Nikolai of Ardmor
Aug 20, 2014 2:38:12 GMT
Post by vatican on Aug 20, 2014 2:38:12 GMT
Nikolai of Ardmor
"I'm going out to get a bite to drink."
Basic Information
Age: 276
Class: Vampire
Background: Human-Accursed Vampire
Alignment: Neutral- Avoid a conflict or defuse a tense situation
Look: Yellowed Eyes, Slick Hair, Out-of-Style Finery, Commanding Posture
Statistics
Possessions
Chainmail shirt, (1 armor, 1 weight)-This simple steel mail shirt is imbued with defensive enchantments. While you wear it, you gain 2 hold on a partially successful Defend move, and 1 hold on a failure (in addition to whatever the GM says.) But beware: if you retreat from defense before spending your hold, the armor will break apart violently.
Adventuring gear (5 uses, 1 weight) a bundle of arrows (3 ammo, 1 weight)
Archaic armor (1 armor, 1 weight - Stored in Cellar)
An old family herloom (10 coins, 0 weight)
IIun's experimental papers (0 weight)
30 gold coins
5 Diamonds (1k gold each)
Potion of Mutation, 0 weight. (Human Blood) (Halfling Blood)
1 dungeon ration (5 uses, 1 weight)
Bag of books (4 uses, 2 weight)
The Laughing One's Spellbook
A wagon to pull it all
Worn items:
Out-of-Style Finery (0 weight)
Old-ass dagger (hand, 1-weight)
Dragonscale shirt (2 armor, effective against fire, 1 weight)
Dueling rapier (close, precise, 1 piercing, 2 weight)
Pickpocket's Hand, 0 weight
Black Eye, 0 weight - +1 to Discern Realities against creatures, and you may ask for free on a success: "What is this creature's weakness?"
Tunic of Fashion
Ring from greymage
Crossbow (Near, +1 damage, 1 piercing, Reload, 2 weight.) Bronze Bolts (1 ammo, 1 weight)
-1 Blood
Moves
Accursed Vampire: Candles and lanterns flicker when you enter a room
Chaotic: Spread fear through a community.
Nosferatu:You are a vampire! You do not age, nor do you need to breathe. You start with the
following two weaknesses:
• Instantly slain by a wooden stake to the heart
• Repulsed by and vulnerable to fire and sunlight
You may also choose up to three additional weaknesses:
Repulsed by and vulnerable to silver
Repulsed by and vulnerable to garlic
May only feed upon people of your own race
When you are reduced to 0 hit points, unless you were utterly annihilated or killed by a
weakness you turn into mist and return to your last safe resting place and gain 1 Hunger.
Apex Predator: When you feast on the blood of a living person, hold 2 Blood if you leave them alive or if they are already weakened, or hold 3 Blood if you kill a healthy person. The maximum Blood you can hold is equal to the number of weaknesses you have, plus your CON. When you hunt for a victim in a steading, roll+DEX if you use stealth or aggression, or
roll+CHA if you use guile or charm. *On a 10+, you find someone you can feed from
undisturbed. *On a 7-9, you still find a victim, but choose one:
• You only hold 1 Blood
• Someone catches you in the act
• You leave behind incriminating evidence
The Blood is Life!:When you make camp, spend 1 Blood or gain 1 Hunger. You do not recover HP when you make camp or rest; you must spend Blood.
You can spend 1 Blood to:
• Take +1 to any roll using +STR, only once per roll
• Make your next melee attack messy, forceful, or deal +1d4 damage
• Heal yourself for 2d4 HP
• Resist a weakness for a short time
• Reduce your Hunger by 1
The GM can spend 1 Hunger to:
• Make you attack the nearest or weakest creature
• Make you drain someone's blood completely when you are feeding
• Make your appearance monstrously inhuman for a while
• Run in terror from a weakness
Mesmerize: When you gaze deeply into a person's eyes, spend 1 Blood and roll+CHA.
*On a 10+, choose 2. *On a 7-9, choose 1:
• They treat you as a friend until you prove otherwise
• They run in terror
• They give you something they hold
• They truthfully answer one question
Beast-blood: You may spend 1 Blood to take the shape of a wolf or a bat, just as if you
had used the druid's Shapeshifter move. You always get 3 hold, no roll is needed.
Lord of the Dead: You may spend 1 Blood to cast the cleric spell Animate Dead, no roll is needed. Your created zombie has one additional trait from the list, and you also ignore the ongoing effect from the Animate Dead spell.
Aspect of the Bat: Your senses are very sharp. You can sense invisible creatures and navigate even in complete darkness.
You may spend 1 Blood to take +1 to any move using +WIS, but only once per roll.
Majesty: You may spend 1 Blood to take +1 to any move using +CHA, but only once per roll. Additionally, when you hunt for a victim using +CHA, take +1.
Blood Magic: You can cast a spell from the wizard list as if you were a wizard of your class level-1 by spending 1 Blood, no roll is necessary. If an ongoing effect gives a penalty to cast a spell, you must pay 1 extra Blood to cast a spell. (Current Spells Fireball, Invisibility, Mimic, Mirror Image, and Earthquake)
Bonds
Kestrel is dangerous. I must be wary of her -fin
I have tasted Grimalkin’s blood, and I want more! -ded
Oliver is naive. I shall teach him of the darker natures of the world -fin
Kestrel lets her emotions cloud her judgment. I will show her how an immortal creature of the night acts - fin
Oliver has seen death and darkness, yet still remain hopeful. He will be a useful ally in the days ahead - fin
Undead Bro's before haflings! Kestrel sided with the mortal and chose to release a weapon of great power. She has much to learn of being a master of darkness.
Foolish Mortals! Oliver has thrown away a weapon that we could have used against the coming chaos. I will see that he suffers if this quest ends in failure. Probabbly by finding his descendants or something to that effect
Appearance
Poised. Regal. Elegant. Standing just over 6 feet tall, Nikolai is a captivating figure to those who see him, however, due to his desire to not be confused with a "Common peasant worker" He is rarely seen during the day, and when he does venture out, he does so under a thick cloak and gloves, hiding his features from the light.
Background
Nikolai is the last surviving scion of the former ruling family of Ardmor. As the firstborn, Nikolai was schooled by the finest teachers gold could buy, instructed in the art of fencing by the strictest of teachers. However, for his family, being the ruler of a single city-state was not enough. desiring power, His family sold him to an ancient demon, who desired mortal servants in order to futher his own ambitions in the mortal world. Forced to drink from the cursed Red Grail, Nikolai's life ended that day, as the artifact changed him into a creature of darkness. His pride broken, Nikolai was forced to serve the demon, performing all manner of unspeakable acts in service to his new master. All that changed, for, a band of adventurers came to Ardmor, and in a series of unbelievable circumstances, and a good deal of luck, overthrew his former ruling family, slaying them and his demonic master for the evils they had perpetrated on the populace. Fearing for his own skin, Nikolai fled before the wrath of the might band of heroes, and was able to make his escape. Finally free from the wicked desires of his family and demonic master, Nikolai travels the land, making his way in the world in any manner he see's fit. During his travels, Nikolai does his best to ensure that he does not cause too much disruption to the human who he dwells among, for experience has shown him that startling the herd always leads to unnecessary trouble and attention, which he likes to avoid.
Resolved Bonds
"I'm going out to get a bite to drink."
Basic Information
Age: 276
Class: Vampire
Background: Human-Accursed Vampire
Alignment: Neutral- Avoid a conflict or defuse a tense situation
Look: Yellowed Eyes, Slick Hair, Out-of-Style Finery, Commanding Posture
Statistics
HP: | 16/17 | Strength: | 8 (-1) |
Damage: | d8 | Dexterity: | 18 (+3) |
Armor: | 1 | Constitution: | 9 (+0) |
Level: | 7 | Intelligence: | 13 (+1) |
XP: | 0/14 | Wisdom: | 13 (+1) |
Load: | 7/8 | Charisma: | 18 (+3) |
Possessions
Chainmail shirt, (1 armor, 1 weight)-This simple steel mail shirt is imbued with defensive enchantments. While you wear it, you gain 2 hold on a partially successful Defend move, and 1 hold on a failure (in addition to whatever the GM says.) But beware: if you retreat from defense before spending your hold, the armor will break apart violently.
Adventuring gear (5 uses, 1 weight) a bundle of arrows (3 ammo, 1 weight)
Archaic armor (1 armor, 1 weight - Stored in Cellar)
An old family herloom (10 coins, 0 weight)
IIun's experimental papers (0 weight)
30 gold coins
5 Diamonds (1k gold each)
Potion of Mutation, 0 weight. (Human Blood) (Halfling Blood)
1 dungeon ration (5 uses, 1 weight)
Bag of books (4 uses, 2 weight)
The Laughing One's Spellbook
A wagon to pull it all
Worn items:
Out-of-Style Finery (0 weight)
Old-ass dagger (hand, 1-weight)
Dragonscale shirt (2 armor, effective against fire, 1 weight)
Dueling rapier (close, precise, 1 piercing, 2 weight)
Pickpocket's Hand, 0 weight
Black Eye, 0 weight - +1 to Discern Realities against creatures, and you may ask for free on a success: "What is this creature's weakness?"
Tunic of Fashion
Ring from greymage
Crossbow (Near, +1 damage, 1 piercing, Reload, 2 weight.) Bronze Bolts (1 ammo, 1 weight)
-1 Blood
Moves
Accursed Vampire: Candles and lanterns flicker when you enter a room
Chaotic: Spread fear through a community.
Nosferatu:You are a vampire! You do not age, nor do you need to breathe. You start with the
following two weaknesses:
• Instantly slain by a wooden stake to the heart
• Repulsed by and vulnerable to fire and sunlight
You may also choose up to three additional weaknesses:
Repulsed by and vulnerable to silver
Repulsed by and vulnerable to garlic
May only feed upon people of your own race
When you are reduced to 0 hit points, unless you were utterly annihilated or killed by a
weakness you turn into mist and return to your last safe resting place and gain 1 Hunger.
Apex Predator: When you feast on the blood of a living person, hold 2 Blood if you leave them alive or if they are already weakened, or hold 3 Blood if you kill a healthy person. The maximum Blood you can hold is equal to the number of weaknesses you have, plus your CON. When you hunt for a victim in a steading, roll+DEX if you use stealth or aggression, or
roll+CHA if you use guile or charm. *On a 10+, you find someone you can feed from
undisturbed. *On a 7-9, you still find a victim, but choose one:
• You only hold 1 Blood
• Someone catches you in the act
• You leave behind incriminating evidence
The Blood is Life!:When you make camp, spend 1 Blood or gain 1 Hunger. You do not recover HP when you make camp or rest; you must spend Blood.
You can spend 1 Blood to:
• Take +1 to any roll using +STR, only once per roll
• Make your next melee attack messy, forceful, or deal +1d4 damage
• Heal yourself for 2d4 HP
• Resist a weakness for a short time
• Reduce your Hunger by 1
The GM can spend 1 Hunger to:
• Make you attack the nearest or weakest creature
• Make you drain someone's blood completely when you are feeding
• Make your appearance monstrously inhuman for a while
• Run in terror from a weakness
Mesmerize: When you gaze deeply into a person's eyes, spend 1 Blood and roll+CHA.
*On a 10+, choose 2. *On a 7-9, choose 1:
• They treat you as a friend until you prove otherwise
• They run in terror
• They give you something they hold
• They truthfully answer one question
Beast-blood: You may spend 1 Blood to take the shape of a wolf or a bat, just as if you
had used the druid's Shapeshifter move. You always get 3 hold, no roll is needed.
Lord of the Dead: You may spend 1 Blood to cast the cleric spell Animate Dead, no roll is needed. Your created zombie has one additional trait from the list, and you also ignore the ongoing effect from the Animate Dead spell.
Aspect of the Bat: Your senses are very sharp. You can sense invisible creatures and navigate even in complete darkness.
You may spend 1 Blood to take +1 to any move using +WIS, but only once per roll.
Majesty: You may spend 1 Blood to take +1 to any move using +CHA, but only once per roll. Additionally, when you hunt for a victim using +CHA, take +1.
Blood Magic: You can cast a spell from the wizard list as if you were a wizard of your class level-1 by spending 1 Blood, no roll is necessary. If an ongoing effect gives a penalty to cast a spell, you must pay 1 extra Blood to cast a spell. (Current Spells Fireball, Invisibility, Mimic, Mirror Image, and Earthquake)
Bonds
Kestrel is dangerous. I must be wary of her -fin
I have tasted Grimalkin’s blood, and I want more! -ded
Oliver is naive. I shall teach him of the darker natures of the world -fin
Kestrel lets her emotions cloud her judgment. I will show her how an immortal creature of the night acts - fin
Oliver has seen death and darkness, yet still remain hopeful. He will be a useful ally in the days ahead - fin
Undead Bro's before haflings! Kestrel sided with the mortal and chose to release a weapon of great power. She has much to learn of being a master of darkness.
Foolish Mortals! Oliver has thrown away a weapon that we could have used against the coming chaos. I will see that he suffers if this quest ends in failure. Probabbly by finding his descendants or something to that effect
Appearance
Poised. Regal. Elegant. Standing just over 6 feet tall, Nikolai is a captivating figure to those who see him, however, due to his desire to not be confused with a "Common peasant worker" He is rarely seen during the day, and when he does venture out, he does so under a thick cloak and gloves, hiding his features from the light.
Background
Nikolai is the last surviving scion of the former ruling family of Ardmor. As the firstborn, Nikolai was schooled by the finest teachers gold could buy, instructed in the art of fencing by the strictest of teachers. However, for his family, being the ruler of a single city-state was not enough. desiring power, His family sold him to an ancient demon, who desired mortal servants in order to futher his own ambitions in the mortal world. Forced to drink from the cursed Red Grail, Nikolai's life ended that day, as the artifact changed him into a creature of darkness. His pride broken, Nikolai was forced to serve the demon, performing all manner of unspeakable acts in service to his new master. All that changed, for, a band of adventurers came to Ardmor, and in a series of unbelievable circumstances, and a good deal of luck, overthrew his former ruling family, slaying them and his demonic master for the evils they had perpetrated on the populace. Fearing for his own skin, Nikolai fled before the wrath of the might band of heroes, and was able to make his escape. Finally free from the wicked desires of his family and demonic master, Nikolai travels the land, making his way in the world in any manner he see's fit. During his travels, Nikolai does his best to ensure that he does not cause too much disruption to the human who he dwells among, for experience has shown him that startling the herd always leads to unnecessary trouble and attention, which he likes to avoid.
Resolved Bonds