Post by kisu on Jul 15, 2015 17:13:06 GMT -8
Character Name: Alucard
Player Name: Jaded
Alias: The Night Walker
Family/Allies/Friends: Integra Hellsing, Seras Victora, Walter C Dornez
Archetype: Vampire | Special missions specialist Hellsing Organization
Age: 598
Height: 6'3”
Weight: 185 Lbs
Hair: Black [can shift to white]
Eyes: Red
Nationality: Wallachian
Description:
Occupation: Hunter
_____________________________________________________________
STATISTICS
Fighting: Excellent
Agility: Incredible
Strength: Remarkable
Endurance: Amazing
Reasoning: Excellent
Intuition: Remarkable
Psyche: Remarkable
_____________________________________________________________
Health - 140/140
Mental Health - 80/80
Karma - 265
Popularity -
Contacts – Hellsing Organization
Resources -
Appearance -
_____________________________________________________________
Talents:
*Professional/Ex-Military: The hero has not only been through Basic training, but has been in the military long enough to gain advanced, extra, and/or special training, and thus gains sub-skills: This includes Brawling, Cartography and Heavy Weapons, and may include Demolitions, Drive, Leadership, Marksmanship, or Pilot. in addition the hero may take ANOTHER member of the armed services as a Contact
*Intimidation/Interrogation: The character has the ability in Terrifying an individual into Doing, Saying, and or Reveling Information that the character wants, with a +1 CS to Psyche. Making the individual go along with the characters plans, at least Temporarily (The victim must make a successful Psyche Feat Versus the character with this Talents Psyche To Resist).
*Guns: Individuals without this Talent fire guns (all handguns, rifles, and sub-machine guns, including laser, stun. and concussion varieties) at their Agility rank. Those with this Talent fire such weapons at +1CS.
*Marksman: The character with this Talent gains a + 1CS to hit with any distance weapon that requires line of sight to hit (the character could benefit when firing heavy artillery, but not when controlling a teleguided missile). Such a weapon in the hands of a marksman does not suffer penalties to hit from range.
*Paired Weapons: Fire one additional shot or blow at full Rank when wielding two weapons.
**Weapon Specialist: Casull and Jackal - When dual wielding his personal handguns, Alucard makes a full 'round' of attacks with each gun. He is still limited to 3 attacks on any given, single target. If Alucard is deprived of them, this defaults to the prior 'Paired Weapons' skill.
Talent Name - Statistic Used - Points.
_____________________________________________________________
Quirks & Flaws
Restraint system: Alucards powers are actually under a system of “locks” that Integra Hellsing has the keys to, though he can bypass the lowest level if circumstances meet parameters the true extent of his power is at her fingertips. By himself Alucard can only go up to lvl 1 which allows the summoning of his hellhound and control of dark energies.
Arrogant - Alucard is arrogant to a fault and unable to take most enemies seriously, and so confident in his own power that getting any stronger almost seems like a ludicrous notion. Until he takes damage from an enemy, he rolls at -1CS to attack them.
Furthermore, it costs Alucard twice as much Karma and one extra Success to Advance.
LVL 1 - "Stunts" labeled as 'Level 1' in the power section are the form the power takes in this enhanced state. Alucard is only allowed to open this state when one of the following three parameters is met;
- Alucard is below 50 HP
- At least one ally is knocked out
- The party is outnumbered
Once unlocked, Alucard maintains this state until the parameter is no longer true. In the case of the 'below 50%' parameter, this only clicks off once Alucard's HP is full, but can't be triggered again until he falls below 50%.
LVL 0 – Similar to the above, stunts labeled as 'Level 0' in the Power section are the form the power takes in this ultimate state, Alucard's 'true' form. While very powerful, he is finally able to die in this state because his full gathered energy is released to power it.
Level 0 can only be unlocked personally by Integra Hellsing, Alucard's 'handler' in the Hellsing Organization. She will do this, reluctantly, if ALL THREE of the Level 1 parameters are ever true. With a Yellow Psyche check or the spending of 200 Karma, Alucard can convince her to ignore one of the three, but the other two must still be met. At the GMs discretion, Integra might also decide a particular enemy is dangerous or vital enough of a target to let Alucard go rabid on it.
Quirks =( Points)= :Ramifications
Flaws =( Points)= :Ramifications
Vampire - While relatively benevolent and too strong to have more than a passing disdain toward sunlight, Alucard is still a vampire. He is uncomfortable enough in holy places to incur a -1CS to FASE and Intuition, and damage from holy sources is doubled, and won't be hampered by his natural armor or an amorphous state. His Regeneration is halved during any round he's taken Holy damage.
_____________________________________________________________
Powers:
Vampiric Speed - Accounted for in base stats. Should Alucard's vampiric nature be somehow negated, his Agility falls to Excellent.
Vampiric Strength - Accounted for in base stats. Should Alucard's vampiric nature be somehow negated, his Strength falls to Good.
Vampiric Senses - Accounted for in base stats. Should Alucard's vampiric nature be somehow negated, his Intuition falls to Typical.
*Level 1 - Gains +1CS to Agility, Strength, and Intuition.
*Level 0 - Gains +2CS to Agility, Strength, and Intuition.
Shapeshifting - Remarkable ability to alter his own form, including clothing and voice. His height and weight can be shifted with ease, and no one with less than Incredible Intuition or Remarkable Enhanced Sense(s) is even able to roll against it without reason to suspect he isn't what he appears.
*Muscle Shift - By shifting the arrangement of his muscular system, Alucard is able to 'move' ranks of stats around. He can lower any FAS stat by -1CS and increase any other stat by +1CS as a full round action. This doesn't require a roll, but no stat can go above or below +/-1CS from its base.
*Armor Shift - By moving his mass to the outside and condensing it, Alucard gain form Good (10) natural armor by shifting any FAS stat down by 1. This can be done up to twice more, granting 15 and 20 Natural Armor respectively and lowering two other stats.
*Nightmare - Alucard can take the form of an indescribably horrific blob which is mostly mouths and eyes. In this form, Alucard can't use weapons or even his own natural armor, but takes half damage from all physical sources and gains a +2CS to Intimidation checks.
Regeneration - Amazing, heals 5 HP per round. This can easily regenerate lost limbs with a round's concentration, and functions no matter how low into the negatives Alucard is brought, but he can't take action except to move his own blood around until his HP is a positive number again.
*Level 1 - Lost or damaged parts can be regenerated with a single action rather than a full round action.
*Level 0 - Shifts to Unearthly (10 HP per round). Lost or damaged limbs regrow instantly, but the regeneration no longer functions at 0 HP or lower. Alucard can actually die.
Summon Familiar - Alucard can summon illusionary allies, which have Amazing flight speed and Agility, but Shift0 in all other stats. The illusions can harass a single enemy at a time to lower all their rolls by -1CS, as long as neither their Psyche or Endurance is higher than Good, but they simply aren't dangerous enough to do anything but superficial damage. He can only maintain one illusion at a time.
Illusions effectively have 1 HP.
*Level 1 - Alucard can, with a full round action, summon Baskerville, a many eyed Hellhound. Baskerville's stats are listed below, and Alucard can only maintain one at a time. Alucard can spend 20 Health to revive or fully heal Baskerville as a full round action, and he will recover naturally between missions.
*Level 0 - Alucard can, with a full round action, summon up to 3 Familiars. These can be an instance of Baskerville or any enemy he's killed during the course of the game. These Familiars cost 20 Health each to generate, though Illusionary ones can be summoned for free.
Darkness Control - Allows Alucard to phase through walls. Each round of use costs 10 Mental Health, which recovers at Psyche per night of rest. While phased, Alucard is immune to physical damage, but can't cause damage either.
Level 1 - Each round of use costs 5 Mental Health. Alucard can spend a full round action to make the room he's in as dark as he likes.
Level 0 - Alucard can freely control the degree of darkness around himself and Phase for as long as he likes without cost.
Drink Deep - Alucard can drink the blood of downed targets, stealing their souls in the process. This normally just doubles his Regeneration for any round he spends drinking, but if a particularly powerful soul is stolen, it may have special powers that he can utilize.
Most souls will only be usable once before they have to 'rest', and can also be summoned as Familiars while at Level 0.
_____________________________________________________________
Personality – Alucard is a beast, but one with a heart and a sense of sorrow. Hes extremely hard on those that try to go down the same path as him, saying that one has to earn it, and comparing himself to a monster without any pause. Though he relishes those that “earn” their keep as in the case of Seras Victoria his last progeny. Alucard actually envies humans since they can age and die and sees the aging process as beautiful.
History – Alucard started as Vlad Drakul III eventually known as Vlad the Impaler, during this reign of terror he was eventually confronted by Integras father and defeated, instead of being killed however he was returned to the Hellsing estate and had a series of seals placed on him. Used sparingly during this time due to Sir Hellsings personal views he was often left inside a cell with straight jacket firmly applied. This all changed after Integras father died. Her uncle attempted a violent coup the fallout of which being the young Integra discovering Alucards resting place. After freeing him and by showing her force of will Alucard willingly submitted to her command and since then has been used by the Hellsing organization to exterminate special interest targets.
- Equipment -
Clothing - Snappy
Casull - Deals Remarkable (30) damage, requires Remarkable strength to fire.
Jackal - Deals Excellent (20) damage, but Incredible (40) to creatures of the night. Damage dealt by the Jackal recovers at half normal speed. Requires Excellent Strength to fire.
Glasses - Cool and iconic.
_____________________________________________
Baskerville
FASE Remarkable/Remarkable/Good/Remarkable
RIP Poor/Amazing/Shift0
50/50 HP
Claws - Razor sharp claws. Deal +1CS damage. On a Yellow attack, the target bleeds 5 Health on each action they take the next round, ignoring armor. Can't Multi-attack.
Fangs - Crushing, wicked fangs. Only usable on targets Baskerville has 'pounced' and pinned down (Grappled), these deal +2CS damage and ignore armor below Excellent. Can't Multi-attack. Critical bonus damage is rolled twice.
Zombie Knight
FASE Remarkable/Poor/Excellent/Excellent
RIP Shift0/Shift0/Shift0
50/50 HP
Bastard Sword - Can be swung once per round at Incredible, for Remarkable (30) damage.
Shield - +1CS when defending
Platemail - Remarkable protection (20)
Zombie Nazi (Luger/StG44)
FASE Typical/Excellent/Typical/Excellent
RIP Shift0/Shift0/Shift0
30/30 HP
StG44 - Can be fired at Remarkable accuracy for Remarkable (30) damage, three times before it runs out of bullets.
Luger - Can be fired at Remarkable accuracy for Good (10) damage. Infinite bullets.
Zombie Nazi (Kar98)
FASE Typical/Excellent/Typical/Excellent
RIP Shift0/Shift0/Shift0
30/30 HP
Kar98 Longrifle - Firable once every other turn at Incredible, dealing Amazing (50) damage which ignores armor under Incredible.
Bayonette - Standby attack used on rounds where the Longrifle is unavailable. Deals Strength based damage and grants Excellent Parrying ability.
Zombie Nazi (MG42)
FASE Shift0/Excellent/Shift0/Shift0
RIP Shift0/Shift0/Shift0
10/10 HP
This Familiar is stuck to a heavy weapon emplacement and can't move, or even dodge attacks.
Its machinegun deals Amazing (50) damage and attacks all targets once at full Agility.
Player Name: Jaded
Alias: The Night Walker
Family/Allies/Friends: Integra Hellsing, Seras Victora, Walter C Dornez
Archetype: Vampire | Special missions specialist Hellsing Organization
Age: 598
Height: 6'3”
Weight: 185 Lbs
Hair: Black [can shift to white]
Eyes: Red
Nationality: Wallachian
Description:
Occupation: Hunter
_____________________________________________________________
STATISTICS
Fighting: Excellent
Agility: Incredible
Strength: Remarkable
Endurance: Amazing
Reasoning: Excellent
Intuition: Remarkable
Psyche: Remarkable
_____________________________________________________________
Health - 140/140
Mental Health - 80/80
Karma - 265
Popularity -
Contacts – Hellsing Organization
Resources -
Appearance -
_____________________________________________________________
Talents:
*Professional/Ex-Military: The hero has not only been through Basic training, but has been in the military long enough to gain advanced, extra, and/or special training, and thus gains sub-skills: This includes Brawling, Cartography and Heavy Weapons, and may include Demolitions, Drive, Leadership, Marksmanship, or Pilot. in addition the hero may take ANOTHER member of the armed services as a Contact
*Intimidation/Interrogation: The character has the ability in Terrifying an individual into Doing, Saying, and or Reveling Information that the character wants, with a +1 CS to Psyche. Making the individual go along with the characters plans, at least Temporarily (The victim must make a successful Psyche Feat Versus the character with this Talents Psyche To Resist).
*Guns: Individuals without this Talent fire guns (all handguns, rifles, and sub-machine guns, including laser, stun. and concussion varieties) at their Agility rank. Those with this Talent fire such weapons at +1CS.
*Marksman: The character with this Talent gains a + 1CS to hit with any distance weapon that requires line of sight to hit (the character could benefit when firing heavy artillery, but not when controlling a teleguided missile). Such a weapon in the hands of a marksman does not suffer penalties to hit from range.
*Paired Weapons: Fire one additional shot or blow at full Rank when wielding two weapons.
**Weapon Specialist: Casull and Jackal - When dual wielding his personal handguns, Alucard makes a full 'round' of attacks with each gun. He is still limited to 3 attacks on any given, single target. If Alucard is deprived of them, this defaults to the prior 'Paired Weapons' skill.
Talent Name - Statistic Used - Points.
_____________________________________________________________
Quirks & Flaws
Restraint system: Alucards powers are actually under a system of “locks” that Integra Hellsing has the keys to, though he can bypass the lowest level if circumstances meet parameters the true extent of his power is at her fingertips. By himself Alucard can only go up to lvl 1 which allows the summoning of his hellhound and control of dark energies.
Arrogant - Alucard is arrogant to a fault and unable to take most enemies seriously, and so confident in his own power that getting any stronger almost seems like a ludicrous notion. Until he takes damage from an enemy, he rolls at -1CS to attack them.
Furthermore, it costs Alucard twice as much Karma and one extra Success to Advance.
LVL 1 - "Stunts" labeled as 'Level 1' in the power section are the form the power takes in this enhanced state. Alucard is only allowed to open this state when one of the following three parameters is met;
- Alucard is below 50 HP
- At least one ally is knocked out
- The party is outnumbered
Once unlocked, Alucard maintains this state until the parameter is no longer true. In the case of the 'below 50%' parameter, this only clicks off once Alucard's HP is full, but can't be triggered again until he falls below 50%.
LVL 0 – Similar to the above, stunts labeled as 'Level 0' in the Power section are the form the power takes in this ultimate state, Alucard's 'true' form. While very powerful, he is finally able to die in this state because his full gathered energy is released to power it.
Level 0 can only be unlocked personally by Integra Hellsing, Alucard's 'handler' in the Hellsing Organization. She will do this, reluctantly, if ALL THREE of the Level 1 parameters are ever true. With a Yellow Psyche check or the spending of 200 Karma, Alucard can convince her to ignore one of the three, but the other two must still be met. At the GMs discretion, Integra might also decide a particular enemy is dangerous or vital enough of a target to let Alucard go rabid on it.
Quirks =( Points)= :Ramifications
Flaws =( Points)= :Ramifications
Vampire - While relatively benevolent and too strong to have more than a passing disdain toward sunlight, Alucard is still a vampire. He is uncomfortable enough in holy places to incur a -1CS to FASE and Intuition, and damage from holy sources is doubled, and won't be hampered by his natural armor or an amorphous state. His Regeneration is halved during any round he's taken Holy damage.
_____________________________________________________________
Powers:
Vampiric Speed - Accounted for in base stats. Should Alucard's vampiric nature be somehow negated, his Agility falls to Excellent.
Vampiric Strength - Accounted for in base stats. Should Alucard's vampiric nature be somehow negated, his Strength falls to Good.
Vampiric Senses - Accounted for in base stats. Should Alucard's vampiric nature be somehow negated, his Intuition falls to Typical.
*Level 1 - Gains +1CS to Agility, Strength, and Intuition.
*Level 0 - Gains +2CS to Agility, Strength, and Intuition.
Shapeshifting - Remarkable ability to alter his own form, including clothing and voice. His height and weight can be shifted with ease, and no one with less than Incredible Intuition or Remarkable Enhanced Sense(s) is even able to roll against it without reason to suspect he isn't what he appears.
*Muscle Shift - By shifting the arrangement of his muscular system, Alucard is able to 'move' ranks of stats around. He can lower any FAS stat by -1CS and increase any other stat by +1CS as a full round action. This doesn't require a roll, but no stat can go above or below +/-1CS from its base.
*Armor Shift - By moving his mass to the outside and condensing it, Alucard gain form Good (10) natural armor by shifting any FAS stat down by 1. This can be done up to twice more, granting 15 and 20 Natural Armor respectively and lowering two other stats.
*Nightmare - Alucard can take the form of an indescribably horrific blob which is mostly mouths and eyes. In this form, Alucard can't use weapons or even his own natural armor, but takes half damage from all physical sources and gains a +2CS to Intimidation checks.
Regeneration - Amazing, heals 5 HP per round. This can easily regenerate lost limbs with a round's concentration, and functions no matter how low into the negatives Alucard is brought, but he can't take action except to move his own blood around until his HP is a positive number again.
*Level 1 - Lost or damaged parts can be regenerated with a single action rather than a full round action.
*Level 0 - Shifts to Unearthly (10 HP per round). Lost or damaged limbs regrow instantly, but the regeneration no longer functions at 0 HP or lower. Alucard can actually die.
Summon Familiar - Alucard can summon illusionary allies, which have Amazing flight speed and Agility, but Shift0 in all other stats. The illusions can harass a single enemy at a time to lower all their rolls by -1CS, as long as neither their Psyche or Endurance is higher than Good, but they simply aren't dangerous enough to do anything but superficial damage. He can only maintain one illusion at a time.
Illusions effectively have 1 HP.
*Level 1 - Alucard can, with a full round action, summon Baskerville, a many eyed Hellhound. Baskerville's stats are listed below, and Alucard can only maintain one at a time. Alucard can spend 20 Health to revive or fully heal Baskerville as a full round action, and he will recover naturally between missions.
*Level 0 - Alucard can, with a full round action, summon up to 3 Familiars. These can be an instance of Baskerville or any enemy he's killed during the course of the game. These Familiars cost 20 Health each to generate, though Illusionary ones can be summoned for free.
Darkness Control - Allows Alucard to phase through walls. Each round of use costs 10 Mental Health, which recovers at Psyche per night of rest. While phased, Alucard is immune to physical damage, but can't cause damage either.
Level 1 - Each round of use costs 5 Mental Health. Alucard can spend a full round action to make the room he's in as dark as he likes.
Level 0 - Alucard can freely control the degree of darkness around himself and Phase for as long as he likes without cost.
Drink Deep - Alucard can drink the blood of downed targets, stealing their souls in the process. This normally just doubles his Regeneration for any round he spends drinking, but if a particularly powerful soul is stolen, it may have special powers that he can utilize.
Most souls will only be usable once before they have to 'rest', and can also be summoned as Familiars while at Level 0.
_____________________________________________________________
Personality – Alucard is a beast, but one with a heart and a sense of sorrow. Hes extremely hard on those that try to go down the same path as him, saying that one has to earn it, and comparing himself to a monster without any pause. Though he relishes those that “earn” their keep as in the case of Seras Victoria his last progeny. Alucard actually envies humans since they can age and die and sees the aging process as beautiful.
History – Alucard started as Vlad Drakul III eventually known as Vlad the Impaler, during this reign of terror he was eventually confronted by Integras father and defeated, instead of being killed however he was returned to the Hellsing estate and had a series of seals placed on him. Used sparingly during this time due to Sir Hellsings personal views he was often left inside a cell with straight jacket firmly applied. This all changed after Integras father died. Her uncle attempted a violent coup the fallout of which being the young Integra discovering Alucards resting place. After freeing him and by showing her force of will Alucard willingly submitted to her command and since then has been used by the Hellsing organization to exterminate special interest targets.
- Equipment -
Clothing - Snappy
Casull - Deals Remarkable (30) damage, requires Remarkable strength to fire.
Jackal - Deals Excellent (20) damage, but Incredible (40) to creatures of the night. Damage dealt by the Jackal recovers at half normal speed. Requires Excellent Strength to fire.
Glasses - Cool and iconic.
_____________________________________________
Baskerville
FASE Remarkable/Remarkable/Good/Remarkable
RIP Poor/Amazing/Shift0
50/50 HP
Claws - Razor sharp claws. Deal +1CS damage. On a Yellow attack, the target bleeds 5 Health on each action they take the next round, ignoring armor. Can't Multi-attack.
Fangs - Crushing, wicked fangs. Only usable on targets Baskerville has 'pounced' and pinned down (Grappled), these deal +2CS damage and ignore armor below Excellent. Can't Multi-attack. Critical bonus damage is rolled twice.
Zombie Knight
FASE Remarkable/Poor/Excellent/Excellent
RIP Shift0/Shift0/Shift0
50/50 HP
Bastard Sword - Can be swung once per round at Incredible, for Remarkable (30) damage.
Shield - +1CS when defending
Platemail - Remarkable protection (20)
Zombie Nazi (Luger/StG44)
FASE Typical/Excellent/Typical/Excellent
RIP Shift0/Shift0/Shift0
30/30 HP
StG44 - Can be fired at Remarkable accuracy for Remarkable (30) damage, three times before it runs out of bullets.
Luger - Can be fired at Remarkable accuracy for Good (10) damage. Infinite bullets.
Zombie Nazi (Kar98)
FASE Typical/Excellent/Typical/Excellent
RIP Shift0/Shift0/Shift0
30/30 HP
Kar98 Longrifle - Firable once every other turn at Incredible, dealing Amazing (50) damage which ignores armor under Incredible.
Bayonette - Standby attack used on rounds where the Longrifle is unavailable. Deals Strength based damage and grants Excellent Parrying ability.
Zombie Nazi (MG42)
FASE Shift0/Excellent/Shift0/Shift0
RIP Shift0/Shift0/Shift0
10/10 HP
This Familiar is stuck to a heavy weapon emplacement and can't move, or even dodge attacks.
Its machinegun deals Amazing (50) damage and attacks all targets once at full Agility.