ToG Necessary Evil - Count Umbre

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Power Level: 10

Power Points: Abilities 62, Defenses 0, Skills 3, Advantages 15, Powers 70 = 150

Abilities[edit]

Strength 6, Stamina -, Agility 10, Dexterity -2, Fighting 10, Intellect 0, Awareness 10, Presence 2

Defense[edit]

Dodge 10, Parry 10, Toughness 6, Fortitude -, Will 10

Offense[edit]

Initiative +10

Unarmed Strike: close attack +10, Toughness DC 21

The Hunger: grab-based Weaken Stamina 10, Fortitude DC 20

Bat Swarm
Rather than a single creature, this is a swarm of bats, represented as a single entity. The swarm is immune to direct physical attack, although area effects and energy attacks still work against it. It attacks by engulfing targets and using its Affliction, which represents numerous bites. Targets Immune to Fortitude effects or with any rank of Impervious Toughness can ignore the swarm's attack. A bat swarm that is incapacitated if dispersed.
Abilities: Strength -, Stamina 0, Agility 2, Dexterity –2, Fight 0, Intelligence -5, Awareness 2, Presence -3 (no effective Strength due to Insubstantial effect)
Defense: Dodge 2, Parry 0, Fortitude 0, Toughness 0, Will -
Offense: Initiative +2, Affliction in 120ft radius sphere vs. Parry DC 20 (Dazed/Stunned/Incapacitated)
Powers: Affliction 10 (vs. Parry, Dazed/Stunned/Incapacitated; burst area 3), Insubstantial 2 (swarm; permanent, innate), Flight 6 (120 MPH)

Skills[edit]

Expertise: History 6 (+6)

Advantages[edit]

All-Out Attack, Benefit 4 (Wealth 4), Favored Environment (the dark), Fearless, Improved Grab, Improved Hold, Languages (English), Move-by Action, Power Attack, Tracking, Trance, Uncanny Dodge

Powers & Devices[edit]

Nocturnal 4pp
Senses 2 (Darkvision; linked to Concealment)
Concealment 2 (normal vision; limited to shadows, linked to Darkvision)
Nosferatu 36pp
Immunity 30 (Fortitude effects; linked to Protection)
Protection 6 (linked to Immunity)
Supernatural 13pp
Flight 4 (subtle 2, alternate effect 3)
Alt - Movement 2 (Wall-Crawling 2)
Alt - Insubstantial 2 (gaseous form; increased action to Move)
Alt - Morph 2 (nocturnal animals)
Swarm 17pp
Summon 1 (active, controlled, horde, mental link, multiple minions 6 [64], slow [takes 10 rounds to arrive], alternate effect 2)
Alt - The Hunger
Weaken Stamina 10 (vs. Fortitude; grab-based, linked to Regeneration)
Regeneration 10 (limited to Weaken, linked to Weaken)
Alt - Domination
Affliction 10 (vs. Will, Entranced/Compelled; Perception area [sight], selective, limited degree, unreliable [only 5 uses daily])

Equipment[edit]

Commlink (gained in-game)

Complications[edit]

Motivation: Control

Addiction: blood

Enemy: aliens

Power Loss - being staked through the heart

Reputation - murderous criminal

Weakness - 10 turns of direct sunlight can destroy him completely

Backstory[edit]

Cupar Sandru d'Umbre, The Cupbearer of Darkness, is someone who regards the typical idea of a vampire as an Eastern European aristocrat with a strong accent and a widow's peak as mildly quaint - that is not a popular hairstyle in Romania and he enjoys his mustache, thank you very much. But it's too accurate for him to find it more upsetting than Mexicans do Speedy Gonzales, it's actually rather endearing.

Technically a boyar meant to ensure his superiors were not poisoned rather than a count (it came from a pun and mishearing on his actual title that he found rather funny - Umbre is no technophobe and he loves classic horror movies as ironic tragic comedies, growing quite impressed with Lugosi), Umbre is a fairly typical mildly elder vampire by his own admittance. His whole purpose in life is to help maintain, and occasionally expand, his line's domain, and secure enough mortals and contacts to support them.

True, vampires are more distinctly linked to magic than they are to some mysterious power of undead blood, and creating another (especially one with a soul as opposed to a shambling near-mindless corpse) is a bit more involved, but the Karnstein clan - what many Europeans would consider to be "classic" vampires - are indeed classy, predatory sorts that mostly recruit from old money, or people they don't mind sharing old money, and consider themselves to be natural feudal lords of the mortals around them. If you ask them, they don't even qualify as "evil", which is why they aren't repulsed by holy symbols and have reflections. They simply have an extra requirement to their sharecroppers when seeing a share of their crops. That the world has ceased to acknowledge the planet is a chaotic, dangerous place that requires the strong to rule the weak to protect them is not their problem, which is why Sandru d'Umbre got so very frustrated when that irritating little vagabond, Nick Wilde the Gunsmoke Mage, started harassing his family and lands when pursuing a business partner of theirs, and followed him home on occasion to vent his displeasure at the intrusion.

Really, he wasn't even that upset with Wilde - the more he realized the man was more akin to a knight-errant and wandering adventurer than a bandit, the more he came to respect him as a fellow noble protecting his people, albeit one on a rather lower social stratum than himself. That the Gunsmoke Mage was one of many, many victims of the V'sori deeply upset him - the man deserved to die heroically defending the weak or at least being offered patronage into the Karnstein clan, not stabbed in the back by alien treachery! Thus, even beyond the fact he recognizes his herd will be put in danger by the ultimate invasion and that in the upheaval a good portion of Star City is prime to he seized by his house, he also seeks to avenge his old rival's honor.

The vampire is a monster of the night, after all. Traitors and mutineers have long since strayed into it.