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  1. In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn. Character: Mister Strix Power Level: 14 (Built as PL9) Tradeoffs: None Power Points: 218/218PP Unspent Points: 0 Alternate Identity: Gaetano “Guy” Giordano (Deceased) Identity: Secret. The public is not aware that either Gaetano Giordano or Mister Strix are undead, or that they are the same person. Legal Status: Deceased USA citizen with no criminal record. Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City Residence: The Twilight Lodge Occupation: President of The Twilight Lodge (current), E.R. Doctor (former) Affiliations: The Twilight Lodge (President), Father Cesare Messina (Retired Catholic priest, Friend) Family: Doctor Adriana Aparo (Widow), Luna Giordano née Gallo (Mother), Massimo “Mo” Giordano (Father), Matteo “Matt” Giordano (Older Brother), Flora Russo née Giordano (Older Sister), Rafael Giordano (Younger Brother, Deceased). Matt and Flora are both married, with children. Adriana has re-married, and she has a child with her new husband. DESCRIPTION Age: 38 (Date of Birth: 1981) Apparent Age: 31 (Date of Death: 2012) Gender: Male Ethnicity: (Sicilian) Italian-American Caucasian Height: 6’2” Weight: 165 lbs. Hair: Black Eyes: Black His superhero costume consists of a white skintight jumpsuit, mask, and cape. The chest of the jumpsuit is emblazoned with a white crescent moon set against a black circle. The edges of the cape and gloves are cut with notches suggestive of the feathers on a bird's wings. The gloves are fingerless. The mask covers his entire head except for his jaw and the lower half of his face. It has a shape similar to the feathers on the head of a horned owl. The bottom of the mask comes to a hook with a slight downward curve resembling a raptor's beak. Overall, it looks like a photo-negative version of the original Raven’s costume. Out of costume, a fan of old movies might compare him to a young (and underslept, and possibly ill) Lee Van Cleef or Basil Rathbone, while an enthusiast for more modern fare would compare him to a mid-1990s Nicolas Cage. His flesh is unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, his veins appear to be black. His build is slender. He was never bulky in life, and when he transformed, most of his fat burned away, and most of his internal organs shriveled and atrophied. His face is all sharp angles, with high, prominent cheekbones, a large nose, and a narrow, pointed chin. His hair is dark, and perpetually messy. (Since he has no reflection in mirrors, even if he had much reason to style his hair, he wouldn't be able to see what he was doing.) He has thick eyebrows, perpetually arched over eyes set deep in their sockets, eyes which always seem to be surrounded by shadows, regardless of the angle or intensity of light in the area. The irises of his eyes are completely black, indistinguishable from the pupils. The center of his eye is one solid black disk. His hands are slightly larger in proportion to the rest of his body than they should be, the fingers slightly longer. His voice is a deep baritone, surprisingly deep for someone of his size. When he feeds or uses his powers, his appearance becomes even more overtly monstrous. His veins bulge and darken. The blackness at the center of his eyes spreads to cover the entire eyeball. His mouth, canine teeth, and tongue all double in size. His voice deepens by at least a full octave, and echoes independent of the local acoustics. When he growls, he sounds like a tiger. HISTORY Guy Giordano’s life ended just as it was about to begin. Gaetano "Guy" Giordano was born the third of four children in an Italian-American family living in Stark Hill. The family all attended the local Catholic school and church. His mother was a librarian turned homemaker, and his father was a "made man" in the Scarpia crime family. Guy was closest with his younger brother, Raphael, and his mother, whom they both took after, being more gentle and scholastically inclined than their brutish father and older brother or their scheming "queen bee" older sister. When they grew up, Guy became a doctor, while Raphael became a priest. Guy went to college and medical school in Chicago and Detroit, and earned a doctorate in emergency medicine alongside Adriana Aparo, his fellow student. After they completed their residency, they got engaged, spent a year working with Doctors Without Borders in Libya and the Congo, then moved back to Bedlam, got married, and bought a house. They were just about to start trying for their first child when Guy got sick and died. Unbeknownst to his family, Guy's younger brother Raphael wasn't just a priest, but a Vatican-sponsored monster-hunter. Raphael had destroyed a powerful elder vampire, and the even older and more powerful vampire who had created that elder took his revenge and replaced the lost member of his "family" by killing Raphael's favorite brother and turning him into a vampire. Raphael was no match for the vampire, who only ever identified himself as "Johann." He ambushed Raphael at the cemetery where Guy was buried. Guy dug himself out of his own grave, emerging in a mindless feeding-frenzy, and Johann made sure that Raphael was caught helpless in Guy's path. Guy drained his little brother dry. After Guy's bloodlust faded and he cried out in anguish over what he'd done, Johann wished him a taunting "Happy Birthday" and stabbed him in the heart with a wooden stake, putting him in a coma. Then he locked Guy's unconscious body in a box and left it there for five years. When Johann finally took the stake out of his heart, Guy woke up, but he had no idea how much time had passed. He ran home, only to learn that his wife lived there with her new husband and their child. He fled the scene before anyone spotted him. Johann laughed, taunted him with another "Happy Birthday," and vanished. Guy spent the next year living in the shadows of Bedlam. He spent days sleeping in sewers, abandoned basements, and hastily dug holes in the dirt, rarely staying in the same place twice. He spent the nights spying on his family and his widow, and through a mix of research and trial and error, figuring out how much time had passed, what had happened to him and what he could do. When he drank Raphael's blood, he absorbed his memories, so he knew that he was a “vampire,” but that could mean a hundred different things. He spent many nights at local libraries, catching up on recent history and researching his “condition.” An academic at heart, he felt “at home” there, and since he could ignore alarms and surveillance equipment, hypnotize guards, and slip through locked doors as a cloud of mist, he had the run of the place. When he needed blood, he would grab sewer rats, or hypnotize the employees at the less ethical animal “shelters,” so he could drain the cats and dogs already scheduled for execution. At first, he made the mistake of trying to subsist entirely on animal blood. But he learned the hard way that the inferior quality (for his purposes) of animal blood would only satisfy his undead body for so long. After the first time he snapped and almost killed a random person on the street, he made an effort to regularly infuse his diet with human blood. He limited his human feeding to whatever criminals and corrupt cops he could find, often guys he recognized as his father’s employees and associates. At one point, he decided that he needed to be destroyed, and even if suicide was a sin, the greater sin would be continuing to live as a monster. So he fought through his instinct to sleep during the day, and he tried to walk out into the sun. He was terribly burned, but he discovered that his undead body had a powerful instinct for self-preservation, one he could not overcome. He fled the light, slept deeper and woke up thirstier than ever before, and by the time he regained the capacity for rational thought, he was standing over the half-drained body of what was now the second random person he had almost murdered. After that debacle, he stopped trying to kill himself. During a chance encounter near the end of his first year as a vampire, he saved the life of a 70-year-old retiree and "supply priest," Father Cesare Messina. Father Messina quickly became his friend and confidant, the only source of human interaction for him since his death. Father Messina felt that it was his duty to help Guy figure out God's plan for him, even if that just meant praying for him and chatting with him over coffee. Father Messina reminded him that the best way to heal one’s own pain was to help others with theirs. As they spoke, an idea formed between the two of them. Guy could do what everyone with extraordinary abilities and a secret to protect did to help make the world better: He could put on a mask, and become a superhero, “Like Raven, that guy in Freedom City.” Father Messina was an ornithology enthusiast, so when the subject of superheroes came up, Raven's was the first name that came to his mind. Of the decorations in Father Messina's home, the pictures and sculptures of owls outnumbered the Christian imagery by at least ten to one. With little prompting from Guy, Father Messina practically gushed about how owls were found all over the world, in all kinds of environments, and how they appear in the myths of almost every culture on the planet, usually as demons or psychopomps. Guy mentioned a local legend he’d heard in the Congo about how owls hunted humans to eat their souls. That reminded Father Messina that while the more popular modern vampire myths describe them transforming into bats, in older stories, they turned into owls. Just like that, Guy knew what form his disguise should take. The tailor who would later craft it was hypnotized to misremember the job, but he was well-paid. "Mister Strix" was born. At the start of this new chapter in Guy's life, Johann reappeared, attacking him without warning and beating him almost to a second death. Then Johann laughed, taunted him with yet another "Happy Birthday," and disappeared. To Guy's surprise, he laughed too. Johann’s assault had an oddly invigorating effect on him. If Johann was still trying to break him, that meant he wasn't broken yet. His conversations with Father Messina had given him a new sense of purpose, but Johann’s beating gave him a new sense of hope. His existence might be evil, but he could still do some good with it. He might not be a doctor anymore, he wasn't going to let that stop him anymore from doing the same thing in death that he used to do in life: Try to save people. PERSONALITY & MOTIVATION Like any good Catholic, the primary driving force in his life has always been guilt. When he was a child, it was guilt over the apple, and the crucifixion, and not being the son his father wanted. When adolescence opened his eyes a little wider, it was guilt over who his father was and how he made his money. He became a doctor and went to war zones so that he could try to save more lives than his father had destroyed. Now it’s guilt over what he is and what he has to do. In life, he was quiet and gentle, but determined. He always tried to put others before himself. People always told him he was “a good listener.” He loved his wife. He loved his family, even if he didn't like them. He inherited his mother’s love of books, opera, traditional French and Italian cooking, and when he got older, coffee and wine. He always seemed to have his nose in a book. He’d lived in war zones, but he’d never really been in a fight. He'd never wanted to hurt anyone. In death, everything that used to define him or bring him joy has been stolen from him, and he's become a predator who leaves ruin in his wake, a danger to everyone around him. Violence now feels as natural to him as breathing used to, and the only thing that truly brings him joy anymore is sinking his fangs into another person’s neck and sucking the blood out of their veins. He hates the thing he’s been turned into, and the things who turned him into it. He’s trying to make the best of it. POWERS & TACTICS In his mortal life, he was a fully licensed medical doctor with a specialization in emergency medicine, with field experience in multiple war zones. In combat, he is an unskilled brawler, relying entirely on the animal instinct and enhanced physical prowess he gained when he became a vampire. Everything he “knows” about fighting, he learned from movies and television. Popular culture is also his main source of “knowledge” about his own condition. He’s studying all the relevant history and mythology he can get his hands on, but it’s a slow process. The vampire who killed him didn’t tell him anything. Most of what he can do either comes from pure instinct, or is something he read about and decided to try that worked, either immediately or with practice. He is undead, preserved and animated by the life-consuming energy that is the pure darkness of the Schattenwelt, in a process fueled by blood magic. His undead body is far more resilient than his human body was. His skeleton is harder than stone, but just as light as human bone. His flesh feels human to the touch, but displays a resistance to cutting or puncturing more akin to thick leather or Kevlar. His body somehow metabolizes the blood he drinks to sustain his existence, keep him preserved, heal his wounds, and alter his body in ways he is only beginning to explore. He can increase his strength, speed, and agility to superhuman levels, grow claws that can shred metal and stone as if it were paper, or transform into a cloud of mist. His blood can also heal the wounds of others (a Healing power stunt off of his main array), though consuming his blood can bring unpredictable side-effects (a temporary Complication for the other character). He also has some psychic powers. He can broadcast a psychic command which forces the minds of others to ignore his presence. He can more directly hypnotize anyone who looks him in the eye, forcing them to obey all his commands and re-writing their memories. When he bites a living creature and sucks their blood, the combination of sharp fangs, endorphin rush, and blood loss makes it difficult for the victim to understand what is happening or to remember it clearly after the fact, even if he hasn't mesmerized them. Since his blood can heal wounds, he can use his fang to cut his tongue, then lick the puncture wounds closed with the transfer of blood. This combination allows his feeding to go mostly undetected. His senses are several orders of magnitude more acute than his "natural prey", normal humans. He can see clearly in total darkness, pick out tiny details at long range, hear frequencies beyond the the normal range of human hearing, and track by scent like a bloodhound. From a distance, he can hear a person’s heartbeat, hear the blood pulsing through their veins, and smell their breath. Like a shark, he can sniff out even tiny amounts of blood from far away. The smell and taste of blood can give him the type of information about its owner that would make a crime lab jealous. When he tastes blood, he can also tap into any psychic resonance it has absorbed, experiencing the memories of its original owner like they were his own. He’s also learned the hard way that he has just about every quirk and weakness that’s ever been attributed to vampires in folklore. He doesn't have to worry about running water or being invited into a home, but that’s about it. COMPLICATIONS Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Daylight Fire Garlic: All parts and states of the garlic plant affect him: The flower and the bulb, whether living, freshly harvested, or even ground into dry powder. Unlike most plants, garlic never withers or dies merely from being in his presence (see "Walking Wasteland", below). Holy Symbols & Blessed Items: Holy symbols and items affect him at the GM’s discretion, on a case by case basis. Generally, the holy symbol must belong to a “Good” deity, or a deity whose portfolio includes concepts such as “Healing,” “Life,” “Light, or “The Sun.” Foods and liquids which have been “blessed,” such as holy water, or which have ritual significance, such as the wine and wafers used in Communion, will also affect him. Holy symbols and items will affect him even if he, or the character wearing or wielding them, do not believe in (or even know of) the religion with which they are associated. However, if he attempts to force his way past the holy object and some sort of opposed check is required, a wielder who knows, believes in, or reveres the deity associated with the holy item will have a better chance of winning the opposed check than a wielder who is ignorant, skeptical, or blasphemous. Jade Mirrors: He has no reflection. Like machines, mirrors do not register his presence. If he can exert enough willpower to stare into a mirror, then a vague, blurry semblance of his visage may briefly appear, only to vanish as soon as he turns away. This effort may cause the mirror to crack, or even to shatter. Mirrors also sometimes break even if he briefly glances at them, or passes by them without peek. Salt: Pure salt will affect him, but saltwater will not, nor will food with a high salt content. Silver Wolf’s Bane: See “Garlic,” above. Everything described there applies to wolf’s bane as well. Wooden Stakes: He can be incapacitated if his heart is impaled with a piece of wood. It doesn't matter if the “stake” is made entirely of wood or not, so long as the part lodged in his heart is composed of pure, whole wood. An arrow or spear with a steel head and a wooden shaft would work, but a piece of compressed particle board would not. Wood and wooden implements do not cause him any of the fear, discomfort, or damage described below, and staking his heart is the only circumstance under which a wooden weapon will overcome his resilience or regeneration. Wood does not limit his movements, and touching it does not harm him. He already has drawbacks and flaws to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal, and since those traits already provided a power point discount, they do not count as complications. However, these items can have other effects which would count as complications: He cannot stand to look directly at these items. As soon as he sees them, the GM can force him to make a Will save against an Emotion Control (Fear) effect, which may cause him to flee the scene entirely. He cannot knowingly or willingly attempt to touch any of these items, or even to advance to within touch-range of them. He must stay at least 10 feet away, just outside of touch-range. (If the item is hidden from him, then he can unknowingly approach it or touch it.) The GM can force him to save against Damage and/or some other attack effect if he touches any of these items or their shadows, or if the ingests them, or the blood of someone else who has recently ingested them. If another character wears or wields any of these items, then he cannot attempt to physically touch them, or anyone behind them. (As reflected with his Power Loss drawbacks, he also cannot bite them or use his mind control powers on them.) He cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw. If he is bound with these items, or with bonds infused or plated with these materials, then he cannot untie or break those bonds, no matter how objectively flimsy they may be. He may not even be able to lift them. (As reflected with his Power Loss drawbacks, such bonds will also suppress most of his powers.) If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal, even in his mist form. If these items are placed on top of the lid to a container, or tied or wrapped around it, then he cannot open that container, or enter or exit it in his mist form. If these items are arranged in a circle, then he cannot cross that circle. He cannot step over it, and he cannot fly over it in his mist form. A circle around another character can protect that character from him, while a circle around him can trap him. He can attempt to overcome these limitations, forcing his way past these items, or even forcing himself to touch them, with a focused act of will, most likely represented by a Will save. If these items are being wielded by another character, then the GM can force him and that other character to make an opposed check, most likely Charisma. This effort may cause him harm whether it is successful or not, so he may also have to save against Damage or some other attack effect. If his act of will is successful, then he can temporarily overcome the limits to his freedom of movement, and these items may be damaged, or even destroyed. They may bend, crack, shatter, melt, or burst into flame. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can decide that he's thirsty, give him a Hero Point, and then give him a circumstance penalty on a check to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can give him a Hero Point, and then force him to make a Will save to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: When viewed through Infra-Vision or perceived with another heat-detecting Super-Sense, he always appears to be colder than his surroundings, even if he's in Antarctica or at the bottom of the ocean. The GM can give him a Hero Point if this causes him a setback, such as allowing him to be seen when he would otherwise be concealed, or exposes him as a supernatural creature when he would otherwise go undetected as such. The area around him tends to be unnaturally cold. In his passing, condensation will often form on glass and liquids will often freeze solid. The GM can treat him as having an Uncontrolled touch-range Environment Control (Cold) effect, and they can give him or another character a Hero Point if this causes a setback. Electromagnetic Ghosts: Although machines cannot detect or perceive him directly, his immediate presence can cause electromagnetic interference. When he passes by a radio, audio recorder, or video camera, he can trigger bursts of static or image tearing. The GM can give him a Hero Point if this alerts enemies to his presence. Enemies: Archnemesis Dad: His father is a captain in the Scarpia family syndicate. His surviving brother works with him, as does his sister's husband. When he was alive, he refused to participate in his father’s criminal activities, but he didn't interfere with them either. When he died, so did his ambivalence. Now he’s determined to dismantle everything his family helped build. Burn The Witch!: The secret monster-hunting arm of the Catholic Church knows that his brother killed a vampire, and that soon after, he and his brother were both killed in circumstances which sounded suspiciously like retaliatory vampire attacks. It’s been a few years since then, but if they hear about anything that sounds like a vampire in Bedlam, they will follow up. I Hate You, Vampire Dad!: “Enemy” isn't quite the right word. His sire, "Johann" (real name unknown), is working toward a long-term goal of making him part of Johann's "family." To Johann, that means an unholy combination of child, friend, and lover. Unfortunately for him, Johann doesn't think he’ll realize his potential as a vampire until his human spirit is broken and stripped away from him by a conga line of trauma and disappointment, a process Johann expects to take at least a hundred years. Johann shows up once a year like clockwork to beat him within an inch of his life as a celebration of his "birthday" as a vampire. In addition, Johann will, seemingly at random, send various minions, pawns, or even other “children,” to torment him in some way. They might attack him directly, provide aid to his enemies, or harm something or someone he cares about (including Bedlam City itself). Enemy To All Living Things: While machines seem to simply ignore him (as represented with his Permanent Concealment from them), nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. He never casts a shadow, regardless of the level or angle of light in the surrounding area. His hands and fingers appear to have normal friction ridges, yet his touch never leaves prints. His footsteps never leave tracks, or make a sound. He does not breathe, cough, sneeze, or yawn. (This is particularly noticeable in winter.) His heart does not beat. He has no pulse of any kind. He does not sweat. When he is wounded, his skin does not bruise, and his cuts do not bleed. He will only bleed if decapitated or staked through the heart. His blood is so dark that it mostly appears to be black, only showing red when light hits it at just the right angle. If he cries, the tears are blood. His body does not age. Most machines seem to ignore him. He has no reflection in mirrors, or any other reflective surface. He does not show up in photographs or on video cameras, film or digital. His voice cannot be heard in auditory recordings, or through microphones, telephones (cellular or land-line), or radios. He doesn't show up as a blip on any kind of radar or sonar. He can walk freely through the laser, infra-red, and microwave beams used by motion detectors without them registering his presence. Automatic doors won’t even open for him. A gas chromatograph mass spectrometer can at least attempt to analyze samples of his tissues, and mechanical components like buttons which detect physical pressure will recognize the force his touch exerts upon them, but that seems to be the extent to which machines recognize or acknowledge him. Note: Aside from his lack of reflection, this is the result of the Permanent flaw on his Concealment against machine senses, so he should not receive any Hero Points for it. However, it may be a complication for other characters. For example, a robot or cyborg ally whose eyes are mechanical cameras and whose ears are mechanical microphones may receive a Hero Point in exchange for not being able to see or hear him. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save. Failure can result in a complication for him and/or for others. Starvation can cause him to be overcome with bloodlust, to the point of mindlessly attacking the next human he encounters, without caring if his prey survives the encounter or not. Potential causes of “starvation” include simply going too long without drinking blood, trying to subsist for too long on blood of low quality (animal blood, refrigerated blood bags, etc.), or depleting the blood stored in his body by using it to fuel his powers. When exposed to one of his weaknesses, especially fire or sunlight, he feels a powerful primal urge to flee from it. If he is unable to summon the willpower to endure its presence, then during his flight, he may brutally attack anyone who gets in his way, whether they meant to or not. Once he is out of danger, he may then be overcome with bloodlust, as if he were starving, as his scared inner animal seeks to re-assert control over its surroundings. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead creature, then this can be a complication for them, because his default reaction will be homicidal violence. Relationships: His wife remarried, and has children with her new husband. But he still cares about her, and by extension, her new family. He still cares about his family too, even the mobsters. He keeps tabs on all of them, and he will leap to their aid if they are in danger. Father Cesare Messina, the retired priest, is the only friend he's made since his death. He will drop everything to help Messina. But the priest’s secret association with him could cause problems for both of them. Responsibility: By assuming ownership of The Twilight Lodge, he has assumed responsibility for both the cursed structure, and the damned souls who staff it in their quest for redemption. Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. He only gets restful sleep if he has complete shelter from sunlight, and if his resting place includes soil from his homeland. He does not need to be buried; a thin layer of dirt spread out under him is sufficient.When he drinks blood, his undead body stores that blood in his heart. His body consumes a small amount of that stored blood every night to preserve his corpse, and a greater amount to heal his wounds and fuel his powers.After a day without sleep and/or three days without blood, the GM can inflict negative conditions upon him, like Fatigued or Exhausted, cumulative penalties on certain checks, and/or temporary ability damage. The GM may allow him some sort of check to delay or lessen these effects, akin to the Constitution checks and Fortitude saves mortals can make to resist the damage caused by neglecting their physical needs.He will not be destroyed by starvation or lack of sleep, but the supernatural preservation of his body will be disrupted. At first, he will start to look sick. Then, he will begin to age. Finally, he will start to decay. Eventually, his flesh will wither away and slough off completely, leaving little more than a fanged skeleton. Eventually, he won’t have eyes or a tongue, but he will still be able to see and speak. Once he finally gets the blood and restful sleep he needs, the decay will gradually reverse. If his soft tissues have rotted away, then his bones will absorb the blood he “drinks" directly. The decay will reverse at roughly the same rate at which a mortal would recover from starvation and/or sleep deprivation.His ideal sustenance is the blood of a living human (or humanoid alien with genetic similarity sufficient to produce viable offspring with a human), taken directly from that human’s veins, ideally while the human is experiencing some sort of intense emotion. The further his feeding deviates from that ideal, the less nourishment and satisfaction he derives. He can consume blood from cold storage, so long as that stored blood would be safe to transfuse back into a living human. He cannot feed on necrotic or coagulated blood, and attempting to do so will cause him to vomit as if it were human food (see “I Do Not Drink…Wine,” above). He can feed from vertebrate animals and aliens which have “blood” (the fluids of arthropods, for example, would not work), but it is not as satisfying, or as efficient; it would take multiple units of animal blood to equal the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as faeries, werewolves, or dragons, on the other hand, tastes better than human blood, provides more efficient nourishment, and may also have side-effects at the GM’s discretion. Potential side-effects include addiction, inebriation, temporary insanity (hallucinations, berserk rage, etc.), and temporary Boosts to his existing powers, and temporarily gaining new powers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and, depending on their descriptors, even other vampires, may have the same effects. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. ABILITIES 18PP Strength: 28/12 (+9/+1), 38/12 Lifting (Heavy Load: 4,800 lbs. [2.4 tons] / 130 lbs.) Dexterity: 28/12 (+9/+1) Constitution: - Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 18 (+4) COMBAT 12PP Initiative: +9/+1 (+9/+1 Dex) Attack: +9/+3 Melee (+3 Base, +6 Enhanced Attack Focus), +3 Ranged (+3 Base) Grapple: +20/+4 (+9/+3 Melee Attack, +9/+1 Strength, +2 Super-Strength) Defense: +9/+3 (+3 Base, +6 Enhanced Dodge Focus), +2 Flat-Footed Knockback Resistance: 9 (4 vs Vampire Weaknesses) SAVING THROWS 5PP Toughness: +9 (Impervious 9, except against Vampire Weaknesses) Fortitude: - Reflex: +9/+1 (+9/+1 Dex, +0PP) Will: +9 (+4 Wis, +5PP)Ultimate Save SKILLS 32R = 8PP Acrobatics 0 (+10/+1) Handle Animal 0 (-) Intimidation 0 (+18/+4) Knowledge (Life Sciences) 6 (+10) Knowledge (Streetwise) 11 (+15) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 11 (+15) Notice 0 (+18/+4) Ride 0 (-) Search 0 (+18/+4) Sense Motive 0 (+18/+4) Stealth 0 (+20/+1) FEATS 4PP Benefit (Legally Deceased) Interpose Jack of All Trades Ultimate Save (Will) Enhanced: Attack Focus (Melee) 6 Dodge Focus 6 Evasion 2 Hide In Plain Sight Takedown Attack 2 EQUIPMENT 7PP = 35EP The Twilight Lodge (Headquarters) [39/40EP = 8PP, 8PP from Dead Head] Power Level: 14 Size: Large Exterior (500ft, Mansion) / Huge Interior (1,000ft, Castle) [3EP] Toughness: 10 [1EP] (Descriptors: Magically Warded and Ectoplasm-Reinforced Structure) Features: [35EP] Communications (Feats: Dimensional 3 [Any/All]) (Descriptors: Interdimensional Ghost-Phone) Concealed 3 (+20 DC) (Descriptors: Magical Perception Filter, Unholy Aura) Defense System 2 (Descriptors: Ghosts, Zombies) Dimensional Portal (Hells) Dual Size (Descriptors: Interdimensional Structure) Feature: Secret Sewer Entrance Fire Prevention System Garage Gym Holding Cells 2 (Toughness 15, Nullify 10) (Descriptors: Magically Warded and Ectoplasm-Reinforced Dungeon) Library Living Space 2 (Masterwork) Personnel (Descriptors: Undead Servants) Pool Powers 7 (196PP) Power System (Descriptors: Hellfire Furnace) Security System 3 (DC30) (Descriptors: Magical Wards) Self-Repairing (Descriptors: Ectoplasm-Infused Structure, Undead Servants) Workshop (Artificer/Ritualist) Powers: [PL14 x 2 = 28PP per rank, x7 ranks = 174/196PP] Concealment 3 (ESP effects, Mental-type senses, Extras: Duration [Continuous], Flaws: Limited [Observers outside the clubhouse can use ESP effects and Mental-type senses to perceive the exterior of the clubhouse, but not the interior, and vice versa], Permanent) [3PP] Features 1 (Temporal Inertia) [1PP] Immunity 1 (Mister Strix's Vampiric Aura) [1PP] Nullify 10 (All Insubstantial, Super-Movement [Dimensional Travel], and Teleport effects of any descriptor, Extras: Action 3 [Reaction], Effortless, Range [Perception], Flaws: Limited [Only counters attempts to enter or exit the clubhouse]) [62PP] Psychomancy 23 (46PP Array, Feats: Alternate Power 3) [49PP] Base Power: Mind Reading 10 (Extras: Action [Standard], Mental, Flaws: Limited [Probe], Feats: Subtle) [11PP] Alternate Power: Emotion Control 10 (Extras: Area [General, Burst], Mental, Selective, Flaws: Limited [Fear], Feats: Progression [Area Size] 3 [500ft radius]) [33PP] Alternate Power: Illusion 10 (Sense Types: All, Extras: Selective, Flaws: Phantasm, Feats: Progression [Area Size] 6 [500ft radius]) [46PP] Alternate Power: Teleport 10 (Extras: Duration 2 [Continuous, no action needed to keep portals open], Portal, Flaws: Action 2 [Standard Action to open or close a portal], Limited [Short-Range Jumps, 1,000ft], Limited [To/From points inside the building], Feats: Change Direction, Insidious, Progression [Portal Size] 2 [25ft], Subtle) [25PP] Super-Senses 13 (Normal Vision, Extras: Counters Concealment, Counters Illusion, Counters Obscure [All Descriptors], Penetrates Concealment, Flaws: Limited [Inside the building]) [7PP] Transform 10 (Memory Alteration, Extras: Action 3 [Reaction], Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Limited [Memory alteration is limited to erasing or distorting memories of the clubhouse interior], Limited [The clubhouse will only alter a target's memory when they are leaving the building], Feats: Subtle) [51PP] POWERS 185PP Descriptors (All Powers): Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead Side Bar: Vampire Weaknesses (Limited, Power Loss) Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Unholy Aura) Enhanced Dexterity 16 (Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [15PP] (Descriptors: Superhuman Agility, Superhuman Speed) Enhanced Feats 17 (Attack Focus [Melee] 6, Dodge Focus 6, Evasion 2, Hide In Plain Sight, Takedown Attack 2, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [16PP] (Descriptors: Superhuman Agility, Superhuman Speed) Enhanced Skills 68 (Acrobatics 1, Intimidation 14, Notice 14, Search 14, Sense Motive 14, Stealth 11, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [16PP] (Descriptors: Super-Senses, Unholy Aura) Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Unholy Aura) *See "Death Powers" in Power Profiles. Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Total; Flaws: Limited [Objects], Personal, Source [Blood]) [5PP] (Descriptors: Regeneration) Immunity 30 (Fortitude effects) [30PP] Impervious Toughness 9 (Flaws: Limited [Vampire Weaknesses inflict Penetrating damage]) [5PP] (Descriptors: Regeneration, Superhuman Resilience) Protection 9 [9PP] (Descriptors: Superhuman Resilience) Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP] Regeneration 22 (Recovery Rate: Injured 6 [no rest], Disabled 8 [no rest], Resurrection 8 [1 round], Flaws: Limited [Vampire Weaknesses inflict Incurable damage; Requires outside aid to Resurrect if decapitated, staked through the heart, incinerated, dissolved, or disintegrated]) [11PP] Super-Movement 1 (Trackless) [2PP] (Descriptors: Unholy Aura) Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [1PP] Super-Senses 11 (Acute Analytical Tracking Smell/Taste, Darkvision, Microscopic Vision, Postcognition [Flaws: Medium {Blood}], Ultra-Hearing, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [8PP] Vampire Power 19 (38PP Array, Feats: Alternate Power 4, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [41PP] Base Power: [12 + 16 + 3 + 3 + 4 = 38PP] Drain Constitution 9 (Extras: Linked [Mind Reading], Flaws: Limited [1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle) [9PP] (Additional Descriptors: Blood Drain) Mind Reading 9 (Extras: Action [Standard], Linked [Drain], Flaws: Range 2 [Touch], Requires Grapple) [3PP] (Additional Descriptors: Blood Divination) Enhanced Strength 16 [16PP] Leaping 3 (x10, Running Long Jump: 190ft) [3PP] (Additional Descriptors: Super-Strength) Speed 3 (50MPH, 500ft per Move Action) [3PP] (Additional Descriptors: Super-Speed) Super-Strength 2 (Lifting Strength: 38, Heavy Load: 4,800 lbs. [2.4 tons]) [4PP] Alternate Power: [9 + 16 + 3 + 3 + 3 + 4 = 38PP] Autofire Strength 9 [9PP] (Additional Descriptors: Super-Speed) Enhanced Strength 16 [16PP] Incurable Strength Damage (Feats: Improved Critical 2 [18-20], Variable Descriptor [Piercing and/or Slashing damage; Claws and/or Fangs], Drawbacks: Lethal) [3PP] (Additional Descriptors: Claws, Fangs) Leaping 3 (x10, Running Long Jump: 190ft) [3PP] (Additional Descriptors: Super-Strength) Speed 3 (50MPH, 500ft per Move Action) [3PP] (Additional Descriptors: Super-Speed) Super-Strength 2 (Lifting Strength: 38, Heavy Load: 4,800 lbs. [2.4 tons]) [4PP] Alternate Power: [10 + 16 + 3 + 3 + 4 = 36PP] Concealment 10 (All Non-Mental type senses, Flaws: Phantasm, Feats: Selective, Drawbacks: Progression [Counter Rank / Save DC] 1 [-1 = Rank 9 / DC19]) [10PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Enhanced Strength 16 [16PP] Leaping 3 (x10, Running Long Jump: 190ft) [3PP] (Additional Descriptors: Super-Strength) Speed 3 (50MPH, 500ft per Move Action) [3PP] (Additional Descriptors: Super-Speed) Super-Strength 2 (Lifting Strength: 38, Heavy Load: 4,800 lbs. [2.4 tons]) [4PP] Alternate Power: [10 + 23 = 33PP] Concealment 10 (All Non-Mental type senses, Flaws: Phantasm, Feats: Selective, Drawbacks: Progression [Counter Rank / Save DC] 1 [-1 = Rank 9 / DC19]) [10PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Flight 3 (50MPH, 500ft per Move Action, Extras: Linked [Immunity, Insubstantial], Feats: Subtle) [7PP] (Additional Descriptors: Mist Form) Immunity 2 (Critical Hits, Extras: Duration [Continuous], Linked [Flight, Insubstantial]) [4PP] Insubstantial 2 (Extras: Duration [Continuous], Linked [Flight, Immunity]) [12PP] Alternate Power: [37PP] (Additional Descriptors: Hypnotic Eyes) Mind Control 9 (Extras: Conscious, Duration [Sustained, Lasting], Linked [Transform], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle) [19PP] Transform 9 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Linked [Mind Control], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle) [18PP] DRAWBACKS -14PP Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability ("Fire" effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP] Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Moderate, Time: Instant) [-2PP] Abilities (18) + Combat (12) + Saving Throws (5) + Skills (8) + Feats (4) + Powers (185) – Drawbacks (14) = 218/218 Power Points ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC24 Toughness (Staged) Damage (Physical) Blood Drain Touch/Grapple DC19 Fortitude* Drain Constitution* Opposed Will vs +9 Mind Reading Claws/Fangs Touch DC24 Toughness (Staged) Damage (Physical, Lethal, Incurable) Hypnotic Eyes Perception (Visually Sense-Dependent) Opposed Will vs +9** Mind Controlled DC19 Will Transformed (Memory Alteration) Psychic Invisibility Personal DC19 Will*** Total Concealment from all non-Mental type senses *This saving throw is not Staged, because he can only drain 1 Constitution rank per round, regardless of the margin by which the victim failed their save. **Because the two Linked effects target the same saving throw (Will), the victim makes one saving throw and compares it against the DC for both effects. The Transform effect has a static DC, but the Mind Control effect has a DC determined by a power check, so it is possible that the victim will successfully save against one of the linked effects but fail to save against the other one. ***Creatures with Intelligence 0 are unaffected. Creatures with Intelligence 1+ only get a saving throw if he does something to draw attention to himself. Machines with Intelligence 0 are also unaffected, but he has a separate, permanent Concealment effect against all Auditory, Radio, and Visual-type machine senses.
  2. In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn. Character: Mister Strix Power Level: 13 (Built as PL8) Tradeoffs: None Power Points: 206/216PP Unspent Points: 10 Alternate Identity: Gaetano “Guy” Giordano (Deceased) Identity: Secret. The public is not aware that either Gaetano Giordano or Mister Strix are undead, or that they are the same person. Legal Status: Deceased USA citizen with no criminal record. Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City Residence: An abandoned, boarded-up house on Ash Street. The only sign of habitation is his casket sitting in the basement. The entrance to the basement is blocked with heavy debris. He accesses the house and the basement with Mist Form. Occupation: None Affiliations: Father Cesare Messina (Retired Catholic priest, Friend) Family: Doctor Adriana Aparo (Widow), Luna Giordano née Gallo (Mother), Massimo “Mo” Giordano (Father), Matteo “Matt” Giordano (Older Brother), Flora Russo née Giordano (Older Sister), Rafael Giordano (Younger Brother, Deceased). Matt and Flora are both married, with children. Adriana has re-married, and she has a child with her new husband. DESCRIPTION Age: 37 (Date of Birth: 1981) Apparent Age: 31 (Date of Death: 2012) Gender: Male Ethnicity: (Sicilian) Italian-American Caucasian Height: 6’2” Weight: 180 lbs. Hair: Black Eyes: Black His superhero costume consists of a white skintight jumpsuit, mask, and cape. The chest of the jumpsuit is emblazoned with a white crescent moon set against a black circle. The edges of the cape and gloves are cut with notches suggestive of the feathers on a bird's wings. The gloves are fingerless. The mask covers his entire head except for his jaw and the lower half of his face. It has a shape similar to the feathers on the head of a horned owl. The bottom of the mask comes to a hook with a slight downward curve resembling a raptor's beak. Overall, it looks like a photo-negative version of the original Raven’s costume. Out of costume, a fan of old movies might compare him to a young (and underslept, and possibly ill) Lee Van Cleef or Basil Rathbone. His flesh is unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, his veins appear to be black. His build is slender. He was never bulky in life, and when he transformed, most of his fat burned away, and most of his internal organs shriveled and atrophied. His face is all sharp angles, with high, prominent cheekbones, a large nose, and a narrow, pointed chin. His hair is dark, and perpetually messy. (Since he has no reflection in mirrors, even if he had much reason to style his hair, he wouldn't be able to see what he was doing.) He has thick eyebrows, perpetually arched over eyes set deep in their sockets, eyes which always seem to be surrounded by shadows, regardless of the angle or intensity of light in the area. The irises of his eyes are completely black, indistinguishable from the pupils. The center of his eye is one solid black disk. His hands are slightly larger in proportion to the rest of his body than they should be, the fingers slightly longer. His voice is a deep baritone, surprisingly deep for someone of his size. When he feeds or uses his powers, his appearance becomes even more overtly monstrous. His veins bulge and darken. The blackness at the center of his eyes spreads to cover the entire eyeball. His mouth, canine teeth, and tongue all double in size. His voice deepens by at least a full octave, and echoes independent of the local acoustics. When he growls, he sounds like a tiger. HISTORY Guy Giordano’s life ended just as it was about to begin. Gaetano "Guy" Giordano was born the third of four children in an Italian-American family living in Stark Hill. The family all attended the local Catholic school and church. His mother was a librarian turned homemaker, and his father was a "made man" in the Scarpia crime family. Guy was closest with his younger brother, Raphael, and his mother, whom they both took after, being more gentle and scholastically inclined than their brutish father and older brother or their scheming "queen bee" older sister. When they grew up, Guy became a doctor, while Raphael became a priest. Guy went to college and medical school in Chicago and Detroit, and earned a doctorate in emergency medicine alongside Adriana Aparo, his fellow student. After they completed their residency, they got engaged, spent a year working with Doctors Without Borders in Libya and the Congo, then moved back to Bedlam, got married, and bought a house. They were just about to start trying for their first child when Guy got sick and died. Unbeknownst to his family, Guy's younger brother Raphael wasn't just a priest, but a Vatican-sponsored monster-hunter. Raphael had destroyed a powerful elder vampire, and the even older and more powerful vampire who had created that elder took his revenge and replaced the lost member of his "family" by killing Raphael's favorite brother and turning him into a vampire. Raphael was no match for the vampire, who only ever identified himself as "Johann." He ambushed Raphael at the cemetery where Guy was buried. Guy dug himself out of his own grave, emerging in a mindless feeding-frenzy, and Johann made sure that Raphael was caught helpless in Guy's path. Guy drained his little brother dry. After Guy's bloodlust faded and he cried out in anguish over what he'd done, Johann wished him a taunting "Happy Birthday" and stabbed him in the heart with a wooden stake, putting him in a coma. Then he locked Guy's unconscious body in a box and left it there for five years. When Johann finally took the stake out of his heart, Guy woke up, but he had no idea how much time had passed. He ran home, only to learn that his wife lived there with her new husband and their child. He fled the scene before anyone spotted him. Johann laughed, taunted him with another "Happy Birthday," and vanished. Guy spent the next year living in the shadows of Bedlam. He spent days sleeping in sewers, abandoned basements, and hastily dug holes in the dirt, rarely staying in the same place twice. He spent the nights spying on his family and his widow, and through a mix of research and trial and error, figuring out how much time had passed, what had happened to him and what he could do. When he drank Raphael's blood, he absorbed his memories, so he knew that he was a “vampire,” but that could mean a hundred different things. He spent many nights at local libraries, catching up on recent history and researching his “condition.” An academic at heart, he felt “at home” there, and since he could ignore alarms and surveillance equipment, hypnotize guards, and slip through locked doors as a cloud of mist, he had the run of the place. When he needed blood, he would grab sewer rats, or hypnotize the employees at the less ethical animal “shelters,” so he could drain the cats and dogs already scheduled for execution. At first, he made the mistake of trying to subsist entirely on animal blood. But he learned the hard way that the inferior quality (for his purposes) of animal blood would only satisfy his undead body for so long. After the first time he snapped and almost killed a random person on the street, he made an effort to regularly infuse his diet with human blood. He limited his human feeding to whatever criminals and corrupt cops he could find, often guys he recognized as his father’s employees and associates. At one point, he decided that he needed to be destroyed, and even if suicide was a sin, the greater sin would be continuing to live as a monster. So he fought through his instinct to sleep during the day, and he tried to walk out into the sun. He was terribly burned, but he discovered that his undead body had a powerful instinct for self-preservation, one he could not overcome. He fled the light, slept deeper and woke up thirstier than ever before, and by the time he regained the capacity for rational thought, he was standing over the half-drained body of what was now the second random person he had almost murdered. After that debacle, he stopped trying to kill himself. During a chance encounter near the end of his first year as a vampire, he saved the life of a 70-year-old retiree and "supply priest," Father Cesare Messina. Father Messina quickly became his friend and confidant, the only source of human interaction for him since his death. Father Messina felt that it was his duty to help Guy figure out God's plan for him, even if that just meant praying for him and chatting with him over coffee. Father Messina reminded him that the best way to heal one’s own pain was to help others with theirs. As they spoke, an idea formed between the two of them. Guy could do what everyone with extraordinary abilities and a secret to protect did to help make the world better: He could put on a mask, and become a superhero, “Like Raven, that guy in Freedom City.” Father Messina was an ornithology enthusiast, so when the subject of superheroes came up, Raven's was the first name that came to his mind. Of the decorations in Father Messina's home, the pictures and sculptures of owls outnumbered the Christian imagery by at least ten to one. With little prompting from Guy, Father Messina practically gushed about how owls were found all over the world, in all kinds of environments, and how they appear in the myths of almost every culture on the planet, usually as demons or psychopomps. Guy mentioned a local legend he’d heard in the Congo about how owls hunted humans to eat their souls. That reminded Father Messina that while the more popular modern vampire myths describe them transforming into bats, in older stories, they turned into owls. Just like that, Guy knew what form his disguise should take. The tailor who would later craft it was hypnotized to misremember the job, but he was well-paid. "Mister Strix" was born. At the start of this new chapter in Guy's life, Johann reappeared, attacking him without warning and beating him almost to a second death. Then Johann laughed, taunted him with yet another "Happy Birthday," and disappeared. To Guy's surprise, he laughed too. Johann’s assault had an oddly invigorating effect on him. If Johann was still trying to break him, that meant he wasn't broken yet. His conversations with Father Messina had given him a new sense of purpose, but Johann’s beating gave him a new sense of hope. His existence might be evil, but he could still do some good with it. He might not be a doctor anymore, he wasn't going to let that stop him anymore from doing the same thing in death that he used to do in life: Try to save people. PERSONALITY & MOTIVATION Like any good Catholic, the primary driving force in his life has always been guilt. When he was a child, it was guilt over the apple, and the crucifixion, and not being the son his father wanted. When adolescence opened his eyes a little wider, it was guilt over who his father was and how he made his money. He became a doctor and went to war zones so that he could try to save more lives than his father had destroyed. Now it’s guilt over what he is and what he has to do. In life, he was quiet and gentle, but determined. He always tried to put others before himself. People always told him he was “a good listener.” He loved his wife. He loved his family, even if he didn't like them. He inherited his mother’s love of books, opera, traditional French and Italian cooking, and when he got older, coffee and wine. He always seemed to have his nose in a book. He’d lived in war zones, but he’d never really been in a fight. He'd never wanted to hurt anyone. In death, everything that used to define him or bring him joy has been stolen from him, and he's become a predator who leaves ruin in his wake, a danger to everyone around him. Violence now feels as natural to him as breathing used to, and the only thing that truly brings him joy anymore is sinking his fangs into another person’s neck and sucking the blood out of their veins. He hates the thing he’s been turned into, and the things who turned him into it. He’s trying to make the best of it. POWERS & TACTICS He is an unskilled brawler, relying entirely on the animal instinct and enhanced physical prowess he gained when he became a vampire. Everything he “knows” about fighting, he learned from movies and television. Popular culture is also his main source of “knowledge” about his own condition. He’s studying all the relevant history and mythology he can get his hands on, but it’s a slow process. The vampire who killed him didn’t tell him anything. Most of what he can do either comes from pure instinct, or is something he read about and decided to try that worked, either immediately or with practice. He is undead, preserved and animated by the life-consuming energy that is the pure darkness of the Schattenwelt, in a process fueled by blood magic. His undead body is far more resilient than his human body was. His skeleton is harder than stone, but just as light as human bone. His flesh feels human to the touch, but displays a resistance to cutting or puncturing more akin to silk, thick leather, or Kevlar. His body somehow metabolizes the blood he drinks to sustain his existence, keep him preserved, heal his wounds, and alter his body in ways he is only beginning to explore. He can increase his strength, speed, and agility to superhuman levels, grow claws that can shred metal and stone as if it were paper, or transform into a cloud of mist. His blood can also heal the wounds of others (a Healing power stunt off of his main array), though consuming his blood can bring unpredictable side-effects (a temporary Complication for the other character). He also has some psychic powers. He can broadcast a psychic command which forces the minds of others to ignore his presence. He can more directly hypnotize anyone who looks him in the eye, forcing them to obey all his commands and re-writing their memories. When he pierces a living creature's skin with his fangs and sucks out their blood, he triggers a rush of endorphins which overwhelms his victim with intense pleasure. This makes it difficult for his victim to understand what is happening or to remember it clearly after the fact. Since his blood can heal wounds, he can use his fang to cut his tongue, then lick the puncture wounds closed with the transfer of blood. This combination allows his feeding to go mostly undetected. Like a shark, he can sniff out even tiny amounts of blood from far away. The smell and taste of blood can give him the type of information about its owner that would make a crime lab jealous, and when he tastes blood, he can tap into any psychic resonance it has absorbed, experiencing the memories of its original owner like they were his own. He can see in the dark because he is Darkness. When he makes a scary face and roars, hardened soldiers will run, hide, and lose bladder control, because he’s giving them a glimpse of the literal Abyss, and when they look into his eyes, they don’t just see “darkness,” but “The Darkness.” He’s also learned the hard way that he has just about every quirk and weakness that’s ever been attributed to vampires in folklore. He doesn't have to worry about running water or being invited into a home, but that’s about it. COMPLICATIONS Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Daylight Fire Garlic: All parts and states of the garlic plant affect him: The flower and the bulb, whether living, freshly harvested, or even ground into dry powder. Unlike most plants, garlic never withers or dies merely from being in his presence. Holy Symbols & Blessed Items: Holy symbols and items affect him at the GM’s discretion, on a case by case basis. Generally, the holy symbol must belong to a “Good” deity, or a deity whose portfolio includes concepts such as “Healing,” “Life,” “Light, or “The Sun.” Foods and liquids which have been “blessed,” such as holy water, or which have ritual significance, such as the wine and wafers used in Communion, will also affect him. Holy symbols and items will affect him even if he, or the character wearing or wielding them, do not believe in (or even know of) the religion with which they are associated. However, if he attempts to force his way past the holy object and some sort of opposed check is required, a wielder who knows, believes in, or reveres the deity associated with the holy item will have a better chance of winning the opposed check than a wielder who is ignorant, skeptical, or blasphemous. Jade Mirrors: He has no reflection. Like machines, mirrors do not register his presence. If he can exert enough willpower to stare into a mirror, then a vague, blurry semblance of his visage may briefly appear, only to vanish as soon as he turns away. This effort may cause the mirror to crack, or even to shatter. Mirrors also sometimes break even if he briefly glances at them, or passes by them without peek. Salt: Pure salt will affect him, but saltwater will not, nor will food with a high salt content. Silver Wolf’s Bane: See “Garlic,” above. Everything described there applies to wolf’s bane as well. Wooden Stakes: He can be incapacitated if his heart is impaled with a piece of wood. It doesn't matter if the “stake” is made entirely of wood or not, so long as the part lodged in his heart is composed of pure, whole wood. An arrow or spear with a steel head and a wooden shaft would work, but a piece of compressed particle board would not. Wood and wooden implements do not cause him any of the fear, discomfort, or damage described below, and staking his heart is the only circumstance under which a wooden weapon will overcome his resilience or regeneration. Wood does not limit his movements, and touching it does not harm him. He already has drawbacks and flaws to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal, and since those traits already provided a power point discount, they do not count as complications. However, these items can have other effects which would count as complications: He cannot stand to look directly at these items. As soon as he sees them, the GM can force him to make a Will save against an Emotion Control (Fear) effect, which may cause him to flee the scene entirely. He cannot knowingly or willingly attempt to touch any of these items, or even to advance to within touch-range of them. He must stay at least 10 feet away. (If the item is hidden from him, then he can unknowingly approach it or touch it.) The GM can force him to save against Damage and/or some other attack effect if he touches any of these items or their shadows, or if the ingests them, or the blood of someone else who has recently ingested them. If another character wears or wields any of these items, then he cannot attempt to physically touch them, or anyone behind them. (As reflected with his Power Loss drawbacks, he also cannot bite them or use his mind control powers on them.) He cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw. If he is bound with these items, or with bonds infused or plated with these materials, then he cannot untie or break those bonds, no matter how objectively flimsy they may be. He may not even be able to lift them. (As reflected with his Power Loss drawbacks, such bonds will also suppress most of his powers.) If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal, even in his mist form. If these items are placed on top of the lid to a container, or tied or wrapped around it, then he cannot open that container, or enter or exit it in his mist form. If these items are arranged in a circle, then he cannot cross that circle. He cannot step over it, and he cannot fly over it in his mist form. A circle around another character can protect that character from him, while a circle around him can trap him. He can attempt to overcome these limitations, forcing his way past these items, or even forcing himself to touch them, with a focused act of will, most likely represented by a Will save. If these items are being wielded by another character, then the GM can force him and that other character to make an opposed check, most likely Charisma. This effort may cause him harm whether it is successful or not, so he may also have to save against Damage or some other attack effect. If his act of will is successful, then he can temporarily overcome the limits to his freedom of movement, and these items may be damaged, or even destroyed. They may bend, crack, shatter, melt, or burst into flame. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can decide that he's thirsty, give him a Hero Point, and then give him a circumstance penalty on a check to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can give him a Hero Point, and then force him to make a Will save to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: Since his Environment Control (Cold) power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his cold aura may cause complications for other characters. Enemies: Archnemesis Dad: His father is a captain in the Scarpia family syndicate. His surviving brother works with him, as does his sister's husband. When he was alive, he refused to participate in his father’s criminal activities, but he didn't interfere with them either. When he died, so did his ambivalence. Now he’s determined to dismantle everything his family helped build. Burn The Witch!: The secret monster-hunting arm of the Catholic Church knows that his brother killed a vampire, and that soon after, he and his brother were both killed in circumstances which sounded suspiciously like retaliatory vampire attacks. It’s been a few years since then, but if they hear about anything that sounds like a vampire in Bedlam, they will follow up. I Hate You, Vampire Dad!: “Enemy” isn't quite the right word. His sire, "Johann" (real name unknown), is working toward a long-term goal of making him part of Johann's "family." To Johann, that means an unholy combination of child, friend, and lover. Unfortunately for him, Johann doesn't think he’ll realize his potential as a vampire until his human spirit is broken and stripped away from him by a conga line of trauma and disappointment, a process Johann expects to take at least a hundred years. Johann shows up once a year like clockwork to beat him within an inch of his life as a celebration of his "birthday" as a vampire. In addition, Johann will, seemingly at random, send various minions, pawns, or even other “children,” to torment him in some way. They might attack him directly, provide aid to his enemies, or harm something or someone he cares about (including Bedlam City itself). Electromagnetic Ghosts: Since his Obscure power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his aura of interference with mechanical senses may cause complications for other characters. Enemy To All Living Things: While machines seem to simply ignore him (as represented with his Permanent Concealment from them), nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. He never casts a shadow, regardless of the level or angle of light in the surrounding area. His hands and fingers appear to have normal friction ridges, yet his touch never leaves prints. His footsteps never leave tracks, or make a sound. He does not breathe, cough, sneeze, or yawn. (This is particularly noticeable in winter.) His heart does not beat. He has no pulse of any kind. He does not sweat. When he is wounded, his skin does not bruise, and his cuts do not bleed. He will only bleed if decapitated or staked through the heart. His blood is so dark that it mostly appears to be black, only showing red when light hits it at just the right angle. If he cries, the tears are blood. His body does not age. If viewed with Infra-Vision, his body always appears to be colder than his surrounding environment, no matter what that environment may be. Most machines seem to ignore him. He has no reflection in mirrors, or any other reflective surface. He does not show up in photographs or on video cameras, film or digital. His voice cannot be heard in auditory recordings, or through microphones, telephones (cellular or land-line), or radios. He doesn't show up as a blip on any kind of radar or sonar. He can walk freely through the laser, infra-red, and microwave beams used by motion detectors without them registering his presence. Automatic doors won’t even open for him. A gas chromatograph mass spectrometer can at least attempt to analyze samples of his tissues, and mechanical components like buttons which detect physical pressure will recognize the force his touch exerts upon them, but that seems to be the extent to which machines recognize or acknowledge him. Note: Aside from his lack of reflection, this is the result of the Permanent flaw on his Concealment against machine senses, so he should not receive any Hero Points for it. However, it may be a complication for other characters. For example, a robot or cyborg ally, whose eyes are mechanical cameras and whose ears are mechanical microphones, may receive a Hero Point in exchange for not being able to see or hear him. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save. Failure can result in a complication for him and/or for others. Starvation can cause him to be overcome with bloodlust, to the point of mindlessly attacking the next human he encounters, without caring if his prey survives the encounter or not. Potential causes of “starvation” include simply going too long without drinking blood, trying to subsist for too long on blood of low quality (animal blood, refrigerated blood bags, etc.), or depleting the blood stored in his body by using it to fuel his powers. When exposed to one of his weaknesses, especially fire or sunlight, he feels a powerful primal urge to flee from it. If he is unable to summon the willpower to endure its presence, then during his flight, he may brutally attack anyone who gets in his way, whether they meant to or not. Once he is out of danger, he may then be overcome with bloodlust, as if he were starving, as his scared inner animal seeks to re-assert control over its surroundings. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead creature, then this can be a complication for them, because his default reaction will be homicidal violence. Relationships: His wife thinks he’s dead. She’s remarried. She has children with her new husband. But he still cares about her, and by extension, her new family. He still cares about his family too, even the mobsters. He keeps tabs on all of them, and he will leap to their aid if they are in danger. Father Cesare Messina, the retired priest, is the only friend he's made since his death. He will drop everything to help Messina. But the priest’s secret association with him could cause problems for both of them. Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. He only gets restful sleep if he has complete shelter from sunlight, and if his resting place includes soil from his homeland. He does not need to be buried; a thin layer of dirt spread out under him is sufficient.When he drinks blood, his undead body stores that blood in his heart. His body consumes a small amount of that stored blood every night to preserve his corpse, and a greater amount to heal his wounds and fuel his powers.After a day without sleep and/or three days without blood, the GM can inflict negative conditions upon him, like Fatigued or Exhausted, cumulative penalties on certain checks, and/or temporary ability damage. The GM may allow him some sort of check to delay or lessen these effects, akin to the Constitution checks and Fortitude saves mortals can make to resist the damage caused by neglecting their physical needs.He will not be destroyed by starvation or lack of sleep, but the supernatural preservation of his body will be disrupted. At first, he will start to look sick. Then, he will begin to age. Finally, he will start to decay. Eventually, his flesh will wither away and slough off completely, leaving little more than a fanged skeleton. Eventually, he won’t have eyes or a tongue, but he will still be able to see and speak. Once he finally gets the blood and restful sleep he needs, the decay will gradually reverse. If his soft tissues have rotted away, then his bones will absorb the blood he “drinks" directly. The decay will reverse at roughly the same rate at which a mortal would recover from starvation and/or sleep deprivation.His ideal sustenance is the blood of a living human (or humanoid alien with genetic similarity sufficient to produce viable offspring with a human), taken directly from that human’s veins, ideally while the human is experiencing some sort of intense emotion. The further his feeding deviates from that ideal, the less nourishment and satisfaction he derives. He can consume blood from cold storage, so long as that stored blood would be safe to transfuse back into a living human. He cannot feed on necrotic or coagulated blood, and attempting to do so will cause him to vomit as if it were human food (see “I Do Not Drink…Wine,” above). He can feed from vertebrate animals and aliens which have “blood” (the fluids of arthropods, for example, would not work), but it is not as satisfying, or as efficient; it would take multiple units of animal blood to equal the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as faeries, werewolves, or dragons, on the other hand, tastes better than human blood, provides more efficient nourishment, and may also have side-effects at the GM’s discretion. Potential side-effects include addiction, inebriation, temporary insanity (hallucinations, berserk rage, etc.), and temporary Boosts to his existing powers, and temporarily gaining new powers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and, depending on their descriptors, even other vampires, may have the same effects. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. ABILITIES 20PP Strength: 26/14 (+8/+2), 36/14 Lifting (Heavy Load: 3,680 lbs. [1.84 tons] / 175 lbs.) Dexterity: 26/14 (+8/+2) Constitution: - Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +8/+2 (+8/+2 Dex) Attack: +4, +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +6 Claws/Fangs Grapple: +18/+6 (+8/+4 Melee Attack, +8/+2 Strength, +2 Super-Strength) Defense: +8/+4 (+4 Base, +4 Enhanced), +4/+2 Flat-Footed Knockback Resistance: 8 Here is a new DC chart for the "Combat" section reflecting the changes: ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Claws/Fangs Touch DC25 Toughness (Staged) Damage (Physical, Lethal, Incurable) Blood Drain Touch/Grapple DC18 Fortitude* Drain Constitution* Opposed Will vs +8** Mind Reading DC18 Will (Staged)** Sickened/Nauseated/Incapacitated Glimpse of The Abyss Touch/Area (Visual Perception) DC18 Reflex Avoided DC18 Will (Staged) Shaken/Frightened/Panicked Hypnotic Eyes Perception (Visually Sense-Dependent) Opposed Will vs +8** Mind Controlled DC18 Will** Transformed (Memory Altered) Psychic Invisibility Personal DC18 Will*** Total Concealment from all non-Mental type senses *This saving throw is not Staged, because he can only drain 1 Constitution rank per round, regardless of the margin by which the victim failed their save. **Because the two Linked effects target the same saving throw (Will), the victim makes one saving throw and compares it against the DC for both effects. This effect has one static DC and one DC determined by a power check, so it is possible that the victim will successfully save against one of the linked effects but fail to save against the other one. ***Creatures with Intelligence 0 are unaffected. Creatures with Intelligence 1+ only get a saving throw if he does something to draw attention to himself. Machines with Intelligence 0 are also unaffected, but he has a separate, permanent Concealment effect against all Auditory, Radio, and Visual-type machine senses. SAVING THROWS 5PP Toughness: +8 (Impervious) Fortitude: - Reflex: +8 (+8 Dex, +0PP) Will: +8 (+3 Wis, +5PP) SKILLS 32R = 8PP Craft (Culinary) 1 (+5) Handle Animal 0 (-) Intimidation 1 (+13/+5, +15 Deathly Aura) Knowledge (Arcane Lore) 1 (+5) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Pop Culture) 1 (+5) Knowledge (Streetwise) 11 (+15) Knowledge (Theology & Philosophy) 1 (+5) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 5 (+8) Notice 1 (+12/+4) Ride 0 (-) Search 0 (+12/+4) Sense Motive 0 (+12/+3) Stealth 0 (+15/+2) FEATS 2PP Benefit (Legally Deceased) Interpose Enhanced: Attack Focus (Melee) 4 Evasion 2 Hide In Plain Sight Takedown Attack 2 Veteran Rewards: Equipment 7 (35EP) EQUIPMENT 7PP = 35EP POWERS 168PP Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Enhanced Defense 4 (Extras: Linked [Enhanced Dexterity, Enhanced Feats], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency:Common]) [6PP] Enhanced Dexterity 12 (Extras: Linked [Enhanced Defense, Enhanced Feats]) [12PP] Enhanced Feats 9 (Attack Focus [Melee] 4, Evasion 2, Hide In Plain Sight, Takedown Attack 2, Extras: Linked [Enhanced Defense, Enhanced Dexterity])[9PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Agility, Superhuman Speed, Undead) Enhanced Skills 40 (Intimidation 8, Notice 8, Search 8, Sense Motive 9, Stealth 7, Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Fearsome Visage, Necromancy, Shadow, Super-Senses, Undead, Unnaturally Deep and Resonant Voice) Enhanced Strength 12 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [10PP] Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Extras: Linked [Enhanced Strength]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Environment Control 2 (Cold [Intense], Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled) [1PP] (Descriptors: Black Magic, Blood Magic, Cold, Darkness, Death, Evil, Necromancy, Shadow, Undead) Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) *See "Death Powers" in Power Profiles. Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Restoration, Total Flaws: Limited [Objects], Personal, Source [Blood]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Undead) Immunity 30 (Fortitude effects) [30PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Impervious Toughness 8 (Flaws: Limited [Effects with one or more of the following Descriptors inflict Penetrating damage: “Acid”; Attempts to impale him through the heart with a "Wooden Stake"; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Superhuman Resilience, Undead) Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Obscure 2 (Sense Types: Auditory, Radio, and Visual, Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial, Range [Touch], Uncontrolled) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Electromagnetic Interference, Evil, Necromancy, Shadow, Undead) Protection 8 [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Resilience, Undead) Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 12 (Recovery Rate: Injured 6 [1/round, No rest], Disabled 6 [1 round], Flaws: Limited [Effects with one or more of the following Descriptors inflict Incurable damage: “Acid”; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 8 (Resurrection 8 [1 round], Flaws: Limited [If decapitated, he requires outside aid to reunite his head and body before he can resurrect; If impaled through the heart with a wooden stake, or a blade or bullet made from his other weaknesses, he requires outside aid to remove the "stake" before he can resurrect; He requires outside aid and extra time to resurrect if his body is completely burned, disintegrated, or dissolved]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Speed, Undead) Super-Movement 1 (Trackless) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Senses 11 (Acute Analytical Tracking Smell/Taste, Darkvision, Microscopic Vision, Postcognition [Flaws: Medium {Blood}], Ultra-Hearing, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [7PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Vampire Power 8 (16PP Array, Feats: Alternate Power 4) [20PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Base Power: [16PP] (Additional Descriptors: Blood Divination, Blood Drain, Euphoria) Drain Constitution 8 (Extras: Linked [Mind Reading, Nauseate], Flaws: Limited [1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Mind Reading 8 (Extras: Action [Standard], Linked [Drain, Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple) [2PP] Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain, Mind Reading], Flaws: Requires Grapple) [8PP] Alternate Power: [6 + 7 = 13PP] Autofire Strength 8 (Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [6PP] (Additional Descriptors: Super-Speed) Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Claws and/or Fangs; Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss 2 [While exposed to Daylight, he cannot create claws, and his bite is a regular unarmed attack; Cannot create claws or attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [7PP] (Additional Descriptors: Claws, Fangs) Alternate Power: [7 + 2 = 9PP] Concealment 10 (All Non-Mental type Senses, Flaws: Phantasm, Feats: Selective, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [7PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP] (Additional Descriptors: Fearsome Visage, Glimpse of The Abyss) Alternate Power: [15PP] (Additional Descriptors: Mist Form) Flight 2 (25MPH, 250ft per Move Action, Extras: Linked [Immunity, Insubstantial], Feats: Subtle, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [3PP] Immunity 2 (Critical Hits, Extras: Duration [Sustained], Linked [Flight, Insubstantial]) [2PP] Insubstantial 2 (Gas, Extras: Linked [Flight, Immunity]) [10PP] Alternate Power: [14PP] (Additional Descriptors: Hypnotic Eyes, Psychic) Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Linked [Transform], Mental, Flaws: Action [Full], Distracting, Sense-Dependent [Visual], Feats:Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Linked [Mind Control], Mental, Range [Perception], Flaws: Action [Full], Distracting, Sense-Dependent [Visual]) [8PP] DRAWBACKS -13PP Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability ("Fire" effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP] Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Minor, Time: Instant) [-1PP] Abilities (20) + Combat (16) + Saving Throws (5) + Skills (8) + Feats (2) + Powers (168) – Drawbacks (13) = 206/216 Power Points
  3. In Brief: The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children! Catchphrase: “What’s all that racket? Y’all are bein’ loud enough t’wake the dead!” Alternate Identities: Burton "Burt" Lee Identity: Secret; most people assume Burton Lee died nearly twenty years ago (which is technically true) Birthplace: Durham, North Carolina, USA Residence: Mobile; formerly Parkhurst Hotel in Freedom City Base of Operations: Bedlam City; formerly Freedom City, formerly up and down the East Coast of America Occupation: Advocate, Ghostbuster, Psychopomp, Superhero Affiliations: The Midnighters Family: David Lee (Father), Jamie Lee (Mother), Keith Lee (Brother), Katherine Lee (Sister), numerous aunts, uncles, and cousins; all believe Burt Lee died over ten years ago. Age: 41 (Born October 1977, Died/Reanimated 2000) Apparent Age: Early 20s... ish Gender: Good Ol' Boy Ethnicity: White American (some Irish on his mother's side) Height: 6'2" (1.88 m) Weight: 170 lbs. (77.11 kg) Eyes: Ectoplasmic Cyan Flames (formerly Green Flames, formerly Blue) Hair: White-Grey (formerly Platinum-Blonde) APPEARANCE Dead Head is a mostly preserved corpse, dry though not quite mummy-like, with purplish-gray skin and wild white hair. (“More beef jerky, less cajun gumbo.”) Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft cyan (greenish-blue) light. He still doesn't get out to the shops much, but has been raiding his teammate’s old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body). Description (Old): Dead-Head's skin is shriveled and rotting (but constantly renewing), and purplish-grey in color, like a bruise over his entire body. The trauma of his death changed his hair from platinum blonde to white-grey, and his eyes (once blue) glow with green, ectoplasmic flames. His mouth has been partially frozen into a rictus grin, and his voice is a harsh, strained whisper. (Sometimes, such as when his head is separated from his body, it has an eerie reverb.) Having neither job nor source of income, he wears whatever he can get from where ever he can get it, though he's sure to always obtain a shovel. Currently, he's wearing discarded Army boots, old jeans, a t-shirt full of holes, and a well-worn black leather jacket. His current shovel is stainless steel model with a spade-like blade and a D-shaped handle. He smells as bad as he looks. Power Descriptions (Old): Dead Head's body is in a state of "dynamic stasis" -- constantly putrefying and rotting yet also regenerating. He takes damage like any other person -- powerful blasts don't bounce off him, they go through him -- but his body restores itself so quickly it takes a lot for him to even notice. His eyes constantly glow with emerald flame, which flares when using his Animate Dead and Resurrection abilities. Power Descriptions (New): Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go through him harmlessly. His eyes constantly glow with a cyan light, which flares when using his spirit powers. HISTORY Burton “Burt” Lee had a very pleasant childhood, with a loving and supportive family. The only real troubles to bother him were frequent headaches, accompanied by odd auditory or visual hallucinations. These were in fact the first signs of his psychic abilities: reading snippets of thoughts, seeing through the eyes of others, and so on. In time the the visions became clearer, but the headaches remained, and he could never consciously control his abilities. After high school he went on to a prestigious college, with plans to study neurology, in the hopes of unlocking the mysteries of psychic abilities (his own and those of others). A few weeks before moving onto campus, Burt was hit with the worst headache he’d ever experienced, and saw things no one should. He found his mind’s eye in a great chamber, surrounded by five great looming figures. These things, from beyond space and before time, were in no way humanoid. They all turned and regarded Burt, and reached out towards him, making sounds that were both unintelligible and terrifyingly clear: he was/is/will be the Gate. Burt awoke right as the things touched him, soaked in sweat. Mercifully, his visions never went to that place again, and in fact the pains of them lessened even more, and he found he had some minor control over his abilities. Burt did well in college, and enjoyed himself. A campus movie marathon on Halloween introduced him to several new friends in his first year, bonding over their love of horror and sci-fi. One of these new friends, Kim, the daughter of posh restaurateurs, would throw very popular New Year’s Eve parties at her parent’s house (while they parents were off in their yacht). Plans were made for the party on December 31st, 1999 to be one that nobody would forget. Unfortunately, their wish was granted. In a hidden place of unwholesome power, the Atlantean lich Malador and the malicious Voudoun loa Baron Samedi enacted a vile ritual. Neither of these mystics cared overly much about technology, but the “Y2K Bug” provided a unique opportunity. While the “bug” itself was nowhere near the threat that fearmongers were making it out to be, the fear that was spreading, the uncertain dread among the masses, was something these evil mages could use, to power a spell that would open a portal between worlds and summon some dread thing to do their bidding. Their work was interrupted by the appearance of Adrian Eldrich, as well as a backstabbing Baron Samedi, who was quite upset when he realized what it was Malador was attempting to summon, a thing so nasty even he did not want to see it loosed on Earth. Malador and Samedi were driven off, and Eldrich undid what progress they had made in their ritual. This was almost enough. What none of them knew was the the horrors Malador had intended to summon -- the same entities that Burt had contacted years prior -- knew of the lich’s attempt, and failure, and had set up Burt as a backup plan. As Eldrich sealed the rift Malador and Samedi had started to open, they sent a portion of their combined essence into Burt’s mind. As the clock struck midnight, and Burt was trying to arrange some adult fun with Kim and her on-again/off-again girlfriend to celebrate the lights not going out, he was struck by a sudden headache. Cursing all the while, the pain grew and grew, until it exploded out of him -- in the form of green lightning, killing him and the score or so of other people at the party. Minutes later, Burt rose up, and slowly made his way around the house, horrified at all he saw. He saw himself in a mirror, and wailed at the sight of himself. Slumping down on the couch, he wondered aloud what to do, who to contact, when the bodies slowly began rising up and turned to face him, as if expecting instructions. Afraid he was hallucinating from blood loss or brain damage, he began laughing, an eerie sound that echoed through the house, and was soon joined by the spectral images of his friends. His friends, their spirits still lingering at the site of their sudden deaths, were all as confused as Burt, and some wondered why they were separate from their bodies instead of in them as he was. After a bit of experimentation, Burt found he could rejoin them, putting each spirit back into its own body. (He did not try to swap spirits/bodies, as there was already enough weirdness for one evening.) Soon enough, everyone was back in their undead bodies, and most decided to get back to partying, seeing no reason to let their current condition stop their fun. A few hours later, just before sunrise, something outside caught Burt’s attention: a large flame, running towards the house! Unknown to anyone else, one of Kim’s neighbors was latent metahuman, and his powers -- to manipulate, but not generate, fire -- had just recently fully activated. He’d been experimenting with it all night, but carelessly set himself on fire... and panicked, as he had no resistance to fire (or at least not to ones he was not consciously controlling). Driven mad with pain, he ran to the nearest source of water he knew, the big pool at the back of Kim’s house. He battered/burned down the front door, dashed through the house, setting things alight all about him. At that exact moment, two of Kim’s friends were fiddling with the gas stove, and had worked the tank’s hose loose. When Burt regained consciousness, he was outside the remains of the house, blown clear by the blast. Everyone was dead, again, their bodies burned beyond recognition. He tried animating them again, and found he could, but the sight of their jerking, twisted bodies was too much for him, so he released them. The spirits of his friends faded out one by one as they felt the call of whatever lay beyond, leaving Burt alone. As the wails of approaching fire truck’s sirens filled the early morning air, Burt ran, thinking it better to let everyone think he’d died along with all his friends. For about a decade, Burt wandered across America, alternating between extreme depression and grim vengeance, seeking to help the dead, who could not help themselves. The ghost of a Jerry Garcia fan gave him the name Dead Head, which he took with humor and pride. By September 2009, he’d made his way to Freedom City, perhaps the hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains (and even few Grue kaiju), but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and by Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's more benevolent counterpart. When Malador and Samedi had opened that rift a decade ago to that pseudonatural prison-realm, Ghede and some other gods rushed to close it. The Horrors fought back, and dealt the guardians a severe blow; desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horrors had set up, which they had just sent a portion of their essence into. Due to the restrictions of The Pact -- a universal ban barring gods from entering the mortal realm unless invited in -- Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horrors. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horrors, resurrect him (mostly), let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horrors had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of themselves into him, altered his metaphysical being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and put into a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month as Hades tried to free himself finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horrors had done to Burt before manifesting and carrying Baron Samedi and Hades away. Ghede planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, but could not fully restore the revenant’s abilities; in compensation, he left behind one of Legba's hounds to help the hero, which he named A Mutt. Fortunately for Dead Head, he knows a few powerful and skilled mages and benevolent necromancers, who would help him relearn those abilities. Dead Head was absent from Freedom for some time, when a cold case took him on a veritable tour of several afterlives. He’s recently returned, and is going to tie up a few loose ends before moving on to Bedlam, a place that seems to be calling to him. PERSONALITY & MOTIVATION At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, however, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of Tales from the Crypt's Crypt Keeper. He is very much like a member of The Addams Family: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider, or stretching and twisting in ways no living person should or could) unnerves some people. For all his strange abilities and creepy nature, there is one sure way to make him uncomfortable: overt sexual talk. He was still a virgin the night he’d died (and had never gotten much farther than kissing a few girls), and his lack of hormonal responses has muted those urges. Not that he could engage in them even if he wanted, since that’s the one dead thing he cannot raise. He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers). POWERS & TACTICS Due to his undead nature and unearthly fast regenerative abilities, Dead Head is monstrously tough and near-impossible to put down; shots to the head do no more than shots to anywhere else, but his body restores itself slightly slower from wounds inflicted by magic or silver weapons. Separated body parts can still operate independently, and he can willingly remove pieces to have them scuttle about. (On one disgustingly memorable occasion, he separated his head & viscera from his body, and through a combination of necromanticaly-charged decompositional gases and flapping lungs flew after a group of drug smugglers hoping to escape by plane.) His strength level is not superhuman, but it is nearly peak-human, and his undead nature means fatigue poisons don’t build up so he never tires; he can (and frequently does) push his body past the point where muscles shred and bones break. He can also communicate with the spirits of the dead (who can sometimes be frustratingly difficult to understand), and physically interact with them. He can transfer a portion of the energies animating him into another corpse to animate it, and ‘insert’ a spirit into a corpse to create a sapient zombie. (He is reluctant to do this, partly because he believes the dead should lay dead, partly because sometime the process goes horribly wrong.) Thanks to all he’s done for the dead -- and the simple fact he can hear and listen to them -- many are willing to help him out in non-combat ways, such as by translating languages or revealing long-lost secrets to him. He is also sensitive to mystical energies, particularly necromantic ones. In combat, Dead Head takes the Stone Wall approach, letting his foes wear themselves down and then striking (usually with a shovel) when they’re weakened. He’s also quite fond of striking unholy terror into his foes, either by contorting his body in hideous ways, or simply channeling the chill finality of the grave. Powers & Tactics (New): When he lost his connection to Papa Ghede, Dead Head lost much of his power. He was still monstrously tough and near-impossible to put down, push his body to beyond what the healthiest athlete could manage, and could still communicate with and even grab spirits of the dead, but that was about it. (He also found one odd change: with the corruption from the Horrors gone, he was no longer susceptible to damage from blessed/consecrated/holy weapons, but is now susceptible to the bane of voudou zombies, salt.) Fortunately, with the help of his friends in the Midnighters, and some self-experimentation, he’s worked out several new tricks. He re-learned how to animate the dead, and to control himself if separated into up to four pieces; he can even make his detached head fly around. He can summon spirits to help him translate languages, and take on the appearance, sound, and even smell of anyone who has died -- good for confronting a murderer with their victims (either as they were in life, or as the corpse is now), bad for trying to sneak into guarded areas. He can form weapons from his body, such as having supernaturally-hardened bones break through his skin to use as claws, yanking out a rib and using it as a dagger, or removing one arm and using it to club someone; he can charge these weapons with necromantic energies so they can penetrate armor and so the wounds don’t easily heal. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew. He can teleport, with great skill and barely any hint of his coming or going, but only to & from “places of death” such as cemeteries and morgues. ALLIES Owing to his appearance and personality, making friends was not easy for Dead Head, and those friendships he did make are very dear to him. For a time he was a member the Midnighters, a group of (mostly) supernatural-themed fellows who fought against the darker, hidden things out there, and he considered them all to be family. He also had some interactions with some members of the Interceptors. When Papa Ghede left Dead Head, he left behind a parting gift: one of Legba’s spirit-hounds. A Mutt, as he came to be known, is a faithful sidekick and confidante. A Mutt appears to be a mix of Mastiff (Neopolitan and Tibetan), Newfoundland, and Saint Bernard, standing about two feet (~0.6m) tall at the shoulder, though most of their foes only see his terrible jaws and glowing red eyes. A Mutt is a spirit, and as such naturally exists in an incorporeal and invisible/inaudible/un-sensable form. He can run up walls and across the air with ease, and his mighty jaws can bite corporeal and insubstantial foes, whether he is corporeal or not; these wounds are slow to heal. He can let our a baleful howl, far more terrifying than the call of any mere wolf. Most impressive of all, though, is his extraordinary sense of smell, which allows him to track creatures even across other dimensions! Since moving to Bedlam, he's become close friends with Mr. Strix (in an Odd Couple, "Rorschach & Deadpool" sort of way), as well as most of the supernatural-leaning heroes in that city. ENEMIES Baron Samedi, Hades, and Malador were at the top of his list -- or, rather, he was at the top of their lists. He also has a special dislike for those who disturb the dead (graverobbers, necromancers), who profit off people’s grief over lost loved ones (psychic scammers), and those who endanger children. HEADQUARTERS For most of his unlife, Dead Head’s been a drifter, a wanderer, going wherever the dead needed him. When he was running with the Midnighters, he stayed at Parkhurst Hotel with them, helping where he could. Later, when he'd moved to Bedlam, he helped Mr. Strix and some other clear out the Twilight Lodge, and became a tenant there. MISCELLANEOUS Behind the Scenes What if... Evil Ernie was a fun-loving Southern boy? That's basically where Dead Head started, though before coming here I'd played a similar character in a short-lived online sci-fi RPG. COMPLICATIONS Appearance: It's a zomumbie! Eek! Creepy and Kooky, Mysterious and Spooky: Even when he's trying to present himself as 'normal,' Dead Head always has an 'Addams Family vibe' about him. Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up. Pain Don't Hurt: Dead Head feels no pain, literally. He wouldn't know there's a knife stuck in his back unless someone points it out to him. This could get problematic if he's in a situation where he's being damaged but doesn't directly see it. Spare Change? Chaaange? : No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or his teammate’s closet). Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead. OTHER Character Sheet [link] HellQ [link] Interview/20 Questions [link] Tropes of Dead Head [link] TIMELINE 1977 Summer: Burton "Burt" Lee is born to David and Jamie Lee in Durham, North Carolina. 1995 Fall: "Burt" enrolls at NC State University, majoring in biology, with plans to focus on neurology. 1999 December 31st: Burt attends a big Y2K party with all his college friends, including that one gal he really likes & her girlfriend… 2000 January 1st, 12:00am: ... and then they all die when Burt's head explodes in pseudonatural energy... January 1st, 12:01 am: ... and then they start rising up... and continue their party. Until a burning man runs in and re-kills everyone. Burt becomes an undead avenger, seeking to right wrongs and balance injustices, and mortal pains are no deterrent. 2008 Spring: Dead Head begins to shift out of his "grim & brooding" mindset and into his "have fun, laugh while you can" mode. He visits some kids in Virginia after an April Fool's Day prank goes horribly wrong. 2009 September: Dead Head arrives in Freedom City. He meets Blink, Jack of Blades, Leon Mighty, and Tempest while Leon is Training in Wharton Forest. October: Atlas, Avenger, Dead Head, and Phantom meet up to stop the Darkness Rising in south Lincoln. Later, Breakdown gets back together with an old friend (Grimalkin), and meets a new one (Dead Head) in Lantern Hill. He soon discovers that Death Don't Have No Mercy. Later, Deedra's Traveling Menagerie in in town, for a full ten days! Colt, David (Ironhide), Dead Head, Erik (Jack of Blades), Kristian (Razorwing), Lynn (Grimlakin), Marcus (All Star), Max (Spitfire), Megan (Velocity), Tempest, and Yuki (Tarantula) are all present at the Carnival in the Park. Hilarity ensues! Dead Head makes some money (and interacts with some real live people) by working at the Haunted House. Halloween: Dead Head enjoys himself at the 14th Annual Haunted Block Party in the Theatre District. November: Dead Head fights lots of demons alongside Atlas, Avenger, and Phantom (Invasion! Riverside), but later retreats to Ace Danger's warded mansion (Invasion! Danger Mansion). December: Once things settle down, Avenger and Phantom decide to try and make a new team of heroes, ones geared more towards the dark and ugly side of things. Atlas, Dead Head, and Hellion are recruited, Once Upon a Midnight. 2010 January: An angel appeared in Freedom on Christmas Eve, or so the rumor goes. Is there truth to it? Dead Head plans to find out. Along the way, he finds two others who wish to know: Moira and Mongrel Angel. What will come of this Holy Meeting? February: Physicus speaks to the family of his mentor, the first superhero under that name, seeking their permission to take up his now-dead friend's mantle. He learns many things that the first Physicus never told him when the superhero's brother talks of Happier Times, and encounters Dead Head when he seeks something the old superhero left behind. March: Breakdown, Dead Head, Fleur de Joie, Hellion, and Jack of all Blades fight weird plant-creatures, mutated by a meteor that the Green Man is after! Can they stop him, leaving him Green with Envy? Later in the month, Dead Head is interviewed by Rich “Voyeur” Royer, in Greenville Cemetery. The interview is never aired, deemed too controversial for airing by the Globe Broadcasting Network execs, though tapes of it do exist in the GBN studios. April: Moira and Dead Head team up to stamp out a new threat to the city, before it becomes a threat to all life, in Gods & Zombies. Later, Avenger & Dead Head have a chat while bustin' cultist heads. Dead Men Do Tell Tales! May: Avenger, Dark Star, Dead Head, and Phantom fight Monsters in the Streets of Midtown! Later, Nick Cimitiere, the new necromancer in town, heads to Lantern Hill Cemetery to check out the Fresh Plots and ends up meeting some of the heroes who regularly haunt the place. Later, Following the Grue Invasion, several of the city's heroes meet to let off steam. Dead Head decides to check it out, and is immediately attacked by Wander. When he uses a newfound ability to see certain parts of her past (which she then relives), she beats him again. (Fisticuffs 2: The Opening Credits/Wander vs. Dead Head) Later, Robin Cross seeks out Dead Head for some assistance in a case involving a Hand of Glory. (A'Walkin' Amongst the Lilies) June: Lady Winter and Dead Head meet. Hilarity ensues! (Cold Case) Later that night, he meets with Fleur to see about restoring the graves which were disturbed during the meeting with Lady Winter. (Groundskeeping) July: Midnight's grandfather has been kidnapped! But by whom? And why? Can Dead Head help? Perhaps... but while they'll find the trip is short, the exchange rates are murder! Later, The Midnighters -- Atlas, Avenger, Dead Head, Hellion, and Phantom -- receive a distress call from a strange world where vampires have taken over! But is it a true distress call, or a trap set by the denizens of this World of Darkness? Later, Dead Head and Wander meet again, but this time just to talk. (Crypt Tonight) August: The various mystics, magicians, and spellcasters of Freedom gather at Pyramid Plaza to discuss the arcane and the unknown, in Thistle and Thyme. November: During a massive battle between Hades & his forces, many of Freedom City's heroes, and Baron Samedi and his minions, Dead Head undergoes a radical change. (Unbalanced: Dead Head's Oct 2010 Vignette.) Later, Dead Head volunteers to be a medical cadaver... for Doktor Archeville! [Meet Up Vignette] Later, Dead Head meets (briefly) one of Freedom's newest heroes, the kinetic manipulator Push. (When Push Comes to Shovel) Later, Dead Head, while tracking down rumors of cultists, finds other heroes at the warehouse he'd tracked them to: Cobalt Templar, Dragonfly, Ironclad, and Push. When the dust settles, they are left with Too Many Questions, Too Few Answers. Later, Miss Americana happens across Dead Head while he's fighting a mad graverobbing scientist, and helps him out of a sticky situation. After the brief fight, she takes the revenant back to her laboratory for study; he is remarkably okay with this. DOA? A-Okay! Later, Gabriel gets word of a zombie running around n the cemeteries. He investigates, and finds Dead Head, chasing down some organleggers. (Carson Finbar and the Deathly Fellow) December: Dead Head's heard rumors about people who've been killed by the Mob being buried by Mob-affiliated contractors into the foundation's of buildings, so he began checking out some of these tales. It was perhaps unwise to chose to investigate the Millennium Mall four days before Christmas, but it's a good thing he was there at that time, due to an attack by hideous monsters! (The Closing of the Year) Christmas Day: Dead Head finds a card on one of the tombstones at Lantern Hill, addressed to him! It's from Push, asking him to help move in. Having nothing better to do, he partakes in A Moving Day Christmas. 2011 March: Dead Head helps Grimalkin take out some Neo-Nazi Cultists who've been desecrating Jewish graves (with White Knight's help!). Along the way, they talk about their odd forms of immortality, and what the future may hold for them. (Whole Kit and Kaddishle) April: Dead Head abruptly finds himself transported to a hellish, toxic world -- Earth of the year 3,500,000,000! ([Time Warp] (Red) Giants Win!) June: There's a dead man walkin', and he's after a little girl. Dead Head works to get to the bottom of it! (Die and Let Live) September: Nick Cimeterie, Dead Head, Equinox, Kid Cthulhu, Phantom, and Rene de Saens deal with an invasion by magical creatures and their goons while the Gorgon looms. (Gorgon: Unwelcome Guests) October: Nick Cimitiere's taking Ghost Girl around on a tour of Freedom's necropoli, and takes her to see their other resident caretaker, Dead Head! Equinoix is there, too. (Fine Spirits) November: Dead Head, Equinox, and Nick Cimitiere investigate a series of grisly murders, and try to find out who made Burnt Offerings to Baron Kriminel! 2013 January: Dead Head, Nick Cimitiere, Equinox, and Ghost Girl investigate weird goings-on at the Levant Arms, an apartment building in the West End. What will they find of The Lonesome Death of Henry Darger? 2014-2018 For part of this time, a cold case takes Dead Head on a veritable tour of several afterlives. 2019 April: Dead Head resurfaces briefly in Freedom City, paying final respects to the spirits in Lantern Hill. He meets Hypno-Hippie, revenant, and Sea Devil. May 18th: An investigation of magical disturbances leads Burt to a Goth-themed party at fancy manor in Bayview Heights, one attended by Miracle Girl and some of her sorority sisters. He knows better than most how dangerous supernatural energies and partying young adults can be -- can he stop it from becoming a Dance Macabre? June 21st: Dead Head attends Phantom's gathering for the mystically-inclined, eager to meet familiar faces and new in the supernatural community. (Down in the Underground) July 22nd: Dead Head, Merge Troi, and Strix investigate a series of strange fires in the poorer sections of Bedlam. (Bedlam Burning: Beauty and the Beasts) [???]: Mister Strix and Dead Head investigate the Nowhere Men... (Everyone Is From Somewhere) [???]: Dead Head and Lady Horus help Mister Strix deal with the new threat Johann has unleashed upon Bedlam City... (Red Death Redemption) 2020 TBD 2021 TBD 2022 TBD 2023 December: Dead Head helps Ghost Girl fulfill the duties of the Spirits of Christmas (she as Christmas Present, he as Christmas Yet to Come) at the Freedom League Holiday Party. (Holiday Cheer!)
  4. Schattenblut Vampires A vampire from this lineage is truly “undead.” They consume the blood of the living, but they are not themselves “alive.” Dying is an integral part of the process of becoming this type of vampire. They are not mutated humans. They are not some sort of virus. They are explicitly supernatural, unholy, and cursed. Immaculately preserved though they may be, they are the walking dead. Schattenblut vampires are preserved and animated by extradimensional energy, the life-consuming darkness of the Schattenwelt, through a magical process fueled with the blood of the living. Some would call this process “black magic,” “witchcraft,” “blood magic,” or “necromancy,” and they would all be correct. These vampires are fundamentally beings of darkness, cold, and death. They are abominations, blasphemy given physical form. Their existence is a threat to all life and an insult to all that is Good. Table of Contents Known Schattenblut Vampires Appearance Aura of Death Evil and The Soul Vampire Instinct Undead Physiology Sleep of The Dead Blood Lust Feeding Requirements Reproduction Powers Vampire Blood Weaknesses Achilles Heels Daylight Decapitation and Stakes Through The Heart "What Counts As A Stake?" Healing Vampire Kryptonite Ashes To Ashes Sadly Mythtaken Design Notes Known Schattenblut Vampires Gaetano "Guy" Giordano, AKA Mister Strix. Guy’s sire, a German who currently identifies himself as “Johann.” Guy knows nothing else about him. Johann could have been sired by another Schattenblut vampire, or he could be the progenitor of the bloodline. If he is the progenitor, it might be because he was transformed by a different type of vampire and the curse "evolved," or he may have no "sire," having become a vampire by other means. Johann claims to have several other “children,” who may or may not have spawn of their own. Appearance Even at their most benign moments, Schattenblut vampires live in the Uncanny Valley, and their look is always “Heroin Chic.” Even if they are technically beautiful, most humans will be uncomfortable in their presence, while only a minority will find them unambiguously attractive. Their skin is free of any blemishes or scars, unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, their veins appear to be black, rather than blue. Their builds tend to be lean. Their transformation burns away most of their fat, and leaves most of their internal organs shriveled and atrophied. Their eyes always have dark circles around them, seeming to constantly be surrounded by shadow, regardless of the angle or intensity of light in the immediate area. The irises of their eyes are completely black, indistinguishable from their pupils. The center of their eyes are just solid black discs. Their hands are slightly longer and larger in proportion to the rest of their body than they should be. When they feed or use most of their powers, their appearance becomes even more overtly monstrous. Their veins bulge and darken. The blackness at the center of their eyes expands to cover the entire eyeball, like a drop of ink expanding in water. Their head remains the same size, but their facial proportions change. Their mouth, canine teeth, and tongue all enlarge by two to three times their normal size. Their mouth suddenly appears to be almost too large for their face, and to contain far more teeth than it should. Their canine teeth become razor-sharp fangs. Their voice deepens by at least a full octave and takes on an unearthly resonance, echoing slightly, independent of the local acoustics. When they snarl and growl, they sound just like a lion or a tiger. Even when a Schattenblut vampire is not actively feeding or using their powers, they lack several signs of life that most observers take for granted, and they have many unnatural quirks which suggest or reveal their status as supernatural creatures. The air around them is quiet, because of all the normal sounds their bodies don’t make. They never cast a shadow, regardless of the level or angle of light in the surrounding area. Their hands and fingers appear to have normal friction ridges, but their touch never leaves prints. Their footsteps never leave prints or make a sound. They do not breathe, cough, sneeze, or yawn. They only move air through their bodies to speak. In the cold, mist does not rise from their mouths. They move far less often than mortals. They rarely blink, twitch, or fidget. When in a state of relative inactivity, they can appear to be statues. When asleep, they appear to be dead. Their hearts do not beat. They have no pulse of any kind. They do not sweat. If they cry, the tears are blood. When they are wounded, their skin does not bruise, and their cuts do not bleed. They will only bleed if they are staked through the heart or decapitated, or if they consciously force blood to the surface of their skin so they can feed it to someone else. Their blood is so dark that, instead of looking red like human blood, it appears to be black, with red highlights only visible when light hits it from certain angles. As undead creatures, they do not age. Humans with whom they have repeated contact will eventually notice this. They cannot consume mortal food or drink, and they vomit blood if they try. They have no desire for mortal food; it doesn’t smell or taste like “food” anymore. They crave only blood. Their bodies do not produce bile, urine, or feces. Aura of Death The area around a Schattenblut vampire is usually cold. When they enter a room, glass fogs up and water freezes. In their presence, mortals feel a chill and can see their own breath. When viewed through Infra-Vision, they always appear to be colder than their surroundings, even in the Arctic Circle, the depths of the ocean, or the vacuum of space. This unnatural cold may reveal the vampire’s presence to alert observers, even if it does not reveal their exact location. The very presence of a Schattenblut vampire is hostile to life. At their touch, or even in their passing, plants (except for garlic or wolf’s bane) may wither, melt, or crumble into ash. Food and drink items, such as bread, milk, cheese, or wine (but never salt) may instantly spoil or rot. Animals react to these vampires with fear and hostility. Smaller creatures like insects may drop dead on the spot. Larger animals who happen to be pregnant may spontaneously miscarry. While the natural world is threatened by the presence of a Schattenblut vampire, the technological world seems to ignore it. This sort of vampire has no reflection in mirrors. They do not show up in photographs or on video cameras, film or digital. Their voice does not show up on audio recording, and it does not carry through microphones, telephone (cellular or land-line), or radio. They do not show up as a blip on radar or sonar. They can walk freely through the laser, infra-red, and microwave beams used by electronic motion detectors without triggering them. Automatic doors won’t even open for them. Machines can register their tactile input; they can operate machines by pressing buttons and typing at keyboards, and their weight can be measured with a scale. Their tissues can be analyzed with a gas chromatograph mass spectrometer, although the results will be unusual or inconclusive. While a Schattenblut vampire will not appear directly on video or radar, their presence can cause bursts of static, video tearing, and other anomalies which may reveal their presence, if not their exact location, to alert observers. Evil and The Soul In game terms, any power which reveals or specifically targets “Evil,” such as “Detect Evil,” “Protection From Evil,” and “Smite Evil,” will show and affect a Schattenblut vampire as such, regardless of their individual conduct. However, the process of becoming this sort of vampire does not automatically remove or destroy the person’s “soul.” The soul is damaged and tainted, but still technically present. Any sensory power capable of perceiving or analyzing “souls,” such as “Aura Vision,” will perceive a Schattenblut vampire’s soul as stained with blood and shadow, shredded and hanging in tatters, but still existing. A Schattenblut vampire is still the same person, and they still have free will, though in most cases it eventually breaks against the onslaught of their new instincts. Vampire Instinct A Schattenblut vampire gains new instincts, and they feel those instincts more powerfully than any mortal has ever felt anything. Drink blood. Sleep during the day. Flee from the Sun, the holy, and the flame. Claim your hunting ground and defend your territory. Survive, at any cost. Destroy any threat. The urge to indulge those instincts is so overwhelming, few manage to resist. Schattenblut vampires crave blood. The longer they try to go without drinking blood, or the longer they subsist on (relative to their needs) low quality blood, the more likely that they will fall into a feeding frenzy, indiscriminately attacking the nearest humans and gorging themselves with no regard for the survival of their prey. They may also fall into a feeding frenzy if they suffer significant physical harm, since their body metabolizes stored blood to heal their wounds and fuel their powers. A tough fight will usually leave them thirsty. Many varieties of vampire are instinctively territorial, and Schattenblut vampires are no exception. Most of them adopt a specific geographic area, often their place of birth or death, or a place in which they resided while alive, as their personal hunting ground. Once they claim a home area, they are loathe to leave it, and quick to defend it against all threats and incursions, real or perceived. The nomadic Schattenblut vampire is rare, though not unprecedented. Schattenblut vampires have an innate fear of the things which threaten them the most, such as sunlight, fire, and holy symbols. They will usually flee from such things on sight, violently assaulting anyone who gets in their way, or even looks like they might get in their way. Newly transformed vampires will often attempt to commit suicide, but they will find themselves physically unable to go through with it, and if they have caused themselves sufficient injury, they may fall into a feeding frenzy, or they may just flee from the source of their self-inflicted harm, attacking anyone unfortunate enough to find themselves in the vampire’s path. Undead Physiology Schattenblut vampires are undead, not living creatures. They cannot eat food or drink water, and if they try, they will vomit it back up immediately, along with some of their stored blood. However, they have a need for blood similar to the human need for food, and they still require sleep. Unlike a mortal, neither a lack of blood or a lack of sleep will destroy this sort of vampire. But deprivation of either blood or sleep will cause suffering at first, followed by injury, both physical and psychological. If a Schattenblut vampire goes an entire day without sleep, or three days without drinking blood, they will begin to suffer fatigue and psychological instability, and their appearance will begin to deteriorate. At first, they will look sick (or, rather, sicker than usual). Then they will begin to age. Eventually, their flesh will decay and slough off their bones, ultimately leaving little more than a fanged skeleton. If they reach that point of deterioration, they will still be able to see and speak, despite not having eyes, a throat, or a tongue. Any blood they drink while skeletonized will be absorbed directly into their bones. Once they finally get the restful sleep they need, the decay will reverse itself, at roughly the same rate a mortal would recover from sleep deprivation. Sleep of The Dead A Schattenblut vampire requires approximately the same amount of sleep as a living human, varying with the length of the local daylight hours. Restful sleep requires complete shelter from sunlight, and soil from either the vampire’s homeland or their mortal grave. They do not need to be buried; a thin layer of dirt spread beneath them is sufficient. They do not have to sleep in a coffin or casket, but such items are well-suited to their needs. Blood Lust The body of a Schattenblut vampire metabolizes the blood they consume to maintain their existence, preserve their flesh from decay, heal their wounds, and fuel their powers. When this vampire drinks blood, their undead body stores that blood in their heart, where it concentrates and transforms, from mortal blood into vampire blood. However, a Schattenblut vampire doesn’t just need blood to survive. They want it. They love it. Blood is just as much a drug for them as it is a meal. When they drink blood, they feel both intense physical pleasure, and a vague but profound and overwhelming sense of accomplishment at having done the thing they exist to do. To approximate the same sensation, a mortal would have to simultaneously take their first hit of heroin, eat the best meal they've ever tasted, have the best sex they've ever imagined, and use one hand to take the keys after buying their first house while their other hand takes the diploma they earned for achieving their first doctorate, all while looking at the face of their newborn child for the first time. Once the vampire has experienced this, they have difficulty ever thinking about anything else. Feeding Requirements The ideal sustenance for a Schattenblut vampire is blood “fresh” from the veins of a living person of the same species as the vampire was in life, usually a human, or a humanoid alien with genetic similarity sufficient to produce viable offspring with a human. Intense emotion also enhances the taste of the blood, though the specific feelings don't matter - fear and pain work just as well as pleasure and lust. Strong emotions felt by the original owner of the blood can embed as "psychic resonance," staying in their blood long after the event which triggered them (see "Powers" below). The further that the vampire’s feeding deviates from that ideal, the less satisfaction and nourishment they derive, and the more likely it is that they will succumb to a feeding frenzy. They can consume blood from cold storage, so long as that stored blood is of sufficient quality as to be suitable for transfusion back into a living person. Necrotic or coagulated blood is the equivalent of spoiled food, and attempting to consume it will provide no nourishment and will trigger vomiting, just as if the vampire were to attempt to drink water or eat mortal food. These vampires can feed from vertebrate animals and aliens which have “blood,” but the ichor of creatures like arthropods is too dissimilar to human blood for their needs. However, animal blood is not as satisfying or as efficient as human blood. It would take multiple units of animal blood to provide the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as werewolves, faeries, and dragons, on the other hand, usually tastes better than human blood and provides more efficient nourishment, and may also have side-effects, including addiction, inebriation, temporary insanity (hallucinations, violent rage, etc.), and even the gaining of temporary new superpowers, or temporary boosts to existing superpowers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and even some other vampires, may have similar effects. Reproduction Since they are not alive, Schattenblut vampires cannot reproduce sexually. There is no such thing as having been “born” as a Schattenblut vampire. The creation of this sort of vampire exclusively involves killing and transforming an existing human (or similar humanoid). To become a Schattenblut vampire, a mortal must consume the blood of an existing vampire three separate times, on three separate days. This consumption need not be voluntary; the mortal can be force-fed or under the influence of mind control. Then the vampire must fatally exsanguinate the mortal. (The mortal may also rise as a Schattenblut vampire if they die by other means while such a vampire's blood is in their system.) The mortal’s corpse will be immaculately preserved at the point of death, and three nights later, it will rise. The new vampire will awaken overcome with blood lust, immediately descending into an indiscriminate feeding frenzy until its thirst is slaked. Powers Schattenblut vampires are not alive. Technically, they are animated corpses, immaculately preserved at the point of death. Since they are not living creatures, they ignore most of the associated physical concerns. Their bodies do not age over time, although their powers do increase over time in a process of “maturation” similar to that of living children becoming adults. They do not need to breathe, and they are not affected by diseases, poisons, or radiation. The undead body of a Schattenblut vampire is significantly more resilient than it was in life. Their skeleton is harder than stone, though just as light as human bone. Their flesh feels like that of a human, but it displays a resistance to cutting or puncturing more akin to silk, leather, or Kevlar. When a Schattenblut vampire is wounded, their body metabolizes its stored blood to repair those wounds. The process is usually instantaneous, though more grievous wounds will take a few seconds. This process can even replace lost limbs and organs. Their undead body can also metabolize stored blood to increase their strength, speed, and agility to superhuman levels, or to shapeshift. The most common applications of shapeshifting include growing wicked talons capable of shredding stone and metal as if they were paper, and transforming into a cloud of mist, or a swarm of creatures associated with the night, disease, blood, or death, such as bats, owls, rats, or spiders. Even in their solid form, they can defy gravity to some extent, walking on vertical or even inverted horizontal surfaces as if they were on the ground. Schattenblut vampires also have some psychic powers. They can broadcast a psychic command which forces the minds of others to ignore their presence. If they look a person directly in the eye, they can hypnotize them, controlling their mind and erasing or rewriting their memories. When they taste a person's blood, they can absorb the psychic resonance embedded within, experiencing that person's memories as if they were the vampire's own. When a Schattenblut vampire pierces a living creature’s skin with their fangs and sucks out their blood, they trigger a rush of endorphins which overwhelms their victim with intense pleasure. This makes it difficult for the victim to understand what is happening, or to remember it clearly afterward. Since the vampire’s blood can heal wounds (see below), they will usually use their fangs to make a slight cut on their own tongue, then use their tongue to transfer a drop of their own blood to the victim’s puncture wounds, licking them closed. This, combined with the vampire’s aforementioned powers of hypnosis, allows their feeding to go mostly undetected. The undead bodies of Schattenblut vampires develop heightened senses relative to their mortal bodies, which aids them in hunting. They are particularly sensitive to blood, being able to smell even tiny amounts of it from far away, like a shark. When the vampire tastes blood, they can learn details about the original owner that would make a crime laboratory jealous. Since they are infused with the dark energy of the Schattenwelt, they can also see perfectly in even total darkness. Vampire Blood When a Schattenblut vampire drinks mortal blood, their body quickly transforms it into vampire blood, a more concentrated substance infused with dark magic. Sorcerers can use it as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, the blood of a Schattenblut vampire can act as a powerful and potentially addictive drug. The specific effects vary by the individual and the amount consumed. It can act as a stimulant or as a narcotic. It can cause euphoria, or temporary psychological instability, such as hallucinations, violent rage, or uncharacteristically deviant behavior. It can even heal wounds, cure diseases, or grant temporary superpowers, such as enhanced physical prowess, and it can temporarily retard the aging process. It can also create a temporary psychic link between the vampire and the mortal drinking their blood. It can also temporarily stain or “taint” the mortal’s “soul” or “aura” with a “negative resonance.” Weaknesses There are many weaknesses described in vampire fiction and folklore. Unfortunately for Schattenblut vampires, most of them are applicable. Achilles Heels For the most part, a Schattenblut vampire’s body is far more resilient than a mortal’s, and their body can use stored blood to heal their wounds almost instantly. However, there are some weapons and powers which ignore and suppress these qualities, inflicting grievous wounds upon the vampire which heal slowly. Acid Corrosive acid destroys the vampire’s tissue faster than the vampire can re-grow it. Blessed/Holy Weapons/Powers As creatures of unholy darkness and black magic, Schattenblut vampires can be harmed with powers or weapons which have been created, “Blessed,” or “Consecrated” by a deity associated with concepts like “Good,” “Life,” “Light, and “The Sun,” or by that deity’s priests or servants, or with a weapon which is otherwise considered “Celestial” or “Holy.” Disintegration Powers which completely annihilate matter will destroy the vampire’s tissue faster than the vampire can re-grow it. Fire Fire destroys the vampire’s tissue faster than the vampire can re-grow it. Fire has a connection to the Sun, and a similar power to cleanse the supernatural and unholy from the Earth. Garlic, Salt, Wolf’s Bane These substances have spiritual significance and anti-disease properties, and have seen mundane use as preservatives. They are fundamentally opposed to creatures of death like Schattenblut vampires. Any weapon coated with them, or somehow made from them (such as rock-salt shotgun rounds), will harm the vampire. Jade Weapons Jade is a substance of purity and spiritual significance. The vampire is harmed by its touch. Natural Weapons of Supernatural Creatures “Natural Weapons” includes things like claws, fangs, and horns. “Supernatural Creatures” includes things like vampires, werewolves, demons, faeries, and dragons. The vampire can be harmed by its own kind. Silver Weapons Silver is a substance of purity. Practitioners of magic claim it is light given solid form. Practitioners of science acknowledge it has anti-disease properties. As a creature of death, the vampire is harmed by silver. Daylight Schattenblut vampires are, at their core, creatures of the night. The Sun suppresses their powers while it is in the sky. During the day, they are weak, sluggish, with dulled senses, locked in their human form. Even their bite lacks its mesmerizing effect on mortals during the day. The light of the Sun burns their flesh, reducing them to ash within a minute or two at most. It doesn't matter if the Sun is partially obscured; an overcast sky will not protect them. Any amount of sunlight, direct or indirect, will burn them. They cannot avoid being burned by standing in a shadow or wearing sunscreen. However, they are only harmed by the light that comes directly from the Sun. They are not harmed by moonlight, starlight, or ultraviolet lamps, though they find the latter uncomfortable. Even when underground, or otherwise completely sheltered from its rays, their instinct is to sleep while the Sun is in the sky. Unless they are being actively harmed or threatened, they find it difficult to remain awake or alert during the day. Decapitation and Stakes Through The Heart If a Schattenblut vampire’s head is removed from their body, or if they are impaled through the heart with a “stake” (see “What Counts As A Stake?” below), then they will be rendered comatose. Their stored blood will leak out from the wound, they will appear to be dead, and their body will begin to decay like a normal corpse. Because of this, observers may assume that they have been permanently destroyed, but they are merely unconscious. If they are left beheaded or staked for long enough, then their flesh will rot away, and he will become a skeleton, as would happen if they were deprived of blood or restful sleep (see above). If the vampire’s severed head is reunited with their body, or if the stake is removed from their heart, then they will regain consciousness and mobility in a matter of moments. Having lost all their stored blood, they will awaken extremely thirsty. “What Counts As A Stake?” Most characters would need the assistance of some sort of tool, like a hammer, to drive a “stake” into the heart of a Schattenblut vampire. This can only be attempted while the vampire is sleeping, or otherwise incapacitated (as a coup-de-grace in game terms). If a character is using an actual weapon specifically designed for impalement (daggers, swords, spears, arrows, bullets, etc.), or if the character has superhuman strength, then they can attempt to stake the vampire’s heart in the heat of battle (in game terms, this should require either a critical hit or a 5-point Power Attack maneuver). Blessed / Holy Items Schattenblut vampires can be staked with a weapon or relic which has been “Blessed” or “Consecrated” by a deity associated with concepts like “Good,” “Life,” “Light, and “The Sun,” or by that deity’s priests or servants, or a weapon which is otherwise considered “Celestial” or “Holy.” They can also be staked with a holy symbol associated with such a deity, if it is large enough and the right shape (such as a sufficiently large cross or Star of David), and if is hammered in or wielded with superhuman strength. Garlic, Salt, Wolf’s Bane Schattenblut vampires can be staked with any weapon made from, or coated with, one or more of these substances. Jade Schattenblut vampires can be staked with any weapon or object carved from jade. Silver Schattenblut vampires can be staked with any weapon forged of silver or plated with silver. A silver bullet lodged in the vampire’s heart will also have the same effect. Wooden Stake Schattenblut vampires can be staked with a piece of whole, unbroken, solid wood. Compressed particle board won’t work. A spear or arrow will work, so long as the part of the weapon lodged in the vampire’s heart is made of wood. While wooden weapons can be used to stake a Schattenblut vampire through the heart, they do not overcome the vampire’s superhuman resilience in any other way. Healing Schattenblut vampires are creatures of death. Most superpowers and magical spells which involve “healing” or “curing” living creatures will not work on them, and will actively harm them, especially if such powers are bestowed by, or associated with, supernatural or divine entities associated with concepts like “Good,” “Life,” “Light,” or “The Sun.” Vampire Kryptonite Certain otherwise benign items can be used to harm or repel Schattenblut vampires, limiting their movements and potentially trapping them in the following ways: The vampire cannot knowingly approach these objects. If these objects are mounted above or around a portal (door, window, etc.), then the vampire cannot pass through that portal. If these objects have been arranged in an unbroken circle, the vampire cannot pass into or out of that circle. If they have been arranged in a line, the vampire cannot cross over that line. If these objects have been placed upon the lid of a container, the vampire cannot open the container. If another character wears these objects around their neck, then the vampire cannot use their powers to control that character’s mind, and the vampire cannot bite them, drink their blood, or physically attack them. If another character wields these objects, then can keep the vampire at bay. The wielder, and anyone standing behind them, cannot be physically attacked by the vampire, and their mind cannot be controlled by the vampire. The vampire will be burned if they touch any of these objects, or their shadows. If the vampire drinks the blood of another character who has recently ingested any of these objects, then the vampire will vomit up that blood, and suffer pain, nausea, and internal injury. If the vampire is restrained with bonds made from or infused with these objects, then they cannot break those bonds, no matter how flimsy they are, and the vampire’s powers will be immediately suppressed. The vampire can potentially overcome the limitations on their movement from these items with force of will, but the effort will cause them pain, and possibly injury. If such an effort succeeds, the item may be damaged or destroyed. Garlic Unlike most plants and foodstuffs, garlic will not wither or decay in the presence of a Schattenblut vampire. All parts and states of the garlic plant affect Schattenblut vampires, the flower and the bulb, whether living, freshly harvested, preserved, or even dried out and ground into powder. Holy Symbols & Items Schattenblut vampires are harmed and repelled by holy symbols of any deity associated with concepts like “Good,” “Life,” “Light, and “The Sun.” They are likewise affected by items which have been “Blessed” or “Consecrated” by such a deity, or by their priests or servants, items of ritual or religious significance to such a deity, like holy water or communion wafers, or items which are otherwise considered “Celestial” or “Holy.” If such a symbol or item is being wielded by another character, then that symbol or item will affect the vampire regardless of whether or not the wielder or the vampire sincerely revere the associated deity, believes they exist, or knows of them at all. The faith or ignorance of the wielder or the vampire is completely irrelevant. Jade Jade cannot be used to repel a Schattenblut vampire or limit their movement. But they cannot open a container with jade resting upon it, or attack someone wearing jade around their neck, and touching or ingesting jade will burn them. They cannot break bonds which incorporate jade, and such bonds will suppress their powers and cause them pain. Mirrors As described above, Schattenblut vampires do not cast any reflection in mirrors. Their instinct is to avert their gaze from any mirror they see. Mirrors can be used to repel the vampire, but their touch will not harm the vampire. If the vampire can overcome their instinct with force of will, and they stare into a mirror, a blurry image may appear for a moment, but then the mirror may crack or even shatter. The blurry image vanishes as soon as the vampire stops concentrating, or as soon as the mirror breaks. Mirrors may also crack or even shatter just from being in the vampire’s presence, though they will not break while being used to repel a vampire, unless the vampire exerts sufficient force of will to confront them. Salt Unlike most plants and foodstuffs, salt will not wither or decay in the presence of a Schattenblut vampire. Pure salt will harm and repel a Schattenblut vampire, but saltwater will not, nor will foods with a high salt content. Silver Silver cannot be used to repel a Schattenblut vampire or limit their movement. But they cannot open a container with silver resting upon it, or attack someone wearing silver around their neck, and touching or ingesting silver will burn them. They cannot break bonds which incorporate silver, and such bonds will suppress their powers and cause them pain. Wolf’s Bane Unlike most plants and foodstuffs, wolf’s bane will not wither or decay in the presence of a Schattenblut vampire. The plant affects Schattenblut vampires in all states, whether living, freshly harvested, preserved, or even dried out and ground into powder. Ashes To Ashes A Schattenblut vampire will not rise again if their body is completely burned to ash by fire or sunlight, or if their body is completely dissolved into sludge with acid or holy water. However, they may rise again if another character collects some of that ash or sludge and mixes it with blood. Sadly Mythtaken There are a small handful of traditional vampire weaknesses which do not apply to the Schattenblut: Water, including running water, has no effect upon them. They can enter a private residence without an invitation. They do not suffer any confusion at a crossroad. They have no obsessive-compulsive tendencies, beyond those described in “Vampire Instinct,” above. They can be rendered comatose if their heart is impaled with a wooden stake, but they do not have any other vulnerability to wooden weapons. Design Notes This is a bloodline of “elite” vampires, like the titular antagonist of Dracula, or the oldest and most powerful characters in Anne Rice’s The Vampire Chronicles or Vampire: The Masquerade. These vampires are significantly more resilient and “magical” than those from works like Blade, Buffy The Vampire Slayer, or True Blood.
  5. Mister Strix Alternate Identity: Gaetano "Guy" Giordano (Deceased) Base of Operations: Bedlam City Concept: "Vampire Batman." (See here for details about the specific type of vampire.) Table of Contents Allies, Associates, & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personal Life Personality & Motivation Playlist Powers & Skills Timeline Allies, Associates, & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personality & Motivation Personal Life Playlist Powers & Skills Timeline
  6. Nightingale Power Level: 8 / 13 (180/215PP) Trade-Offs: None Unspent PP: 35 In Brief: A thief turned religious sister turned vampire turned thief turned hero. Alternate Identities: Nicola "Nick" Cervenka Identity: Secret Birthplace: Prague, Czech Republic Occupation: Nurse Affiliations: None Family: None Age: 21 Gender: Female Ethnicity: Caucasian Height: 5'10" Weight: 135 Eyes: Grey Hair: Dark Brown, often dyed. Even before she was transformed into a vampire Nicola was a pale skinned brunette whose height, gray eyes and slender build would have turned more than a few heads. She carries herself with unshakable calm and moves with a preternatural--and almost predatory--grace that carries over as an uncanny stillness, though in manner she is warm and inviting. Nicola doesn't confine herself to one particular fashion or style, wearing what she feels like, and sometimes dying her hair to match (or as the mood takes her.) The one ubiquitous accessory that is nearly always in her possession is the rosary she held from her all-too-brief service to the church. Heroics, on the other hand, call for a certain look. Wearing dark clothing shrouded in a black long coat, Nightingale seeks to invoke the intimidating style of the eighties and early nineties, while also giving a nod to the fashions of private detectives. Sometimes she even wears sunglasses at night. History: My name is Nicola, and despite appearances to the contrary, I am not a monster. "Willful," the school administrators called me, which was a polite way of saying stubborn and opinionated, and though I wasn't fully aware of it at the time I knew it caused no end of frustration for my parents. That being said the first thirteen years of my life were fairly ordinary, and that chapter of my life closed with a fairly ordinary car accident. There isn't much to say about the time between the car accident to the time I felt I could do better or my own. That "willfulness" again I suppose, but by the age of 16 I was eking out a living on the streets of Prague doing an odd job here or there but mainly I was a thief. There were some hard lessons to learn, and the first I learned was that it was "safer" (relatively speaking) to be a boy, and with my frame it was certainly easy to disguise myself as one which worked well for a time. Then I met Kveta. She was a little older than me, a few years I think, and had been at the game longer than I was. She was also quick, smart, charming, and one hell of a thief and I found myself pulled into her orbit. She taught me a lot and, gradually I came to love her. In hindsight, that's probably not what it was, but I was young and convinced and, well, love is a weird thing--the one you love is either completely incapable of wrong and you don't dwell too much on their actions or you do the complete opposite. Writing that down, that sounds more like obsession. Which, yeah, fits. I never really thought about the other girls, and some boys, Kveta recruited. I didn't really think of it as recruiting, but sure enough there was soon a small gang of us. And some of the things we were doing changed and instead of being on our own we took jobs for the Bratva, petty theft started to give way to higher and higher stakes; picking pockets gave way to cracking safes and.. well.. I ended up in prison. My stay was comparatively short, most of the evidence against me turned up missing, but I started to have doubts about the direction of my life. I started talking to a Catholic deacon, and as terribly cliché as this sounds, I found a new path to follow. When I was released, with the help and recommendation of Deacon Anatoli I joined a local convent as a novice sister. The work was good, my life was in general looking better, and the other sisters did not judge me for my past. I say was, because one night a stranger came to our door seeking shelter from a storm. Something seemed off about the man, and my old instincts warned against allowing him in, but before I could say anything the man identifying himself as "МаÑтер," was invited in. Then all hell broke loose as he tore the throat out of the sister that invited him in. The other sisters scattered, terrified but I was, perhaps, a bit stupid. I kicked him, I punched him, I grabbed him and slammed his face against the brick wall and... and he laughed at me. Moving faster than I could follow, I felt a sudden impact before my vision went black. The state of the convent when I woke was the stuff of nightmares, and I'll spare you the details of the grisly scene and the discovery of my own changes, suffice to say that I still pray that God will one day reveal why he allows creatures such as I. I've had to resort to theft again, to eat, to live. The alternative is not an option I want to take. I'm not sure why I was spared (if you can call it that,) but I will find this "Master" and put an end to him. I've caught a trace of him in Freedom City, in America, which is in a way to my benefit. I might be able to find allies, even friends, and it is a city where I can do some good. Personality & Motivation: Nicola is... complicated. She is determined to find--and possibly unmake--the person who made her what she is, not for her sake but so that it doesn't happen to others. Though she hides it behind an aloof--sometimes cold--exterior, a strong altruistic streak runs through Nightingale; she doesn't have much but what she has she'll give to others if their need is great. Nicola isn't suicidal, in the eyes of the faith she still clings to such a thing is a sin, though she's prone to bouts of melancholy when she stops to consider what she has become which tends to make her a little eager to be the martyr. She still clings to her faith, if only by the fingertips, but she wonders why God would even allow creatures such as she. Powers & Tactics: As both a vampire and a blood mage, Nicola has a number of physical or magical means to track, subdue or otherwise function as a hero. She has a limited focus in her blood magic on manipulating the blood directly, preferring to concentrate on the more on the familial and social relationships of blood magic, and the breakdown of those relationships. Complications: I Never Drink... Wine: Nightingale can only survive off of blood, normal foods do nothing for her and in some cases make her ill! However if blood is mixed in with the foods she can eat them without being sick. She still gains no nourishment from it, though in the case of alcohol it'd at least allow her to feel the effects. Tarnished: Before she was a religious sister Nicola was a thief. Not a particularly good thief, nor a particularly bad one, but one that didn't quite respect international borders--and would occasionally work for those of dubious character, like the Russian mob for instance. Interpol has a file on her, and watches her movements. Literally A Monster: Vampire Blood Mage; not a combination of attributes that has the best of reputations. Sun Sensitive: While the sun isn't deadly to Nicola, she does find prolonged exposure to be uncomfortable and sufficiently long periods are painful with the headaches they produce. Sudden exposure to bright sunlight can also be particularly distracting though the effect can be mitigated somewhat with eye protection. Abilities: Strength: 26 (+8) Dexterity: 28 (+9) Constitution: - (-5) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 24 PP Initiative: +9 Attack: +8 Grapple: +16 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 0 + 0 + 7 = 7PP Toughness: +8 (+8 Protection) Fortitude: Immune Reflex: +9 (+9 Dex, +0) Will: +8 (+1 Will, +7) Skills: 108 Ranks/27 PP Acrobatics 6 (+15) Bluff 9 (+12, +16 Attractive) Diplomacy 9 (+12, +16 Attractive) Disable Device 11 (+15) Drive 1 (+10) Gather Information 2 (+5) Investigate 6 (+10) Knowledge: Arcane Lore 6 (+10) Knowledge: Streetwise 3 (+7) Knowledge: Theology 3 (+7) Language 2 (Czech [Native], English, Russian) Medicine 4 (+5) Notice 9 (+10) Perform: Percussion 4 (+7) Search 6 (+10) Sense Motive 9 (+10) Sleight of Hand 6 (+15) Stealth 12 (+21) Feats: 14 PP All-Out Attack Attractive Dodge Focus 4 Evasion 2 Fascinate: Diplomacy Fearless Power Attack Ritualist Takedown Attack 1 Uncanny Dodge: Olfactory Equipment: None Powers: 68 PP Blood Magic 5 (10PP Array, Feats: Alternate Power 4) [14 PP] BP: Damage 8 (Extras: Alternate Save [Fortitude], Flaws: Distracting, Requires Grapple, Feats: Insidious, Subtle) linked Boost 12 (Single Trait [Regeneration], Extras: Affects Objects [Only], Flaws: Personal, Source [blood]) [10 PP] AP: Healing 8 (Flaws: Tiring, Feats: Persistent, Regrowth) [10 PP] AP: Move Object 8 (Strength 40 [Heavy Load: 3.2 tons], Extras: Range [Perception], Flaws: Limited [Objects/Individuals with Blood], Extra Save [Fortitude], Feats: Precise) [9 PP] AP: Sensory Link 8 (2000 Miles, Flaws: Distracting, Feats: Subtle 2) [10 PP] AP: Super-Senses 4 (Postcognition, Flaws: Source [blood]) and Mind Reading 8 (Extras: Action [Move/Standard], Flaws: Duration [instant/Lasting], Range 2 [Touch], Source [blood], Feats: Subtle 2) [6 PP] Immunity 30 (Fortitude Save) [30 PP] Protection 8 (+8 Toughness) [8 PP] Regeneration 6 (Recovery Bonus +5 [+0 Total], Resurrection 1 [week], Flaws: Unreliable [5 Uses, Blood Recharges]) [3 PP] Super-Senses 2 (Darkvision) [2 PP] Super-Senses 6 (Blood Awareness [Olfactory, Very Common Descriptor], Acute, Tracking 2 [Normal Speed]) [6 PP] Enhanced Physiology 1 (5PP Container [Passive, Permanent]) [5 PP] Leaping 1 (x2 [Running Long Jump: 30 ft.]) Speed 2 (25 MPH, 250 ft./rnd) Super-Movement 1 (Slow Fall) Drawbacks: -0PP None DC Block: [table]ATTACK RANGE SAVE EFFECTUnarmed Touch DC 23 Toughness (Staged) Damage Damage 8 Touch DC 23 Toughness (Staged) Damage Healing 8 Touch DC 18 Fortitude (Harmless) Healing Mind Reading 8 Touch DC 18 Willpower Mind Reading Move Object 8 Perception DC 18 Fortitude Move Object Sensory Link 8 2000 Miles DC 18 Willpower ESP [/table] Totals: Abilities (40) + Combat (24) + Saving Throws (7) + Skills (27) + Feats (14) + Powers (68) - Drawbacks (0) = 180/215 Power Points
  7. Player Name: Tiffany Korta Character Name: Revenant Power Level: 12 / 15 (250/250PP) [289] Trade-Offs: None Unspent PP: 0 In Brief: Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carries on that duty from the "other side". Alternate Identities: Lucy Harker Identity: Public, but thought dead Birthplace: Freedom City Occupation: ex-Lawyer Affiliations: Bloodhound Detective Agency Family: Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased) Age: 119 (DoB: May 26th 1897) Apparent Age: 30 Gender: Female Ethnicity: Undead Height: 5'3" Weight: 125 lbs. Eyes: Black Hair: Black Description: Before her "accident" she had an average appearance, a face that wouldn't stand out in a crowd. Something she took advantage of in her profession so not to scare those working around her. Unlike most people though death seems to have improved her looks. Her pale white skin and black eyes have given her an exotic alluring appearance. And her ability means her skin is flawless with no marks or blemishes, except for a small dimple on her forehead where the bullet ended her previous life. Her only clothes are those she wore on her last day in 1927. A simple but particle dress suit, though her only defiance of 20's fashion was a pair pants. Well preserved by her disposal they still seem to be in a relatively good shape. Power Descriptions: Her mystical nature keeps her body perpetually in the state it was just before she died, though her flesh is now pale and cold to the touch. This allows her to almost instantly regenerate any damage caused to her. History: When one of the first Mystery Men bought in one of the city notorious Mob bosses Sebastian "the Revenant" Giovanni there was a problem. An excessively violet man, even by the standards of his fellow gangsters, he and his men murdered and intimidated anyone that stood in his way. So naturally none of the lawyers in or out of the city wanted to risk their life to prosecute this man. Except one. Lucy Harker was a fine civil lawyer chafing at the small minor cases she was allowed to try, after all she was "just" a woman. A male lawyer would have been moved on to higher profile case, whilst she was stuck trying petty claims. She knew that unless she could find a case to make her name, she would be stuck in this position in the rest of her career. The trial of Giovanni could be just the kind of case to catapult her to fame, though the risk could be just as colossal. After consulting with her family and her fiance, Lucy volunteered to prosecute the Mob Boss. Though not yet a highly skilled lawyer the defence had not expected anyone to dare tackle such a dangerous case. That and jury confidence was bolstered by this brave woman's actions, along with the newly active Mystery Men, resulting in a cursing Giovanni going down for his crimes, promising his revenge on the young lawyer. His men came for her two days later. Bundling her into a car they drove her down to one of their new building projects down Broadway. There they simply shot her and dumped her into the foundation of the building. Stoic to the end she showed no signs of fear, instead looking her killers straight in the eyes. And that should have been the end of Lucy Harker. But unknown to her in her youth her mother had been bitten and almost turned into a vampire, only to be saved at the last minute by some courageous vampire hunters. Somehow the curse of the vampire was passed to her through her blood, so when she was buried her mystical nature was triggered keeping her "alive" but in a state of hibernation. When the building was demolished this year Lucy awoke to a brave new world. The last few weeks Lucy has been enjoying the wonders of this new world. Slowly she has come to realize that her time "dead" has somehow changed her. Despite having nothing in this world but the clothes on her back she has decided to use her new found gifts to help those around her as one of these Mystery Men now wait is that what they're called now? Taking the nickname of the man who ordered her death the Revenant has started her journey to a wider world. Personality & Motivation:Despite all that has happened to her she still remains a rather upbeat personality. Though she still mourns for the loss of everyone she's ever know, after all to her it all happened yesterday. This chipper and upbeat, something that tends to confuse those who judge her by looks alone. A defense mechanism of the time as "just" woman in a man's world is a snide sarcastic sense of humor which has started to drift towards black humor. Her logical side tell her that all those involved in her death have long since perished. But that doesn't stop her enjoying attacking mobsters. At the moment she has restricted herself to low level hoods as least until she can discover some of the high level boss. And return the favour that bought her to this second life. Though this time she'll make sure to keep an eye on the prosecuting lawyer! Complications A woman out of her time: Must has changed in the world in the 80 odd years since she died. Though she voraciously consumes modern culture, as much as she can without money, many terms and idea still confuse and confound her. Dining on Ashes: Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there. (Grand)Father-in-Darkness: The vampire whose blood has led her to this state is dimly aware of his Daughter-in-Darkness. If he ever learns of her existence he may become curious how she has escaped the disadvantages of being a vampire. Abilities: 20 + 8 - 10 + 10 + 8 + 10 = 46PP Strength: 30 (+10) Dexterity: 18 (+4) Constitution: -- (-10) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 20 + 20 = 40PP Initiative: +6 Attack: +10 base, +12 unarmed Grapple: +22 (Base Attack + 10, Strength +10, Super Strength +2) Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed Knockback: -11 Saving Throws: 0 + 9 + 10 = 19PP Toughness: +12 (- Con, +12 Protection); Impervious 5 Fortitude: - (-) Reflex: +13 (+4 Dex, +9) Will: +14 (+4 Wis, +10) Skills: 128RP = 32PP Bluff 16 (+21) Diplomacy 16 (+21) Gather Information 10 (+15) Investigate 5 (+10) Knowledge (Arcane) 10 (+15) Knowledge (Business) 10 (+15) Knowledge (Civics) 12 (+17) Knowledge (Popular Culture) 10 (+15) Knowledge (Streetwise) 10 (+15) Languages 1 (English [Native], Latin) Notice 16 (+20) Sense Motive 12 (+16) Feats: 6PP Attack Specialization (Strike) 1 Dodge Focus 2 Fearless Improved Initiative 1 Taunt Powers: 30 + 24 + 32 + 4 + 3 + 2 + 2 + 13 = 110PP Immunity 30 (Fortitude Saves) [30PP] Protection 12 (Extra: Impervious 12) [24PP] Regeneration 30 (Recovery Bonus 14 [+9], Disabled 8 [no action] Injured 6 [no action] Resurrection 2 [1 day], Feats:Persistent, Regrowth) [32PP] Speed 4 (100 mph / 880 ft. per move action) [4PP] Strike 2 (Feats: Mighty) [3PP] Super-Senses 2 (Darkvision) [2PP] Super-Senses 2 (See Undead [Extended]) [2PP] Super-Strength 6 (Lifting Strength 60 [Heavy Load : 50 tns] Feats: Groundstrike) [13PP] Drawbacks: -4PP Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness Damage Strike Touch DC29 Toughness Damage (Physical) Abilities (46) + Combat (40) + Saving Throws (19) + Skills (32) + Feats (7) + Powers (110) - Drawbacks (4) = 250/250 Power Points
  8. Players Name: Dr. Archeville Character's Name: Dead Head Power Level: 15 (but built as PL 10) Power Points: 250/250PP Unspent Power Points: 0PP Trade-Offs: -1 Attack / +1 Damage w/ Body Weapons, +1 Attack / -1 Damage w/ Shovel; -5 Defense / +5 Toughness In Brief: The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children! Alternate Identities: Burton "Burt" Lee Identity: Secret Birthplace: Durham, North Carolina, USA Occupation: Advocate, Ghostbuster, Psychopomp Affiliations: Midnighters Family: David Lee (Father), Jamie Lee (Mother), Keith Lee (Brother), Katherine Lee (Sister), numerous aunts, uncles, and cousins; all believe Burt Lee died ten years ago. Age: 41 (DoB: October 1977; Date of death/Reanimation January 2000) Apparent Age: Early 20s... ? Gender: Good Ol' Boy Ethnicity: Caucasian (some Irish on his mother's side, some English from his father's side) Height: 6'2" (1.88 m) Weight: 170 lbs. (77.11 kg) Eyes: Ectoplasmic Blue-Green Flames (formerly Green flames, formerly Blue) Hair: White-Grey (formerly Platinum-Blonde) Description: Dead Head is a mostly preserved corpse, dry though not quite mummy-like, with purplish-gray skin and wild white hair. Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft blue-green light. He still doesn't get out to the shops much, but has been raiding Avenger's old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body). Power Descriptions: Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go through him harmlessly. His eyes constantly glow with a cyan light, which flares when using his Comprehend and Enhanced Feats powers. History: For full history and background, see his Guidebook entry. By September 2009, he had made his way to Freedom City, perhaps the hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains and even few Grue kaiju, but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's good counterpart. When Malador and Samedi had opened that rift a decade ago, it was to a prison dimension holding a pseudonatural monstrosity. Ghede and some other gods rushed to close it, but the Horror fought back, and dealt him a severe blow. Desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horror had set up, which it had just sent a portion of its essence into. Due to the restrictions of The Pact, Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horror. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horror, resurrect him, let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horror had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of itself into him, altered his metaphyiscal being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and in a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horror had done to Burt before manifesting and carrying Baron Samedi and Hades away. He planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, altering him to be more resilient and left him one of Legba's hounds, to make up for the loss of his ability to animate and resurrect the dead. Fortunately for Dead Head, he knows a few powerful and skilled mages and benevolent necromancers, who could help him relearn those abilities. These lessons are 'paid' in part by helping out around Parkhurst Hotel, a task he happily does. Personality & Motivation: At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, though, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of Tales from the Crypt's Crypt Keeper. He is, in fact, very much like a member of The Addams Family: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider, or stretching and twisting in ways no living person should or could) unnerves some people. He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers). Powers & Tactics: Since losing his connection to Papa Ghede, Dead Head has lost much of his power. He's still monstrously tough and near-impossible to put down -- in fact, his body repairs itself even faster than before -- and he can still communicate with and even grab spirits of the dead, but he can no longer animate or raise them as he once could. He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew. COMPLICATIONS Appearance: It's a zomumbie! Eek! The GM may give him a Hero Point if someone reacts negatively upon seeing him use some of his more disgusting abilities (or simply upon seeing him for the first time), such as fleeing from him, trying to drive him off, and/or attacking him. Creepy and Kooky, Mysterious and Spooky: Even when he's trying to present himself as 'normal,' Dead Head always has an 'Addams Family vibe' about him. The GM can give Dead Head a Hero Point when his antics run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up. The GM can give him a Hero Point in exchange for one of these people/groups attacking or otherwise disrupting him at the worst possible times. Spare Change? Chaaange?: No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or the closets of allies). The GM can award a Hero Point should these present a significant impediment to him. Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead. The GM can give him a Hero Point to force him to take a course of action which would be straightforward but also foolish and/or rash. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Blind Without 'Em: Dead Head's "spiritual blindsight" is a necromantic variation of the traditional psychic blindsight, with a few limits. It allows him to sense the living, the dead, and the undead: anything that has or once had a soul (for varying definitions of "soul"). As such, it does not work on mindless robots (and similar constructs), nor does it pick up on nonliving objects (like buildings and vehicles). ABILITIES: 14 + 4 + (-10) + 2 + 6 + 6 = 22PP Strength: 24 (+7), effective Str 29 w/ Shovel Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT: 10 + 4 = 14PP Initiative: +2 Attack: +5 Ranged, +9 Melee, +11 Shovel (+5 Base) Grapple: +16, +17 w/ Shovel, +18 w/ Tireless Limbs, +19 w/ both Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -12, -7 vs Magic, Salt, or Silver ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Shovel Touch DC 24 Toughness (Staged) Damage (Physical) Shovel, Breaking Touch DC 17 Fortitude (Staged) Drain Toughness; Objects Only DC 22 Toughness (Staged) Damage (Physical); Objects Only Necromancy / Body Weapons (Crit 19-20) Touch +5 ft. DC 26 Toughness (Staged) Damage (Physical) Necromancy / Fearsome Presence 50 ft. DC 20 Will (Staged) Shaken / Frightened / Panicked SAVING THROWS: 0 + 3 + 7 = 10PP Toughness: +15 (Impervious 10 [not vs Magic, Salt, or Silver]) Fortitude: --- Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +7) SKILLS: 76R = 19PP Diplomacy 12 (+15) Disguise 0 (+3, +23 w/ Morph) Gather Information 7 (+10) SM Intimidate 11 (+14) SM Knowledge (Arcane Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Popular Culture) 4 (+5) Knowledge (Theology & Philosophy) 9 (+10) Notice 8 (+11) SM Sense Motive 12 (+15) SM FEATS: 26PP All-Out Attack Attack Focus (Melee) 4 Attack Specialization (Shovel) 1 Contacts Dodge Focus 2 Favored Environment (cemeteries/graveyards) Fearless Improved Disarm Interpose Jack of All Trades Luck 3 Power Attack Prone Fighting Ritualist Skill Mastery (Gather Information, Intimidate, Notice, Sense Motive) Startle Takedown Attack 2 Weapon Bind Well-Informed Enhanced Feats Challenge 4 (Gather Information: Discrete Inquiry [-20 to penalty]) (from Comprehend Spirits) Challenge 7 (Intimidate: Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 [-5 penalty], Startle as a Move action) (from “Boo!”) Elusive Target (from "Aspect of The Penanggalan") Fearsome Presence 10 (from “Boo!”) Improved Grab (from “Bite-y Flying Head”) Improved Grapple (from “Bite-y Flying Head”) Improved Pin (from “Bite-y Flying Head”) Improved Trip (from “Body Weapons”) Move-By Action (from "Aspect of The Penanggalan") Veteran Feats Equipment 8 (contribution to the Twilight Lodge Minion 15 POWERS: 3 + 12 + 2 + 1 + 30 + 1 + 5 + 7 + 23 + 15 + 31 + 5 + 16 + 2 + 6 = 159PP All powers have the magic, supernatural, and undead descriptors. "Shovel" also has the dimensional/summoning descriptor (since he summons it from another dimension). Anatomic Separation 1 (Extras: Variable Split) [3PP] Animate Objects 2 (animate dead; Extras: Horde, Range [Perception], Type; Flaws: Action [Full], Limited [to corpses]; PFs: Mental Link, Progression 3 [up to 10 zombies]) [12PP] Enhanced Strength 0 (ghost grabbin'; Feats: Affects Insubstantial 2) [2PP] Features 1 (Internal Compartment; lt. load 346 lbs.) [1PP] Immunity 30 (Fortitude Effects) [30PP] Immunity 2 (Critical Hits, Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [1PP] Impervious Toughness 10 (Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [5PP] Medium 3 (6PP Array; PF: Alternate Power) [7PP] BE: Comprehend 1 (Spirits; PFs: Challenge 4 [Discrete Inquiry]) {6/6} AP: Comprehend 2 (Objects; Flaw: Limited [corpses]) {2} and Super-Senses 8 (postcognition, precognition; Flaw: Unreliable) {4} {2+4=6} Necromancy 8.5 (17PP Array; PFs: Alternate Power 6) [23PP] BE: Enhanced Anatomic Separation 2 ("Fall To Pieces"; Total Rank 3; Extras: Action [Free] [3], Variable Split [2]) {9pp} plus Flight 2 ("Aspect of The Penanggalan"; 25mph / 250ft per Move Action; Flaws: Limited [Only Detached Head Can Fly]; PFs: Elusive Target, Move-by Action) {4pp} plus Strike 0 (“Bite-y Flying Head”; PFs: Improved Grab, Improved Grapple, Improved Pin, Mighty) {4} {9+4+4=17/17} AP: Enhanced Feats 17 ("Boo!"; Challenge 7 [Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 {-5 penalty}, Startle as a Move action], Fearsome Presence 10 [50-ft. radius, DC 20]) {17/17} AP: Comprehend 3 (”spirit translators”; read all, speak any one at a time, understand all) {6} plus Morph 4 ("Faces of Death"; Any Humanoid, +20 Disguise; Flaw: Limited [Dead People]; PFs: Covers Scent, Precise, Voice Mimicry) {7} + Shrinking 4 ("Creepy Dead Kid"; Small [-4 Str, -1 Toughness, +1 attack/defense, -4 grapple, +4 stealth, -2 intimidate]) {4} {6+7+4=17/17} AP: Strike 4 (”body weapons”; Extra: Penetrating 4; PFs: Extended Reach, Improved Critical, Improved Trip, Incurable, Mighty, Split Attack, Variable Descriptor [bludgeoning/piercing/slashing]) {15/17}0 AP: Teleport 6 (”gravewalking,” 600 feet/20 miles; Extra: Accurate; Flaw: Limited [only from & to places of death {cemeteries, morgues, etc.}]; PFs: Change Direction, Change Velocity, Easy, Subtle, Turnabout) {17/17} AP: Communication 3 (“haunt hotline,” mental, 1,000 feet; Extras: Area; Flaw: Limited [Only with Undead and Characters with Comprehend/Spirits]; PFs: Dimensional 2 [afterlives], Selective, Subtle) {7} + Mind Reading 10 (“memento mors”; Extras: Action 2 [Free for surface, Move for probe], Sensory Link; Flaws: Limited [only memories & thoughts pertaining to death & killing], Range 2 [Touch]) {10} {7+10=17/17} AP: Nullify 11 (“curse eating”; all magic effects simultaneously; Extra: Duration [Concentration]; Flaws: Limited [to necromantic magic effects], Range [Touch]; PF: Selective) {12/17} Protection 15 [15PP] Regeneration 29 (Recovery 14 [+9], Recovery Rate: Injured 3 [1 minute], Disabled 5 [1 minute], Resurrection 7 [1 minute]; PFs: Persistent, Regrowth) [31PP] Shovel 1.5 (3 points; PFs: Alternate Power 2) [5PP] BE: Strike 2 (whack!; PF: Mighty) {3/3} AP: Burrowing 3 (digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) {3/3} AP: Super-Strength 1 (leverage; STR 29 [Heavy Load: 1,400 lbs.]; PF: Breaking) {3/3} Super-Senses 19 (Communication Link [mental, with Mutt], Darkvision [Drawbacks: Noticeable], Hearing Counters Concealment [Flaw: Undead only], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental], Vision Counters Concealment [Flaw: Undead only], Danger Sense [mental], “Spiritual Blindsight” [Mental Sense; Enhancements: Accurate, Acute, Radius, Ranged]) [16PP] + Enhanced Super-Senses 4 (Acute & Analytical for All Mental Senses; Flaw: Limited [Only for Necromantic Effects]) [2PP] Undead Body 2.5 (5 points; PF: Alternate Power) [6PP] BE: Insubstantial 1 (disturbingly limber) {5/5} AP: Speed 1 (tireless limbs; 10 mph) {1} plus Super-Strength 2 (tireless limbs; effective STR 34 [Heavy Load: 2,800 lbs.]) {4} {1+4=5/5} TOTALS Abilities (22) + Combat (14) + Saving Throws (10) + Skills (19) + Feats (26) + Powers (159) - Drawbacks (0) = 250/250 Power Points
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