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Post by Rox'zana on Jun 24, 2011 21:50:16 GMT -5
Name: Rox'zana Bludfall "Roxxi" Screen Name: echomydesire Rank: Rosha Cadet Dice: 2d24 Race: Setite Vampire Racial Weakness: Daylight Alignment: Chaotic EvilLanguages: Common, Abyssal, Ancient Primary Class: Fighter Class Bonus: "Fighter's Weapon" +3 to Whip Secondary Class: Cleric Primary Weapon: Whip Secondary Weapon: Longsword Race Skills1. Vampiric Command : The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly by any creature of a strength the same or lower (dice) than the vampire. The order must be clear and straightforward - run, cough, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the powers use from others. The target rolls 1d20 Willpower check in attempt the resist the command, DC15. If it does, it's up to the characters discretion as to what exactly happens, using common sense. This can only be used once every hour, per target. 2. Darksight Class Skills1. Rezz the Dead 2. Magical Affinity Skills 1. Alibi 2. Fearless 3. Kippup : The character gets back on his feet with a flip or roll and is able to perform a counterattack immediately upon being attacked. This enables the fighter or brawler to roll 1d of their dice on an attack immediately after they are attacked, once per combat. 4. Poison/Venom Immunity 5. Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points per adventure to self-heal yourself during adventures. In normal rp, after spars and the like you may just rp that you are self healing, no need for healing points. Adventuring gear?50 feet rope (hemp) Hatchet Waterskin (Enchanted: Blood) Other Information:Hair: Red Eyes: Black ringed in crimson Height: 5'8" Weight: 101lbs Bust: 32C Waist: 23" Hips: 31" Markings & Piercings: Tattoo of a Serpent in black ink that roams my body, Corset Piercings on Left & right side, black bow tattoos upon the back of my upper thighs Items: Ancient golden scarab / ankh pendant Martial Arts Style: Way of the Serpent Birthdate: October 7th
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Post by Rox'zana on Jun 25, 2011 2:48:49 GMT -5
SPELLS: Saving Throw: DC15
1. Form of the Cobra Type: Effect & Attack The Setite may change his form into that of a huge black cobra. The serpent weighs as much as the vampire's human form, stretches over 10 feet long, and is as thick as a woman's thigh. The Form of the Cobra grants several advantages, including a venomous bite (attack), the ability to slither through small holes, and a greatly enhanced sense of smell. Target: 1PC, 2NPC Attack: +1 / +2 / +3 / +4 / +5
2. Dread Gaze Type: Effect: Lose Turn While all Kindred can frighten others by physically revealing their true vampiric natures - baring claws and fangs, glaring with malevolence, hissing loudly with malice - this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victims, stupefying them into madness, immobility or reckless flight. Even the most stalwart individual falls back from the vampire's horrific visage. This causes her opponent to lose a turn in combat, as they are horrified. Target: 1PC, 2NPC
3. Unseen Presence Effect: Stealth With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and others automatically avert their gaze as he passes by. People move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out of he inadvertently reveals himself.
Since the vampire fully retains his physical substance, he must be careful to avoid contact with anything that may disclose his presence (knocking over a vase, bumping into someone). Even a whispered word or the scuffing of a shoe against the floor can be enough to disrupt the power. Boost: +1 / +2 / +3 / +4 / +5 Duration: 3 hours / 6 hours
4. The Skin Of The Adder Type: Defense By calling upon her Blood, the vampire may transform her skin into a mottled, scaly hide. A vampire in this form becomes more supple and flexible. The vampire's skin becomes scaly and mottled; this, combined with the character's increased flexibility, giving the vampire a defense when used. The vampire is obviously inhuman if observed with any degree of care, though casual passerby might not notice if the vampire is in darkness or wearing heavy clothing. Boost: +1 / +2 / constant +1 / constant +2 / constant +3
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