- Octavia - PL 8
- Strength 10, Stamina 0, Agility 0, Dexterity 0, Fighting 10, Intellect 0, Awareness 0, Presence 0 40pt
- Advantages 8pts
- Choke hold, Evasion rank 2, Fearless, Improved aim, Improved hold, Interpose, Jack-of-all-trades
- CHOKEHOLD COMBAT
- If you successfully grab and restrain an opponent (see
- Grab, page 196), you can apply a chokehold, causing your
- opponent to begin suffocating for as long as you continue
- to restrain your target (see Suffocation, page 186).
- EVASION COMBAT, RANKED (2)
- You have a +2 circumstance bonus to Dodge resistance
- checks to avoid area effects (see the Area extra in the
- Powers chapter). If you have 2 ranks in this advantage,
- your circumstance bonus increases to +5.
- FEARLESS GENERAL
- You are immune to fear effects of all sorts, essentially the
- same as an Immunity to Fear effect (see Immunity in the
- Powers chapter).
- IMPROVED AIM COMBAT
- You have an even keener eye when it comes to ranged
- combat. When you take a standard action to aim, you
- gain double the normal circumstance bonus: +10 for a
- close attack or ranged attack adjacent to the target, +5
- for a ranged attack at a greater distance. See Aim, page
- 194, for details.
- IMPROVED HOLD COMBAT
- Your grab attacks are particularly difficult to escape. Opponents
- you grab suffer a –5 circumstance penalty on
- checks to escape.
- INTERPOSE GENERAL
- Once per round, when an ally within range of your normal
- movement is hit by an attack, you can choose to place
- yourself between the attacker and your ally as a reaction,
- making you the target of the attack instead. The attack
- hits you rather than your ally, and you suffer the effects
- normally. You cannot use this advantage against area effects
- or perception range attacks, only those requiring an
- attack check.
- JACK-OF-ALL-TRADES SKILL
- You can use any skill untrained, even skills or aspects of
- skills that normally cannot be used untrained, although
- you must still have proper tools if the skill requires them.
- Skills 21pts
- Close Combat (Sword and Shield, 16 ranks), Ranged Combat (Javalin, 16 ranks), Acrobatics (10 ranks)
- Powers 34 pts
- Immunity 10 ranks, Comprehend rank 7,
- IMMUNITY DEFENSE ( 10 ranks, aging, disease, poison, cold, heat, high pressure, radiation, vacuum, suffocation effects (no need to breathe at all))
- Action: None • Range: Personal
- Duration: Permanent • Cost: 1 point per rank
- You are immune to certain effects, automatically succeeding
- on any resistance check against them. You assign ranks of
- Immunity to various effects to gain immunity to them (with
- more extensive effects requiring more ranks). These assignments
- are permanent. Examples include the following:
- COMPREHEND SENSORY ( 7 languages ranks)
- Action: None • Range: Personal
- Duration: Permanent• Cost: 2 points per rank
- You can comprehend different sorts of communication.
- Each rank in this effect allows you to choose one of the
- following options:
- LANGUAGES
- You can either speak or understand the language of any
- intelligent creature. You can speak only one language at a
- time, although you can comprehend multiple languages
- at once. This effect does not enable you to speak with
- creatures that don’t possess a language. For 2 ranks you
- can both speak and understand all languages. For 3 ranks
- anyone able to hear you can understand what you’re saying,
- regardless of language. Being able to also read any
- language you comprehend requires 1 additional rank.
- FLIGHT MOVEMENT (rank 10)
- Action: Free • Range: Personal
- Duration: Sustained • Cost: 2 points per rank
- You can fly through the air, including hovering in place.
- You have a flight speed rank equal to your effect rank.
- FLIGHT FLAWS
- Wings: You have wings that allow you to fly, but they run
- the risk of being fouled or restrained, which prevents you
- from flying. If you are immobilized, restrained, or bound,
- you cannot fly. You can regain the use of your wings by
- reactivating your Flight effect once you are no longer
- affected by the aforementioned conditions. –1 cost
- per rank.
- SENSES SENSORY
- Action: None • Range: Personal
- Duration: Permanent • Cost: 1 point per rank
- One or more of your senses are improved, or you have additional
- sensory abilities beyond the normal five senses.
- Allocate ranks in Senses to the following effects. Some options
- require more than one rank, noted in their descriptions.
- So if you have Senses 5, for example, you can have
- darkvision (2 ranks), direction sense (1 rank), distance
- sense (1 rank), and ultra-hearing (1 rank), or any other
- combination adding up to 5 ranks.
- Like all sensory effects, Senses uses the sense types described
- on page 126 as descriptors.
- COUNTERS CONCEALMENT 2 RANKS
- A sense type with this trait ignores the Concealment effect
- of a particular descriptor; you sense the subject of the effect
- normally, as if the Concealment wasn’t even there. So
- if you have vision that Counters Invisibility, for example,
- then invisible beings are visible to you. For 5 ranks, the
- sense type ignores all Concealment effects, regardless of
- descriptor. Concealed subjects seem slightly “off” to you,
- enough to know they are concealed to others. This trait
- does not affect concealment provided by opaque objects,
- for that, see Penetrates Concealment.
- COUNTERS ILLUSION 2 RANKS
- A sense type with this trait ignores the Illusion effect; you
- automatically succeed on your resistance check against the
- illusion if it affects your sense type, realizing that it isn’t real.
- DARKVISION 2 RANKS
- You can see in complete darkness as if it were normal daylight;
- darkness provides no concealment to your vision.
- This is essentially the same as Counters Concealment (Darkness).
- DANGER SENSE 1 RANK
- When you would normally be surprised in combat, make
- a Perception check (DC 10): One degree of success means
- you’re not surprised, but can’t act during the surprise
- round (so you don’t suffer any conditions of being surprised),
- while two or more degrees of success means you
- are not surprised and may act during the surprise round
- (if any). Failure means you are surprised (although, if you
- have Uncanny Dodge, you are not vulnerable).
- Offense
- Grab, +0 (DC Spec 19)
- Complications
- Languages
- Latin
- Defense
- Dodge (DC 10)
- Fortitude (DC 10)
- Parry (DC 20)
- Toughness (DC 10)
- Will (DC 10)
- Power Points (DC 10)
- Abilities 40 + Powers 34 + Advantages 8 + Skills 21 + Defenses 0 =
- Backstory
- The First.
- Ancient young woman who was the sole survivor of a legendary battle records of which have been lost in the ages.
- After the battle she "Died" out of sheer exhaustion as the battle lasted several days
- and only recently woke up in a Romanian forests near the lost battleground
- She doesn't remember much if any of the battle that lead to her death but she does remember everything else of her life including the fact that she was the leader of a roman legion that was to fight an army of darkness
- Due to her pure ways and fervor in battle her life was spared when an angel that was watching the battle saw fit that he was unworthy of his own immortal status and sacrificed his immortality to save the woman and effectively make her an angel The angel still lives to this day as a mortal who does not age
- and still does not know why that is the case the reason he has not died of old age is because he is still immortal, because when he tried to give the woman all his angelic powers she was already immortal before she died
- Later on Octavia will begin to recall flickers from the battle
- And eventually come to the realization that the army she fought was entirely composed of vampires
- The reason she was immortal when she "Died" was because at the end of the battle she was locked in dire straights with the leader of the vampire army. Both Octavia and the leader of the vampire war band where inches from death.
- The vampire leader whom at the time and may very well still be wearing a magical animal skin cloak that hid him completely from holy figures like angels.
- Because she knew that she and her opponent where both weakened and may have only seconds to act before passing out from the strain of the whole battle weighing down on her Octavia tried to run the leader through but was caught off guard when the vampire bite her neck and sucked enough if not all of the life from her body granting him the strength to escape while subsequently putting her in a dying state, but also cursing her with vampirism.
- So when the angel sacrificed his immortality he was completely unaware that the mortal he blessed was the vessel of that curse
- So thousands of years later she woke up in the forest's of Romania
- And here we are.
- Vampire - PL 8
- Strength 3, Stamina 7, Agility 4, Dexterity 3, Fighting 8, Intellect 2, Awareness 4, Presence 4
- Advantages
- Equipment 2, Fearless
- Skills
- Athletics 2 (+5), Close Combat: ???? 5 (+13), Deception 2 (+6), Intimidation 1 (+5), Perception 3 (+7), Persuasion 3 (+7), Stealth 4 (+8)
- Powers
- Blood Magic
- On Black Wings: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
- Shadow Form (Activation: Move Action)
- Cloak of Darkness: Concealment 10 (All Senses; Blending, Partial, Passive)
- Dark Glide: Movement 1 (Permeate 1: speed rank -2)
- Dark Shade: Insubstantial 3 (Energy; Subtle: DC 20; Absent Strength)
- Immaterial: Immunity 5 (Entrapment)
- Vampiric Charm: Mind Control 8 (DC 18; Limited Degree)
- Vampiric Speed (Advantages: Improved Initiative 3)
- Dark Stride: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
- Dark Swiftness: Quickness 1 (Perform routine tasks in -1 time ranks)
- Vampiric Strength: Enhanced Strength 6 (+6 STR)
- Vampric Agility: Enhanced Agility 6 (+6 AGL)
- Vampirism
- Blood Healing: Regeneration 2 (Every 5 rounds; Persistent [0 ranks only]; Limited: Wounds made by silver weapons negates, Source: Human Blood)
- Creature of the Night: Immunity 11 (Removable, Aging, Life Support; Side Effect 2: always - Begin aging rapidly if exposed to direct sunlight.)
- No longer Mortal: Immortality 2 (Return after 1 week; Limited: Stake through the heart, Limited: Prolonged exposure to sunlight)
- Equipment
- Hold-out Pistol, Sword
- Offense
- Initiative +4
- Grab, +8 (DC Spec 13)
- Hold-out Pistol, +3 (DC 17)
- Sword, +8 (DC 21)
- Throw, +3 (DC 18)
- Unarmed, +8 (DC 18)
- Vampiric Charm: Mind Control 8 (DC Will 18)
- Complications
- Power Loss: Stake through the heart
- Weakness: Direct Sunlight
- Weakness: Silver
- Languages
- Native Language
- Defense
- Dodge 4, Parry 8, Fortitude 7, Toughness 7, Will 6
- Power Points
- Abilities 70 + Powers 35 + Advantages 3 + Skills 10 (20 ranks) + Defenses 2 = 120