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Post by Claire Redfield on Mar 19, 2014 13:57:16 GMT -8
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Post by Claire Redfield on Mar 19, 2014 13:57:27 GMT -8
Legendary Belmondo"Then this is the hour of your death!" TREVOR BELMONTAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions:B ELMONT C LANS CARRED W ARRIORH EART OF F IREPower Sets:BELMONT BLOODLINEE NHANCED D URABILITY D8, E NHANCED R EFLEXES D8, E NHANCED S TAMINA D8, E NHANCED S TRENGTH D8, M YSTIC R ESISTANCE D8 SFX: Grace. Spend 1 PP to reroll when using any BELMONT BLOODLINE power. SFX: Immunity. Spend 1 PP to ignore stress, trauma and complications from poisons, diseases and curses. Limit: Exhausted. Shutdown a BELMONT BLOODLINE power to gain 1 PP. Take an action vs. the Doom pool to recover power. VAMPIRE HUNTER ARTIFACTST EMPORAL C ONTROL D6, T HROWN W EAPONS D8, V AMPIRE K ILLER W HIP D10 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Cross Boomerang. Step up or double a THROWN WEAPONS against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Item Crash. Step up or double any VAMPIRE HUNTER ARTIFACTS power (except V AMPIRE K ILLER) for one action, or spend 1 PP to do both, then shutdown that power. Recover power by activating an opportunity or during a Transition Scene. SFX: Multipower. Use two or more VAMPIRE HUNTER ARTIFACTS powers in a single dice pool. Step back each die once for every additional power. SFX: Thrown Axes. Add a D6 to your dice pool for a physical attack action and step back the highest die in your pool by -1 to step up stress inflicted by +1. SFX: Silver Daggers. Split THROWN WEAPONS into 2D6. Limit: Gear. Shutdown a VAMPIRE HUNTER ARTIFACTS power and gain 1 PP. Take an action vs. the Doom pool to recover power. Specialties:A CROBATIC E XPERT D8, C OMBAT M ASTER D10, M ENACE E XPERT D8, M YSTIC E XPERT D8 Milestones:VAMPIRE SLAYER'S OATHYour family is sworn to destroy Dracula whenever he rises, and other vampires whose evil terrorizes humanity. You are an enemy to all creatures of darkness, but none more so than the undying vampiric nobility at the top of the supernatural food chain.1 XP when you face a creature of darkness for humanity, or set off on a quest to purge the land of supernatural evil. 3 XP when you defeat a powerful creature of darkness, or when you forgive a repentant servant of the night. 10 XP when you destroy Dracula, or aid another in doing so. BEACONS OF HOPEYou are not alone in the fight against Dracula and the forces of Chaos. Many have suffered losses and sworn vengeance upon the Dark Lord. You may meet other hunters along the road who will join you in your quest to destroy Dracula. 1 XP when you meet another vampire hunter or discover the remains of their failure. 3 XP when you come to the aid of people beset by evil forces, or when you receive unexpected help in a fight. 10 XP when you recruit a new partner in the battle against Dracula. ID: Trevor Belmont (Public) History:The Belmonts are a clan of warriors feared for their abilities and yet welcomed when the night darkens and Demon Castle Dracula casts its shadow over Wallachia. Their origins date back to the eleventh century and a man named Leon Belmont, the first of the Belmonts to face the vampire who would later be known as Dracula. Since Leon swore an oath to destroy Dracula no matter how many times he is resurrected, each successive generation of Belmonts have been raised as holy warriors. Trevor is no exception. His turn in the moonlight came in 1476, when Dracula rose again and his evil seeped into the land, poisoning life itself with evil magic. Trevor set out to do what every Belmont must. On the road to Castlevania he met other hunters. The witch Sypha Belnades had been petrified by a cyclops, but when Trevor defeated the monster, she was restored. Later the two would marry and give rise to the next generation of Belmonts. Trevor and Sypha encountered a ghost in the Clock Tower and, upon defeating it, freed the pirate Grant DaNasty of Dracula's curse. Restored to humanity, Grant joined the pair in their fight. Finally, they encountered what appeared to be Dracula deep in the bowels of Castlevania. Upon vanquishing him, he was revealed to be Alucard, dhampir son of Dracula. Desiring to stop his father's evil, Alucard joined the hunters. Together, the four of them ventured into Dracula's chamber and slew him. In the aftermath, Grant left to pick up the pieces of his shattered life, Alucard went into hibernation to render the curse of his blood dormant, and Trevor went on to marry Sypha. Three years later, Trevor once again felt the call when Castlevania suddenly reappeared due to the machinations of Isaac, the Devil Forgemaster. Venturing back into the mountains, Trevor met Hector, a repentant Devil Forgemaster who had come seeking vengeance on Isaac for the death of his wife. While ultimately the battle and its victory would belong to Hector, Trevor aided the former servant of Dracula once he ascertained that Hector had indeed repented. Personality:Trevor is a proud warrior, as befits one of his holy lineage and great strength. He is fierce when provoked but also merciful and kind in spirit. Though Hector was once a servant of Dracula, when Trevor realized Hector had truly experienced a change of heart, he was willing to lend his aid to Hector's quest. He was also moved to pity for Grant and Alucard. Trevor can't stand to see people suffer and will fight to the death to protect those who cannot protect themselves. Abilities and Resources:All of the Belmont clan are possessed of great strength, enduring evils that would break lesser men and women with ease. Chief among the weapons with which they fight against Dracula is the powerful Vampire Killer whip. Empowered by alchemy and the soul of a pure-hearted woman's sacrifice, Vampire Killer is a holy weapon capable of damaging all manner of supernatural creatures. By its power do the Belmonts slay Dracula in battle. The Belmonts also wield a collection of other artifacts reclaimed from fallen vampire hunters, including vials of holy water that erupt into scouring flames, a cross boomerang, thrown axes and silver daggers. Some Belmonts, such as Trevor (and his descendant Richter) can use these weapons in an "Item Crash", a more powerful but draining version of the attack.
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Post by Claire Redfield on Mar 19, 2014 13:57:36 GMT -8
Mad ForestSYPHA BELNADESAffiliations: S OLO D8, B UDDY D10, T EAM D6 Distinctions:S PIRIT W ITCHV ENGEFUL H UNTERF ORBIDDEN K NOWLEDGEPower Sets:ELEMENTAL MAGICB ALL L IGHTNING D8, C OLD C ONTROL D8, E LECTRIC C ONTROL D8, F IRE B LAST D10, F IRE C ONTROL D8, M YSTIC R ESISTANCE D8, M YSTIC S ENSES D8 SFX: Freeze Solid. Add a D6 and step up your effect die by +1 when inflicting a Frozen complication on a target. SFX: Burst. Step up or double BALL LIGHTNING against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Multipower. Use two or more ELEMENTAL MAGIC powers in a single dice pool at -1 step for each additional power. Limit: Out of Hearts. Shutdown any ELEMENTAL MAGIC power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. Specialties:C OMBAT E XPERT D8, M YSTIC M ASTER D10, P SYCH E XPERT D8 Milestones:HEART OF VENGEANCEYour home drowns in the blood of your people, slain by Dracula's forces. Called by the Church and, more importantly to you, by a desire for vengeance, you now seek retribution on the Dark Lord himself. 1 XP when you reach a new destination or face a new enemy on your mission to destroy Dracula. 3 XP when you defeat a powerful minion of Chaos or you are defeated in turn. 10 XP when you vanquish Dracula. PROVE THYSELFAs a woman and a self-styled vampire hunter, you feel a burning need to prove yourself against men and vampires and against the "true vampire hunters", the Belmonts. 1 XP when you take on a role normally given to a man. 3 XP when you prove your skill by triumphing over a man or when you best a vampire hunter. 10 XP when you succeed where a Belmont fails or help a Belmont to succeed despite the odds. ID: Sypha Belnades (Public) History:Sypha hails from the Belnades clan of witches native to Wallachia. The Belnades, a matriarchal clan, call upon the spirits of their ancestors and of nature to cast powerful elemental spells. Unfortunately, in a land beset by supernatural evil and superstitious villagers, witches are mistrusted and feared at best, burned at the stake at worst. The latter claimed a great many, including Sypha's family, in horrific witch trials and the death and burnings that followed, set into motion by the forces of Chaos. Orphaned by the tragic murders, Sypha joined a monastery and lived for some time as a monk. She never forsook the witchcraft of her heritage, however, and mastered the spirit magics of her people. Though her powers often defied the will of the Church, Sypha was also an incredibly powerful monster hunter. Proud and defiant of the male chauvinism she had to deal with, as well as a fear of witches, Sypha worked hard to prove herself, to herself and to those around her, inside the order and out. Time and again she proved herself the most capable of the Church's hunters, taking on the most dangerous missions and slaying the strongest monsters. It was never enough, and Sypha wanted to test herself against the greatest vampire hunters, the Belmont clan, who were banished from Wallachia. She thought she might get her chance when Dracula resurrected and cast his long shadow over the land. When others failed, Sypha ventured forth to find the vampire lord and destroy him. She disguised herself as a man to travel through areas where tensions and superstitions ran high, to avoid a widespread hatred of witches. Sypha never got the chance to meet a Belmont or Dracula before a battle with a Cyclops left her petrified by its fell magic. She was returned to normal when Trevor Belmont slew the Cyclops, and Sypha joined him on his quest. Finally, she had the chance she had been waiting for: a chance to test herself against a true vampire hunter, and against Dracula himself. Yet in the fires of battle was forged a bond of the heart that grew into romance. Sypha grew to love the courage and honor of Trevor, and he grew to love her fiery heart and the bravery she showed in the face of adversity. Along with Grant and Alucard, they brought about the downfall of Dracula. Afterward, Sypha married Trevor and gave birth to the next generation of Belmont, powerful mystical bloodlines mixing to create even stronger descendants. Personality:Sypha is a very proud and determined woman. All her life she has faced discrimination, for being a woman, for being a witch, for being different. This has instilled in her a desire to prove herself at any cost, by taking on the most dangerous foes and the most arduous tasks. Fierce in battle, Sypha nevertheless has a softer side, especially toward women and children incapable of defending themselves. Abilities and Resources:Sypha's spirit pacts enable her to wield powerful elemental spells. Mainly she commands Fire, Ice and Lightning, able to manipulate them in the environment as well as for offensive purposes. Her short-ranged Fire spell is powerful, consuming the unholy alive... or undead. Sypha's Ice spells are very short-ranged but capable of freezing objects and enemies solid. The lightning she hurls forth in great electric spheres that surround enemies and overwhelm their defenses with lethal shocks. Sypha is also highly knowledgeable about the occult, from rituals to myths and mystic principles.
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Post by Claire Redfield on Mar 19, 2014 13:57:45 GMT -8
ClockworkGRANT DANASTYAffiliations: S OLO D6, B UDDY D8, T EAM D10 Distinctions:N OBLE P IRATE C APTAINF REEDOM F IGHTERC URSED R OGUEPower Sets:GHOST PIRATEE NHANCED S PEED D8, E NHANCED S TAMINA D8, L EAPING D6, S UPERHUMAN R EFLEXES D10, W ALL-C RAWLING D6 SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from poisons, disease or fatigue. SFX: Second Chance. Spend 1 PP to reroll when using any GHOST PIRATE power. Limit: Uncontrollable. Change any GHOST PIRATE power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power. PIRATE GEARW EAPON D8 SFX: Burst. Step up or double a PIRATE GEAR die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Focus. If a pool includes a PIRATE GEAR power, you may replace two dice of equal size with one die +1 step larger. Limit: Gear. Shutdown PIRATE GEAR and gain 1 PP. Take an action vs. Doom pool to recover. Specialties:A CROBATIC M ASTER D10, C OMBAT E XPERT D8, C RIME E XPERT D8 Milestones:REPAYMENT IN KINDDracula's forces destroyed your home, killed your people and his evil magic transformed you into a monster. You desire to revenge yourself upon him, and then, perhaps, rebuild from the wreckage of your life. 1XP when you reach a new destination or face a new enemy on your mission to destroy Dracula. 3XP when you defeat a powerful minion of Chaos or you are defeated in turn. 10XP when you vanquish Dracula. PICKING UP THE PIECESYou will ultimately be remembered not as a great vampire hunter, like Trevor Belmont, but as the man who rebuilt Wallachia. Your efforts to help undo the damage done by the forces of Chaos strengthen your homeland against future horrors. 1XP when you help someone harmed by Dracula in some way. 3XP when you recover something thought lost in the terror of Dracula's attack or when you discover the ultimate fate of someone who disappeared in the chaos. 10XP when you see Wallachia restored to its former prosperity and the fear of Dracula fades for a generation. ID: Grant DaNasty (Public) History: Grant hails from the DaNasty family of pirates, who have long had a feud with Dracula. Unfortunately, the vampire lord won that feud and slew all of the DaNasty family save for Grant, whom he transformed into a monster and trapped in the Clock Tower. Grant terrorized the Clock Tower for all hunters able to make it that far, trapped in a horrible fate worse than death. That is, until Trevor Belmont fought his way to the top of the Clock Tower. Upon his defeat at Trevor's hands, the pirate was freed of his curse. Grant opted to go with Trevor and help him destroy Dracula, using the abilities he'd gained as a monster as well as the skills he had from his pirate days. Grant aided Trevor and Sypha in braving the dangers of Castlevania. The three of them recruited Alucard, son of Dracula to their cause, and together the group killed Dracula once more. Afterward, Grant worked to rebuild his village and the rest of Wallachia, devastated by Dracula's forces. He was remembered foremost as that: a man who rebuilt and restored, a healer rather than a destroyer. Personality:When Trevor meets him, Grant is determined to exact his revenge on the bastard that killed his family. Yet at the same time, Grant is an honorable soul, eager to undo the damage caused by Dracula. He is soft-hearted toward his own people, especially after being turned into a monster by Dracula, going so far as to give up pirating after Dracula's death in order to rebuild the country. Eager and thoughtful, Grant is a man whose ultimate strength lies in his generosity. Abilities and Resources:As a monster, Grant was frightening: climbing on walls like a spider, throwing silver daggers and leaping about like some hellish toad. Once restored, Grant retained some of those abilities in addition to his own skill with axes and daggers. He can move very quickly, is highly acrobatic and can still climb on walls and ceilings like a spider. His leaping ability, combined with his great speed and wall-crawling, enables him to reach areas his companions cannot, as well as harry foes from unexpected directions.
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Post by Claire Redfield on Mar 19, 2014 13:57:51 GMT -8
Dracula's CastleALUCARDAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions:S ON OF D RACULAC URSED B LOODLINED ARKLY B EAUTIFULPower Sets:DHAMPIRD ARK E NERGY B LAST D8, E NHANCED D URABILITY D8, E NHANCED R EFLEXES D8, E NHANCED S ENSES D8, E NHANCED S PEED D8, S UPERHUMAN S TRENGTH D10 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Dangerous. Add a D6 to your dice pool for a physical attack action and step back the highest die in your pool by -1 to step up stress inflicted by +1. SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from poisons, diseases, fatigue or curses. Limit: Dhampir. Earn 1 PP when affected by vampire-specific complications and tech. BAT FORME NHANCED R EFLEXES D8, F LIGHT D6, S UPERHUMAN S ENSES D10 SFX: Multipower. Use two or more BAT FORM powers in a single dice pool at -1 step for each additional power. SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from poisons, diseases, fatigue or curses. Limit: Dhampir. Earn 1 PP when affected by vampire-specific effects, Milestones and tech. Limit: Mutually Exclusive. Shutdown DHAMPIR to activate BAT FORM. Shutdown BAT FORM to recover DHAMPIR. Specialties:A CROBATIC E XPERT D8, C OMBAT E XPERT D8, M ENACE E XPERT D8, M YSTIC E XPERT D8 Milestones:PURGE THE CURSEYou seek only to end the curse of your father's bloodline, starting with Dracula himself, and then by removing yourself from the world as well. You live only for the possibility of seeing the evil in your blood ended.1 XP when you take action against the forces of Dracula. 3 XP when using your powers results in humans hating and fearing you, or when despite their fear you save them from greater evil. 10 XP when you turn aside from the warmth of humanity and go into exile, or when you decide to face the darkness in yourself with the help of a human. MOTHER'S WISHESAlways you carry the words of your mother with you and do your best to live by them. Humans suffer enough already, for all their fear and hatred. They can be monsters as much as Dracula, but they can also be kindly like Lisa, your mother. You desire not to make their lot worse than it is already.1 XP when you embrace your human side, by partaking in art, feasting, or simply spend time among humans. 3 XP when you secretly use your powers to make the lives of villagers a little easier, or when you are discovered and forced away from humanity. 10 XP when you show mercy to those humans who have harmed you, or lash out against the same kinds of people that murdered your mother. ID: Adrian Farenheights Tepes (Secret) History:Adrian, or Alucard as he would come to be called, is the son of a human woman named Lisa and Lord Dracula himself. When Alucard was young, Lisa was burned as a witch, stoking the fires of Dracula's wrath. Even though his father bent his will upon Alucard and tried to foster a similar hatred in humanity, Alucard always kept his mother's dying words in heart. She did not hate the people that did this to her, and neither should Alucard. Torn between the vampiric curse in his veins and his humanity, Alucard grew cold and bitter. Ultimately he chose to fight against Dracula's army, hoping perhaps to open Dracula's eyes to the evil he committed, evil that made him no better than the humans who had originally wronged Dracula many centuries before. It did not work. Alucard was consumed by the very supernatural forces he sought to combat, deep within Castlevania. There he set himself to slumber, waiting for an opportunity, or at least refusing to use his powers in service of his father's goals. In some small corner of his mind, he hoped for someone to free him from his curse, by death or by slaying Dracula. That someone was Trevor, who ventured along with Grant and Sypha into Alucard's domain. The dhampir arose and did battle, and when Trevor's holy power vanquished him, Alucard saw an opportunity. He lent his strength to the quest, that he might personally see Dracula destroyed. After slaying his father, wracked with guilt and torment over his actions and the burden of evil he carried, Alucard went once more into exile and hibernation. Personality:Alucard is cold and distant by choice, though the passions of both his human and vampire sides can burn hot. He hates himself for the vampiric curse he carries and he hates his father for that same curse. There is nobility in Alucard, and a heart that he cannot fully deny no matter how hard he tries. Abilities and Resources:Though his powers are weakened when he awakens, Alucard is still the son of the most powerful vampire and wields great supernatural power. He possesses the superhuman physical prowess of his vampire kin. Like his father, he is proficient with dark magic, though nowhere near the master sorcerer that his father has become. He also retains some shapeshifting ability, being capable of taking the form of a large bat.
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Post by Claire Redfield on Mar 19, 2014 13:58:04 GMT -8
DRACULAAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions:L ORD OF V AMPIRESM ASTER OF C HAOSC URSED M ONSTERPower Sets:VAMPIRE LORDG ODLIKE S TAMINA D12, S UPERHUMAN D URABILITY D10, S UPERHUMAN R EFLEXES D10, S UPERHUMAN S ENSES D10, S UPERHUMAN S PEED D10, S UPERHUMAN S TRENGTH D10 SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in your pool by -1. Step up physical stress inflicted by +1. SFX: Immunity. Spend a Doom die to ignore stress, trauma or complications from poisons, disease, temperature extremes, radiation or psychic attack. SFX: Invulnerable. Spend a Doom die to ignore physical stress or trauma unless caused by magical attacks. SFX: Multipower. Use two or more VAMPIRE LORD powers in a single dice pool. Step back each power once for every additional power beyond the first. SFX: Regeneration. Spend a Doom die to recover your physical stress and step back your physical trauma. Limit: Undead. Earn a Doom die when affected by undead-specific complications and tech. FELL MAGICB LAST D10, S HAPESHIFTING D8, S ORCERY M ASTERY D10, S UBSONIC F LIGHT D8, T ELEPORT D6 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Burst. Step up or double a FELL MAGIC die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Summon. Add a D6 and step up your effect die by +1 when using FELL MAGIC to create assets. Limit: Growing Dread. When using a FELL MAGIC power, both 1s and 2s on your dice count as opportunities, but only 1s are excluded from being used for totals or effect dice. Dracula is a master of many forms, most of them monstrous. Often he takes on forms inspired by demons and monsters from myths around the world, and sometimes he simply becomes a nightmarish amalgam of claws, jaws, wings and less easily defined things. In Trevor's era, he takes on the forms of a many-faced floating monstrosity and a gigantic demon inspired by Pazuzu. In such forms, Dracula's S TRENGTH and D URABILITY become G ODLIKE, and he becomes a large-scale threat. His S OLO Affiliation changes to 4D10 and he follows the usual rules for large-scale threats. Specialties:C OMBAT M ASTER D10, M ENACE M ASTER D10, M YSTIC M ASTER D10 ID: Vlad Tepes Dracula (Secret) History:Ancient enemy of the Belmont clan, the Dark Lord of vampires was once a man. In the late 11th century, a knight and alchemist named Mathias Cronqvist fought alongside Leon Belmont. A genius tactician, Mathias persevered through knowledge and cunning rather than Leon's unparalleled strength and skill. The tragic death of his wife embittered Mathias and turned him against God, and he enacted a plan for revenge and defiance. He manipulated Leon into helping him kill and then steal the power of the most powerful vampire of the time, Walter Bernhard, becoming the lord of vampires and forsaking humanity. In the process, he lost his best friend and earned forever the enmity of the Belmont clan. Mathias fled the country and married again to a woman named Lisa, whom he truly loved. She bore him a son, Adrian, better known in decades to come as Alucard. Lisa was burned as a witch, an event which drove Vlad Tepes Dracula, as he now called himself, to the breaking point. He declared war on humanity and in the darkness gathered to himself vast forces of evil. Dracula led his forces against Wallachia, but Trevor Belmont, descendant of Leon, journeyed to stop him. Joined by others who had suffered the wrath of the vampire lord, Trevor slew Dracula in glorious battle. But that was not the end for Dracula... Personality:Mathias Cronqvist was a shrewd man, but a fair one, until his first wife died of illness. Afterward, he became bitter and withdrawn, eventually descending into a madness wherein he cursed God and chose to defy Him by becoming an immortal creature of the night. As Dracula, he is cruel almost entirely without mercy, save for his son. He believes himself the most powerful of beings, which is difficult to argue, and superior to the foolish mortals whose lives slip like grains through the hourglass. Given the chance, he would plunge the whole world into eternal night and let humanity suffer for its sins. Abilities and Resources:As a vampire, Dracula possesses superhuman physical abilities, from speed and reflexes to the heightened senses of a preternatural predator. His strength is incredible and he can endure horrific amounts of punishment before suffering any serious consequences. Sustained by unholy power, Dracula can recover from any injury and even return from death, no matter how many times he is slain. The Chaos magic he wields allows him to summon and manipulate infernal energies, craft terrifying illusions and rend space itself. Centuries of experience and a gifted mind for strategy have made Dracula a wily opponent in battle. Combined with his tremendous supernatural powers, this makes him the world's most dangerous monster and earns him his title as lord of the night.
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