ToG Necessary Evil - Count Umbre: Difference between revisions

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Created page with "Count Umbre PL: 10/150 Motivation: Control Fighting: 10 Dexterity: -2 Agility: 10 Strength: 6 Stamina: - Intellect: 0 Awareness: 10 Presence: 0 58 Dodge: 10 Parry: 10 Toughness: 6 Fortitude: - Will: 10 0 Offense: +10 Initiative Unarmed Strike: +10, DC21 The Hunger: DC20 Weaken (Stamina) vs. Fortitude Bat Swarm: DC20 vs. Parry [spoiler=Swarm]STR —* STA 0 AGL 2 DEX –2 FGT 0 INT -5 AWE 2 PRE -3 Powers: Burst Area 3 Affliction 10 (Resisted by Parry..."
 
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Unarmed Strike: +10, DC21
Unarmed Strike: +10, DC21
The Hunger: DC20 Weaken  (Stamina) vs. Fortitude
The Hunger: DC20 Weaken  (Stamina) vs. Fortitude
Bat Swarm: DC20 vs. Parry [spoiler=Swarm]STR —* STA 0 AGL 2 DEX –2 FGT 0 INT -5 AWE 2 PRE -3 Powers: Burst Area 3 Affliction 10 (Resisted by Parry; Dazed, Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent, Innate), Flight 6 (120 MPH). Offense: Init +2. Defenses: Dodge 2, Parry 0, Fortitude 0, Toughness 0, Will —. *No effective Strength due to Insubstantial effect* Rather than a single creature, this archetype 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 is dispersed[/spoiler]
Bat Swarm: DC20 vs. Parry  
[spoiler=Swarm]STR —* STA 0 AGL 2 DEX –2 FGT 0 INT -5 AWE 2 PRE -3 Powers: Burst Area 3 Affliction 10 (Resisted by Parry; Dazed, Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent, Innate), Flight 6 (120 MPH). Offense: Init +2. Defenses: Dodge 2, Parry 0, Fortitude 0, Toughness 0, Will —. *No effective Strength due to Insubstantial effect* Rather than a single creature, this archetype 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 is dispersed[/spoiler]
 
Powers & Devices:  
Powers & Devices:  



Revision as of 21:16, 11 December 2025

Count Umbre

PL: 10/150

Motivation: Control


Fighting: 10

Dexterity: -2

Agility: 10

Strength: 6

Stamina: -

Intellect: 0

Awareness: 10

Presence: 0

58

Dodge: 10

Parry: 10

Toughness: 6

Fortitude: -

Will: 10

0

Offense:

+10 Initiative Unarmed Strike: +10, DC21 The Hunger: DC20 Weaken (Stamina) vs. Fortitude Bat Swarm: DC20 vs. Parry [spoiler=Swarm]STR —* STA 0 AGL 2 DEX –2 FGT 0 INT -5 AWE 2 PRE -3 Powers: Burst Area 3 Affliction 10 (Resisted by Parry; Dazed, Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent, Innate), Flight 6 (120 MPH). Offense: Init +2. Defenses: Dodge 2, Parry 0, Fortitude 0, Toughness 0, Will —. *No effective Strength due to Insubstantial effect* Rather than a single creature, this archetype 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 is dispersed[/spoiler]

Powers & Devices:

Nosferatu: Immunity 30 (vs. Fortitude effects, linked ) + Protection 6 (linked ) 36PP Swarm: Summon 1 (active, controlled, horde, mental link, multiple minions 6 [64], slow [takes 10 rounds to arrive]) 17PP The Hunger: Weaken 10 (Stamina, vs. Fortitude, grab-based, linked ) + Regeneration 10 (linked & limited to successful Weaken, AE of Swarm) Domination: Affliction 10 (vs. Will, Entranced-Compelled, area-Perception [sight], selective, limited degree, unreliable [only 5 uses daily], AE of Swarm) Nocturnal: Senses 2, Darkvision (linked) + Concealment 2 (normal vision, limited to shadows) 4PP Supernatural: Flight 4 (subtle 2) 13PP Movement 2 (Wall-Crawling 2, AE) Insubstantial 2 (gaseous form, increased action - Move, AE) Morph 2 (nocturnal animals, AE) Advantages: 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 15PP

Skills: Expertise: History 6 (+6) 3PP

Equipment: Commlink (gained in-game)

Complications: 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: 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. 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.

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. 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.