Post by Ruin Novos on Mar 16, 2017 15:41:04 GMT -5
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name ·· Ruin Novos age ·· Few hundred clan ·· Tzimisce alignment ·· Lawful Evil height & weight ·· 5'8 / ?? body type ·· Malleable eyes & hair ·· Grey calling ·· Archaeologist Ruin (not her real name) was born during the Bloodshedder's Era to the Novak family, nobles of Rumeria whose bloodline has since been wiped out completely. Due to her pursuit of knowledge both past and present, family connections and land rights (as well as some more private concerns) she caught the eye of the Tzimisce Lord Novos. He sired her, binding her family to add to his collective power and then proceeded to teach a fraction of what he knew over the coming decades. Naturally a vampire's life isn't without it's problems. Eventually blood mages gathered in number and ransacked the Novos sanctuary, and while the fate of her Sire is unknown to her, Ruin herself was forced to retreat. Falling into torpor, her body was buried beneath the rubble of their fallen castle and she was not unlike a sleeping beauty forced into a dormant state for almost a hundred years. Her ''curse'' was broken the day that would be explorers in our current time excavated her from her tomb. Weak and starving, the result was a blur of carmine screams as her body sought to replenish its lost stores and cling to unlife: the party wiped out save for one who was then pumped for information rather than his life blood. Ruin respects the Masquerade, for now. | ||
·· I N H E R E N T S K I L L S ·· | ||
attributes ·· Crystal Adept; 2d32; 24hp; 10ddc; Arcane Class; 6 intelligence arcane bonus ·· primary class ·· You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. darksight ·· racial ·· The ability to see in total darkness up to 60 feet. This is a constant effect. languages ·· Black Tongue, Common, Rumerian, Runin magical affinity ·· class ·· You have innate or learned magic ability. You cannot use magic in OH without this skill. racial weakness ·· vampire ·· x2 damage from Holy. self-healing ·· racial ·· You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you. crystal ·· 10 topaz ·· 12 amber ·· 14 sapphire ·· 18 emerald ·· 22 ruby ·· 26 obsidian ·· 30 speed of a cheetah ·· flaw ·· You can run as fast as a cheetah for short bursts of speed. Cheetahs can run up to 70/75 miles an hour and can go from 0 to 62mph in 3 seconds. This gives you a +5 to any Quickness checks you are asked to make (this is just for checks such as for avoiding damage, not your Quickness Trait). vampiric command ·· racial ·· 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. teamwork ·· open | ||
·· C R Y S T A L S K I L L S ·· | ||
alert ·· You gain a +5 to Spot and Listen Checks. brutish durability ·· This skill makes you harder to kill. Each time you rank up a gemstone, you may add 3 hp. This is NOT retroactive, it starts when you take the skill, so please mark on your dossier the gemstone you take this skill. This is an innate skill. daywalker ·· flavour ·· The vampire has grown in power and endurance, and is able to walk in daylight without taking damage in the sunlight for short periods of time. By making use of clothing that covers the skin, and staying in the shadows, a vampire can move about fairly normal. Extended exposure to sun will still cause damage, so no sunbathing! diehard ·· You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill. keen memory ·· You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate. mask of gentility ·· flavour ·· You cunningly hide your true motives and nature behind a facade of camaraderie and gentility. No mage or psion or magic item is able to tell your true alignment or nature unless you wish them to know. tactician's sense ·· Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill. voracious reader ·· flavour ·· You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks. | ||
·· C H A R A C T E R F L A W S ·· | ||
arrogant ·· Your arrogance makes social interactions more difficult. -2 penalty to all social interaction skills. phobia ·· large or uncontrolled fires ·· A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus. A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken. sunblind ·· You have trouble seeing in direct sunlight due to your eye's sensitivities. For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc. | ||
·· I N V E N T O R Y & E Q U I P M E N T ·· | ||
demon's tongue charm ·· neck ·· stashed ·· Gross. The severed tongue of a demon, cauterized and tied with a leather strap. If you listen close to it, it's said you can hear the words spoken by demons and their kind. Allows the wearer to understand and speak Abyssal. Can be used as an evil aligned holy symbol. No matter your alignment, you appear to all who can tell alignments as Evil. boots of the winterfell ·· feet ·· equipped ·· These white furred boots allow you to move through snow at normal speed, without leaving any tracks. It also allows you to travel across ice without needing to take any checks for movement, and it has the spell 'endure elements' cast upon it allowing you to always be comfortable in the environment. obsidian heart insignia ·· free slot ·· equipped ·· This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. If necessary, it can be attuned to mind speech to communicate with one another as well, meaning that you can have a conversation without being overheard. It can be worn as a pin, a cloak clasp, or even attached to a necklace. You can even choose the simpler pin that can snap anywhere even on metal armor. obsidian heart ring ·· free slot ·· equipped ·· This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below is the most popular. | ||
H8U |