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In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn.

 

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Character: Mister Strix

Power Level: 13 (Built as PL8)

Tradeoffs: None

Power Points: 196/196PP

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: 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

 

Accidents:

He tries to feed carefully, but the GM can force him to make some sort of check or save to avoid “getting carried away.” Alternately, the GM can just declare that he lost control. If he fails to feed with moderation, then he will have to drop everything and find immediate medical attention for the victim.

 

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.

Spoiler

Fire:

As stated below, his vulnerability to fire-based attacks is covered by flaws and drawbacks, so it is not a complication. However, he also has an instinctual fear of fire, as described below.

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:

The presence of jade won’t bar him from entering an area, but it will interfere with his mobility in the other ways listed below.
He doesn't fear jade enough to flee from it, but its presence can leave him Shaken.
He can be incapacitated if he is impaled through the heart with a chunk of jade, whether it's been carved into a weapon or it's just a raw piece of the right size and shape.

Mirrors:

He has no reflection. Like machines, mirrors do not register his presence. His instinct is to avert his gaze from any mirror he sees. The presence of a mirror will cause him minor discomfort, but unlike most items on this list, touching a mirror won’t harm him, and the presence of a mirror does not affect his freedom of movement in the manner described below, unless another character actively wields it to keep him at bay.
If he stares into a mirror and concentrates, 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:

The presence of silver won’t bar him from entering an area, but it will interfere with his mobility in the other ways listed below.
He doesn't fear silver enough to flee from it, but its presence can leave him Shaken.
He can be incapacitated if he is impaled through the heart with a silver object, such as a blade or a bullet.

Sunlight:

Sunlight damages him and suppresses most of his powers, but that is already covered with drawbacks, so it is not a complication. However, he has an instinctual fear of sunlight, as described below.

Note: Any amount of sunlight will affect him, even if the exposure is not direct, even if the sky is overcast. If there is enough sunlight to see by, then he is powerless and burning.
Even if he is underground or otherwise completely protected from exposure to sunlight, his instinct is still to sleep while the sun is in the sky. Unless he is being actively harmed or threatened, it takes effort for him to stay awake. If he tries to stay awake during the day, the GM can force him to make some sort of check or saving throw.

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.

 

Some of his powers already have flaws and drawbacks, such as Limited and Power Loss, to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal. Since those effects have already provided a power point discount, they do not count as complications.

However, these items can have other effects which can count as complications:

  • As soon as he sees these items, 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. If he is forced to flee, and another character appears to be trying to hinder his flight, that could trigger his Involuntary Transformation (Berserk Rage) complication, causing him to brutally assault them.
  • 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. The GM can also force such a save if he ingests the blood of another character who has recently ingested any of these items.
  • If another character wears or wields any of these items, then he cannot attempt to attack them or anyone behind them with a touch attack or with his mind control powers. He also cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw.
  • If another character wears any of these items around their neck, then he cannot attempt to bite them or drink their blood.
  • 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. Such bonds will also suppress his powers, and cause him intense physical discomfort.
  • If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal.
  • If these items are placed on top of the lid to a container, or tie or wrapped around it, then he cannot open that container.
  • If these items are arranged in a circle, then he cannot cross that circle. 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. The GM can force him to make some sort of save or check. If these items are being wielded by another character, then the GM can force him and that other character to make some sort of opposed check. 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 or crack. They may also shatter, melt, or burst into flame. He will still suffer harm if he touches the offending item, and he may suffer harm from the act of forcing his way past it.

 

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 give him penalties on other checks 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 force him to make some sort of check or saving throw 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:

His flesh always cold to the touch. Living creatures who view him through Infra-Vision will always see him as colder than his surrounding environment, no matter what that environment may be. In his presence or passing, living creatures will often feel a chill, and see their own breath (but not his), while windows can fog up, and water can spontaneously freeze. Even if he cannot be perceived directly, a sudden drop in the local temperature can alert careful and prepared observers to his presence.

 

Electromagnetic Ghosts:

Although he has Permanent Total Concealment against most machine senses, his presence may cause brief electromagnetic interference, such as burst of auditory or visual static, or video tearing. While he won’t be perceived directly, these anomalies may alert careful and prepared observers to his presence.

 

Enemies:

Spoiler

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, 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.

Spoiler
  • 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.
  • If he cries, the tears are blood.
  • When he is wounded, his skin does not bruise, and his cuts do not bleed.
  • He 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 last effect 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, or some other sort of check. Failure can result in a complication for him and/or for others.

Spoiler
  • 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 or supernatural creature, then this can be a complication for them, because his default reaction will be homicidal violence.

 

Revive Kills Zombie:

According to the game rules, he is an animated object, not a living creature, so, by default, Healing effects don’t work on him, unless they have the “Affects Objects” extra. However, in his case, by default, Healing powers, especially those with descriptors such as “Light,” “Cure,” or “Blessed/Celestial/Holy,” automatically fail to remove any damage conditions from him, even if they have the “Affects Objects” extra. In addition, such powers inflict Incurable Penetrating Damage upon him, with a Damage power rank equal to the rank of the Healing effect. A Healing power will only remove damage conditions from him if it has descriptors like “Demonic” or “Unholy,” or descriptors which otherwise indicate a beneficial effect for the undead in general, or for vampires specifically.

 

Relationships:

Spoiler
  • 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.

Spoiler

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. He does not strictly need to sleep in a coffin or a casket, but such items are well-suited to his needs.

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 ichor 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. The GM can treat him as having something like a Limited, Uncontrolled, Unreliable, Reaction Area Corrosion effect.

 

 

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 24PP

Initiative: +12 (+8 Dex, +4 Improved Initiative)

Attack: +4, +8 Melee, +6 Claws/Fangs

Grapple: +18 (+8 Melee Attack, +8 Strength, +2 Super-Strength)

Defense: +8, +4 Flat-Footed

Knockback Resistance: 8

 

ATTACK

RANGE

SAVING THROWS

EFFECT

Unarmed

Touch

DC23 Toughness (Staged)

Damage (Physical)

Blood Divination

Touch/Grapple

DC18 Will (Staged)

Sickened/Nauseated/Incapacitated

 

 

Opposed Will vs +8

Mind Reading

Blood Drain

Touch/Grapple

DC18 Will (Staged)

Sickened/Nauseated/Incapacitated

 

 

DC18 Fortitude (Staged)

Drain Constitution

Claws/Fangs

Touch

DC25 Toughness (Staged)

Damage (Physical, Lethal)

Glimpse of The Abyss

Touch/Area (Visual Perception)

DC18 Reflex

Avoided

 

 

DC18 Will (Staged)

Shaken/Frightened/Panicked

Hypnotic Eyes (Mind Control)

Perception (Visual Sense-Dependent)

DC18 Reflex

Avoided

 

 

Opposed Will vs +8

Mind Control

Hypnotic Eyes (Transform)

Perception (Visual Sense-Dependent)

DC18 Reflex

Avoided

 

 

DC18 Will

Transform (Memory Alteration)

Psychic Invisibility

Personal

DC18 Will

Total Concealment from all non-Mental senses

 

 

SAVING THROWS 5PP

Toughness: +8 (Impervious)

Fortitude: -

Reflex: +8 (+8 Dex, +0PP)

Will: +8 (+3 Wis, +5PP)

 

 

SKILLS 36/36R = 9PP

Craft (Cooking) 1 (+5)

Handle Animal 0 (-)

Intimidation 4 (+8, +10 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) 1 (+5)

Knowledge (Theology & Philosophy) 1 (+5)

Languages 4 (English [Native], French, Italian, Latin, Spanish)

Medicine 5 (+8)

Notice 2 (+5)

Ride 0 (-)

Search 1 (+5)

Sense Motive 2 (+5)

Stealth 7 (+15)

 

 

FEATS 12PP

Attack Focus (Melee) 4

Benefit (Legally Deceased)

Equipment 1 (5EP)Veteran Reward

Evasion 2

Hide In Plain Sight

Improved Initiative

Interpose

Takedown Attack 2

 

EQUIPMENT 1PP = 5EP

 

Heavy-Duty Zip-Ties [1EP]

 

Stainless-Steel Casket (Masterwork) [2EP]

 

Abandoned House (PL13 Headquarters) [2EP]

A small two-story house on Ash Street in Bedlam City.

Size: Small [0EP]

Toughness: 5 [0EP]

Features: [2EP]

Concealed (There are no visible signs of habitation)

Sealed (All entrances are boarded up, and heavy debris blocks entry to the basement)

Notes:

He has no legal claim or ownership over the property.

The house stood abandoned for several years before he moved his casket into the basement.

The house is not fit for human habitation. It has been years since the house had any maintenance or active utilities.

All of the old plants on the lot died within days of him taking residence, and no new ones have grown since he arrived.

 

1 + 2 + 2 = 5EP

 

 

POWERS 138PP

Descriptors: Black Magic, Blood, Blood Magic, Darkness/Shadow, Death, Evil, Necromancy, Undead

 

Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP]

 

Enhanced Dexterity 12 (Drawbacks: Power Loss [Daylight]) [11PP]

 

Enhanced Strength 12 (Drawbacks: Power Loss [Daylight]) [11PP]

 

Features 3 (Deathly Aura; Touch does not leave prints; Wounds do not bleed) [3PP]

Spoiler

Deathly Aura: Your touch is inimical to simple forms of life: small plants wither and die when you touch them, or even just walk over them, and small insects perish upon touching you. Although an inconvenience at times (and good for a Complication), this is a net Feature, good for, amongst other things, a circumstance bonus to Intimidate checks.

-Power Profiles, 3E, page 36

 

Immunity 30 (Fortitude effects) [30PP]

 

Impervious Toughness 8 (Flaws: Limited [Weaknesses inflict Penetrating damage]) [4PP] (Regeneration, Super-Toughness)

Spoiler

His Toughness is not Impervious against any of the following attacks:

  • Acid.
  • Attempts to decapitate him.
  • Attempts to impale him through the heart with a wooden stake.
  • Blessed/Celestial/Consecrated/Holy weapons and powers, associated with deities whose portfolios include concepts such as “Good,” “Healing,” “Life,” “Light,” and “The Sun.”
  • Disintegration.
  • Fire.
  • Jade weapons.
  • Natural Weapons (Claws, Teeth, Horns, etc.) of other Supernatural Creatures (Demons, Dragons, Faeries, Gods and God-Avatars, Vampires, Werewolves, etc.).
  • Rock-salt shotgun rounds.
  • Silver weapons.
  • Weapons which have been somehow coated with or made from Garlic, Salt, or Wolf’s Bane.

 

Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss [Daylight]) [2PP] (Super-Strength)

 

Protection 8 [8PP] (Super-Toughness)

 

Regeneration 10 (Recovery 10 [+5, Recovers over time like a living creature], Feats: Regrowth) [11PP]

 

Regeneration 14 (Recovery Rate: Injured 6 [No rest], Disabled 8 [No rest], Flaws: Limited [Weaknesses inflict Incurable damage]) [7PP]

Spoiler

His accelerated healing does not work on wounds made with the following attacks. It takes him as long to recover from them as it would for a mortal.

  • Acid.
  • Blessed/Celestial/Consecrated/Holy weapons and powers, associated with deities whose portfolios include concepts such as “Good,” “Healing,” “Life,” “Light,” and “The Sun.”
  • Disintegration.
  • Fire.
  • Jade weapons.
  • Natural Weapons (Claws, Teeth, Horns, etc.) of other Supernatural Creatures (Demons, Dragons, Faeries, Gods and God-Avatars, Vampires, Werewolves, etc.).
  • Rock-salt shotgun rounds.
  • Silver weapons.
  • Weapons which have been somehow coated with or made from Garlic, Salt, or Wolf’s Bane.

 

Regeneration 10 (Resurrection 10 [No rest], Flaws: Limited [Does not resurrect while decapitated or staked through the heart, and requires extra time and outside aid to resurrect from being completely burned or dissolved]) [5PP]

Spoiler

He will not Resurrect if he is Destroyed by an attack with any of the following descriptors, or if damage with any of the following descriptors is applied to his corpse after he is Destroyed:

  • Burned with Fire
  • Burned with Daylight
  • Disintegrated
  • Dissolved/Melted in Acid
  • Dissolved/Melted in Holy Water

However, if another character gathers some of the resulting ashes or sludge and mixes them with blood, he may Resurrect.

 

He should be considered to have the Disabled condition if he is decapitated or staked through the heart. He will not Regenerate while his head is separate from his body, or while his heart is staked.

 

If he is staked or decapitated, then his heart or the stump of his neck will bleed profusely. All his stored blood will quickly leak out. His body (and his head, if decapitated) will begin to decay like a normal corpse. If left alone long enough, he will be reduced to little more than a fanged skeleton.

 

If his head is reunited with his body, or if the stake is ever removed from his heart, then he will begin to recover, starting with Resurrection if necessary. Once he is conscious and mobile again, he will be very thirsty. Drinking blood will gradually reverse any decay he has suffered. If his flesh is gone, then any blood he "drinks" will be absorbed directly into his bones until the flesh returns.

 

What Is A "Stake?"

If a “wooden stake” is used, then the part lodged in his heart must be wood and only wood, but other parts of the object can be made from other materials. An arrow or spear with a metal tip and a wooden shaft would work. But the wood must be one continuous solid piece. A sheet of compressed particle board would not work.

If a silver or jade “stake” is used, then the part lodged in his heart must be silver or jade, but the silver can be solid or plated, and in either case, other parts of the object can be made from other materials.

A silver bullet lodged in his heart will have the same effect as a “stake.”

Other objects may also qualify as a "stake," such as a holy symbol or relic, or a blade which has been coated in garlic, salt, or wolf’s bane.

 

Suggested Mechanics:

The GM can declare that he has been decapitated or staked if he fails a Toughness save against a coup-de-grace, a critical hit, or a 5-point Power Attack, with the appropriate descriptors, by a wide enough margin (10+) to be Disabled. At the GM's discretion, failing by a narrower margin may also result in staking or decapitation.

 

If the foe does not have superhuman strength, then the descriptors for decapitation should include a power or weapon which inflicts slashing damage, and which is at least as large as his neck, such as a sword, an axe, or a chainsaw.

A foe with superhuman strength should be able to “pull,” “tear,” or “knock” his head off, with a blunt weapon or with their bare hands.

 

If a foe with normal strength is using a stake or spike, then they should also have to use a hammer or similar tool to drive that stake through his ribs, which should only be possible with a coup-de-grace, not with a standard attack.

A foe with superhuman strength should be able to drive a stake or spike into his heart with their bare hands, as part of a standard attack.

If the “stake” takes the form of an actual weapon, such as a spear, a dagger with a silver blade, an arrow fired from a bow, or a silver bullet fired from a gun, then anyone should be able to use it with a standard attack, whether they have superhuman strength or not.

 

Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss [Daylight]) [2PP] (Super-Speed)

 

Super-Movement 1 (Trackless) [2PP]

 

Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss [Daylight]) [1PP]

 

Super-Senses 9 (Acute Analytical Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell/Taste, Darkvision, Extended [100ft Notice Increments] Hearing, Extended [100ft Notice Increments] Vision, Microscopic Vision 1 [Dust], Drawbacks: Power Loss [Daylight]) [8PP]

 

Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Drawbacks: Power Loss [Daylight]) [3PP]

 

Vampiric Power 8 (16PP Array, Feats: Alternate Power 6) [22PP]

 

Base Power: [16PP]

Drain Constitution 8 (Extras: Linked [Nauseate], Flaws: Limited [Can only drain 1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss [Daylight]) [8PP] (Blood Drain)

Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain], Flaws: Requires Grapple) [8PP] (Euphoria)

 

Alternate Power: [14PP]

 

Mind Reading 8 (Extras: Action [Standard], Linked [Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Insidious, Subtle, Drawbacks: Power Loss [Daylight]) [3PP] (Blood Divination)

Nauseate 8 (Extras: Alternate Save [Will], Linked [Mind Reading], Flaws: Requires Grapple) [8PP] (Euphoria)

 

Super-Senses 4 (Postcognition, Extras: Simultaneous, Flaws: Source [Blood], Drawbacks: Power Loss [Daylight]) [3PP] (Blood Divination)

 

Alternate Power: [15PP]

 

Autofire Strength 8 (Drawbacks: Power Loss [Daylight]) [7PP] (Super-Speed)

 

Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss [Daylight]) [8PP] (Claws/Fangs)

 

Alternate Power: [12PP]

 

Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Drawbacks: Power Loss [Daylight], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [7PP] (Hypnosis, Mind Control, Psychic Invisibility)

 

Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss [Daylight]) [3PP] (Glimpse of The Abyss, Nightmare Face)

 

Alternate Power: [16PP] (Mist Form)

Flight 3 (50MPH / 500ft per Move Action, Extras: Linked [Insubstantial], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [6PP]

Insubstantial 2 (Gas, Extras: Linked [Flight]) [10PP]

 

Alternate Power: [16PP] (Hypnotic Eyes, Psychic)

Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [16PP]

 

Alternate Power: [16PP] (Hypnotic Eyes, Mind Control, Psychic)

Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [16PP]

 

 

DRAWBACKS -12PP

 

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, Time: 1/round, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6]) [-8PP]

 

 

Abilities (20) + Combat (24) + Saving Throws (5) + Skills (9) + Feats (12) + Powers (138) – Drawbacks (12) = 196/196 Power Points

 

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Hey Grumble, a few small things.

 

For the Mind Control and Mental Transform, I believe it should be Sense-Dependent [Visual], as you have described these and hypnotic eyes, meaning the target needs to see you to be effected (ie someone blind would not be effected).

 

Also for Mental Transform, please note that the Alt Save [Will] is +0 (as it changes from Fort to Will). 

 

Other than those things, it looks good!

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Yes, "Sense-Dependent [Visual]" is exactly what I meant. Stupid mistake. I entered the text for the powers backwards, specifically to avoid making mistakes like that, then I committed the sin of copy/pasting text from Transform to Mind Control. Fixed now. Sorry about that.

 

Made the notation on the Transform effect as requested.

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