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Simon von Carstein

The Poetic Fiend
True Blood
Feb 25, 2008
2,825
Basingstoke or Nexeternus
Colonel Markus Canaris

Full Name: Colonel Markus Canaris
Associated Names: Pistols
Age: 45
Place of Birth: Reikland


Physical Description
Markus generally has a well groomed appearance with long hair tied back into a pony tail and a well kept beard and moustache. He generally dresses in the latest imperial fashions.

Personality
Canaris is a man who will get the job done no matter the cost. He recognises that he is in a dangerous profession and tries to enjoy himself as much as possible and always has a witty remark. Colleagues find this disconcerting.

Brief History
Markus Canaris is the illegitimite offspring of a high ranking Sigmarite priest and a young serving girl who died in childbirth. His father arranged for him to be brought up by an aunt who was paid well to keep him out of the limelight which would have been an embarrassment considering his position.

At the age of ten Markus displayed signs of magical abilities and was immediately sent away to the Colleges of Altdorf as a means of getting him out the way. He ended up in the Grey College studying illusion magic and it was here he was approached by the Order of Vashanesh and offered a chance to attain greatness and surpass the peers who despised him. He accepted.

Life in the Order was not easy and he discovered that he had little aptitude for Necromancy. However he had proved to be a skilled illusionist and so he was transferred to join the Cult's mysterious enforcers where he learned how to use his abilities to remove the cult's enemies. He had been with the Order of Vashanesh for fifteen years when he was selected to help steal the remains of Vlad von Carstein from the Sigmarite Cathedral in Altdorf. The raid was successful and it was he who personally rescued the ashes of Isabella von Carstein and brought them to safety.

About a year later he was handpicked from the Cult by Vyachaslav von Carstein the newly appointed spymaster for the Triumvirate and assigned to work for Simon he was trained in espionage and sabotage techniques where his skills at illusion magic saw him in good stead and was granted the ceremonial rank of Colonel. He has spent the last ten years carrying out Simon's most dangerous assignments including assassination, disinformation, kidnapping, counterintelligence and sabotage. He is nicknamed Pistols by other agents of the Triumvirate for emulating the fighting style of Marshal Gabriel von Carstein who is an expert in blackpowder weapons. He has been invaluable to the triumvirate and is well respected by Balthazar von Pestise Supreme Patriarch of the Order of Vashanesh and Marshal Lucius von Carstein the Supreme Interrogator of the Triumvirate.

Speed:3
Agility:5
Weapon Skill:4
Ballistic Skill:5
Raw Strength:3
Technique Strength:5[6] When facing vampire
Toughness:3
Tactical Knowledge:4[5] when facing vampire

Magical Lores Known: Lore of Shadow
Raw Magical Power:4

Magical Skill:4

Silent Killing:6
Black Powder Weapons:6

Magic items
Lockpicks
These lockpicks were especially made for Markus and are enchanted to open almost any type of lock.

Abilities
Vampire Hunter
Simon recognises that the greatest threat to a vampire is another vampire and so has ensured that all of his operatives are trained to recognise them and to kill them.

Strengths
Stealth
Charisma

Weaknesses
Only Human

Additional notes
Markus is accompanied everywhere by a trio of Wraiths who generally remain invisible. Two of them act as bodyguards and advisors the third as a messenger to ensure that Markus is never out of contact with his masters.
 

Ghouly

Liche
True Blood
Jan 15, 2008
5,517
Prince George
Sylvie
Full Name: Sylvie of the Strigoi
Associated Names: none
Age: 260
Bloodline: Strigoi
Sire: Unknown
Generation: 4th
Place of Birth: Brionne, Bretonnia

Appearance: Sylvie is six foot nine and weighs one hundred and eighty pounds; she has a lithe athletic build she is obviously built for speed and agility rather than brute force like most Strigoi. Sylvie’s skin is very pale but is tougher than a mortals with a slight leathery feel; she has two full sleeve snake tattoos on both arms. Sylvie’s hair is raven-black with bright green streaks dyed in using powdered warpstone; she wears it long. Sylvie’s eyes are a feral yellow with slit pupils like a cat and her ears have grown large and bat-like she has four gold rings piercing her right ear and three in the left, her talons are twelve inches long and sharp as daggers, all of her teeth have turned into fangs and interlock in such a way that no matter how gentile Sylvie would be with a mortal her bite would be fatal or leave them disfigured.

Clothing & equipment: Sylvie wears a tight fitting sleeveless shirt made from scrap cloth and comes down to about mid navel. Her pants are likewise form fitting they ride low and are held up with a simple black belt. She wears a pair of fingerless black gloves with steel caps on the knuckles and a pair of heavy leather boots with steel toes that come up to mid-calf.

Personality: Sylvie has a cold, callous exterior and often described as being bitchy keeping everyone at arm’s length with her scything sarcasm this is all a façade she is simply a scared teenager with a chip on her shoulder. In reality she is a very friendly and has a huge soft spot for underdogs and often ends up becoming something like a surrogate big sister to them. As a bretonnian peasant she does have is a problem with authority seeing nobility as a mere accident of birth, she sees the whole Vampires ruling humanity as a huge waste of time and avoids referring to mortals as cattle or sheep their people not pets and is very vocal about it. She has spoken with all of the elder strigoi and knows the history of her bloodline she realizes that the Strigoi version may be abit one-sided and is curious about the other side of the story; she does have an avid interest in history and philosophy and likes to learn more about them. Her worst fear is that she may end up transforming into a Varghulf.
Brief History:
Speed: 6
Agility: 7
Weapon Skill: 4
Ballistic Skill: 5
Raw Strength: 6
Technique Strength: 6
Toughness: 6
Tactical Knowledge: 3
Technology: none
Magic: Sylvie’s Magic is purely instinctive she has had no formal training
Lore’s known: Necromancy
Power level: 3
Skill: 3
Strengths:
Beastkin: Sylvie has a powerful connection with the creatures of the Night beyond that of most vampire Varghulfs, Vargheists, Wolves and Bats of all forms come to her call and will even abandon the control of another vampire to serve her she is also able to communicate with Varghulfs and Vargheists.
Ghoul Queen: like all Strigori Ghouls and Crypt Horrors are drawn to Sylvie.
Weaknesses
Silver: Sylvie has a weakness to Silver it burns her flesh and stings the blood.
Varghulf: the mere scent of fresh mortal blood drives Sylvie into a Blood rage she'll charge heedlessly towards the source in desperation to feed she is however good as long as the blood remains in the mortals veins it is the bloodshed that drives her mad.
 

Questioner

Wight King
Jan 9, 2010
418
Makthuren

Full Name: Makthuren Boronheiger
Associated Names: Scourge of Chaos (Note: No longer applies, see below)
Age: 45
Bloodline: Probably Von Carstein
Sire: A mad vampire, name unknown
Generation: 5th
Place of Birth: Altdorf


Physical Description
Makthuren is tall but heavily built, with green eyes and brown hair

Personality
Makthuren used to be a Chaos Undivided Sorcerer, but due to recentish events (see below) he isn't any longer. He is, however, quite inquisitive, with a thirst for knowledge. He is also impatient, andis known to snap at people for no reason.

Brief History
(If my character is accepted, I will write part of this in more detail)
Makthuren grew up in Altdorf, where he had few friends. One of those few friends introduced him to a Chaos cult, where he discovered a latent ability for magic. Due to the CUlt being found out, they were forced to flee. They ended at the edge of Sylvania, where the pair was attacked by a maddened vampire. Makthuren's friend was turned, and Makthuren killed the pair, only narrowly escaping with his life.

Makthuren ended up, after a long journey, near the Chaos Wastes, where he practiced his magical arts in (relative) peace. Eventually, he attempted a ritual that would bring his friend forward through time in order that he could have another chance at servitude. However, something went wrong. At the same time as the ritual was completed, Nagash had been killed. The ritual worked, but instead it swapped the places of Makthuren and his friend at that time period, so that it was Makthuren that was turned.

Now Makthuren has the memories of being a Chaos Sorcerer, but the body and instincts of a vampire.


Basic Stats


Basics

Speed: 5

Agility: 5

Weapon Skill: 6
Ballistic Skill: 4

Raw Strength: 6

Technique Strength: 5

Toughness: 5
Tactical Knowledge: 4


Magic - you can have different power level and skills for different lores

Magical Lores Known: Fire, Shadow, Necromancy
Raw Magical Power: 7

Magical Skill: 6 (Necromancy is only 2, due to few memories on he subject)

Technology: Doesn't use

Weapons / Armour / Items
Heavy Armour, sword and shield. No magical items.

Other Abilities
None known (he might discover some.

Strengths
Competent swordsman & melee caster

Weaknesses
Easy to bait, impatient

Additional Notes
I do hope the above history isn't too complicated
 

Mr Nightwere

Necromancer
May 30, 2009
877
Nuln
Jason Nightwere

Full Name: Jason, Fintious, Nightwere
Associated Names: The Demon of the Shade
Age: 2527
Bloodline: Lahmian
Sire: Sara Valarious
Generation: 3rd
Place of Birth: Bragath, ancient empire settlement.

Description
Jason is well dressed at all times a fine tail suit and top hat. at his side is a wooden boe staff.
He appears as a darkly handsome man dark brown hair and Feral yellow eyes no more than 25 years old his body is covered in deep torture wounds all glowing with an ethereal energy from the magical blast which claimed much of his body and mind.

Personality
Jason's mental state is in part broken most of the time he is a calm and pleasant individual casually bowing to people showing a courteous respect. Although at other times he can become quite erratic and even uncontrollable developing an almost sadistic nature. He values loyalty as a vampire more than physical strength or magical prowess.
He is an extremely intelligent individual and for him to trust someone it is no small thing in Jason's mind but a life commitment and when it comes down to it Jason may even sacrifice his self for the greater good and has in the past when is race need him to do so.

Brief History

As a young prince, Jason was taught at an early age that respect can only be earned, but can be faked, and that human life was of little concern in the long run. His father Nathanial Nighthunt was a brilliant hunter, and wise king and Jason inherited his father's skill and wisdom, yet resented his people. He would curse his father in times of war and would mock him for his decisions blaming him for the people's deaths. When word reached his kingdom that the man god had slain the death lord, Nagash, it sparked Jason's curiosity, so he studied where ever he could to discover more of the history of the undead. He learnt much and became an apt pupil of magic.

When his father was slain in combat for his people, Jason was appointed king however instead of embracing his people; he rode out to find the legendary Queen of the vampires. He started roaming in the high society finding one of the Queen's spies Sara Valarious; she pointed him towards the silver pinnacle, but warned of the queen's hatred and evil. He entered the cathedral and struck a bargain with the sacrifice of his people for his immortality. Thus in one faith full night the armies of the queen stole everyone forms their beds as they slept. The queen wasn't impressed, and threw him into her darkest dungeons.

He stayed within the silver pinnacle for many years, tortured and given less and less food. In the end it was Sara who attempted to free him, But soon the queen sent her thralls to capture Jason, he was brought before her although he could not see her for she was behind many silk curtains, she commanded that Sara give him the blood kiss, so he may spend an eternity of torture imprisoned within the silver pinnacle.

At last it was done his immortality assured, for over 250 years he was the dreaded queen's prisoner his eyes grew a feral yellow color and his hair grew long, scars of enchanted torture devices riddled his body. Until it was one day 270 years since he had arrived that an attack form below was felt Shaven flowed past and set free the toured soul of Jason Nighthunt as he was released possibly to be eaten no one can say for sure, perhaps pity or a feral resemblance. But all the same He his eyes grew light and he attacked with a appetite for the blood of his victims he slaughtered hundreds and hundreds of the creatures in a fit of blood and joy.

He then entered the chamber of the dreaded queen and bowed before her "I wish an audience" he said slowly blood soaked his scared flesh and rose to greet the queen my queen I have slain the Skaven horde, I wish freedom and service. The queen replied and you shall receive neither a smirk upon her cold face. Again he was locked with in the dungeon this time with a message on the ground underneath was a black robe. The message read

Jason for your service, I give you this the robe of eternity the queen my not see it for she is blind to the strengths of men but you have power within you and you must carve out your own destiny use this robe to escape this dreaded place and never return it is more powerful than it seems, And so are you I'm truly sorry Jason.

Yours sincerely Sara valarious

He put on the cloak and slipped away into the darkness of the cold night, over 300 years he had been a prisoner, at long last he was free. He continued to wear the robe of eternity, travelling aboard to discover the forgotten lore of the world. In his time at the silver pinnacle the world around him had changed much, but there were still many secrets to be found and it was his will to find that fuled him over the coming centuries. he tangled with many others of his kind most notably was Lesa, a vampire of great and exotic beauty how also quested for knowledge and artefacts, but when he was in her presence his scars would burn and sting his flesh there was something more about this vampire, that he did not fully understand.

Eventually his thirst for knowledge brought him to the colleges of magic, staying there for many centuries. He started experimenting on his cloak and enhanced its powers, he sewed the souls of the dammed into its thread until the cloak would scream in anger and pain, whenever Jason would command he also made it as black as night and unable to see him in darkness, adding Warpstone to the vile design he feared what effect this would have on him. It had become a massively useful device in his travels and was more a part of him each day. His power over the centuries had indeed grown and was revered as a powerful alchemist, and wizard. And he continued to study the lore and magic's of the college.

It was his vampiric nature that He was eventually discovered, missing people and a wizard realizing that he had not aged at all since he had got there. So fighting his way clear of a heavily armored witch hunter group, he escaped. He had discovered a legendary blade where abouts. Hidden deep within an ancient tomb submersed after centuries of neglect, and Worshiped by a race of ghouls that had worshiped the blade as a gift from the gods (vampires), the origin of the blade was unknown for it was only a reference to the ghouls but Jason knew well enough the location indicated in the text.

After taking the blade from its ancient home, he knew there must find a way of examining it without fear of any unholy enchantments bestowed upon it. And so he travelled to the city of Luccini in Tilea, knowing that the priests of Morr could remove any side effects form the vampiric blade that could purge it of the curse bringing it before the priests they removed a curse of blood drain from it that would have almost have killed him, and gave it back to Jason.

After leaving the temple of Morr the black guard attacked him, seeking to end the accursed vampire's unlife. He fought them off each blow giving him new found strength. But He was indeed surrounded, it was at this point that the luscious black wings formed from his robes, screaming with delight at the new founds powers the souls had been mutated by the Warp stone leaving Jason unscaled and unmutated. With wings at his back he drove the approaching black guard back, and disappeared into the night's sky. The black guards now search for the daemon of the night, they call Nightwere.

After escaping Luccini in the 1800's, he travelled to Sylvania where he met Vlad Von Carstein. Only a new ruler, Jason agreed to work for him as both a spy and assassin for he was reminded of his father as both a fair and wise leader. It is believed that he was behind many of the ruling noble's grievous accidents and unfortunate circumstances, over the coming years. And in 2000 he was instructed to gather the meteorite Warp stone from the Mordheim ruins.

He was indeed a loyal servant of Vlad, but his job was not without its dangers even to a vampire, one such time was a chaos raid from the world Edge Mountains. While he was out collecting alchemical ingredients within a low lying cave demons stuck and with a lightning series of swings were slain by Jason.

He did however enjoy the company of the other vampires; Mannfred von Carstien was one such individual and taught Mannfred some of the magical secrets he had gathered over his travels. He was an apt pupil and Jason saw that he had great power with in him. Unlike Mannfred Jason held a great dislike for Konnard von Carstien, and viewed the brute as a foolish drone of Vlad not much good for more than a berserk.

When Vlad began his war against the world of men, Jason warned him of Mannfreds treachery over the years he have grown fond of Mannfred but never got on his bad side and knew of his scheming, Vlad paid no heed to Jason and continued and after his defeat he went searching for the illusive thief but to no avail.

Rather than return to the accursed Sylvain, and serve Konard, he ventured into the world once more searching for lore, knowledge and treasure. He one day hopes to save his sire and repay the favour for his release; she may be the only one that Jason truly feels for in the world. He has heard of the vampire council however and their accomplishments and agrees that the spoils would be great if an alliance was formed.

After joining the Vampire council he assisted in the battle against Nagash entering into his cathedral the fought his way past its great guard to destroy one the most powerful magical artefacts in the world the metronome. He plundged his blade into the great orb and used his magical skill to manipulate the winds of magic and destroyed it looking up into the sky with one mighty blast the great palace of naggasmia and Jason nightwere were gone in a great magical storm which raged for many years.
At last one day the storm passed down within the mountain and out of the haze walked a young man, lost and alone. It was Jason Still a vampire, still as he had always been yet his mind was shattered and the hunger, still with him finding rags to wear he trudged on. Though he did not know who or why he walked forward the nothing behind him his memories gone 3000 years of history and suffering. The only thing which pushed him forward was a memory held within his watch a mere whisper with in the wind ‘Lesa come to Darkenhof’ and this is where he moves to now, one of the only memories he can remember.

Basic Stats
Speed: 7
Agility: 7
Weapon Skill: 1/6
Ballistic Skill: 1/5
Raw Strength: 4
Technique Strength: 1/6
Toughness: 7
Tactical Knowledge: 1/5

Most skill stats stay at 1 only occasionally do they incease and never for long.

Magic
Magical Lore's Known: Necromancy / Vampire, Heavens, Shadow, Death, Metal.
Raw Magical Power: 9
Magical Skill: 1/8

Technology
Skill set:
Shattered-Enchanter: Jason is a master enchanter of magical items and has spend much of his life finding new ways to improve items and materials. Yet his mind is lost and much of this knowledge is lost or hidden within his mind
Skill Level: 1/10
Shattered-linguist: Jason has memorized many languages and speaks many of them quite fluently allowing him to decipher texts and understand many creatures of the old world. yet from his annihilation his mind has been scattered through the winds of magic and has lost much of his ability to communicate with others.
Skill Level: 1/10
Skillset:
Master crafter: 1/10 Jason is a master of creation Weaponsmithing Armoursmithing Jewelcrafting Blacksmithing over the many centeries he has forged and construced nearly every thing including cathedral's of such splendour that even the most blood thirsty of the arisen would weep at the intricate time laboured detail of the work.

Equipment

Robes of eternity
The robes of eternity are gone along with there master gagash only a small piece remains hidden in the soul watch jason carries with him.

Blade of the blood shards
Jason's blade was imbued with great and terrible enchantments.
This terrible sword had the ability to rip the soul from the enemy upon death and strengthen its wielder yet when Jason body was torn into the winds of magic this sword shattered and became a part of him it also possessed a powerful spell which rot creatures with its touch this has no effect on a vampire however and without removing the shards any human who touches jason will surly rot under his grip.

The soul watch

Other Abilities

Spirit master
Jason has an extensive knowledge of the soul, how to bind it how to manipulate it and how to control thousands of them at a time.

Enchanted flesh
This ability allows Jason to recover from the more gravis wounds which can otherwise kill many vampires. Its unfortunately has a down side when Jason is in the presence of an individual with a strong will power or can control people's minds his scars burn a bright electric blue and causes severe pain although he can deal with such pain it can become a strain on his own mind and cause him to lose his cool.

Strengths

Very Powerful with magic
Jason has an extensive power though his knowledge is shattered and makes it difficult for him to use enchanting or even spells.

Unbreakable will
When others try to control him it manifests as a burning of his enchanted scars, sustained within the silver pinnacle. This can be good and bad as when more will power the more pain Jason will be in.

Lahmian Bloodline/ black blood
Jason is fast and agile and impossible to detect when combined with the robes of eternity and his bloodline. Jason’s blood is also black and cant not be drunk by other vampire and makes it incredibly difficult to sire childer any longer.

Weaknesses

Lacking in strength
Jason is not as strong as other characters but could still rip a .

lacking in combat skill
Jason is not as powerful as the other combat characters although he can still hold his own in combat.

Shattered personality
Since Jason’s mind was destroyed by the metronome at the battle of Nagash. His soul was split and his mind is a shadow of his former self and though he remembers some of his old life the ages he has lived sometimes cross each other.


Additional Notes

Neferata's Nemesis
Jason has a crippling Hate for Neferata and can barely stand the mention of the Vampire Queens Name his life has been devoted to Knowledge and revenge against his grandsire.
During the last 500 years Jason and the Leaders of his bloodline have been engaged in a silent war against the lahmian's stealth and assassination there weapons of choice.
 

Sanai

Stylish Deviant
True Blood
Oct 30, 2009
5,193
Behind Darvy
Here is my secondary character, though I am not sure if to use Nithek first and him later or him now and Nithek later. If anyone wants to volunteer to be his sire (a Carstein would be preferable) let me know. If anyone wants a weapon or something made.... well you will have to track him down and make him co-operate first :p).


Title of Character: Rafen Cleiss, Master Weaponsmith

Full Name: Rafen Damo Cleiss
Associated Names:
Age: 213
Bloodline: Carstein
Sire: Alexander von Carstein
Generation: 4th generation (assuming vlad is 1st gen)
Place of Birth: Tilea


Physical Description
Rafen is a tall, lean man of mixed Tilean and Imperial Descent, who once cut a rakish and wealthy looking figure. Now he appears very dishevelled and messy, covered in ash and soot from his forge. He wears what appears to have once been the clothes of a wealthy noble, but his garments are worn from decades working a forge in the mountains. His eyes appear pale and milky from blindness.

Personality
In life Rafen was a perfectionist, with a meticulous attention to detail, making him a brilliant weaponsmith and artist. However, as he reached his later years of his mortal life he became more and more obsessive, even being committed to an insane asylum. Centuries of vampirism has not made him any better, making him incredibly neurotic.

Brief History
Rafen was born in Tilea to a Tilean barmaid and an Imperial Noble father, who moved with his child back to Altdorf when Rafen was ten. Due to his illegitimate heritage, Rafen was treated with scorn by most at an early age, but was well taken care of by his father. He was apprenticed to one of the best blacksmiths in the empire during his childhood, and soon showed an amazing talent for smithing. Soon becoming known as a prodigy in the art of smithing, Rafen soon finished his apprenticeship, becoming famous and sought after across Altdorf, particularly in the art of swordsmithing and in making jewelry and detailling. When his master died, he took over the blacksmith, expanding it with help from his fathers wealth, making it into one of the most prestigious smithies in Altdorf. At the age of 29, he even crafted greatswords for the then Emperor's own greatswords.

However, his perfectionism and intensity soon developed into obsession. He started skipping sleep and meals to focus on getting his creations to be more and more perfect, until he started scrapping designs and even never finishing some out of frustration. After dueling and actually killing a client for trying to rush his work, and then breaking down completely, trashing his own workshop, Rafen was committed to an insane asylum.

Rafen however did not stay more than a few years in the asylum. He woke up one night in a carriage leaving Altdorf, after an apparent riot in the Asylum, a pale looking figure sitting in the carriage across from him. He travelled with the stranger in a daze, until they reached the cursed land of Sylvania, were he was forced to work for a while by his strange patron. At the age of 36, he was given the Blood Kiss, becoming a vampire. For a century he remained in Sylvania, rarely leaving the cursed region, working on weapons and armor for many of the vampire counts. However, his neuroses soon became too much on top of his terrible thirst, and he broke free from his patrons, fleeing to an abandoned forge in the mountains, where he remains to this day, sometimes terrorizing villagers to slake his thirst and steal metal and ore, while constantly, his obsession driving him to create piles and piles of weapons from inferior ore, and then to smelt them back down and reforge them to try and work out the imperfection in them, driving him more and more insane.

Basic Stats

Basics

Speed: 5 (Rafen is about average when it comes to vampire speed)

Agility: 5 (Rafen is also average in agility)

Weapon Skill: 6 (Rafen is more or less average for a vampire in his bladework, but his affinity for weapons makes him somewhat better in combat)

Ballistic Skill: 4 (Rafen is a middling marksman at best)

Raw Strength: 5 (Rafen is no stronger than your average vampire)

Technique Strength: 5 (Rafen is once again average in technique strength)

Toughness: 5 (Rafen is no tougher than any other vampire)

Tactical Knowledge: 1 (Rafen is likely to do more harm than good as a general, if he even takes notice of any army he commands)

Magic -

Magical Lores Known: Vampires, Metal, Fire
Raw Magical Power:
Vampires: 4 (Rafen has a vampires innate ability to wield the lore of vampires)
Fire: 3 (Rafen has some power at using the Lore of Fire derived from his centuries of working with forges both magical and mundane)
Metal: 7 (Rafen has a natural affinity for the Lore of Metal and is very good at drawing power from this wind of magic)

Magical Skill:
Vampires: 3 (Rafen isn't terribly skilled at wielding the lore of vampires)
Fire: 4 (Rafen has some skill with the lore of fire, which he mostly uses to control the temperature of his forges)
Metal: 6 (Rafen's aptitude for the Lore of Metal and his position as captive weaponsmith ensured his tutelage in this lore)


Technology – You can have different skill levels for different skillsets
Skillset:
Weaponsmithing: 9 (Rafen was considered possibly the best human weaponsmith of his time, and this was before he became a vampire and continued working for over a century)
Armoursmithing: 6 (Rafen's skill at weaponsmithing translates into a reasonable amount of skill at smithing armour)
Jewelcrafting: 7 (Rafen's experience creating ornate, fine detail for weapons, and insetting jewels in said weapons translates into him being a skilled jewelcrafter)
General Blacksmithing: 6 (Rafen has a reasonable amount of skill at generic blacksmithing, i.e buckles, horseshoes, etc.)
Enchanting: 5 (Rafen is a capable enchanter, but all of his enchanting skill was learned after he became a vampire and was taught under duress and when in a fragile state of mind)

Weapons / Armour / Items

[bold]Overforged Dueling Blade[/bold]
[italics]This blade is said to be the only possession that left Altdorf with Rafen, rumoured to be the very blade that the act of creating drove Rafen over the edge into madness. It has been reforged and altered many times. It is an exceptionally sharp weapon, but its actual use would drive Rafen into a frenzy of sharpening, cleaning and polishing, followed by yet more alterations to the blade as Rafen tries to remove imagined nicks and imperfections caused by the fight.[/italics]
This Weapon confers +1 technique strength and is sharp enough to penetrate most non magical armour, but using it has serious consequences for Rafen's state of mind. Also, there is a chance that it will shatter with use, as the tortured metal finally gives in to stress, splintering into razor sharp shards of metal and driving Rafen into a psychotic state.


Strengths
-Master Weaponsmith (Rafen can craft exceptional weapons, and even enchant them)
-Capable Blacksmith (Rafen is fairly capable at regular blacksmithing and armoursmithing aswell)
-Fairly capable spellcaster with the lore of metal

Weaknesses
-Obsessive (Rafen is obsessed with his work, forgoing all other needs to complete his projects)
-Insane (Rafen's mind is broken to the point where he is almost completely non-functional as a person. The only way to get him to co-operate or do anything useful would probably be to magically bind or coerce him)
-Average Fighter/Spellcaster/General (When it comes to almost anything other than smithing, Rafen is fairly useless)




Additional Notes
Anything extra we should know about your character
 
Nov 10, 2012
88
Manchester, UK
Esmerelda Du'Soleil

Full name: Esmerelda Tir'Vanzahani-Du'Soliel
Age: 975
Associated Names: The Red Angel (Strigany), The Blood W****(Bretonnia), The Red Night-maiden (everywhere else), The Queen of Zahanil
Bloodline: Lahmian
Sire: Ulrich the Radiant
Generation: 4th generation
Place of Birth: Mousillon, Bretonnia (half Strigany by birth)

Physical Description

Beautiful in life, divine in undeath is how people would describe her in an instant. Esmerelda has long, wavy midnight black hair and dark green eyes. One can only describe her facial structure as being near-Elven and her skin is a lighter olive tone. Even when enraged or stressed, she still maintains her Immortal beauty, but her skin becomes paler, her eyes a luminous red and her fangs become bared. Her beautiful hands, painted in blue Strigany henna patterns, become long red talons. Even in battle, as well as her equipment, Esmerelda wears a black dress, a corset inset with gold and jade-green boots laced with silver and whatever else appeals to her aesthetic sense.

Personality

Many words describe the Queen of Zahanil, some pleasant, some are not so and some are extremely obscene. On one hand, Esmerelda is a compassionate person, having witnessed the plight of Bretonnia's peasantry and her Mother's people inspired her to take over the Border kingdom of Zahanil and on most days is quite a jovial woman. Many of the laws she passes are fair for both Vampires and mortals (as most of the inhabitants are Strigany, some of the laws are based on their customs), as well individual pieces of legislation addressing certain issues. Her unorthodox upbringing has also made her independent and adventurous, having explored the world many centuries. However, she is anything but an angel, for she does possess very questionable traits. To start with, she is extremely promiscous, having had many unions over the centuries with men and woman, some for pleasure and some to get an easy meal. She would even go as far to say that you may not really know someone until you hit the sack with them. Like any of the Lahmian bloodline, Esmerelda is quite the manipulator, but her talents began before she was given the blood kiss, such is the nature of being noble-born and possessws razor-sharp wit combined with a deep cunning. There are also times when she can be extremely sadistic, having been known order the flaying of her enemies but is also quite the inventor when it comes to methods of torture and punishment. Her worst side is truly let out when someone lays a finger on the people within her kingdom or the other Strigany that still roam the Old World, it is best left undescribed what happens to those who arouse her wrath.

Brief History

A child of prophecy, Esmerelda Tir'Vanzahani-Du'Soleil is the daughter of a Strigany Seeress and a high-ranking Bretonnian Lord named Leontes Du'Soleil of Mousillon. One night, the Lord was told by a Prophetess that a child of his and the blood of the Strigany would do great things. Knowing better than to question the servants of the lady, the young Leontes chose his bride from a nearby Strigany caravan, a young Seeress who appealed to the Lord's aesthetic sense and caused controversy among Bretonnia's nobility. However she demanded a price, that the Strigany will have the protection of his knights, that their child be brought up within her culture as well as his and that the child is not to be sent to the Fey Enchantress should they show magic ability. Blinded by ambition, the Lord agreed to her conditions. When the Seeress gave birth to a girl, he was somewhat disappointed, but still had high hopes that the child will fulfil the prophecy. The couple named her Esmerelda Tir'Vanzahani, the Seeress' family, Du'Soleil and she was beautiful. When the girl was 8, she showed magical ability, her father respected the conditions of their marriage and allowed his wife to teach her the arcane arts. As the years went by, as well as learning swordplay, politics and how to act like a lady, Esmerelda learnt the ways of magic from her mother. Most damning of all however was that on her 16th, she was slipped a copy of the Liber Necris, which she read in secret. It was at this time that the young Lady was considered quite the beauty, many of Bretonnia's young nobles desired her, not caring for her heritage, some even desired her razor-sharp wit; a relief from the uptight noble women of of the land.

It was on her 21st birthday that one such suitor that took the chance. A handsome stranger named Ulrich the Radiant came to Esmerelda's birthday celebration. When the young lady first laid eyes upon him, she fell for him immediately. A few days later they were married, disappointing many other would-be suitors. It was that night when Ulrich revealed his Vampiric nature and gave her the blood kiss.The relationship started off well, but that was just a front; like any typical Empire nobleman, he sought to control his bride and used violent means to keep her under wraps. However, Ulrich did not count on his young wife's independance and cunning, and payed for this underestimation when he found himself at the mercy of Sigmar's Witchhunters, tipped off by an anonymous source, he 'died' screaming Esmerelda's name.

Taking what wealth she could, Esmerelda fled to other parts of Bretonnia, by posing as a courtesan and using her position to feed on clients. This resulted in her now infamous nickname used by the people of Bretonnia. Discontent with this lifestyle, she turned her sights to the rest of the world. From her travels she learned many things, the existance of more Strigany caravans, the languages and ways of others, more techniques of the sword and more tomes of arcane power. Finally her travels have brought her to a kingdom bordering the Southwest of Simon Von Carstein's Ikaanate territories, the Kingdom of Zahanil. It's population consisted of a Strigany majority (mostly refugees from the Poetic Fiend's forces) ruled by a Tilean, Estalian and Empire minority. Sensing fate call her here, she led an uprising of the Gypsies and seized power. Upon her coronation, Esmerelda declared all under her banner equal and then sent invitations to the Vampiric friends and Strigany caravans to live within Zahanil. Now it's armies are swelled by professional soldiers and the undead, the locals not really caring as the corpses are criminals and war prisoners and the learning of all magic is encouraged, only Vashanesh's children are unwelcome.

Basic Stats

Speed: 5 (being a Lahmian and centuries of travel and evading the authorities have granted a decent movement speed)

Agility: 7 (a combination of her Lahmian blood and learning the intricate dances of the Strigany and the Arabyans have made Esmerelda very agile, among other things)

Weapon skill: 5 (her education in the arts of the sword and centuries of doing what it takes to survive have made her quite skilled with a sword)

Ballistic skill: 2 (Being born in Bretonnia and having focussed on magic, Esmerelda can barely hit the broadside of a Dragon, let alone a human)

Raw strength: 4 (Her age and rough centuries of unlife have made her very strong, but prefers the arcane)

Toughness: 4 (Esmerelda prefers NOT to be hit)

Technique Strength: 6 (A result of education from some of the world's finest swordsmen, combined with the grace of the styles of dance she has learned).

Tactical knowledge: 5(6) (how else do you successfully lead an uprising?)

Magic

Magical lores known: Lore of the Vampires, Heavens and Shadow

Raw Magical power: 7 (Her Strigany blood combined with the magical nature of Vampirism has gifted Esmerelda with an impressive level of power)

Magical skills: 7 (Her upbringing and centuries of travel have allowed her to discover many teachers from hedgewitches to powerful necromancers and amass a small but impressive collection of powerful arcane lore throughout the world)

Technology

Skillset:Herbalism: 6 (a combination of experience and knowledge passed from mother to daughter, Esmerelda uses this knowledge add some spice to her prey as well as deriving elixirs to incapacitate them)

Skillset: Mistress of the Silver Tongue: 8 (Having had to conceal her magical abilities as a human, her Vampirism combined with many dodgy dealings and natural Lahmia affiliation, hell she even managed to persuade a mad old Strigoi to fight for the people of the city. Esmerelda has an affinity for manipulation and persuasion and being extremely beautiful helps).

Weapons/Armour/Items

Feysilver
A 'gift' from the Wood Elves of Athel Loren, this ancient sword has served Esmerelda well for centuries. Tainted by the sorceries of the Lichemaster, it's blade shimmers with unearthly energies, each strike cutting through armour as though it did not exist. As it pierces the flesh, it scorches the souls of the weak-minded through their own fears.

Feysilver easily cuts through armour, weakening it until it is no longer there. The person who it successfully injures has to not let his fears overcome him, lest his soul be scorched by shear terror.

Corset of the Wanderer
Upon her coronation as Queen of the Border kingdom of Zahanil, the greatful Strigany population had bequeathed unto their savior an artifact left over from the fall of Strigos, a corset worn by the Vampiric noblewomen. The energies emanating from the corset provides a certain level of magical protection from her enemies and her own magic.

The corset grants a ward that can be also be used on the occasion that Esmerelda miscasts. Also grants a morale bonus to her people (human and Vampire).

Tomes of the Arcane
The numerous tomes collected by Esmerelda have served her well. Texts such as the Liber Necris, Celestium Arcanum, Okkam's Shadow Compendium and much more besides.

These texts don't really serve any in game purpose, only to justify Esmerelda's skill with magic.

Amulet of the Til'Vahazani
A family heirloom passed from Seeress to Seeress, this is the last thing of Esmerelda's mother that she has. This amulet grants the wearer an insight into the future when using the lore of heavens, refining any gleanings gathered from the stars.

This amulet is triggered when using spells from the lore of heavens, allowing Esmerelda to discern what most Astromancers to miss, allowing her to remain one step ahead of her opposition.

Other Abilities

Queen of Dancers

Centuries of learning the dances of her Strigany cousins and the Arabyans have served Esmerelda as a courtesan now they serve in entertaining guests and in the heat of battle. The sheer gracefulness of the dance combined with Lahmian beauty and magic has a beguiling effect upon the foe, rendering the weak-minded more vulnerable to the Queen's feminine wiles...or her blade.

The dances of the queen can beguile the foe lest he keeps himself from being enamoured with such a beauty.

Network of the Strigany
The Strigany who have decided not to settle in Zahanil act as the eyes and ears of Esmerelda throughout the old world. They maintain contact with her through arcane mirrors and can summon her in their time of need through a sacrifice of blood, or if she desires a fancy entrance.

As well as granting Esmerelda greater insight into the events of the world and increasing her Tactical knowledge by 1, she and her bodyguard can be summoned anywhere in the Old World when an offering of blood is made to it.


Strengths

Friendly and Compassionate, it helps with manipulation
Experienced traveler and fighter
a divine beauty to most men and women, as such it also makes manipulation easier
Genuinely cares for her people
VERY persuasive, willing to use any means to get what she wants (Sleazy or gruesome)
Talented spellcaster
Spy network of Strigany

Weakness

Goes berserk when someone lays a finger on her people
She is something of a Nymphomaniac
Is not as tough as other Vampires
Finds things amusing at an awkward time, can easily threaten diplomatic relationships
A blind man can shoot better than her.
Any Von Carstein who knows of her absolutely hates her, she executes any that trespass in Zahanil, they are starved of blood and left in the sun to burn.
Finds it hard to stay in a committed relationship

Additional notes

Esmerelda is accompanied on her travels by her bodyguards, their Captain is a Vampire who she has sired, a Strigany Necromancer and 7 Strigany warriors also accompany her.

Here it is, damn thing would not let me do italics or anything like that. Let me know if anything needs changing xD

EDIT: Took some of Lucifer's advice on characteristics, thx dude.
 

Get of W'soran

CN's Lord of Masks
True Blood
Apr 23, 2008
9,239
Behind the Throne
Non-Player Character

Name: Karl von Carstein
Title: Regent and First of the Triumvirate, Baron of Teufhof
Age: 872 in the year 2533 (Born 1671, Sired 1709)
Bloodline: von Carstein
Sire: Vlad Von Carstein
Generation: 2nd
Place of Birth: Kislev.

Description
Approximately 5'9/5'10 foot, he was a lean figure with long black hair which he usually lets fall down over his shoulders but when pulled back in a pony tail it shows his high hairline, and is not a handsome man but carries strong aristocratic features he also physically appears to be around the age thirty seven.
He is usually seen wearing an extravagant nobleman garb with a long flowing cloak finished of with a silver clasp made in the image of a wolf's head; he will also at times carry a cane with him.
During war he will don a suit of amour and a cloak that made in the image of his sire's, appears to be made from the souls of the dead.
At his waist is a powerful enchanted blade called the Vampires Fang.
All of this serves to exude an aura of command, however much of this is not physical and is in fact a vampiric Talent of his.

Personality
Karl is a supremely dignified vampire and is extremely prideful of his position as the eldest of Vlad's gets.
It's noteworthy for all the infamous arrogance associated with his bloodline he is quite diplomatic and polite to others, even the living at times. However if angered he is known to be quite wrathful and to hold grudge for long periods of time.

Background
Originally a Noble and as a Commander in Kislev's armies, when he was thirty seven he welcomed a Noble Man going by the name of Vlad von Carstein into his home. Over the period of two weeks the count and the man seemingly became close, then one night Vlad announced he had a gift for his new friend and within moments granted the blood kiss to the, not entirely willing, mortal.

Coming out of nowhere in the year 1785 during the early reign of Vlad he arrived in a Black Coach at the gates of Castle Teufhof claiming to be a distant relative of the count, the current Baron one Seltar von Tuef welcomed him cautiously. The von Carstein spent little time in introducing himself to the Baron's only child a girl of 19 years by the name of Emilie and lured her into a false sense of confidence in which she confided that her father often abused her and was a cruel and weak man and after a few days it became obvious that she loathed the man. In that moment the von Carstein boldly stated that he would kill her father and take the girl as his bride...is she wished it.
She did.
That night at a dinner Karl killed Seltar in someway and from that point on became the new Baron and after the poor treatment of previous rulers the city welcomed him with open arms.
When the wasting sickness struck Sylvania Emilie, like so many mortals, contracted the disease, and despite himself Karl felt himself caring about her fate, he called as many doctors as he could and used threats and manipulation to get the best from the farthest reaches of the empire but still nothing could be done. However soon after he found out Vlad had sired Isabella and in a journey that took a mere two nights he rode to Drakenhof and spoke with the count and when he returned he immediately sired his wife.

Having a background in military command and as Vlad's eldest child he served as a Lieutenant in Vlad's forces, commanding lesser vampire and mindless Undead alike. He was a skilled General due to his previous life and did well however when his sire was killed he was struck by a feeling of utter hopelessness and then faking his own death he fled.
He lived amongst human society and only encounter one other of his line, a get of Posner's whom he killed and drained quickly.

When Mannfred was killed Karl quickly returned and slaughtered many other vampires, he laid claim to the Vlad's legacy, claiming as a remaining son of the original count he had the strongest claim. Many vampires pledged themselves to Karl...for a time...but when Mannfred returned he promptly lost all support and angrily he returned to his Castle where he remains to this day.

Joining the council during the War against Nagash he was a close ally to Simon and Micrea helping Simon to bring forth Vlad from his grave.
He was later enchanted by the Dark Lord V'azrin like the rest of his blood until Lesa managed to slay the Necrarch.

He would later be part of the Battle with Nagash attempting an assault on the Liche himself alongside the Arch-Assassin Akarin and the Necrarch Reshorn. The assault was an utter failure resulting in the death of Akarin.

He later returned to Sylvania with his two nephews to claim leadership of Sylvania.

The past ten years
For the past decade Karl has ruled as the Regent and Eldest member of the Triumvirate having a “First Amongst Equals”.
Where Micrea is the High Marshal of the von Carstein armies and Simon is Lord Imperator of the south, holding a great deal of power in the south it is Karl who administrates the holdings of his von Carstein Empire and rules from the capital Drakenhof.
He also is the most diplomatic of the three leaders and deals with any envoys deemed important enough to deal with the Triumvirate.

Basic Stats
Speed: 5
Agility: 6
Weapon Skill: 7
Ballistic Skill: 3
Raw Strength: 5
Technique Strength: 7
Toughness: 5
Tactical Knowledge: 8

Magic
Magical Lores Known: Necromancy/Vampire Lore, Ice Magic.
Raw Magical Power: 6
Magical Skill: 6 (7 with Ice)

Technology
Skillset: Armour and Weapon Maintenance
Level:6

Equipment
Vampire's Fang
A perfect replica of Vlad's own sword, gifted to him by his sire. It resembles a great sword.
The Blood Drinker, striking this helps raise the wielders health and heal his wounds on successful hits on the enemy
Armour of Teufhof
The hereditary armour of his Barony, it was made better by Necromantic enchantments. It grants a greater protection to the Baron.
Essentially conveys to the wearer a level of protection.
Cloak of Souls
The cloak itself absorbs the souls of the slain and grants the vampire increased regenerative powers.
Can absorb the souls of the dying to increase the wearers regenerative abilities.
Signet Ring
A ring bearing the emblem of the von Carstein house gifted to Karl by Vlad.
Nothing Magical, just a symbol of his status.
Karl's Cane
Looks expensive and well crafted, there is a thin short silver blade within that can be removed with a twist of the handle.

Other Abilities
Aura of Dark Majesty
Karl projects an impression of such high nobility, of just majestic grace that all other beings feel themselves lessen in his presence, he can use this ability to manipulate and exploit others.
In terms of the RP it makes others feel less than Karl when in his presence, it works to greater effect on mortals and lesser vampires but even the eldest are effected to some degree.

von Carstein Shifting
Strong is the ability to transform within Vlad's descendants, mostly wolves or bats are the shapes of choice although mist is a possibility too.
Like most von Carstein's he bears the ability to shape shift, he is quite proficient at it but is restricted to the shifting into a Bat (or swarm off) or a wolf. Mist can also be used but is best kept for escape.

Weather Manipulation
Like many of his bloodline he can control the weather, the effects are stronger and more ferocious when he is angered
He can manipulate the weather causing the sun to become blocked out by clouds or for wind and rain to rage viciously.

Ice Mage
The Greatest Warlords of Kislev have the ability to use magic that is beyond the knowledge and ability of the empire, they bend the winds of magic transmuting them into storms of Ice to match the climate of their homeland.
There are a varity of Ice Spells, those most commonly used by Karl are
1.Ice Shards- Sharp icicles are launched from Karl's fingertips.
2.Hawks of Miska- Hawks fashioned from ice fly from the sky attacking the foes of the caster.
3.Shield of Cold- A physical ice shield forms around the caster protecting him from attacks, most effective against fire-based offenses.
4.Blizzard-The Most Powerful of the Ice Magic Karl knows, it creates a storm of great proportions, lowering the temperature and causing massive shards of ice to fly through the air at everyone apart from Karl and summoning up a thick mist.

Pros
Talented Necromancer- A master of Necromancy he can easily raise an army to serve him.
Ice Mage- Karl weilds the rare magic that none but the greatest Kislevites can weild.
Vampiric-Has the speed and strength of a vampire.
Swordsman- He is a capable warrior and well-trained in the use of a sword.
Supreme General-Has mastered tactics in life and unlife to lead his horde of the Undead against enemies.
Aura of Dark Majesty-An extremely authoritative figure, no free-willed creature can look upon him without feeling their arrogance melt away to some degree.
Fast- He has increased vampiric speed compared to most other von Carstein's mostly due to his generation and fighting style.

Cons
Vampire- He holds the weaknesses of his vampiric nature, he can not enter a place a mortal calls home unless invited, can't stand Sigmar's symbols and hates sunlight although can easily walk in it when he must.
Arrogant-His arrogance could easily be the death of him.
Failure-Having failed to achieve the title of Count from Mannfred on two occasions he has feelings of Loathing towards himself and his brother.
Necromancer-Can't use any lore apart from Necromancy.
Not a extreme Master-He has neither mastered Magic nor Physical combat to the almost god-like extremes of many vampires
Brooding-His often seems to be in a dark or depressed mood much like his sire.
Short Temper-Like his sire he loses control of his temper very easily and only those he trusts can calm him.
Beloved-He cares for Emilie to such a degree that such any harm befall her he will lose rational control.

Additional Notes
How Karl's aura in the TVC
Combined with his appearance and his vampiric talents he gives off an aura of complete and utter majestic command; no matter how powerful or will strong all beings feel their arrogance and personal standing diminish to varying degrees next to Karl.

Karl is an NPC, only present when required to represent the von Carstein Empire and more or less this post is for people to decide what people know ICly about the Triumvirates leaders.

Karl von Carstein's Timeline up to Pre-TVC
 

Lord_Mortis

Crying Dude
Nov 5, 2012
395
Ezra Helkof, The Bloodied Silence

Full Name: Ezra (Etsrah) Tsinka Helkof
Associated Names: Bloodied Silence, “Siren” of Kislev
Age: [Unknown]
Bloodline: Mahtmasi
Sire: [Unknown]
Generation: [Unknown, preposed 2nd]
Place of Birth: Kiselv, Exact Location Unknown


Brief Description
Height: 5'6"
Hair: [Unknown]
Face: Startling, blue eyes, wretched, sewn up mouth
Clothing: A black corset with golden and red trim with tall, black, armoured boots. Over all, a black hood, trimmed with gold

Detailed Description:
Ezra appears to be in her late 30s, she wears a black corset with golden and red trim, bound closely to her skin with long, black, armoured boots that lead up to be leggings. Over that she wears a gold trimmed, black hood which hides most of the details of her head and body. Her hair colour is never known, it is known even less if she even has hair. Her two most distinctive features are her piercing blue eyes, said by surviving witnesses to tear straight into the soul of any who dare stare too long into them, and her mouth. Her mouth draws by far the most attention and raises questions about the naming of one of her common names because it has been said to not even been there. Most who see her describe her as purely “mouthless” but if you were to look at her up close you’d see she does in fact have a mouth, only the lips have been cut off and sewn together brutishly.

Personality
Ezra is a quiet girl, working by herself for unknown people. She has vowed celibacy and silence for her kin and therefore does not have much of a personality. Mercy is not something given out freely by Ezra, but hearing her foes beg for mercy in their death throes always makes her wonder if she should finish the job or not, the satisfaction of their cries are nothing less than delightful sounds caressing her body. But then they believe to be in the clear and start thanking her for sparing their live. That’s their mistake.

It's not entirely known whether she feeds or not, having her mouth inactive for so long would have surely killed her but she remains as strong as always.

Brief History
Not much is known about Ezra Helkof, her background is shrouded with lies, secrecy and above all else, silence. Even those who are experts on the Mahtmasi and all their kin have barely even heard of this possible get. As far as is known, she has sworn both celibacy and silence and proved them by cutting off her lips and sewing the scraps of her mouth together.

For what has been told as hundreds of years of training, which would more accurately be described as decades, learning the way of every blade, Ezra's trainers saw her fit to slay her first victim, a Chaos Lord by the name of Manclaw the Bloody. Her trainers thought this fight would be difficult for her and expected her back with the Chaos Lords head within a fortnight. Ezra was next seen in Nuln by the local vampires three days after being sent out, carrying over her shoulder a bloodied bag with an item the size of an ogres head.

Ezra was considered the fastest learned assassin by her betters and after a few more proving tasks, was sent out for the last time by the Mahtmasi, now a true and already feared assassin. She returned back to her beloved country of Kislev to purge it of the horrors creations of the gods that lurked there, man and daemon alike. After several decades, word came to her of an uprising against the Great Necromancer and was intrigued to watch the events unfold, so she travelled south to witness the happenings and watched in surprise as vampires managed to strike blows on and yet still, destroy Nagash. She watched the vampires over the course of the past few weeks, observing their skills and weaknesses. She had predicted that many of them would fall before the Great Necromancer, having also witnessed his battles and proved himself an actual threat to her, but she pushed that aside and moved back onto what she loved to do most, murder.

And so for the past few years she has been fulfilling the needs of anyone who needed a cheating wife taught a lesson, the competition of a dealer wiped out or just some of the men wanting one another dead as silent and sneakily as possible. Whatever the murder, she was ready to commit.

Basic Stats

Basics

Speed: 6 – Extremely swift
Agility: 7 - Almost entirely untouchable
Weapon Skill: 6 – A monster with weaponry
Ballistic Skill: 5 – She is fairly skilled with throwing knives but does not rely on them as much as hand to hand.
Raw Strength: 4 – An average vampire, her strength never comes into factor in a fight with The Silence
Technique Strength: 7 – She has been trained in combat for decades, taught by the best assassins known to the race of the vampires. She’s a beast in combat
Toughness: 3 – If her enemies can actually hit her then there’s a chance she’ll be harmed. Emphasis on if.
Tactical Knowledge: 2– Ezra would never command even a child, let alone an army. Solo killers with no speech would be hard to take commands from. That said, she is very good at spotting the weaknesses within formations and such to take down a leader form within.


Magic

Magical Lores Known: None, never trained in magic, never needed magic.
Raw Magical Power: 1 – Natural vampiric magic but is never used
Magical Skill: 0 – She does not use spells

Technology
Skillset: None
Skill Level: 0 - She uses no new age weaponry, the weapons of old are her choice.

Weapons / Armour / Items:
Black Poison Katara
Forged and imbued by her trainers as a ceremonial award for proving her full potential as an assassin, the poison within the blade can paralyse a giant within moments, giving its owner the time needed to tear each organ from the victims body and devouring as they watch in complete agony.
Ezra’s main weapon of choice, used in pair with a rapier to match with her combat prowess. Even so much as a knick from the blade would be enough to paralyse even the most resilient foes.

Hauberk of the Mahtmasi
Seen fit to take on the responsibility of this armour by her trainers, Ezra has now altered it to suit her needs better, by chaning the originally male armour into a feminine corset. But this armour had magical properties, enough to deny foes their magic
Basically, magic resistant armour. All magic used on her (Except lores of life) are slightly reduced in power, even promotional spells.

Rapier
Your run of the mill rapier.

Kunai
Your good old throwing knives.


Other Abilities:
Premonitions
Ezra can predict things before they happen, possibly earned due to her years of silence. But that’s not much use to anyone else.
Not much escapes the knowledge of Ezra.

Supernatural Reflexes
Ezras reflexes are nigh unmatchable, it would take a storm from the heavens to even hit her.
Ezra can move faster than is vampirically possible, ergo there is very little that can touch her or take her off guard.

Feminine Connectivity
Due to events past in her mortal life, Ezra has preferred the company of women to men, over her years of silence and vampirism, attuning her mind to convey her messages to other women around her
Although she is silent, thinking does not necessarily break her vows and she can speak to any females within range through thoughts.
Strengths
-Unmatchable in combat
-Extremely resourceful
-Can find/notice/discover things others would not
-Premonitions
-Will always accept duels and challenges


Weaknesses
-Not very social
-Never speaks
-Does not use magic
-Works on her own most of the time but will ally when need be
-Will always accept duels and challenges


(If there's anything you want me to tone down or to alter, please just say so and I'll do it to the best of my ability to keep her within her character boundaries)
 

Dark_Wolfen

Grave Guard
Jun 5, 2011
281
Rotterdam
Title of Character
Full Name: Gurzbag
Associated Names: Elfslayer; Unifier
Age: 19
Race: Black Orc

Physical Description
Gurzbag is big, even for a Black Orc his size is impressive. His eyes are bright red and his teeth are huge. He has two tusks on his lower jaw, but one has broken off half way and has a metal casing over it. Gurzbag's skin is a dark shade of green, befitting a Black Orc. Along his body are numerous scars that he got from his countless battles. The most notable is a think, long scar running from his forhead, over his left eye and further down his jar.

Gurzbag doesn't often go out and about unarmoured. His immense strenght and size allows him to easily wear a giant piece of armour that covers him almost completely. When looked upon, it is easy to mistake him for some kind of metal construct if it wasn't for the orcish sense of style: pointy, scrappy and lots of weapons. His armour isn't elegant like the other races, but more like huge thick plates of metal strung and bolted together.

When Gurzbag doesn't wear his armour, he has a "robe" (normal clothing isn't available in his size) of a darkish jellow tint with light green stripes. It doesn’t look all that comfortable and doesn’t look all that nice, but serves its function well.

Personality
Gurzbag is a boastful and bold orc. He takes pleasure in knowing and showing. He’s quite a simple soul and easily amused. He tries to do “good”, but isn’t always welcomed. When met with racism and oppression, he grows grim and violent. If you try to get on his good side, he’s actually a jolly fellow. He’s very passionate about what he does and is willing to give almost everyone at least one chance.

He always tries to prove himself and push himself and his Warband to the limits. He says he wants to unite the races and the lands and crush nationalism, slavery, war and violence that isn’t strictly personal, but he never really stands still why he fights so much, or why he enjoys it. Actually, it would be better if he never won his cause, because his current life is full of fighting and violence and that is in his genes and in his upbringing. He’d get terribly bored if he actually managed to succeed.

Brief History
Raised into slavery, Gurzbag never learned much besides fighting and killing. From the moment he grew big enough to carry a weapon (which happened within days since he’s an orc) he was forced to fight smaller animals or children. Sometimes even bigger creatures along with other young slaves, all for the amusement of his Dark Elven masters. Gurzbag didn’t always fight alone. In the brutal and bloody arena he learned to trust his fellow gladiator slaves, but also to always look out for yourself. His Dark Elf masters found it amusing the sometimes put a traitor in a gladiatorial warband. This wasn’t the only thing that they did. They often forced Gurzbag to fight against his own Warband or against a few dozen children. They even paired him on his own against trolls and ogres. But whatever the Dark Elves tried, or how much the odds were stacked against him, Gurzbag always turned out to be the brutal victor. Everything that opposed him met a short and brutal end. His masters weren’t an exception to this.

One day, the Dark Elf fortress was attacked by Chaos. Amidst the carnage a couple of slaves got free and tried to escape and free the others. Now that the Dark Elven fortress was attacked from outside and from the inside, all hell broke loose. He knew exactly what to do, after all, he had done it for 10 years already. On his way to escape he freed every single slave he came across, after all, the more to help the revolt the merrier. Gurzbag managed to kill the first few Dark Elf warriors with his bare fists (and his teeth) before he finally got a weapon. After a long and bloody fight, he and some fellow prisoners managed to escape.

After he got free from the settlement, he never felt so helpless in his entire life. He never spend a single day outside his captivity. He had no idea what to do next. The only thing he knew was to kill. He never learned to take care of himself, to read or to write. But only knowing how to fight had its good sides. The Dark Elves weren’t happy that Gurzbag and other slaves got free and killed so many of their kin and send out search parties and assassins, all failing to kill the Black Orc.

Since Gurzbag was used to fighting alongside and against any intelligent being, he hold no judgements against High Elves, Dwarfs, Humans or Orcs. This ofcourse, didn’t mean they thought the same way about him. When he tried to go to civilization the guards attacked him on sight. Everywhere he went he was shunned and despised, bar one place: the mountains. In the mountains he still got attacked, but the orcs and ogres didn’t hate him. Here he stumbled upon a small warband. It became clear immediately that Gurzbag and the current Warboss were on the same level, so he challenged him to a fight. Here, Gurzbag used his shield and his handaxe to defeat the previous warboss and to take over the clan. After the battle a few orcs immediately tried to usurp him, but he struck them down with ease.

As a leader of the warband, he made drastic changes. He started to cooperate more with the mountainfolk barbarians and the ogres in the regions. Gurzbag lead many expeditions into the human lands, pillaging small keeps. He took their wealth and items and distributed them along the poor folk or the mountain clans to gain their favour. This way, he was able to hire a few ogre mercenaries and some humans and freed slaves decided to join his cause. At first, the orcs didn’t take kindly on humans within their ranks, but after Gurzbag knocked some sense into them, along with his newly acquired greataxe, they stopped complaining. That doesn’t mean the camp is peaceful, there are still plenty of squabbles and infighting, but no longer out of racial hatred for each other but for the usual things.

Basic Stats
Basics

Speed: 3 - Gurzbag is a big and burly Black Orc. He can take big steps, but not quickly.

Agility: 2 - Being so big and encumbered by his unflattering armour, he has the grace of a dead swine.

Weapon Skill: 7 - Gurzbag has spend his entire (short) life wielding weapons. He is familiar with each and every one of them and knows how to handle them well. His great strenght allows him to wield any kind of weapon with relative ease.

Ballistic Skill: 1 - He can throw a rock in a general direction...

Raw Strength: 5 - Gurzbag is a mean and strong fighter. Being in combat for nearly his entire life and surviving allowed him to grow exceptionally strong.

Technique Strength: 4 – Gurzbag primarily focuses his technique to compliment his raw power. He isn’t very swift or does feints or execution well, but he certainly can drive a point.

Toughness: 5 – Like all orcs, Gurzbag is quite resilient. His hardy combat skin and big size ensure he is just a tad bit tougher than the other boys.

Tactical Knowledge: 4 – His past as a gladiator in group fights have thought him the importance of teamwork the hard way. But since Gurzbag has only fought in skirmishes with a handful of fighters and his small warband, he knows little besides skirmish warfare.

Weapons / Armour / Items
Gurzbag’s Steel CasingThis huge set of armour weighs enough to crush any mere man. It’s essentially a lot of metal welded, bolted and strung together to protect and encase his entire body. The thick steel plates offer a great amount of protection, but it’s very clunky and lumbering. The only special property this armour has, is that it gives any master blacksmith a heartattack, not because of some magical property, but because of its poor craftsmanship.
If this were tabletop, this armour would give Gurzbag an armour save of 2+.

The Big Crusha Of CrushinessThis is a big, two handed orcish axe that belonged to the previous Warboss. The great weapon seems to weight a lot more than it seems and has a tremendous force behind it, earning its name “Crusha of Crushiness” despite being a bladed axe.
If this were tabletop, this great weapon would give +3 strength, instead of +2.

Gurzbag’s HackerThis is Gurzbag’s primary weapon. He uses this axe in either his left hand when he dual wields, or his right hand along with his shield. It is of very good craftsmanship, not being originally orcish, but its excessive and brutal use over the years has ensured it to look more orcier after every reparation. The thin veil of magic this weapon once possessed has been altered due to these numerous reparations and isn’t as potent as it used to be, but still seems to cause very grievous wounds.
If this were tabletop, on every wound this weapon causes the target must make a toughness test or suffer an additional wound.

Spiked ChoppaThis weapon looks like an ordinary choppa, which probably means that it is an ordinary choppa, and in this you would be correct. It’s a hefty, crude blade of orcish crafmanship, with extra bits of metal sticking out the back to give it a sawed and spiky backside.

Big Iron BoardDespite the name, most of the shield is made of sturdy wood. It’s a rectancular board, with a metal casing on the edge of orcish design. Lining the shield are numerous metal straps to make it more sturdier. It sports several orcy spikes, but is otherwise not special.

Other Abilities
Waaagh? – Gurzbag is somewhat inspiring leader on the battlefield. His ferocity and shouting can bolster the hearts and morale of almost anyone fighting on his side. It isn’t an actual waaagh, especially since humies seem to be affected by it aswell, but that doesn’t stop the orcish side of the warband to shout it out loud!

Warboss – After Gurzbag killed the former Warboss (and any orc trying to oppose him after that), he acquired a little warband. The warband doesn’t count much more than a few dozen orcs. The special thing about this warband is, is that it contains a handful of humans, mostly which stuck to the warband because of loyalty after setting them free. If the warband is doing good, it occasionally enlists an ogre or two.

Strengths
Very good fighter.
Warboss.
Exceptionally smart!..... for a Black Orc. Which doesn’t say much.
Compassionate, as far as orcish compassion goes.
Progressive, not tied to customs and stereotypes.

Weaknesses
No magic or ranged fighting capabilities.
Very slow.
Hunted by Dark Elves.
Stigma of being an orc.
 

Count Darvaleth

I <3 marmite
True Blood
Apr 26, 2010
3,407
The Silent Echo

Full Name: Aliboni Cavatre [Full name never revealed, goes by the name Echo]

Associated Names: None

Age: 38 years

Bloodline: von Carstein

Sire: Varkance von Carstein

Generation: 6th

Place of Birth: A tower somewhere in Slyvania

Physical Description

Echo is slight and wiry in frame. He is thin and incredibly agile, his skin palest white and his eyes a glittering blue. He is bald, his white scalp unnerving, which is why he tends to wear his hood. Echo's cloak is the blackest of night, his robes beneath also black except for a striking purple sash. He also wears a black neckscarf that conceals his face, with his hood coming down so that only his piercing eyes can be made out from the shadows. Echo's fangs are less pronounced than other vampires, and similarly he has talons which are much closer to fingernails than bestial claws.

Personality

Echo has a very pragmatic view of the world. He takes his contracts and fulfils them if he believes the target's removal will benefit the world. However, his view of how the world should be is much distorted, and so more often than not he will take rather than turn down jobs. Echo prefers to think carefully over what he is going to say, and so will often appear stunned in conversation, waiting for the correct words rather than just saying the first ones that come into his head. Surprisingly for a man of death, Echo is incredibly cultured, especially musically.

Brief History

Echo wasn't born like most Slyvanian people. He didn't emerge into a world where he had a family to support him in his infancy, or a roof over his head. Echo was bred in a tower; bred, not birthed. His parents were both highly-trained killers, but they did not love each other; Echo's conception was purely for business, and as soon as he was born Echo's mother left the tower. For fifteen years of his life, all Echo knew was the tower; its dark, dank corners, the dripping wetness coming through the cold flagstones, the howling wind outside. Every day Echo would wake on a stone floor, and every day he was forced into a gruelling regime of combat training. He was trained to be a master assassin, like his father. He was trained to react faster, to stab harder, to vanish into thin air when needed. For his father was no mere assassin.

Echo's father was a vampire; a von Carstein. He was a highly skilled Shadow wizard, capable of dissolving into a cloud of darkness and melting into the tiniest crevices. Echo too was trained to use magic, but unlike his father it was not in his blood. Echo was merely a human; no matter how he tried he could not master the arcane arts.

It was on his sixteenth birthday (although he couldn't tell one day apart from another) that Echo was given the blood kiss, and made a vampire. He woke a week later, feeling stronger and faster than ever before. His reaction-speed increased dramatically, his shooting accuracy improved markedly, and he even began to show signs of magical potential. His father showed no joy at his progress, however, and the training continued as if nothing had changed; if anything, it became even harsher than before.

Echo would sometimes train for two days in a row without rest; he would be on the archery range, practicing magic, swordplay. His father would disappear in the night and return with live humans to practice on; Echo would be locked in the tower with them for three days, and expected to make the human kill themselves by the end. When he was finished, his father would clean out the body, and continue training, It was all Echo knew; he didn't even know his father's name.

Years passed, until the young vampire was 22 years of age. As Echo lay awake listening to the pounding rain on the cold stone next to him, he could just make out something coming over the wind. It was something he couldn't describe, something that made his dead heart flutter to hear. It was music.

He went to his father, asking him what this beautiful noise was coming through the air. His father turned, very slowly, and informed him that the next day, he would not face a human. Echo would face him.

Distraught, Echo retreated to a corner of the tower, waiting for the locking of the staircase door as he knew his father had entered. He tried to summon Shadow magic, to turn into a wisp of air and escape out of a crack in the solid stone wall-face next to him, but he couldn't do it. Once or twice his hands would start to fade, but he could never achieve full-body transfiguration. Finally, as his father tracked him to his corner and advanced, sword drawn, Echo burst into a cloud of jet-black smoke, billowing towards his father and sucking all vestiges of life from his undead body. Echo reformed behind him as his body clattered to the floor, eyes glazed over. Echo snatched the keys from his corpse, and ran.

He ran for several days, amazed at the world he discovered. He saw trees for the first time, rocks, grass, lakes and streams. He felt wind on his face and the sun on his back, but he didn't stop running. Finally, he reached Drakenhof, entering the castle-town beneath the imposing battlements of the fortress. There, his status as a von Carstein was recognised, and he was welcomed back to his home. Echo remained there for over a decade, poring over books and becoming more wise to the world around him. He trained his assassincraft more under the watchful tutelage of fellow von Carsteins, becoming adept in everything from poisoning to mastering his Shadow magic. He took several contracts over the years, destroying his targets and escaping unscathed.

Now, as he furthers his own skill, a call to arms has been issued. Rowhaine has gathered around him the old Council at Castle Drakenhof, and Echo too has been invited. Perhaps now he will truly test his skill...

Basic Stats

Speed: 5 - Echo is fast, and light on his feet, capable of covering large distances relatively quickly.

Agility: 6 - As an assassin, and one trained from birth for every day of his life, Echo is incredibly agile, able to avoid blows in combat and weaving past opposing blocks to strike his enemies.

Weapon Skill: 5 - Echo is highly adept in the use of many different weapons; swords, axes, maces, but his most favoured, daggers.

Ballistic Skill: 5 - Highly competent with ranged weaponry, Echo uses his preferred repeating handbow to devastating effect in close-quarters.

Raw Strength: 3 - Echo's training was geared towards letting his weapon do the work, rather than him. His pure strength is relatively lacking.

Technique Strength: 5 - Much more competent with a weapon in his hand in combat, Echo can make his blows count when he needs to.

Toughness: 3 - Preferring to strike first, Echo wears no real protective armour and relies on his agility in combat.

Tactical Knowledge: 1 - Beyond reading a couple of battlefield diagrams in a book, Echo has no strategic knowledge whatsoever.

Magic

Lore: Shadow - Echo is capable of transforming into a black mist, allowing him to evade attackers or even infiltrate otherwise impregnable locations. He can also temporarily confuse foes with simple hexes. His interest in music has also driven Echo to use his shadow magic to conjure an ethereal violin, on which he performs the most harrowing of pieces.

Raw Magical Power: 3

Magical Skill: 4

Technology

Skill: Assassincraft - Echo can develop powerful poisons, he is an expert infiltrator, has near-perfect night vision, and otherwise bears the foreboding air of a cold-hearted killer.

Skill Level: 6

Equipment

Assassin's Blades
Echo bears multiple, concealable weapons. He has two daggers, a shortsword, and a throwing axe, all hidden within his cloak and robes. All of these are sharpened to a razor-edge, and Echo is adept at using all of them. The blade-material itself is jet-black, with thin, yellow-ish veins running through them like some diseased corpse.
The blades give no bonuses to Echo, however the special material they are made from allows him to parry in combat without the blades breaking. They are also noiseless, and make no sound even when stabbed through armour and bone.

Mathilda
A beautiful piece of craftsmanship, this repeating handbow can be tucked away and folded easily. Similarly, all it takes is for Echo to reach into his robes, raise his arm and pull a trigger for a lethal bolt to be unleashed on his enemies. The wood is the darkest ebony, and the firing-mechanism is such that Echo can fire three bolts before needing to reload. Most remarkably of all, each shot has equal power to that of a single-shot crossbow, making it deadly in close-quarters.
The handbow doesn't give any bonuses to Echo, but it is a very powerful weapon and allows him to execute multiple foes in close-quarters. However, due to its small size, the weapon is less useful over longer ranges; it is intended to be wielded in one hand, whilst the other brandishes a short-sword or hand-axe.

Other Abilities

None - Echo's abilities and magical powers are all listed in their relevant sections. He has no additional skills to include.

Strengths
- Reliable infiltrator and assassin.
- Highly competent in close combat, possessing a myriad of different ways to despatch his foes.
- Is not limited to single-combat in his assassinations, but can also use untraceable poisons, or even set traps.

Weaknesses
- Whilst agile, Echo is not built for prolonged combat.
- Skewed moral compass.
- Often ignorant of the world around him due to his time in seclusion.

-----------------------------------------------------------------------------

I've submitted this sheet not because I necessarily expect to have access to Echo immediately, but so that he can perhaps be approved so that when the time is right I can introduce him quicker.
 

Harland

The Colonel
True Blood
Feb 23, 2010
1,931
Right Behind you...
Alfred

Full Name: Alfred Dainophukhos
Race: Human
Age: Exact age unknown, looks to be mid-twenties
Place of Birth: Unknown, looks Bretonnian

Physical Description
5’6”, effeminate face, slicked-back hair that goes 2/3 of the way down his neck. Glittering blue eyes.. Wears simple, ordinary clothes. Thin, little muscle. Does not look like a fighter, more a disgraced actor. The only even remotely interesting detail is the jewelled dagger slung through his belt.

Personality
Usually quiet. Relatively cheerful when spoken to. Often reluctant to talk about himself, even in the most trivial circumstances.

Brief History
One day, Alfred casually wandered into The Verdant Heart’s band of adventurers. So far no-one has noticed him yet, although this is not irregular for Alfred as he has only been there for a few days. Were someone to question him on why he had come, he would stumble awkwardly around the subject. The truth is, there was something about The Verdant Heart’s power that... attracted Alfred. Perhaps he simply feels comfortable in his aura.


Basic Stats
Speed: 3
Agility: 3
Weapon Skill: 2
Ballistic Skill: 2
Raw Strength: 2
Technique Strength: 1
Toughness: 3
Tactical Knowledge: 2


Magic
Nil, as far as anyone can tell.

Technology
Nil

Weapons / Armour / Items
Jewelled Dagger
It’s a dagger with jewels in its hilt
The jewels are affixed to the hilt of the dagger, which is jewelled. In its hilt.

Other Abilities
Being Unnoticed
Alfred is so irrelevant that sometimes he can simply walk unnoticed.
Nobody pays attention to him.

Strengths
He’s so normal nobody bothers with him.

Weaknesses
Largely irrelevant

Additional Notes
His dagger has jewels in its hilt.
 

Mr Nightwere

Necromancer
May 30, 2009
877
Nuln
Full Name: Harindir, valarion, Vaskatchi
Associated Names:
Age: 772
Bloodline: Lahmian
Sire: Jason Nightwere
Generation: 4th
Place of Birth: Luccini, Telia

Description
Harindir is a tall mountain of a man at a height of approximately 7 feet; he was sired at the age of 20 by the infamous Jason Nightwere. His dark brown hair drapes over his board thick shoulders, his stare is one of both nobility and destruction sealed within is a heart of black steel which knows knows bounds. He is usually attired in fine silk and linen clothing and is usually accompanied by a fine metal long sword to his side. He adores the theatre and is usually seen wearing a porcelain mask in laden with white gold, this is a powerful magical item gifted to him by his sire as a token of favour to the young Nobel and scarcely leaves his darkly handsome face.

Personality
Harindir is considered by most of normal aristocracy as some what of an arrogant brat. His tone is usually smooth and confident, although he is usually only thinking of how best to stab the empowered in the back to acquire something of value to him or his house. He prizes respect over all and will quickly run through any who do not greet him with such. As a human noble he was mainly confined to a dinning hall and forced to be seen not heard and rarely spoke a word to any in his mother’s court. Until of course he was sired and became a lord of the night, becoming a commanding leader and noble commanding lesser creatures to do his will.

Brief History

Born in Telia in around the 1800's he was born into a power full noble family. He lost his father early on due to a strange disease which affected none but the Nobel, and in years to come would never be explained. His mother was a shrew of a woman and refused him to venture too far from the castle keeping him under careful watch at all times, and in later years Harindir resented her presence greatly. he was brought up around the wealth of his family and many others his love interests were brief and secretive and little in his life had any meaning and it seamed it never would. His mother controlled the estate and the treasury while Harindir was left simply to watch his mother squander his father's riches on connections and diplomacy.

On his 21st birthday as the nobles drank and danced in his families manor, he walked the battlements, as a shadow descended upon the keep wind roaring behind it the form of the creature moved up right and peered into the young nobles terrified eyes as he held fast to a dull sword whimpering at the abomination before him. Jason's Dark voice spoke inside of the counts head
Be silence boy, I mean you little harm"
The stern voice echoed through his mind, as Harindir froze with fear, the feral Yellow eyes fixed on his.
"Who are you?"
the frightened youth managed to whisper out as the creature came closer towards him, a small chuckle in his voice.
"The question should be who you are" He fought back the fear and spoke clearly to the fiend
Harindir Vaskatchi, my mother owns this castle"
A long chuckle escaped Jason's lips, as he came even closer towards the noble.
My name is Jason Nightwere; I have lived many hundred of years and never found something as delighting as you. Tell me boy, do you enjoy, living..."
The cold rasping voice choked the courage in Harindir as he panicked and thrust his blade into Jason missing its mark it was grabbed by some unknown hand and ripped form Harindir's hands as Jason grabbed him by the neck and brought him towards him grinning with glee at him as he did.
"Then, perhaps it is time you stopped wouldn't you think..." Jason said before his fangs bit deep into Harindir's neck as blood shot from his wound Jason continued.
And see how dying suites" Jason said grimly as he turned the young noble right then and there.

Soon after he left the castle and went aboard with the vamperic lord learning as much as he could until one day 200 years later he returned to his home to find it abandoned by all until is sang with dreaded grim music which floated down into the surrounding city which attracted many noble guests, some never leaving the hallowed halls as bright arcane fires burned through out the night and rested at the days break. Harindir grew in power and influence and hosting the most exclusive parties of the court. Many a noble and royal has passed thought the doors of the Vaskatchi manor and few are wise to the true horrors of the house Vaskatchi’s powers over the weak willed are powerful indeed and few can resist his charms and illusions.

Basic Stats
Speed: 6
Agility: 6
Weapon Skill: 6
Ballistic Skill: 7
Raw Strength: 4
Technique Strength: 5
Toughness: 4
Tactical Knowledge: 4

Magic
Magical Lores Known: Necromancy / Vampire
Raw Magical Power: 3
Magical Skill: 3

Technology
Skill set: Bard magic
Harrindir is a exceptionally skill musician and entertains at many of his social gatherings. even to those of rival counts ( pretending to be a clasical musican he has instead developed his own brand of the Vihuela using Dark magic to create a powerful entertainment device that can have insane effects on the lesser willed.
Skill level:10


Equipment

Vihuela
This contraption was created by Vaskatch himself allows him to entertain and invigorate his guests using back magic, which course's through the black stone the Vihuela is made from. It channels and can amplify the sound made by the metal strings which reach up towards a select few powerful gem stones at the top of the neck causing it to emit enjoyable sounds to those around.

Sample of the Vihuela's abilities...

The mental mask
This mask was given to the noble by Jason Nightwere its powers enhance the will power of its wearer and Harindir uses it to control the weak minded individuals he comes across.

The Black Death
His sword is light and quick. Harindir uses it to quickly cut down any who should have the misfortune to disrespect or underestimate this vamperic lord and is also enchanted to cut through thick armor.

Bow of the black
Another creation of Jason Nightwere this bow requires no arrows it is bond with a spell which shoots magical shards of dark magic.

Other Abilities

Mind manipulation
has the ability to create convincing illusions and trick the weak minded into obeying him and becoming his mortal slaves.

The Dark hunter
He can see through the darkest of night, is silent as the grave sneaking through the night to ambush his prey.

Strengths
Powerful will - can control others with low will
Excellent swords man
Summon creatures - can summon dark creatures to do his bidding
Lahmian Bloodline -Harindir is fast and agile due his bloodline.

Weaknesses

Arrogant - At times he can be clouded to unseen danger.
Not a powerful with magic.
Requires respect- with out respect he can become hostile, even attempting to kill anyone who disrespects him.

Additional Notes
Lasers go, pew pew.
 

The Dread King

Moderator
Staff member
True Blood
Jan 28, 2012
1,897
Zoe

Full name: Zoe Straupenhof Spyros
Associated names: The scourge of Undeath, Lady Vengeance
Age: 20
Race: human
Sire: N/A
Generation: N/A
Place of birth: Altdorf

Physical Description
Zoe has blue eyes and brown hair. She is of an average height, and looks troubled and wistful but determined most of the time. She carries two warplock pistols in holsters by her sides, and an exotic array of weapons decorate the leathers she tends to wear. She does not seem to be too muscular, but physical power can definitely be seen in her. Whenever she remembers happier days, a haunted look appears in her eyes.

Personality
Zoe was a happy, sensible and determined child. However, due to terrible events, she has also gained an iron will stronger than many a monarch's, and the desires of her heart seem to have been destroyed, except for two: dealing justice, and gaining her revenge. These two conflict much of the time, leading to her being distressed and confused frequently.

Brief History
Zoe never knew her father. All her mother ever told her was that he was a man with the surname of "Spyros" and that he'd left her, so she'd come back to her father's home. Zoe was a bastard child, but her family overlooked this and accepted her as part of the family. Her grandfather was one of a long line of famous and powerful wizards and witch hunters, and he taught her how to defend herself. Over the years, she became as excellent a fighter as any man, and her family took pride in her, seeing her promise. However, one night, when she was sixteen, she was out of the family home, when her family was attacked by the only member of its senior branch.

Zoe's grandfather had kept a dark secret from his children; a secret so dark that it was only passed on to the heir of the great family when the family head died. The secret originated on the night that Nagash rose after his death at the hands of Sigmar; it was the night that Morturion Straupenhof, later known and cursed as Darkheart, killed the warrior priest who was going to save his town. His elder brother escaped the massacre, and, after the devastation was done, the survivors of the attack struggled back to the town.

Accounts of Morturion's treachery were told; at first, his brother did not believe them, but eventually, he was convinced of his brother's crime.
He vowed never to rest until undeath was eliminated entirely, never to stop his task until his brother had been brought to justice. And so began a line of witch hunters and wizards fighting against the undead. It led to the downfall of many vampires and necromancers, but Morturion himself was never killed - and never forgotten by the Straupenhofs. When Morturion traced the descendants of a certain witch hunter to his own brother, he was filled with a sick joy. He decided he would pay the Straupenhofs a little visit...

They were unprepared for him, and were incredibly surprised when he introduced himself before killing them. All were slain, bar Zoe's cousin, the family heir, who was being killed when a large contingent of Empire soldiers and wizards burst in, making Morturion flee. Zoe's cousin was dying, and wanted to say goodbye to her. When she heard the news, she rushed back home, and her cousin told her the terrible family secret and died soon after. Zoe then vowed to hunt down her ancestor and kill him personally.

She was mentally unstable for quite some time, despite the resilience she gave off in life. Although she had never officially been a witch hunter - after all, she could not join the order as it was male-only - she had followed the principles and code of witch hunting. Yet, through confusion, depression and desperation to get more power so she could kill Morturion, she was driven to breaking the laws of the Empire and learning magic without being in one of the colleges. She found a powerful, rogue light wizard called Marslerp, and received magical teaching from him for five years. She was an apt pupil, and him an excellent teacher, but eventually, he was hunted down and arrested by Empire forces. Luckily, she was not present when he was captured, and the lessons she had received were never discovered. In the five long years after her family's destruction, she has honed her witch hunting and magical skills, never letting anything distract her from her purpose, never allowing anything to stop or delay her from achieving her goals; now, she is ready, ready to face her old enemy and his race, ready to challenge undeath itself...

Basic stats

Speed: 4

Agility: 5

Weapon Skill: 4

Ballistic Skill: 4

Raw Strength: 3

Technique Strength: 4 (5 when fighting undead; she's good at killing them)

Toughness: 3

Tactical Knowledge: 3


Magic
Magical lores known: light
Raw magical power: 4
Magical skill: 3

Technology
Witch hunting: there is a technological side to witch hunting; Zoe is excellent in it (for a mere human!). Skill level: 7/10

Items

Dual warplock pistols
These excellent weapons were Zoe's grandfather's; they are well-kept and were well-made; she is used to using them.
Shooting strength: 5. In warhammer terms, these would give Zoe magical and flaming attacks, and she has +1 ballistic skill when using them.

Leather armour
This armour is flexible, but gives a certain amount of protection, too.
In tabletop terms, this would give Zoe a 6+ armour save.

Vast array of weapons and tools
Zoe always has something to do the job! She is well-prepared for any undead menace, carrying all manner of weapons.
Zoe has a small amount of magical protection from attacks from undead. She also is well equipped for any combat, and so is never at a disadvantage weaponwise. She can witch hunt very well with a large amount of tools.

Other abilities

Witch hunting
Self-explanatory. Zoe is a brilliant witch hunter, she would get 8/10 if that skill was marked on a scale of 10.

Strengths

-Is very nimble
-Will not give up easily
-Knows how to deal with the undead

Weaknesses

-Can be headstrong
-Is not as tough as a many creatures
-Is not a natural leader; she will not always take the wise course of action, either
 
Woooo! The Twins are approved by Simon! NPC's still waiting.

Aidan and Alroy

Full Names: Aidan and Alroy
Associated Names: The Demon Twins, The Wild Shadows, The Mad Hunters, The Two Deaths, The Roaming Blight, The Fanged Jesters

Ages: Unsure, but likely more than a century or two, judging by their victims' accounts. They are most likely the same age, and appear as adolescent boys.

Bloodline: Unknown, possibly Lahmian, as their dam was, well, as her clothing indicated, a wealthy woman. Even this could have easily meant that she was a Von Carstein.

Dam: Name unknown, but they recall that she had their eyes and hair, and was very well-dressed...

Generation: Unknown, as they are unaware of who their Dam is.

Place of Birth (Siring): Somewhere in a wooded area during a full moon. Other than that, they have little recollection of the time or place.

Physical Description
They look to be a pair of attractive, fair, fiery red-headed boys, somewhere around the age of sixteen. They are lanky, but well muscled, and have fine, noble features, marked by deep set, jet-coloured eyes. One or the other always has an odd sort of smirk on his face, regardless of the situation. Their heads are topped by a mop of blazing red hair that often gets into their faces. Their voices are slightly strident and have a disturbing echo brought about by the fact that they almost always speak in unison or finish one another's sentences.

Aidan and Alroy's typical dress consists largely of basic black breeches, heavy black boots that reach to their knees and hang tight to their legs, and a white shirt, all covered by a black riding cloak. Their clothes are made of a strange material that does not seem to wear or collect grime, and shifts with them when they transform. It has never been known to tear, and therefore prevents bladed weapons from cutting them, though it does not remove the force of the blow.

Personality
Aidan and Alroy could be described as playful and fun-loving, if what they found enjoyable was anything less than horrendous. They enjoy games, which can range from kidnapping children from noble families and harassing the parents until they are broken shells of what they once were and their lands have gone to waste, to something as innocent as a harmless upright needle on some poor underling's seat cushion. Although, if that underling is a vampire, it is often a silver needle. The pair are easily bored and often concoct grand schemes that are so immense that they are impossible, or so time-consuming that they become bored and do something else anyway. They prefer to live comfortably, and to that end spend much time being pampered by their maids or dawdling with their consorts. When they do turn their thoughts to conquest, it is not so much conquest as it is pillaging that they take interest in. They really do not enjoy the tasks that come with governing, and often leave any territory they possess, in the short interim they do, up to the usually capable hands of their consorts.

When roused, however, they are an implacable foe. Whatever their reason for going to war, be it with a single man or an army, they do so in full force and do not stop until they have depleted all their resources or won. They consider any defiance a direct affront to their superiority, and will cut it down like dead grass given the chance. Their methods are not often direct, but always brutal and dark-hearted.

Brief History
The very first thing they remember upon being turned is that they were in a clearing in a pine forest, under a full moon, and that there was a woman there, sharing their complexion and eyes, whom they turned upon and fed for the first time. They believe that woman to be their Dam, and refer to her as "That Lady", or "Mother". They seem to have no remorse over this act. As time went by, with no tutelage from any real source, they gleaned what they could from the rare vampire they met, and killed them. The more powerful they became, the more their natural talent for shifting forms became more apparent, and soon they were creating new shapes by twisting the size or capabilities of the monsters they would become.

They acquired a small fortune after sacking several caravans, and paid a wizard to enchant a large wardrobe of fine clothes for more convenient use when shapeshifting. After more "fun and games" over a period of years, they managed to amass a fair amount of wealth, and began to purchase domestic comforts for themselves to brighten up a dusty old castle tower they had found ruined in the Northlands of Kislev. Over time, this became their main base of operations, and they schemed, through various middle-men, to have the materials of several more towers and mansions torn down and re-assembled at their place of residence, making a sort of hodgepodge, fanciful mansion-fortress.

Eventually, several witch hunters were able to triangulate the position of their home, despite their erratic patterns of slaughter and mayhem, which, by design, were never quite grand or serious enough to attract the attention of any sizeable military, and prepare an assault. The Twins, however, were ready for them. While they and their consorts kept the Witch Hunters and their forces busy, the wizards they had hired or enslaved were placing powerful enchantments on the stones of their home. By the time the Hunters surmised what was going on, for it was hardly to be believed, the eclectic fortress was now floating several stories above the ground. The Twins fled laughing with their consorts and escaped in their now mobile home.

Of course, the pair were smart enough to know that anything so conspicuous as a flying Kislevite Castle built from all manner of multi-colored, candy-like spires would easily be seen from a great distance, and so they arranged to have an enchantment that created a group of clouds, fluffy and white like snow, around the massive abode. As yet, they have not decided what to name the almost grotesque thing, beyond Home.

Currently, they roam the world entertaining themselves, though they grow bored of their general isolation from the rest of the vampires and seek new fanciful delights and games. To that end, and after hearing of the death of Nagash, they made plans and set sail to greet the ones responsible with open arms.

Basic Stats

Basics

*All purely bat forms are assumed to be flying for agility and speed, on the ground they are reduced 2 automatically.

Speed: 5 B(8) FB(10) GB(10) BW(6) V(10) W(3) CH(3)

Agility: 5 B(10) FB(8) GB(5) VG(4) V(6) W(0) CH(2)

Weapon Skill: 5 W(0)

Ballistic Skill: 3

Raw Strength: 5 B(1) FB(4) GB(8) VG(7) V(6) W(0) CH(10)

Technique Strength: 5 W(0) CH(3)

Toughness: 5 B(1) FB(3) GB(7) BW(6) VG(7) CH(8)

Tactical Knowledge: 3

Magic

Magical Lores Known: Lore of the Vampires
Raw Magical Power:
Lore of Vampires: 2

Magical Skill:
Lore of Vampires: 2

Technology
Neither brother has any technological expertise to speak of.

Weapons / Armour / Items

Enchanted Clothing
In response to a growing need to stop changing clothes every time they change skins, the Twins commissioned a wizard to fashion clothing that not only shape-shifted with them, but also handles the wear and tear of heavy use well, so that it never frays or develops holes, or even gathers dirt and filth.
-Basic clothing (non-armor) may not be cut or pierced, but does not dampen the force of the blow. It is also never dirty and filth simply slides off of it. Their clothing shifts with them when they change form.

Flying Kislevite Castle
A marvel so absurd that it must be seen to be believed, this enchanted fortress floats among brilliant white clouds of its own making, and houses every need that the Twins could ever have. Guests touring the palatial estate for the first time are sure to be amazed by the splendor they find there.
-Hovers at an average speed ranking of 5, can reach 10 for short periods of time, and 12 for a few minutes if the brothers wish to stay stationary for several days afterwards.
-Is a castle, with all the solidity and durability of any average fortification.
-Has a large stockpile of non-perishable candies and deserts in the cellar.
-Has all the comforts the wealthy would enjoy. Even the armory is comfortable.
-Is always screened by encircling walls of clouds unless the enchantment is turned off for a time.
-control of the castle belongs solely to the brothers and their consorts, the enchantments will respond to no one else. They must be touching the steering orbs on top of the main tower for this to take place.

Assorted Maids
These poor, mind-shattered creatures were kidnapped from noble homes across the world to cater to their masters' every whim, and work constantly to better please them, ever hopeful of becoming a consort and replacing the current occupants of that position.
-Twenty per brother
-Skilled at singing, dancing, baking (especially pastries and desserts) and other diversions
-All completely devoted to their masters, their minds have been broken
-All are well dressed and retain the knowledge of their noble habits and manners from before their kidnapping
-All are 13-18 years of age.

Castle Servants
The ghastly but genteel footmen, scullery maids, pages, courtiers, and assorted staff of the flying castle utter not a whisper as they go about their domestic tasks, doing exactly as they are told without complaint and respectfully acknowledging the presence of all friendly visitors to their halls. The only service they provide that cannot be considered exquisite comes from the Court Jester, who can only juggle and do acrobatics, and is completely incapable of telling a joke, due to his lack of a voice.
-Two-hundred skeletons maintained, a hundred each, by their consorts when outside the castle, and the castle's enchantments when within.
-Capable of maintaining the castle and not much else.
-Strangely polite and well-mannered, bowing when approached and making room for passers by.

Castle Guard
Staunch and grim, these tireless constructs patrol the walls and halls with ceaseless motion, ever watchful for an intruder that must be dispatched by their deadly, enchanted blades. Arrayed in formation high atop the castle's candy-coloured turrets, their jet black armor provides a stark contrast to the overwhelmingly saccharine appeal of the architecture and decor.
-One-hundred Grave Guard, maintained 50 each by their consorts when outside the castle, but inside they are enslaved to the enchantments on the stones itself, so that while one pebble remains, they will defend it and its occupants until destroyed
-Extremely polite and well-mannered, saluting when approached by a non-hostile and making room for passers by.


Other Abilities

Horrors of a Thousand Faces

Bat(B): Small, hard to notice, able to smell and hear out hidden objects and persons, this creature is ideal for hunting down those hard to track villagers when they decide to hide instead of run away as fast as their legs can carry them. Due to its small size, and excellent quickness, it can avoid most blows and buffets, which, of course, would surely kill it if they landed home.

Fell Bat(FB): An enormous bat with a ten foot wingspan and a mouth full of razor sharp fangs, this speedy flying creature is less agile than the bat, but retains a great deal more strength and resilience than its smaller relative. There is no crushing this monster under your boot. Like their smaller cousins, they are excellent hunters, and their shrieks can disorient any living prey they might be hunting.

Gargantuan Bat(GB): A monster of a beast, able to blacken the night sky with its impressive wings. At least as large as its Undead compatriot the Terrorgheist, this bat's tough hide, deadly claws and fangs, and insatiable hunger for blood make it a force to be reckoned with. It is easily capable of carrying off a fully armed and armored knight and his horse in one grotesque talon. Beyond that, its finely tuned senses are on par with its smaller cousins, and its screams are so ear-splitting that the weak-willed fall down in agony or are struck dead from hemorraghing on the spot.

Bloodwolf(BW): A giant wolf, red in eye and heart, easily the size of a massive workhorse, but as fast as the swiftest racing stock. Its thick black fur protects it from flames and the bite of small-headed arrows and daggers. Only a true weapon will pierce the hide of this beast.

Varghulf(VG): Normally only something a vampire can become when they have lost all hope of sanity and willing wade into a sea of carnage filled thoughts, this ogre-sized man-bat cannot fly, but is still swift, and can rend men limb from limb with its hooked claws and jagged fangs. few can stand before the might of such a hideous, muscle-ridden creature. The Twins, however, have perfected the art of shifting to and from this form at will.

Vargheist(V): A more agile halfway point between a vampire and a varghulf, the vargheist is still a massive creature, but it retains the ability to fly and has an unnatural quickness about it. These creatures are well known for their acts of fiendish barbarism, and their love of tearing the weak to shreds within moments, and feasting on the remains.

Wraith(W): A disembodied spirit of ill portent, this shrouded skeletal creature of the night can be touched by no normal weapon, and can fade through any material. While it is limited to a slow, gliding motion, it is relentless, and only able to be slain by enchantment or incantation.

Crypt Hulk(CH): A monstrous wall of undead muscle and unquenchable rage, this ghoul-like beast is roughly the size of a house and as strong as the iron hands of death itself. Highly resilient against any injury, and capable of healing from even grievous wounds, this monster is the ultimate embodiment of brutish strength and tenacity. Any self-respecting ogre would be jealous.

Simply put, they can transform into wraiths,varghulfs, vargheists, enormous jet black wolves the size of horses, fell bats, bats, bats the size of terrorgheists with similar capabilities, and a special variety of crypt horrors. These different forms naturally increase or decrease certain stats accordingly, and add or remove abilities accordingly. These stats are listed along with their basic ones.


Strengths

Iron-Willed- No one tells them what to do if they do not wish to do it. No one, no how.

Unbridled Cruelty-Even for vampires, the twins have a penchant for vicious behavior, often creating elaborate schemes to irritate and harass their enemies to the point of madness before laughing as they deliver the final blow personally. Naturally, this makes them incredibly dangerous opponents when they become riled.

The Springtime of Youth-They have a youthful mindset, and are easily caught up in the next big scheme to be had, so they handle defeat and all manner of tragedy and misfortune extremely well, and can bounce back emotionally from situations others could not.

Stupidly Wealthy-They have a flair for the extravagant, and have hoarded all their spoils into a sizeable fortune, if only for the sake of having it to spend and regain in slaughter again. Among other vampires, they are incredibly showy and dramatic, and like to squander their wealth on white elephants they then pay people to turn into nightmarish weapons. The most devious on record is a large golden fountain intended to distribute chocolate to a Brettonian Noble's wedding guests, but instead shot massive jets of scalding, burning tar across the feasting hall during the celebration afterwards.


Weaknesses

Lack of Discipline-They find it difficult to pursue long term goals, or do anything they do not find entertaining.

Impetuous-The twins are highly precocious and can barely stand backing down from challenges. They are braggarts, overly confident, proud, and irreverent at all times. Unless, of course, being reverent helps them get something they want.

Sweet Tooth-They prefer to feed on girls their own "age", especially pretty ones, and try to select ones specific to their liking as maids, discarding them callously when they become too old. Occasionally, they sire a vampiress here or there when they find one particularly to their liking. While this does give them highly loyal bodyguards and consorts, of which they only have one at a time, the fact that they still retain human maids to feed from causes jealously among the ranks, and adds an element of strife to their lives that would not be there if they showed any kind of restraint or tact. They also have somehow retained the taste and stomach for all varieties of candy, especially sweetmeats, and dine on them almost as regularly as they dine of blood. This means that they are incredibly picky eaters, and will go to great lengths, often to the detriment of others or themselves, to get their chosen foodstuffs.

Many Enemies-On rare occasions, one of their former consorts will abandon them out of sheer jealousy, having found some way to break their hold over their minds, and dedicate themselves to hunting them down. They also have a nasty habit of turning people who have been especially troublesome to crush underfoot, ordering them to grow stronger so that they can fight once again, and drain even more enjoyment from the fracas the second time around. Between these two groups of vampires hunting them down, and the ruined families and towns left in their wake of destruction, the Twins have a fair number of foes eagerly seeking them out at all times. This will, eventually, come back to bite them, so to speak.
 

Disciple of Nagash

Oldblood
Staff member
Feb 12, 2008
27,732
Baron Hugo von Hardon

 

Full Name: Not revealed

Associated Names: Baron Hugo von Hardon, The Dandy Vampy

Age: 1169

Bloodline: Lahmian

Sire: Not revealed

Generation: 3rd Generation

Place of Birth: Altdorf.

 

 

Physical Description

A tall lithe man, with long flowing black hair. His appearance is in every way immaculate, from his plucked eyebrows to his manicured nails. His body is a temple with perfect tone, high cheekbones and is best described as a “beautiful’ rather than handsome. Dressed in the latest fashion he carries a long rapier at his side. His eyes are golden brown with flecks of red and green, and his face is fully shaven without a hint of shadow. Many times he has been mistaken for female by his looks, which his voice does dismiss whilst still remaining both rich and vibrant. In short Hugo’s appearance is perfection.

 

Personality

For the most that meet and interact with Hugo, the personality matches the appearance. Though not posh or stuck-up, he does come across as rather over the top and pretentious, rarely taking things seriously and always finding jest in something. This is further accentuated by his outrageous flirting and perversions. Everything has a sexual connotation to Hugo, and combined with his severe lack of standards in his those particular choices, neither woman, man or has been rumoured beasts, are safe from his alluring gaze.

Hugo however is excellent at ensuring that such flirting and comments are always delivered in such a way that they avoid insult, just stopping just short of the line. Indeed he has an almost supernatural ability to develop excellent relationships even with the most difficult of people, and it almost never heard of to see him be rude or insulting.

However what most people will never realise is that behind all this Hugo (which is not his real name, but one simply invented) is the mind of a genius. Playing the affable fool allows him the freedom to see what many would hide, and his mind notices all. With an intellect that is staggering Hugo is excellent at picking up on the smallest things, down to the micro expressions on people’s faces. It is therefore extremely hard to lie to him or indeed hide any secrets. However most never realise this as Hugo would never crudely reveal such a gift, and instead uses such knowledge with his other gift – manipulation.

Lahmians have always been noted for this skill, but never perhaps has there been one as skilled in the arts such as Hugo. Everything known about him is a façade, and in truth no one knows his true intentions. Supremely skilled at ferreting out and understanding information, Hugo then manipulates both events and people effortlessly, never leaving evidence of the act. As such he has never yet been caught in the act.

If someone was truly to find out about him, they would realise a dark secret, something ultimate goal that he is working towards.

 

 

Brief History

Nothing is known about Hugo’s actual history.

All that is known Hugo surfaced around three hundred years ago, although it is clear he has been around much longer than that. He spent many years manipulating his way into various positions of power, and was involved in such a process during the events of the last vampire council. As he felt the events of the original council did not further his own goals, he decided not to reveal himself and thus carry on, resulting his eventually becoming a Baron. His Barony in Stirland near the borders of Sylvania was one of the first to fall during the war, mainly because Hugo easily surrendered to the Carsteins, on the agreement he would be able to retain his lands. Upon revelation that he was a vampire an agreement eventually was reached, and ever since Hugo has remained a loyal, if annoying, vassal of the Carsteins. In truth even they do not realise the vampire under their command is much more than he seems….

 

 

Basic Stats

A section that MUST be filled in. I have decided to go for a numbered system similar from 1-10, 1 being the very worst, 10 being the very best. Only in very rare instances can it go over 10, and a very good explanation would have to be provided why. Please note these are BASIC stats. If you have a magic item that increases them, that should be put in a bracket afterwards.

 

Basics

Speed: 7 – One of Hugo’s main strengths, his bloodline and lithe body lending him speed faster than a normal vampire

 

Agility: 7 – Again, like his speed Hugo is very agile.

 

Weapon Skill: 3(5)(7) – With most weapons Hugo is useless, however he has developed surprising skill with the rapier at this side

 

Ballistic Skill: 5 – Average, mainly utilising the throwing darts he sometimes conceals about his person

 

Raw Strength: 3 – Very underpowered for a vampire, Hugo is only marginally stronger than a strong man

 

Technique Strength: 4 (5)(7) – Very limited skills, only his natural vampire reflexes help. However again that changes when it comes to his rapier…

 

Toughness: 4(5) – In actual toughness Hugo is no harder to harm than most mortals. Only the fact of his vampiric regeneration make him harder to kill

 

Tactical Knowledge: 1(10) – In truth Hugo is genius, and as such any intellectual challenge is mastered by him. However his façade is not, and as such the tactical knowledge he presents to others is next to non-existent.

 

 

Magic - you can have different power level and skills for different lores

 

Magical Lores Known: Necromancy, Shadow, Death

Raw Magical Power: 5 – Hugo is reasonably potent, to allow for average power when casting spells. In line with his character, he generally goes more for show than effect.

Magical Skill: 5(8) – Again Hugo is reasonably potent. However he does show much higher skill in the Lore of shadow when it comes to misdirection, hiding or relocating himself from danger.

 

Technology

Whilst Hugo understands the theory very well, he has not studied and thus has not notable skill sets in this area.

 

Weapons / Armour / Items

Rapier

Slim and razor sharp, this appears to be otherwise unnotable. However to those skilled in such matters, it is clear the weapon is rare indeed.

Dwarf forged from gromril, this rapier is feather light and immensely strong. Hugo has used this for many years now, and as such has become reasonably skilled. Only when using this weapon does Hugo benefit from the secondary figure in the Weapon Skill and Technique Strength entries.

 

Plate Armour

In battle Hugo dons a fantastically ornamental plate of armour. Very thin, it is designed to match the sculpt of his body, and accentuates his litheness.

Again dwarf forged from gromril, this plate was purchased for a ridiculous amount of gold. It provides excellent protection during the midst of battle.

 

 

Other Abilities

If the character has additional abilities that are not covered by the above sections then list them here using the following format:

 

Genius

With an hidden fantastic intellect, there is little Hugo cannot put his hand to

Hugo will understand pretty much any new topic after a short amount of time, and also figure things out very quickly. This includes codes, attempts to divert his attention etc

 

Manipulator

Hugo knows that makes people tick, and has become a master at understanding and manipulating them

Hugo will be able to manipulate others and sway their minds. He will also be able to pick up on the smallest action. This means he can easily tell deceptions and also have a good general idea what a person is thinking or feeling from the micro-expressions on their face.

 

Undercover

Hugo has remained undercover for many years, and his act has become flawless. However he still retains other, less savour abilities.

Unless agreed otherwise, no other characters will pick up on Hugo’s façade, although if RP’d out of character, this may be noted on. He also has the ability to be very stealthy, remain quiet and unnoticed and even pick locks.

 

Duellist

A man of his intellect would be silly not to be able to protect himself

Although his skill with the rapier is well known, the exact level of his skill as a duellist is not. Hugo has the skill and technique to be quite potent with his rapier, however like his tactical skills, it is something that would never be revealed as this would break the façade of his character. This accounts for the final figures on his Weapon Skill and Technique strength, however it would never be used except in extreme circumstances (and using would probably reveal his pretence)

 

 

Strengths

Quick and agile

Genius

Expert manipulator and ability to read others.

Ability to develop good relationships with most people

Stealthily and discreet when necessary

Hidden skills

 

Weaknesses

Poor strength and toughness

Neither very powerful in combat or magic

Many of his most potent skills cannot be openly used

Lack of trusted allies

Must constantly be careful and manipulate to get desired result without revealing façade.

 

 

Additional Notes

I would ask all characters to respect the façade and react to that, not to the information about it all being pretence here. Also note that despite his foppish appearance and actions, most characters should get on with him, likely as a guilty pleasure xd
 

Count michael

The Undead Sparky
May 17, 2010
813
Timaru
Mikhail Bjornson

Full name: Mikhail Bjornson
Associated titles: the Ice Queen's champion, Half Breed (Favourite insult used by most Kislevite nobles), The Kossar King (title given to him by his Kossar comrades for out drinking an entire regiment of dwarf warriors)
Age:24
Race: Human - Half Kislevite, half Aesling* (see aditional notes)
Place of birth: Unknown Aesling village


Personal appearance:
Mikhail is a tall yet slim handsome young male with shoulder length brown hair and has piercing ice blue eyes. Mikhail is a half blood as he would like to ignore being half Kislevite, half Aesling which is the reason for his tall stature,fair skin and Ice blue eyes. Most Kislevite nobles see Mikhail as a traitor who they see as a secret chaos worshiper due to his tainted northern blood though his position with the Tzarina protects him from most accusations. Usually only wears his cuirass, gauntlets, simple Kislevite leggings and boots with a white fur cape giving him a barbarian appearance.


Personality:
An odd sort Mikhail generally is a quiet yet stubborn person motivated by honour and vengeance usually doing stupid as well as reckless stuff without thinking. Generally a solitary person he really only gets along with fellow warriors or the Tzarina, distrusts all southerners as well most nobles. Once he gets an idea in his head he will follow it no matter how stupid or insane. Mikhail despite his mixed blood has a strong hatred of chaos and its followers vowing as long as he lives he will fight the followers of chaos with his last breath protecting his homeland from them. Mikhail is utterly loyal to the Tzarina who he is utterly dedicated to defending her in battle and following her orders some nobles whisper that Mikhail is the secret lover of the Katarin who loves her champion greatly though most are smart enough not to say it to offend either Mikhail or the ice queen, though strangely neither seem to deny it. Has a strong northern accent which most southerners find hard to understand, he also can not read anything not in Kislev especially maps.


Brief History
Abandoned in the wilderness of Troll country north of Kislev by his Aesling relatives due to his mixed blood, Mikhail was rescued by a wandering Priest of Ursun who found the child in a bear cave during a blizzard. Realizing that the child was blessed by Ursun the priest Boris brought Mikhail up in the ways of Ursun as well as teaching him the ways of the Kossar. When Mikhail was sixteen the village he was brought up in was attacked and destroyed by a chaos warband, a company of winged lancers riding down some fleeing marauders of chaos discovered the destroyed village with Mikhail unconscious, wounded and covered in blood next to his adopted father's corpse surrounded by ten brutally dismembered marauder corpses. Though uneasy about this strange youth the lancers took him with them and returned to the city of Kislev where Mikhail joined a band of Kossars. Over the next few years of being a Kossar Mikhail excelled as his berserk fury helped him survive many dangerous situation, with his comrades seeing him as a form of lucky totem who would help them always win.


When he was twenty one Mikhail saved the Tzarina's life defending her single handily against a chaos warband when the Tzarina was knocked unconscious by a spell from a chaos sorcerer who Mikhail killed afterwards. Though badly wounded Mikhail managed to defend Katrina surrounded by the followers of chaos killing those who came close until the Gryphon Legion managed to break through and rout the forces of chaos. In honour of his devotion Tzarina Katarin honoured Mikhail with the title of the Tzarina's champion gifting him with a magical Shashka forged of ice which would never melt or shatter as well as a fine crafted suit of armour including other tokens of her appreciation.


Over the next few years Mikhail served the Tzarina faithfully as her champion defending her in battle or acting as her herald bringing her judgement to bear even fighting against the vampire count legions when they invaded the empire slaying a few vampires. Though with the current raids of chaos, Mikhail returned to his queen and lover's side ready to fight those who would invade Kislev, Katrina however had a more important task for her champion to seek help in the coming war against chaos to find allies to help defend Kislev as he was the only one she could trust for this important task.

Mikhail followed his Queen's orders setting out with a large band of Streltsi and Kossars unfortunately in Middenheim a drinking contest with a regiment of Dwarf warriors went sour which turned into an all out brawl with anyone the band of Kislevites disliked (every non Kislevite there was) including the majority of the Knights Panther and Knights of the White Wolf in Middenheim who the Kislevites insulted for not worshiping a true strong god like Ursun. Mikhail got separated from his companions and now wanders aimlessly around the empire hopelessly lost trying to follow the Tzarina's orders as well as avoiding the Knights Panther and Knights of the White Wolf who are really angry with him (apparently he defaced their chapter houses pretty bad as well as other stuff).

Basic Stats:

Speed: 4
Agility: 4 (2)
Weapon Skill: 6 (being champion means Mikhail is good with the blade , the Tzarina wouldn't just keep him around for his good looks though it would be one of the main reason)
Ballistic Skill: 0
Raw Strength: 4 (6)
Technique Strength: 5
Toughness: 4 (5)
Tactical Knowledge - 2 (0) Mikhail is a champion not a leader and prefers to follow orders killing stuff not giving ordering others plus is generally totally drunk or in a berserk rage so any orders he does give make no sense or are highly insane, only tactics he really knows is to kill those in front of him and find skilled warriors or leaders to kill.

Magic: None, Mikhail is about as magical as a rock though a rock would probably be more magical.


Technology
Skillset: Survilaist
Skill level: 8- being brought up in the harsh landscape of Kislev has taught Mikhail a few things, mainly the necessary skills to survive in harsh wilderness able to hunt and forage food as well as surviving by himself for large periods of time.


Other Abilities
Immune to the cold:
Due to his mixed northern blood, Mikhail to all purposes is immune to the cold with the most extreme temperatures that would kill most people barely even giving Mikhail a slight chill. Some believe it is a mutation of chaos like his ice blue eyes while others believe it is a blessing from the Gods of Kislev, Mikhail doesn't really care as he thinks those who can't handle to cold are weak southerners

Berserker :
Due to his tainted northern blood Mikhail is a berserker, one of the feared warriors of the north who can fight through the most terrible of wounds. He had an insane temper which he tends to keep in check pretty well however when wounded as well as comrades are wounded or killed in front of him which makes him snap going in a berserk fury increasing his strength and resilience majorly as he can shrug off all but the most grievous wounds that would kill a lesser man. However this insane strength and toughness comes at a cost as he is a lot easier to hit as he loses all sense of reason not caring about defending himself brutally attacking those who face him.
(when going berserk has the stats in the brackets)




Weapons/ armour /items

Armour of a champion
wears a suit of beautifully crafted ice blue armour gifted to him by the Tzarina Katarin for saving her life. Whilst it was once a full suit of armour, Mikhail has lost most of it in lost bets or as payments for his tab at taverns, all that is left is the gromril forged cuirass and gauntlets which provides protection from most attacks.

Winter Blade
A fine crafted Shaskha given to Mikhail by the Tzarina for saving her life it was made by the Tzarina herself and the blade is made of enchanted ice which will never shatter or melt, provides a numbing coldness to those hit by it slowing them down as they experience extreme cold, it is also very sharp kept in a simple scabbard. Usually wielded one handed

Aesling Axe
A Aelsling hand axe which Mikhail wields alongside the Winter Blade basically a simple hand axe used to kill stuff in a very brutal fashion.


Seal of the Tzarina:
Due to his drunken and shabby state most people would never believe Mikhail is what he says he is as such he carries around the seal of the Tzarina to prove he is her champion and herald, also a very good way of getting free alcohol from most places.

Amulet of Ursun
A simple bear claw amulet showing his devotion to Ursun

Strengths:
Kislevite (both strength and weakness) has a strong sense of honour which he will stick by no matter what, generally stubborn

Champion: an expert swordsman Mikhail is highly skilled with a blade, has defeated chaos champions as well as orc warbosses and has even defeated a couple of vampires fighting alongside the Empire when it was invaded by the armies of the vampire counts.

Chosen of Ursun: a faithful follower of Ursun the father of bears Mikhail has a strong faith in his god which helps him get by in highly depressing or scary situations basically fearless as his faith protects him from doubt.




Weaknesses:
Kislevite: (both strength and weakness) being a kislevite as a strong sense of honour and is highly stubborn never retreating.

Bad temper: whilst usually quiet Mikhail has a large temper he tries to keep in check generally if people insult the Tzarina Katarin it will make him lose it as well as being wounded or watching comrades wounded as well.

Reckless: Generally an act first think later person who does pretty stupid stuff, also says what he thinks with no political skills.

Human: whilst strong compared to others, Mikhail is still human which has its weaknesses especially when fighting monsters.

Werewolf: being a skin wolf which is the same as a werewolf Mikhail has all the weaknesses of a werewolf vulnerable to silver, fire as well as most holy icons (apart from ones of Ulric the wolf god likes werewolves)

Additional notes:
Has a bad sense of direction where he usually always gets lost.

Aeslings are a tribe of marauders near the chaos wastes north of Kilslev, generally all are chaos worshipers who fight in the armies of chaos. Mikhail's mother Freyja Bjornson was an Aesling who fell in love with Mikhail's father Ivan a Kislevite who was captured in a raid, eventually giving birth to Mikhail. When the village chief Snorri Bjornson found out what his daughter was doing he killed both the Kislevite as well as his daughter, abandoning the young child in the wilderness of troll country as an offering to the gods expecting him to die. Eventually when 22 Mikhail fought his grandfather Snorri Bjornson who was the exact older likeness of him. Mikhail slew his grandfather after Snorri revealed he was his grandfather. Mikhail claimed his grandfathers axe as well as his last name Bjornson meaning Son of Bear. Whilst the Tzarina trusts him with her life many of the other Kislevite nobles despise as well as distrust Mikhail for his mixed blood and have even tried assassinating him. What really annoys most Kislevite nobles is how a low born half blood barbarian rose to be such a prominent figure in Kislev being the champion, herald and lover of the Tzarina Katarin

Secret
Werewolf
Due to his tainted Norscan blood Mikhail is one of the feared Skin wolves, individuals cursed by chaos mutations hidden within them forced to turn into a twisted horror of both wolf and man. When Mikhail loses control of his anger or is wounded he undergoes a painful transformation where his entire body mutates with his skin being ripped apart as the beast within Mikhail tears its way free, when Mikhail becomes the beast he stands over seven feet tall covered in the bloody ribbons of skin over his pure white fur with razor sharp claws and teeth capable of tearing through flesh, bone and most armour with ease. No living person knows of Mikhail's dark secret as those close enough to see him change into the skin wolf are usually the first to die and be devoured as Mikhail has an insatiable hunger he struggles with if he is unable to sate his hunger in beast form when he reverts back to his crazy human self he still has the hunger. The Tzarina Katrina knows his secret but ignores it since he saved her as well other reasons.


When in beast form Mikhail has same stats when berserk as that triggers the transformation as well as causing fear he also has the frenzy and regeneration (5+) special rule kinda why he has T5 and S6 when in beast form.

(Edited since revealed to be a Skin wolf)
 

Sweeney Todd

Master Vampire
True Blood
Mar 9, 2008
4,034
Singapore
Full Name: Sweeney Todd
Associated Names: Benjamin Barker, The Vampire Barber of Fleet Street, Morr's Own Aftershave
Age: 600+ years
Bloodline: Strigoi
Sire: Anonymous
Generation: 3rd
Place of Birth: Pre-secession Marienburg

Physical Description
6ft tall, pale complexion, has the physical build of an average man. Always has dark rings around his eyes. Unruly jet black hair with a streak of white running down the middle. Usually seen wearing a well-tailored vest.

Personality
To others Todd is still the reasonable low-born tradesman that he was in mortal life before the events that led to his embracing vampirism. However beneath the surface lies centuries of pent-up rage and hatred that he unleashes on the battlefield. As a result of the bottled hate his face is normally frozen in a sullen mask. In addition he has also developed a sadistic streak that incidentally makes him a very enthusiastic torturer.

Todd has little patience for nobility and their petty politics. As a holdover of his vendetta against Judge Turpin and his secret coven of Lahmian vampires, he still views most Lahmians with suspicion. He is not bound by any martial vow or code of honour but there still remains within him a vestige of the good man he once was. This means he tends to keep his word and act in an honorable fashion. Lastly, he does not have much of an ego compared to many other vampire lords.

Brief History
The tale of Sweeney Todd,the Vampire Barber of Fleet Street is well-known throughout the Realms of Men. While based largely on truth, it is completely incorrect on several important details(as Sweeney Todd still being alive can attest...). Benjamin Barker left prison no longer a mortal, but reborn as a vampire. An immortal such as he would not be so easily slain by his own silver razors to the neck, and thus Toby, the foolish lad that tried to end Todd's reign of terror wound up becoming his and Mrs. Lovette's eternal undead slave instead.

The war against Nagash was but part of his plans to achieve his lifelong goal. Now that his vendetta has since been settled, a malaise of purposelessness has crept into his soul. And now, after going into isolation with the rest of his 'family' for ten long years, perhaps he will answer the call to arms once again...

Basic Stats
Speed: 6(7)

Agility: 7(8)

Weapon Skill: 8

Ballistic Skill: 5

Raw Strength: 5(7)

Technique Strength: 7(8 against creatures vulnerable to silver)

Toughness: 5(7)

Tactical Knowledge: 3

Magic
Magical Lores Known: Necromancy
Raw Magical Power: 3
Magical Skill: 3

Technology
Skillset: Weaponsmith
Skill Level: 5(This is basically an incidental skill that I think most warrior-types would have. More for fluff than anything else).

Skillset: Excruciator
Skill Level: 5

Equipment
Todd's Crimson Caress
As a result of constant exposure to necromantic energies, Todd's personal set of silver razors have manifested a sort of semi-sentience
These razors, once pure silver, now glow crimson and occasionally keen with the souls of those it has slain and trapped. In battle they enhance Todd's fighting style by seeking out veins, arteries, jugulars and other such weak points of his foes. The razors suck the life force of those they strike, and wounds inflicted by these blades have a tendency of greatly exaggerated bleeding and a stubborn refusal to heal. Also, being made of silver the blades are inimical to vampires, daemons and were-kind alike.

Sidearms
Todd keeps an assorted bunch of backup weaponry and usually carries one strapped to his back
These are exotic, but non-magical weapons such as Cathayan longswords, Arabian sabers and a naginata. Todd is skilled in the use of these weapons but he is still much better with his razors.

Elven armor
Enchanted chainmail of Elf origin, worn under his clothes. It is unknown how Todd acquired the armor
This is an enchanted set of light armor that is as tough and protective as Dwarf-made gromril plate without the penalties of the weight and encumberance. However it is nowhere as powerful as the magical armor other Lords of Undeath wear.

Other Abilities
The Beast Within
Training with the martial ascetics of the Far East has restrained the inner Varghulf lurking within every Strigoi. He can unleash the beast within when necessary, drawing upon it as a hidden source of raw power whilst reining it in with his iron will. Combined with his martial skill this makes him a fearsome foe indeed
Todd can summon forth the power of the beast within. In this state his strength, toughness, raw speed and agility are boosted to new heights(as shown in the bracketed bold numbers). Such is the kickstart his constitution gets that he also benefits from spontaneous regeneration. However, this state can only be maintained for a short period of time without rest. Any longer and a high risk of permanently devolving into a Varghulf is incurred.

Iron Will
Honed by training in the mountains of Cathay and Ind, Todd's single-minded focus makes him proof against the illusions and mind games others would use on him
In addition to an extremely high pain threshold(for an elder vampire), Todd is resistant to seduction, illusions, hypnosis and other such forms of mental trickery

Strengths
Master of razors - Slits windpipes and slices open veins almost as easily as he can breathe. His battlefield prowess with his very own pair of razors rivals those of the Blood Dragon line.

Speed - In combat Todd is very fast for his bloodline and can surprise his opponents

Focused - Todd is very focused on what he does, to the point where he is resistant to pain and is very hard to trick either through normal or magical means

Unconventional warrior - Todd pairs martial arts from the Far East that are rarely if ever seen in the Old World, with weapons many warriors wouldn't even have thought of using. This can give him an advantage against opponents who don't know what to expect.

Weaknesses
Poor Defense - Whilst he has a high pain threshold Todd has very little defense and such a powerful blow can do a large amount of damage to him.

Poor Tactician - Having little skill or grasp of tactics means Todd does not lead armies well and makes poor military decisions

Poor Magical Ability - Some, but not much magical ability. Not inept, simply never underwent much training
 
UNAPPROVED NPC REVIEW AND PERMISSIONS PENDING

Katarina Beriya, Bride of Aidan

Age: 16(mortal) 121(Vampire)

Bloodline: Unknown, as is her sires, but she suspects, as well as hopes, that it is either Von Carstein or Blood Dragon

Sire: Aidan

Generation: Unknown, like her sire

Place of Birth: Praag, Kislev

Physical Description
A pale, raven haired beauty with serious eyes and a small mouth, her delicate form belies great strength and willpower. Her luxuriant hair reaches all the way down to her ankles when not bound up in preparation for war, and flows behind her like a cape as she walks, her strides even and stately. Her voice is like velvet, and gently blankets whatever room it is in. her entire wardrobe is the same crimson color as her eyes, and consists of shapely, but still conservative, dresses.

Personality
She appears cold and unfeeling most of the time, and has a mind for getting things done and dealing with complicated, stressful situations. She is stubborn and hard to dissuade, but surprisingly well-meaning despite all her coldness and lack of charm, though she lacks nothing when it comes to quiet, feminine grace. When riled, she is relentless and will not stop until she has been worn down to nothing or the task is complete. When she does allow herself to relax, she can actually be a very tender person. For a vampiress, of course.

Brief History
The daughter of a minor noble from Praag, her kidnapping was almost a positive change for her, a way out of her oppressive arranged marriage that her devotion to duty would not let her forsake. She attempted to escape and flee several times, until the Twins began to find it unamusing, after which they confined her to her room for several years until she gave in to their influence. Aidan, being only slightly less forgetful of necessities than his brother, decided to turn her and make her his wife, realizing that her brains and attention to duty and detail could make life much easier for them. While she does enjoy being ordered about less, she still wishes the Twins would listen to her advice more often, and dreams of being seen as more of an equal, as opposed to a strange mix of friend, confidant, nanny, and servant.

Basic Stats

Speed: 4

Agility: 5

Weapon Skill: 5

Ballistic Skill: 5

Raw Strength: 5

Technique Strength: 7

Toughness: 4

Tactical Knowledge: 5

Magic

Magical Lores Known: Lore of the Vampires
Raw Magical Power: 4
Magical Skill:4

Weapons / Armour / Items

Bloodblade
A jagged black greatsword that once belonged to a Champion of Khorne the Twins slew. It was Aidan's wedding present to her, along with her armor, and she cherishes it more than any other item she owns. The deadly weapon cleaves through even magically enchanted armor, and drains the blood from any foe it cleaves. The more blood the blade drinks, the more powerful it becomes.
Reduces the effectiveness of most armor, even the enchanted variety. After slaying four man-sized opponents, the blade comes to life with shadowy, magical flame. After eight, the flames swirl about the wielder in strands, harming those foes who would come near. After sixteen, the flames begin to shield the wielder from magical influence (-2 to magical power when spell affects wielder, friendly or otherwise, includes healing). After thirty-two, the wielder will become faster and stronger through the power of the blade (+1 strength, +1 agility). After sixty-four, the weapon must unleash its energy or begin injuring the bearer. When pointed at an opponent, the weapon can launch a blast of power and flame strong enough to flatten a stone cottage. All of these effects end the moment the bearer's hand leaves the weapon or the bearer feels that combat has ended. The blade MUST drink blood, so naturally dead foes or ethereals or constructs do not activate the ability.

Armor Incarnadine
The second half of her wedding gift, this full plate armor is highly durable but extremely light, and perfectly fitted to Katarina's needs. It is an imposing and beautiful piece of craftmanship, painted a stark metallic crimson and covered in ridges and spines.
Magically forged and tempered steel that allows Katarina the ability to move fully and as rapidly as she would in simple leather armor while wearing what amounts to full plate.

Abilities

Surprising Strength
She is strong enough to wield her greatsword with one hand, if she so chooses, without reducing its effectiveness due to its weight.

Strengths

Devotion to Duty-She is a dutiful wife and get, and as such, she practices all manner of arts and skills to better herself for the sake of her husband and sire. Whatever she does, she does all the way and with unflagging attention to detail and persistence. Her will and resolve are nigh unshakeable, especially in any matter that concerns Aidan.

Attention to Detail-She is precise, almost to the point of being obsessive, and as a result rarely misses or forgets anything.

Intellectual-She is a highly well read woman, and her knowledge encompasses a broad variety of subjects from the arcane to history. While she may not be able to apply everything she knows, she has learned enough about most things to speak intelligently on them.

Weaknesses

Burn Out-She has a terrible habit of pushing herself well beyond her limits in situations that do not require her to do so. Aidan seems to be the only one who can get her to stop before she does herself harm.

Heartless Wonder-She can be extremely hard to work with due to her excessive lack of emotion or intensity. Her professionalism often makes others feel uncomfortable, unless they themselves are of a like mind.
 

Bounce

Varghulf
May 3, 2012
746
Full Name: Reyk van Hellstorm
Associated Names: Buffy
Age: 36
Bloodline: Human
Place of Birth: Altdorf
Physical Description
Tall. Very weathered and scarred all over. Long black hair and unshaven. Hazel eyes. He looks very intimidating and wild. His clothes are all very dark colours and blend in well with his surroundings. They are adapted entirely for swift and silent movement.

Personality
After stalking through the wilds for years Reyk is more than a little unhinged. Sometimes he hears things and sees things that are not really there. He is highly paranoid and trusts no one except his horse who he often relies upon for advice. He is exceptionally honest but never has any intention of fighting 'honourably'. Is more than happy to stake vampires while they sleep or shoot them in the back with wooden bolts covered in holy water. He hates all undead creatures and will never negotiate with them.

Brief History
When young Reyk's parents were killed by a marauding vampire and he swore to avenge them. Since then he has spent his entire life dedicated to the cause of cleansing the world of the undead and he has become very good at it. Studying with some of the best teachers the old world has to offer. However the years of going face to face with the old world's most horrific creatures has begun to send him over the edge of madness and now he has taken on his most challenging task yet. To strike at the heart of vampiredom and slay the vampire council before their evil plans can come to fruition. Madness or genius?


Basic Stats
Speed: 3

Agility: 4

Weapon Skill:5 (6 vs vulnerable to silver)

Ballistic Skill:5

Raw Strength:3

Technique Strength:3

Toughness:3

Tactical Knowledge:2

Magic
None

Technology
Skillset: Hunter
Skill Level: 5
Reyk is very well versed in tracking creatures through any sort of terrain

Skillset: Weaponsmith
Skill Level: 3
Reyk doesn't just know how to fire a crossbow he also knows how to fix it when it breaks down.

Equipment
Silver Sword:
When fighting supernatural creatures a little bit of silver can go a long way. This sword can be wielded in one or two hands and is exceptionally stylish for killing blows on oversize monsters. (+1 when fighting enemies affected by silver)

Dual blades:
When fighting other enemies Reyk uses two finely balanced short swords for quick silent death.

Pair of Repeating Handbows:
After spending some time captured by dark elves. Reyk grew to love these short ranged but deadly weapons. Upon his escape he took some with him. Di[pped in holy water their sharp wooden points are particularly good when fighting vampires.

Crossbow:
Quiet, powerful and long ranged this can be useful for taking out lone enemies. Takes a long time to reload.

Holy Symbol: While usually ineffective you never know when thrusting some obscure symbol in your opponents face may make them burst into flames as a result of divine favour. Reyk carries a selection from different religions just in case.

Trusty Steed: Biscuits, is a small brown pony trained for stealthy advance through harsh terrain. He is Reyk's only friend and Reyk often converses with him. Biscuits rarely replies though.


Other Abilities
Vampire Slayer
Reyk knows everything there is to know about vampires, particularly how to kill them.

Resistant to Temptation
Reyk's determination and focus is absolute, he will not easily be swayed by any sort of mind magic

Strengths
-Undead Bane: Reyk is particularly skilled at killing undead enemies
-Determination: Reyk will never give up, ever.
-Cautious: Reyk doesn't take risks. he strikes only when the time is right.

Weaknesses
Unhinged- Reyk is going slightly insane and may fight enemies that aren't actually there
Antissocial- Reyk doesn't trust anyone so will always fight alone. This means he is usually outnumbered
Human- It's a hard life when everyone is naturally stronger and faster than you are. However this means Reyk is never overconfident. He knows his limitations and works around them
 
UNAPPROVED REVIEW PENDING NPC

Title of Character
Maria Abandonata, Bride of Alroy

Full Name: Maria Abandonata
Age: 15(mortal) 126(Vampire)
Bloodline: Unknown, but like her sire, it is suspected to be Von Carstein or Lahmian
Sire: Alroy
Generation: Unknown, as is her sire's.
Place of Birth: Tilea, by the sea.


Physical Description
Even in undeath, her face, especially her large, liquid eyes, has a sort of radiance to it, though it has paled in her current condition. She is almost in constant motion, and her brunette hair, though it reaches to her waist, flares out and around her as she incessantly dances about. She has a wide, friendly smile and a healthy, athletic build, which belie her actual comparative frailty in body and demeanor. Her voice is vivacious and joyful, almost childlike in its tone, and rings out across wide open spaces. She most commonly wears girlish, maidenly clothing of varying blue tone.

Personality
Maria is easily hurt and upset, often blowing things out of proportion. While studious and skilled in the arcane arts, she prefers play over most work and has a hard time buckling down to do anything that does not catch her interests. She also very easy to amuse, and she will be lost for hours in simple games or be hypnotized by clever sleight of hand tricks.

Brief History
Taken from a seaside castle in Tilea when she was very young, Maria has had very little time to truly grow up, despite her many years as a vampiress. It is not as if she has had any real guidance in such matters from the Twins, who actually have the same problem. She was, however, the one who finally managed to teach the Twins to read, as she had been taught early on in her mortal life. It would not be wrong to guess that her demeanor was the reason that she was successful in this endeavor, for Katarina was too stern a teacher for them. She entertained Alroy so much that he turned her and made her his wife, a position she immensely enjoys.


Basic Stats

Basics

Speed: 3

Agility: 4

Weapon Skill: 1

Ballistic Skill: 3

Raw Strength: 3

Technique Strength: 1

Toughness: 2

Tactical Knowledge: 3


Magic

Magical Lores Known: Light, Metal, Life, Heavens, Shadow, Death, Fire, Beasts, Vampires (All usage of magicks innately harmful to vampires will injure her severely upon use. Anything above power 2 with light or life may kill her outright.)
Raw Magical Power: 4 (8 with Staff of Invocation)

Magical Skill: Vampires 7, Shadow 7, Death 7, Fire 7, Beasts 7, Metal 6, Heavens 6, Light 2, Life 2

Weapons / Armour / Items

Staff of Invocation
A simple, unassuming black staff with a strange, triangulate feature at the top, this arcane weapon actually doubles the power a wielder can safely channel, and was being used by a second-rate wizard that Alroy butchered. Not knowing its real value, he nearly threw it away until Maria stopped him and claimed it for her own.
It increases her raw magical power to 8 when and only when it is in her hands and she is actively wielding it. If anyone else wields it they double the power they can call upon. However, the staff does have an upper limit that Maria has not found. it will explode along with the user if magnifying someone to power equal to or higher than 10.

Strengths

Youthful Enthusiasm-Her extreme energy and usually positive attitude make her an exciting and positive person to be around. She often lightens the mood simply by being present.

Childlike Devotion-She is outrageously happy with her husband, and dotes on and fawns over him to the point where it becomes sickening, even to Alroy himself at times. Naturally, there is nothing she would not do for him.

Weaknesses

Childlike Jealousy-She is highly suspicious of any woman, and often panics or imagines slights, especially towards her appearance. She has been known to flee the room dramatically crying far too often for anyone's liking.

Weakling-She has a terrible pain tolerance and is easily brought to tears. A punch to the gut from another vampire would reduce her to a quivering heap. A punch from a strong man would surely make her cry.

Easily Distracted-Despite her arcane talent and tremendous intellect, she has a horrible attention span and little common sense to speak of. Many, including the Twins, have used this to her detriment over the years, but she seems unable to learn from her mistakes.
 

Count Darvaleth

I <3 marmite
True Blood
Apr 26, 2010
3,407
Brigadier Charles von Carstein

Full Name: Charles von Carstein
Associated Names: Master of the Imperial Horse, Hero of Rasbach, Baron of Mirbach
Age: 48 (39 mortal, 9 vampire)
Bloodline: von Carstein
Sire: Mircea von Carstein
Generation: 4th
Place of Birth: Nuln

Physical Description

Charles is slightly on the short-side of average height, and whilst he is well-toned and possessing healthy vampiric strength, he is not totally bulging and coming apart at the seams with dense, corded muscle. Charles has black hair which is kept short on the fringe, back, and sides, but not cut razor-thin. He sports a prize moustache, which is also black, and curls beautifully ( link for hairstyle and moustache ). Charles does not possess the gaunt features of some vampires, but rather a handsome, almost chiselled-look. Charles wears the same dress-uniform in and outside battle, described in the equipment section.

Personality

Charles is a strong believer in "moral uprightness", and doing things "for the common good". However, his views on what the "common good" is tend to be furiously Imperialistic. Charles was a strong supporter of the Empire in his mortal days, and is an even stronger supporter of the Triumvirate and the von Carstein Empire in his vampirism. He feels that an imperial power is the best thing for every level of society. Charles is possessed of strong morals, then. He is incredibly honourable, and would rather be defeated in battle than allow himself to use dishonest tactics. He will also refuse to serve under a morally-dubious general. Finally, Charles is not one for nonsense. He doesn't believe in namby-pambying his way around a problem, and will come at them directly. Charles doesn't suffer fools, and is very serious both on and off the battlefield; this does not mean he will not share comradely soldier's banter, but he doesn't allow it to come in the way of his objective.

Brief History

Born of a noble family in Nuln, Charles showed an unusual aptitude for horsemanship in a city famous for its artillery and gunnery schools, even from an early age. His family was military through-and-through, and so it was only a matter of tradition that he enlisted as soon as he was able. His ability with cavalry seemed to run much deeper than being able to ride well, however; it seemed Charles was destined for a commission as one of Nuln's top mounted-commanders. Charles served with distinction for many years, eventually earning him the title Master of the Horse, and a command as Lord-General of Nuln's cavalry. Amongst Charles' achievements can be found the famous Defence of Scorn Valley, the daring pre-emptive strike on an Ogre invasion force, and victory in a prestigious jousting tournament in Bretonnia.

Nuln also rubbed off on Charles, however. He became highly adept with handheld firearms, showing especial affinity for a brace of pistols. He used these on horseback to devastating effect, and made extra use of dragoons in his cavalry brigades, unlike many of his contemporaries. When the Triumvirate set itself against the Empire, however, not even one such as Charles could hope to stem the tide. He rode off to the town of Rasbach, holding it with his crack cavalry unit against the Lord Marshall's underlings for over a week. This drew Mircea's attention, as he had calculated Rasbach would fall in two days at a maximum; a mortal had actually forced him to change his plans. When the venerable von Carstein general personally led the attack on Rasbach, it fell in less than two hours; as much was to be expected. However, Mircea made sure to single out the general who had caused him this trouble, and turned him with the Blood Kiss.

Charles had been honourably defeated in battle, and in his mind a greater Empire had succeeded. Charles gladly joined the forces of the Triumvirate, aiding his sire in capturing the other towns and villages surrounding Nuln with his expert grasp of cavalry tactics. Mircea despatched the young vampire with his own forces on missions even deeper into the Empire whilst his main force was bogged down in the siege, allowing Charles to refine his strategy and build a strong cohort of loyal soldiers. Charles never commanded Undead troops, as Mircea could do that himself with the power of necromancy. Instead, Charles led the mortal cavalry of the Triumvirate; whilst only a small contingent compared to the great vastness of the Undead armies, it was a potent force. The Blood Knights were a separate group and made up most of the shock cavalry, leaving Charles to fill a more niche, supporting role. However, he took to this with customary flair and seriousness, accomplishing every task set before him.

Now, as the siege-proper of Nuln begins, Mircea has despatched Charles as his official representative on the Council. Obviously unable to attend himself, Mircea sent Charles because he trusted his get, and because supporting cavalry was going to be of little use in a protracted siege. Before Charles left, however, Mircea granted him the Barony of Rasbach, which Charles promptly renamed Mirbach in his sire's honour. Mirbach has been rebuilt over the years after its initial conquest, and is now used as a stopping-off point for forces bound for the Empire, and has also grown to hold a thriving trade community. Whilst Charles is now unable to attend to his Barony directly, his retainers look to the running of his household with Charles on official duties in Slyvania.

Basic Stats

Speed: 3 (8 on Lightning) - Charles is not destined to be a competitive sprinter, although his mount often renders this unnecessary anyway.

Agility: 4 - Charles possesses the natural agility and quick-reflexes of a vampire, but nothing more.

Weapon Skill: 4 - Trained by von Carstein weaponmasters, Charles is learning to become more capable with a blade in his hand.

Ballistic Skill: 6 - Charles is an excellent shot, and incredibly competent with handheld firearms.

Raw Strength: 4 - His strength has grown since his turn to undeath, but it is nothing special.

Technique Strength: 4 - Again, nothing special about the strength Charles can put behind his blows. However, with the momentum gained from a cavalry charge, he often needn't put much effort into a slash but will still produce effective results.

Toughness: 4 (5) - Average vampiric toughness.

Tactical Knowledge: 5 for standard forces, 8 for his cavalry - A pupil of the Lord-Marshall himself, Charles' already-superb affinity for commanding cavalry was only increased when he was turned and taught some of Mircea's own strategies.

Magic

Lores known: Rudimentary Necromancy

Raw Power: 2
Magical Skill: 2

Technology

Military Gentlemanliness: 8 - You will never find a more gentlemanly military-man than Brigadier Charles von Carstein, Baron of Mirbach.

Equipment

Cavalry Sabre
Link for appearance: Link
An ornate, but functional weapon, with excellent reach and hitting power from horseback.

Imperial Armour
Link for appearance, but with red sleeves rather than blue (and black hair + moustache): Link
This armour, along with Charles' barded charger, afford him an extra point of Toughness (indicated on his profile).

Honour & Victory
A brace of beautiful pistols, these are Charles' prize possessions. Both are obsidian-black in colour, with ivory-crafted handle and gold-metallic workings. The pistols are magically enchanted to each fire twice before needing to be reloaded, despite the single-barrel (affording extra accuracy and range). The weapons were gifted to Charles before he left for the Council meeting.
These pistols are fearsome weapons, and Charles can use them even in the whirl of combat.

Lightning
Charles' barded white charger, Lightning is a fast and dependable purebreed warhorse.

Other Abilities

Whilst he does not nearly possess the same aptitude as his sire, Charles has shown signs of being capable of shape-shifting. He had taken some lessons from Mircea, and once managed full wolf-transmogrification, but is currently still learning and not in a position where he could change at will.

Additional Notes

Charles' title as Brigadier is not just an honorary one. Charles holds command of the 1st Imperial Auxiliary Cavalry Brigade, which consists of:

- The 1st and 2nd Lancer Regiments (each 25 Lancers-strong)
- The 1st and 2nd Dragoon Regiments (again 25-strong each)
- The Light Cavalry Regiment (15 lightly-equipped horsemen)
- The Mirbach Guard (30 well-armoured cavalry, equipped with sabres and braces of pistols, highly-trained and dependable)
 

Sweeney Todd

Master Vampire
True Blood
Mar 9, 2008
4,034
Singapore
Full Name: Geralt of Rivia
Associated Names: White Wolf(not to be confused with the Knightly Order of the same name), Gray Wolf, Butcher of Blaviken
Age: 120+
Bloodline: N/A
Sire: N/A
Generation: N/A
Place of Birth: Ostland

Physical Description
Geralt has the physical profile of a soldier in his late twenties. He has a near albino complexion, a shoulder length white mane of hair, eyes the color of flint, and a long scar running down one side of his face.

Personality
Geralt presents the perfect image of a cold and calculating mercenary, with a gruff and cynical exterior. While this is far from being but a mere facade, Geralt can be more sensitive than he lets on. An overdose of world-weariness led to a build-up of generous amounts of caustic wit and dark humour.

Brief History
The order of Witchers were created by a splinter faction of Imperial Witch Hunters, who saw the clear superiority in individual combat prowess of the Warriors of Chaos as compared to their Old World counterparts, and wished to turn that kind of strength for the cause of good. In collusion with renegade Elf sages and alchemists, the radicals eventually suceeded in creating a new breed of warrior, though the process was not without inadvertently creating dangerous monstrosities as well.

These warriors are possessed of unusually long life spans, more than double that of a normal man(though they are still not as long lived as an Elf or Dwarf), have combat prowess well beyond that of even the most experienced Greatswords, are given specialist training in hunting down and slaying monsters, and even possess limited spellcraft. They are called 'witchers' or 'hexers' to differentiate between the ordinary Witch Hunters sent by the various churches of the Empire, and these unusual sellswords. The witchers roam the lands, ridding the countryside of monsters in exchange for payment, although folk whisper behind their back that the witchers themselves are not quite human. To become one is no mean feat, as not only do the witchers only accept those with few worldly ties, the induction trials(which involves quantities of wyrdroot, warpstone and various reagents) kills off all but the toughest and most compatible.

Geralt of Rivia is perhaps the most famous of the witchers. He started off as an ordinary child in Ostland, but survived the harrowing initiation of the witchers to join their ranks. Honing his trade on killing the abominations that his own order created during their experiments, he wound up carving a reputation for himself and his order over the years, and is known throughout several states of the Empire. While witchers can be considered to be tainted by Chaos, and those who helped create them to be dangerous heretics, the Churches, as well as the higher government and the Knightly Orders turn a blind eye to their existence and deeds. This is due in no small part to Geralt's contributions. Considering some of his equipment it is likely he even has the tacit goodwill of the High Elves.


Basic Stats
Speed: 4

Agility: 5

Weapon Skill: 6

Ballistic Skill: 5

Raw Strength: 4

Technique Strength: 6(8 including his swords)

Toughness: 4

Tactical Knowledge: 3

Magic
Magical Lores Known: Witcher Magic

Raw Magical Power: 3

Magical Skill: 6

Technology
Skillset: Alchemy
Skill Level: 6

Equipment
Raven's Armour
An exotic form of composite armor intended to provide as much protection as possible while not limiting the wearer's mobility
The armor does not protect the lower arms, legs and head, however. His personal set has magical dampening capabilities

Moonfang
A finely balanced, unnaturally keen enchanted silver sword of elf origin that burns with the power of the elven moon goddess Lileath
The sword is wreathed in pale eldritch flames that wax strong in the presence of moonlight. It smites its victim with divine power, which amongst other things stop the remarkable regenerative capabilities of Trolls and other such monsters. It is highly effective at slaying the undead and those bearing the touch of Chaos(like Beastmen, Daemons, and Skaven), Such victims will quickly find divine flame consuming their entire form if impaled, leaving behind nothing but a pile of purified ashes. This sword, one of the pair Geralt wields, contributes to the increased technique strength seen in the brackets.

Rune Sihill
This is a powerful Dwarf-made runeblade that is also a priceless relic of the early days of the Empire
This sword is virtually indestructible, carves through flesh and armor alike like a hot knife through butter and is brutally effective at slaying ordinary flesh and blood creatures. In Geralt's experience even most magical armor simply cannot stop the deadly edge of this blade. This sword, one of the pair Geralt wields, contributes to the increased technique strength seen in the brackets.

Witcher Potions
Geralt carries various witcher potions about himself. These are used to enhance his capabilities in many different ways
An assortment of potions that are mostly highly toxic, but are used to boost his fighting capabilities in various ways. They can temporarily grant superhuman reflexes, the keen senses of a Vampire, the resilience and magic resistance of a Stone Troll and many more different benefits. A wise witcher will brew and drink the right mix of potions before combat, allowing him to defeat foes previously beyond his ken. However only a few can be consumed in a short span of time or he will die of poisoning, due to their high toxicity. They have also never been tested on anyone else other than the witchers, so are not guranteed to work with them.

Witcher's Medallion
A silver necklace bearing the emblem of Geralt's Witcher School, the image of a snarling wolf
This necklace which Geralt wears at almost all times is proof that one has completed Witcher training. However these necklaces are no mere symbolic trinkets. They vibrate in the presence of enemies and high concentrations of magic(as would be found at an Elven Waystone, for instance), with increasing proximity likewise increasing the strength of the vibrations until they thrash about under Geralt's armor like miniature beached fish

Other Abilities
Fieldcraft
Geralt's job scope includes finding, tracking down and getting to his prey(preferably undetected to make the job easier). While not an assassin or stealth specialist, he is adept at tracking foes through practically any kind of terrain as well as generally moving about unseen and unnoticed. Essentially, he has had a lot of practice to hone his huntsman's skills.
As mentioned above. This family of skills includes wilderness survival, tracking, infiltration, camouflage and concealment, and covert takedowns.

Sixth Sense
Geralt seems to have developed a finely tuned sixth sense which makes him extremely hard to blindside.
Geralt can parry surprise attacks from behind, mostly negating the advantage gained from striking at his back. Also, so finely tuned is his danger sense that his presence alone has fouled many an otherwise perfect ambush simply because 'I had a bad feeling about this'.

Strengths
Slayer - Witchers are specialists at slaying monsters like Trolls, Wyverns, Ogres and even lesser Vampires. Typical threats can be taken down by a group of novice witchers working in unison, or a single master witcher like Geralt. The White Wolf is a veteran of his profession, and has survived numerous attempts by his erstwhile employers to kill him(and hence not need to pay), so his experience also extends to dealing with and killing mortals.

Battle Mage - All Witchers use 'Signs', a form of safe, fairly low-powered magic that are very quick to use. Because each spell is nearly instantaneous, taking a few moments at most they are very difficult to dispel(surprise factor). Geralt uses this to complement his blades and can use his Signs even between individual blows. Such is the safety of using a Sign that it is impossible to miscast.

Witcher potions - An assortment of potions that are mostly highly toxic, but are used to boost his fighting capabilities in various ways. They can temporarily grant, amongst other things, superhuman reflexes, the keen senses of a Vampire, and the resilience and magic resistance of a Stone Troll. A wise witcher will brew and drink the right mix of potions before combat, allowing him to defeat foes previously beyond his ken.

Field Alchemist - Geralt is practiced at creating his potions without needing any alchemical equipment. Just a fireplace would do(which conveniently provides him somewhere warm to rest as well).

Not A Vampire - Geralt does not have any of the classic weaknesses of Vampires, and will probably laugh in the face of anyone trying to use holy water on him.

Weaknesses
Young One - While Geralt's enhanced physique gives him physical capabilities on par with battle-hardened Chaos Warriors and lesser vampires he is nowhere near as old and experienced as the elder vampires, and cannot match their capabilities without using his potions.

Tainted - The assertion of commoners that witchers are 'unwholesome', 'tainted' etc are in fact true. Witchers are actually mutants created through a crude form of genetic engineering and tampering with the forces of raw magic. This brings him closer to the forces of Chaos than anyone (including Geralt himself) would like.

Not A General - Geralt has neither the experience nor the knowledge in leading an army. He is used to working either alone or with a small band of capable allies.
 

Shareya

Vampire Count
True Blood
Dec 16, 2012
1,379
Rynea Nightchill

Full Name: Rynea Nightchill
Associated Names: -
Age: 20
Bloodline: Lahmian ( loyal mortal spy/maid )
Sire: -
Generation: -
Place of Birth: Small destroyed and nameless village near Middenheim


Physical Description

Like most servants of the Sisterhood, Rynea boasts considerable beauty and she goes to great lengths to maintain it.
Her long black hair is washed daily and combed carefully more times then even she cares to count. Her piercing blue eye's match her pale complexion perfectly and it is rare for her to use much makeup to enhance what she already has but at times her lips are lightly coated in a soft red hue. Even her skin is in pristine condition, no scars or other unwanted marks just as it is expected from a Lahmian spy.
Her clothing tends to change from day to day, to match the wishes of her Mistress but when given free reign on her attire she prefers to wear long, elegant dresses in black and red with matching gloves to hide as much as her skin as humanly possible. However her neck is almost always hugged by a black choker necklace that is encrusted with a single red gemstone.

Personality

Rynea is a eager young woman who serves the Sisterhood without question. She firmly believes that the other Bloodlines are dangerously flawed and the quicker they submit to Neferata's rule the better. Of course this also apply s to mortals who , in her opinion, should always listen to her Queen's guiding whispers.
When interacting with other vampires, she keeps her voice and behavior respectful just as she has been thought by her mortal and immortal teachers. Unsurprisingly such behavior has many Arisen forget her presence, allowing Rynea to listen into conversations that quickly find their way to the Sisterhood's and their beloved Queen's ears.
The young woman seems to also harbor a dislike for violence, often trying to avoid conflict by a few soothing words and subtle threats about consequences.



Brief History

Rynea does not remember what life she had before being taken by the Sisterhood, her small village was apparently destroyed by beastmen and most of the humans there where simply slaughtered. She does not even known how she survived or who took her to Middenheim but her Mistress had always claimed that luck had smiled on her and perhaps a group of travelers found her among the ruins and where kind enough to take care of her for the briefest time. Yet whenever she inquires why was she taken from the orphanage at such a young age by her mentor, she is met with quick, dismissive answers.
What Rynea does however know is that she has been groomed to be a spy for the Sisterhood and in the moment her magical talent's had manifested, her fate was fully sealed. Many years have passed and each one has been spent carefully studying magic, basic sword play and most importantly Lahmian spy craft. Her mentor also went to great lengths to assure that her childe-to-be harbors a subtle dislike towards men but remains more then able to seduce and manipulate them as it is required.
She now eagerly waits for the day when permission is granted for her to offer her neck to her Mistress who has had to keep back her fangs for far too long.

Basic Stats

Speed: 3
Agility: 4
Weapon Skill: 2
Ballistic Skill: 0
Raw Strength: 3
Technique Strength: 2
Toughness: 2 (3) ( increased with Bloodsoul Rainment )
Tactical Knowledge: 2

Magic :

Magical Lores Known: Lore of Beasts, Lore of Shadows - Almost all of the spells she knows aid her in hiding or offer minor 'buffs' to her allies abilities.
Raw Magical Power: 4
Magical Skill: 4

Technology –
Skillset: -
Skill Level: -





Weapons / Armour / Items

Treachery's Bite
A small dagger crafted from silver. It's origin is unknown.

The weapon, unlike other daggers, never dulls and is able to puncture through most armor with ease. However as dangerous as it might be, it's small size renders it almost useless in real combat and even if it can sink through plate it can't reach very deep into a armored victim's flesh.
However the blade is perfect if one desires to sink something sharp into her allies unguarded back.

Blood Promise
A chocker neklece Rynea seemingly always wears. It's origin is yet again unknown and to most mortals it seems to be no more then just jewerly.

The Blood Promise serves mostly as a reminder to other Vampires that the mortal belongs to someone else and attempting to bloody her has dire consequences. The crimson gem carrys a minor amount of Rynea's Mistress' blood and a ward that only takes effect when someone else besides her attempts to remove it.


Bloodsipper Needles
Thin, long needles crafted and enchanted by the Lahmians. The small weapons having been made with torture in mind as each one has a silver tip and the abilitiy to consume a small amount of it's victims blood.

A single Bloodsipper needle is not much of a threat to a vampire or even a mortal. The uncomfortable pain might remain until the needle is removed but most would have little trouble handling it. However with each new needle the pain is increased and it does not take long for the sting to become nearly unbearable. Sadly the combat use for Bloodsippers is minimal as even a assassin prefers something coated with poison that kills it's victim quickly.

Bloodsoul Rainment
Thick robes that are crafted for the mortal Lahmian servants who are often forced to travel to Silver Pinnacle. The black cloth is decorated with crimson patterns that shield the wearer from natures more hostile elements. Minor enchantments are also often weaved into the robes threads to make them more effective in combat.

The robes allow humans to better keep up with their immortal Mistresses as they move through more hostile lands and in combat the cloth has been known to save more then one servants life. Though not as effective as proper armor or expensive wizard robes, they are still very valued and useful.


Strengths

Scholar - Rynea has been groomed with the intent of shortening her training period once she is turned. Because of this she is well versed in vampire history, she knows how the different bloodlines behave, who leads them, what are their weaknesses and so forth, so forth.
Naturally she is also able to read, write and she is well aware of social etiquette in different society's.

Lahmian spy - Though she prefers to wear her dresses and she always desires to avoid needless violence, she is more then able to adjust to different situations and simply blend in no matter where she is. Even if it requires her to remove her robes in favor for lighter armor and weapons.

Loyalty - Rynea is fully loyal to her Mistress and the Sisterhood. This blinds her to all of their faults and it is extremely difficult if not impossible to convince her to betray them in any shape or form.



Weaknesses

Mortal - No matter how lethal her spells can be, she can not hold her ground against most vampires in a fair fight nor can she hold her ground against most skilled mortal soldiers when weapons come into play.

Blind Loyalty - Rynea will always side with the opinions and views of the Sisterhood even if they endanger her own life and that of others.
 

The Dread King

Moderator
Staff member
True Blood
Jan 28, 2012
1,897
[NPC CHARACTER]

Name: Defiance
Full name: Defiance Groszwold
Associated names: none, though those who scorn him or hate Morturion would doubtless have some risque names for him.
Age: 150
Place of birth: a small town reasonably near Altdorf

Physical description
A small, shrivelled necromancer, though experienced. He usually bears a staff, yet it has no magical properties of its own.

Personality
Defiance obeys Morturion, but, ironically, is not sure of himself without his master anywhere but on the battlefield. He is scrupulous, and cowardly, though when his master is nearby, his faith for Morturion generally quells any panic the weaker necromancer might be feeling. He is of a sadistic nature, though Morturion's other pet necromancers are the ones who do most of the experimenting back at his tower. Defiance generally supports Morturion's magics on the battlefield, and is no stranger to war, though he is likely to stay in a bunker of skeletons behind a large horde of undead when given his own choice.

Brief history
Defiance has had a history of - well, defying. He was taught to worship Sigmar and the gods of the Empire, yet he was convinced that the lords of the night were those who were truly gods, and defied the teachings of the priests (though not openly). He started to practise necromancy at a young age, but was unfortunately self-taught. His lifespan was extended long beyond that of a normal man. One time, he was learning in an abandoned chapel, when, accidentally fumbling with the words of an incantation, he put himself in a similar position to that of Jacques de Noirot, the necromancer who raised zombies who he couldn't control, and was duly eaten. Defiance, however, fought back with a bursting feeling of self-preservation, even though it was clear that he could not win against the tides of dead that had trapped him in the ruined chapel. Morturion happened to be nearby, having just killed Zoe's family (see bio of Zoe for more information) and, seeing the commotion in the ruined holy place, he went closer to investigate. He the other necromancer fight the zombies spiritfully, and decided to take him on as an apprentice. Morturion blasted the zombies aside with relative ease, and took Defiance on as a thrall. Defiance served in the second Council's battle against the skaven, barely escaping with his life after being transmuted to soul form for a while.

Basic stats
Speed: 3
Agility: 2
Weapon Skill: 2
Ballistic Skill: 2
Raw Strength: 3
Technique Strength: 2
Toughness: 3
Tactical Knowledge: 4

Magic

Magical lore known: Necromancy
Raw magical power: 4
Magical skill: 4

Magical lore known: Death
Raw magical power: 4
Magical skill: 3

Weapons/Armour/Items
Defiance, equipment-wise, is the visage of a normal necromancer.
Defiance doesn't really have anything with him, except robes and a normal staff which can be used in combat and for spellcasting (though it is not necessary, some wizards find a staff a convenient tool, Defiance included).

Other Abilities
Aethryic Connection
A simple connection of the mind can do much more than one might initially think. Morturion has one with Defiance, and its usefulness has been proved in Drakenhof.
Morturion has been able to establish a basic aethyric connection with his necromancers, although it is nowhere near as complicated as the Link that Nekhlior made. Defiance is connected mentally to Morturion, and each can sense drastic changes in the other, both in regard to power and feelings. For example, Defiance was blasted in the chest with a magical bolt from Nekhlior (as it happened in the RP) and Morturion was able to sense his underling's terror and pain. This was, effectively, a plea for aid from Defiance, and Morturion returned to Drakenhof to see what had happened. Also, the necromancers can locate where their counterparts on the connection are, and effectively "track" their master/underlings.

Strengths
Reasonably good skills with magic, compared to some wizards.

Weaknesses
Really poor combat skills.

Notes
This guy is only an NPC - don't expect very many posts in his character from me; Morty is the necromancer I'll be focusing on in the TVC II.
 

spineyrequiem

Necromancer
Oct 16, 2011
814
This lovely lady is Rynea Nightchill's Mistress mentioned in her bio. I do have permission, honest, guv!

Lady Konstanze Nightchill
Full name: Lady Konstanze Janina Natasja Bärbel Nightchill
Associated names: The Witch of Owingen, Lady Christa von Owingen, Alheid Silberlicht, Leopold Austen (she made a very pretty boy), Baroness Petra von Bögenhafen, Lady Silke von Kemperbad, Trudi the tavern wench, Veronika Fluche, acrobat extraordinaire! Lady Irmgard von Carroburg, the Leech of Stirland. These are the most recent/notable, there have been many others at various points.
Age: 243 (usually seems like an attractive woman in her late 30s or early 40s)
Sire: Countess Janina Fallir, the ‘Weeping Woman of Wolfenburg’ (deceased)
Generation: 5th
Place of Birth: Talabecland

Physical Description:
A woman of medium height who seems to have taken extremely well to middle age. She is thin and pale, with long dark hair normally braided into a pair of coils behind her head. Her face has a trio of small scratches running across it, passing over her small, impish nose. Her full mouth is normally slathered in red lipstick and curled into a vaguely coquettish smile. Her eyes are large and a piercing, near-white blue colour, made even larger with eyeliner and mascara. Her carriage holds suitcases with enough dresses to make tents for the entire Imperial army, and thus her clothing and mundane jewellery varies from day to day. As well as stunningly expensive ballgowns, she has a selection of riding/hunting clothes for rough days out.

Personality:
Like many Lahmians, she seems flirty, kind and pleasant to be around, especially if one is male. However, this conceals an iron-hard will and unbreakable survival instinct. At all times, her own life is the priority, and on more than one occasion she has sacrificed underlings, her comfort or the interests of the Sisterhood in order to protect it. After this come the interests of the Sisterhood; she has been pivotal in gaining influence in many of the Empire’s cities, and will do whatever is required, short of dying, for the good of the mission. She does care somewhat about underlings, but more about keeping them alive than keeping them happy, and she pushes them hard to achieve the best possible results. She requires the utmost loyalty, and tends to get this by making underlings psychologically dependent on her, blowing hot and cold so that they become desperate to please her and pathetically grateful for any thanks she might give them.

Brief History:
Konstanze was turned while the Sisterhood was expanding its reach in Talabecland, where she was staying as part of her travels as a Shadow Mage. A powerful sorceress with a long line of friendly contacts, she was a perfect recruit for the Sisterhood. Since then she has flitted around the Empire, wearing a thousand faces but usually at the top of the heap. However, as her aliases might imply this is not always the case; in Owingen, she was caught organising a necromancer cult and turning a local noble’s daughter, forcing her to flee into the sewers, where she was forced to remain for two years by the Queen as a punishment for her failure. She spent most of that time dodging an alternately amorous and aggressive Strigoi who had claimed squatter’s rights on the sewer, and it is he that gave her her facial scars, the full extent of which are concealed by magic and makeup. After leaving the sewers (an action that involved setting fire to half the poor district), she quickly worked her way up again to become wife of one of the most influential men in the city, before her tragic and untimely death and move to Carroburg. She has picked up an extensive network of spies and servants over the years, and several of her personal servants come from families which have been in her service for generations. She continued to practice and build on her magical power after being turned and is frequently called upon to train necromantic cabals when a particular areas Lahmians are lacking in that respect.

Basic Stats:
Speed: 7
Agility: 8
Weapon Skill: 4
Ballistic Skill: 2
Raw Strength: 5
Technique Strength: 4
Toughness: 4
Tactical Knowledge: 3

Magic:
Magical Lores known: Lore of Vampires (necromancy), Lore of Shadows, Lore of Beasts, Lore of Fire
Raw power: 6(7)
Magical Skill: 7 (with Shadows and Necromancy), 5 with Beasts and Fire.

Weapons/Armour/Items

Necklace of the Circle:
A platinum necklace, with five short chains hanging from the front. The one on the far left is unencumbered, but the other four have dusty blue beads attached to them which glow faintly. These contain the spirits of the five Necromancer Lords of the Circle, defeated around 150 years ago by the Lahmians and now turned into embittered Cairn Wraiths.
When a bead is broken, the spirit is released and attacks everything in sight, including Konstanze. Standard Cairn Wraith-ish stats, will stay in roughly the same area until killed.

Konstanze’s Carriage
A four-horse carriage of dark wood, with enough internal space for 4-6 occupants and seats on the outside for another four (two at each end). The roof is covered in luggage, and it has many secret compartments.
Among its inventory is a small forge and anvil, a flat-packed, padded coffin, eight ‘inactive’ Grave Guard armed with Great Axes, most of the bones and the axeheads packed into their ribcages hidden in various compartments, rolls of oil-cloth to create a tent around it and five saddles, one a side-saddle, for when travelling along paths too narrow for the coach. The carriage is enchanted to protect its occupants from fire, and at a command from Konstanze the wheels, traces, horses’ hooves and coachgirls’ weapons will burst into eldritch flames. Gravity seems to have a lesser effect on it and the horses, in the sense that while it will always come down, it won’t hit the ground especially hard.

Hunting Pistols:
A matched pair of finely-worked, silver-chased wheel-lock hunting pistols, given as a gift to Konstanze by a suitor some years ago. The name ‘Melissa’ is engraved onto the barrels.
For all intents and purposes, they are normal black powder pistols, fairly accurate due to their rifling (but not enough to save her poor aim). She rarely carries them, but they are on the coach ‘just in case’. She also has a small supply of silver/warpstone bullets for them, just in case she fancies shooting at ghosts.

Letta
A Brettonian Slant-Eared Rabbit, a large, thickset breed with drooping ears. She is mottled black and ginger, and frequently rides on her mistress’ shoulder.
Konstanze’s pet and familiar, she is occasionally used as an extra pair of eyes in places Konstanze can’t go. However, most of the time she’s just a normal rabbit who’s singularly unconcerned by vampires and all that they bring with them.

The Cage of the Mind
A golden ring, with a twisted sphere of gold wire in place of a jewel. Liquid strained through this sphere will cause undying loyalty in the drinker. For a while, at least.
If anyone drinks a liquid which has been strained through this ring (or had the ring dipped into it), they will become undyingly loyal to Konstanze for precisely seventeen minutes, forty-eight seconds from when the liquid last came into contact with the ring. Although they will not commit suicide, they will follow most orders and eagerly answer any questions. However, they will be aware of the ring’s control and be able to trace it directly to Konstanze, so when the time is up they will likely accuse her. Unless, of course, they’re forced to keep drinking…

Strengths

Arch-Manipulator: Through seduction, psychology and sorcery, Konstanze is extremely good at making people do what she wants them to. Most of the time, she can even make them want it.

Sorceress: She’s really rather good at magic.

Lahmian Spy: In her unlife, she has worn a thousand masks and is very good at adopting a convincing disguise.

Spy network: The Lahmian Sisterhood keeps her up-to-date with current affairs, and many of her own thralls are also out collecting information. And, if necessary, she can call in favours.

Ruthless: She doesn’t care what it takes. She WILL survive.

Weaknesses

Not a warrior: The closest she’s ever come to a real war was when her carriage was nearly caught by an army pursuing her lover’s defeated force.

Not even a fighter: Although she will fight if trapped, the majority of the time she prefers to talk her way out or throw an underling towards the enemy and run like hell. For this reason, she is fairly unskilled for a vampire.

Coward: Will run at the first sign of trouble.

Narcissist: Thinks she’s perfect. In particular, thinks she’s cleverer than everyone else, which a lot of the time is not the case. Will remember insults forever, even if she laughs them off in public.

Additional Notes
The Waechner Sisters
Konstanze brings these three girls with her on the carriage as servants (they sit on the outside). All three are pale, pretty, dark-haired mortals in their late teens (the youngest is seventeen and the oldest nineteen). All are good at looking after horses (and rabbits), and they also act as maids and drive the coach. Sometimes, they also function as an impromptu snack. All have the following basic stats.
Speed: 3
Agility: 3
Weapon Skill: 2
Ballistic Skill: 2 (3)
Raw Strength: 3
Technique Strength: 2
Toughness: 2
Tactical Skill: 1
They wear either maid’s dresses or riding leathers reinforced with steel plates at the shoulders and chest. They are each armed with a short dagger, a hatchet and a double-barrelled, wheel-lock coach-gun (essentially a sawn-off shotgun), which due to its large spread brings their effective ballistic skill up to 3 (though note that the range is short).

The youngest, Amelie, is an extremely competent chef. Since this is effectively useless to a vampire, she is desperately trying to become less expendable by increasing her hairstyling skills. Klara, the middle sister acts as Konstanze’s personal secretary and painter, and has a portable bureau stashed on top of the coach. Elfriede, the eldest, is a competent blacksmith and farrier and has also learnt to maintain wheel-lock guns (normally a rather rare skill). The three are good singers and occasionally form a chamber trio when such is required.

The trio are somewhat unusual in the sense that they attract the winds of magic like a wizard, but for unknown reasons are unable to wield it. Being rather utilitarian, Konstanze draws off power from them, increasing her Raw Magical Power stat by one point when they are around.

I might have some trouble posting for a little while: I've got exams until the 18th of June, which'll limit my time a bit.
 
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