Blood setting into these Castlevania-Dracula-esque demigods that I'm referring to as the Ascended.

Names

Roll for inspiration

(Thanks to donjon.sh for the various multicultural name options)

d66 Name
11 Wulf
12 Aedwyn
13 Frega
14 Balda
15 Wotan
16 Tsui
21 Ai
22 Javach
23 Tsai Lao-Ying
24 Arious
25 Vlad
26 Cullen
31 Varney
32 Barnabas
33 Comptus
34 Leonkurt
35 Barlow
36 Nicodemus
41 Antirys
42 Arys
43 Althaeas
44 Darkthorn
45 Hefere
46 Du Lac
51 Manfred
52 Magnus
53 Ankheret
54 Chawa
55 Prana
56 Bradak
61 Martheson
62 Ziva
63 Trova
64 Balthazar
65 Z'Brite
66 Olvion

Temperament

This is a role-playing prompt more than anything else.

d4 Temperament
1 Melancholic
2 Sanguine
3 Choleric
4 Phlegmatic

Powers

Roll 2 or 3 times, depending on how old and powerful this Ascended is. Spells are as their closest OSE equivalent.

d20 Power
1 Mesmerism
2 Form of wolf
3 Form of bat
4 Form of mist
5 Flight
6 Control of blood
7 Control of storms
8 Control of still water
10 Phrenome manipulation
11 Summon a weapon from hell
12 Summon a demon from hell
13 Control of stone
14 Petrification
15 Addictive blood
16 Cause pestilence
17 Lengthy claws
18 Telepathic domination of their armies
19 Summon inferno
20 Domination

Characterists

Roll until you are inspired.

d66 Characteristic
11 Relentlessly hungry
12 Finds the company of others unpleasant
13 Haunted by the recent death of their magical pet
14 Fades from existence when not perceived for too long
15 Obsessed with collecting rare artifacts
16 Every sentence they speak contains a lie
21 A flowing red robe; hair in a tight bun
22 Holds a deep-seated grudge against another member of the Ascended
23 Private chambers are deep under water
24 Horribly disfigured
25 Several animate shadows follow them around
26 Nonverbal
31 Obsessed with clocks and time
32 Has a demon trapped inside of a cello
33 Draws power from The Blood Star
34 Pyromania
35 A talented alchemist
36 Cannot distinguish one human face from another
41 Private chambers are deep inside of an ancient, rotten tree
42 Their touch and footfall leaves behind a growth of black grave mold
43 Possesses a collection of preserved hearts
44 Speaks in a barely audible whisper
45 Dresses in ragged friar's robes
46 Dresses in opulent regalia
51 Has a massive sharpened wooden cross they use as a sword
52 Cannot be deceived
53 Plants die at their approach
54 Collects and wears jewelry made from the teeth of their victims
55 Can and does paint incredibly lifelike paintings, but can only do so from life
56 Collects books of poetry
61 A large an unwieldy collection of progeny
62 Never attempted to sire an heir
63 Two large but dead and useless wings
64 Favorite color is purple - every room in thier castle is painted thusly
65 Prehensile third arm emerging from their chest
66 Sticky black toad flesh

Statistics & Sample Ascended

You will note that by default, the Ascended is very similar to the OSE Vampire. It's intended that there is some variablity with the numbers - there may be young members of the Ascended, for example, or ones who haven't fully realized their arcane power or built the locus where their power is centralized.

Stats should be rolled or customized for each individual member of the Ascended, and XP adjusted accordingly. Most of the Ascended are lawful, but not all.

Strahd Von Zarovich

A member of the Ascended

AC 2 [17], HD 7 to 10** (31/36/40/45hp)
Att 1 × touch (1d10 + energy drain) or 1 × gaze (mesmerism),
THAC0 13 [+6]/12 [+7]/12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (7 to 9),
ML 11, AL Lawful, XP 1,250/1,750/2,300/2750, NA 1d4 (1d6), TT F

Mesmerism: Save versus spells at –2 or be charmed: move towards the Ascended (resisting those who try to prevent it); defend the Ascended; obey the Ascended commands (if understood); unable to cast spells or use magic items; unable to harm the Ascended. Killing the Ascended breaks the charm.

Regeneration: A damaged member of the Ascended gains 1d6 HP at the start of each round.