Emile Carstein

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Emile Carstein (Nemesis)

6 5 6 6 6 6
6 24 22 0 0
  • Skills: Charm (cddddd)
    Deception (cddddd)
    Knowledge (Forbidden) (cddddd)
    Stealth (ccccc)
    Vigilance 2 (ccdddd)
    Eldercraft (cccccc)
    Melee (Brawl) (cccccc)
  • Talents:
    Silhouette: 1
  • Abilities:
    Elder Blood: 1/session spend Story Point as an incidental. Voluntarily suffer up to 2 wounds heal twice that in strain.
    Nemesis Extra Action:
    Adversary 3:
    Higher Vampire:
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    Immune to daylight, holy water, religious symbols, garlic, non-silver weapons, and any form of divination they refuse to allow.

    Reform:
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    If killed, heals all wounds at next sunset unless its body was destroyed, in which case it will take 1d10 year to rejuvenate at the location of its death.

    Vampire Weaknesses.
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    The vampire has the following flaws:
    • Absent Reflection. The vampire does not appear in mirrors or reflective surfaces.
    • Blood Addiction. If the vampire used successfully its bite or blood drain attack on a creature in the past 24 hours, the vampire upgrade the checks on blood frenzy 4 times.
    • Dalvenite Allergy. The vampires is allergic to dalvenite, a costly alloy composed of meteoric steel and silver. If the vampire starts its turn within 5 feet of dalvenite it cannot use its Shapechanger and Monstrous Form feature until the end of its turn. The vampire automatically fails Strength ability checks to break dalvenite.

    Regeneration.
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    The vampire regains 3 hit points at the start of its turn. If a piercing weapon made of silver is driven into the vampire's heart while the vampire is incapacitated, this trait doesn't function at the start of the vampire's next turn. The vampire dies only if it starts its turn with 0 hit points and doesn't regenerate.

    PTSD of Fort Caerdwyn: Must make a Hard Fear check every 5 rounds.
    Terrifying: (dddd)
    Vampire's Embrace:
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    If Ensnares its target with Claws spend aa/t to make a Bite attack against target. If bite successful, heal wounds equal to damage inflicted after soak.

    Cosmic Being:
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    If one can see through the veil, they can see the Vampire's true, true, form. This consists of a humanoid being, with a cephlapodian head, that has a writhing mass of tentacles near beardlike. They become indistinguishable in gender or sex. Their skin is smooth and grey, and their eyes terrible. Additionally, they count as Wights/Wraiths for the purpose of the Noldor "Light of the West" trait. SAN 1/1d4.
  • Equipment:
    Claw: Melee (Brawl) ; Damag 10 ; Crit 2 ; Range [Engaged] ; Pierce 2, Vicious 1, Ensnare 1
    Bite: Melee (Brawl) ; Damage 7 ; Crit 2 ; Range [Engaged] ; Breach 1, Vicious 3,
    Blood Drain (Mist Form Only/Bite [Only crit]):
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    One creature engaged must make a Daunting (dddd) Resilience check (undead and constructs automatically succeed).   On a failed check, the target takes 8 wounds, bypassing soak, and the vampire regains hit points equal to that amount. It also is afflicted with a Critical Injury called The Crimson Curse, which has a 5 Challenge die difficulty, its effects are; your Wound Threshold is reduced by 1 per h, and 3 per d   It dies if this effect reduces its hit point maximum to 0.

    Bestial Form:
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    Daunting Eldercraft (cccccd) (dddd).   On a success, change to Silhouette 2, all checks' ability increased by 1, +1 Soak & +1 Defense per aa, plus Critical range is decreased by 1, and brawl checks do +1 more damage.

    Shapeshift:
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    As an Action, the vampire can assume the form of a Silhouette 1 cloud of mist, or back into its true form. While in mist form, the vampire can't speak, or manipulate objects. It is weightless, has a flying speed, can hover, and can enter a hostile creature's space and stop there.   In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Brawn, and Agility, checks, and it is immune to all non-magical damage.

    Call of the Night: Slow Firing 2, May summon a full Minion Group of Wolves or Bats.
    Ring of the Carsteins:
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    +2 to Spell Damage,   Gain the following benefits for free when casting spells (Additional Target, Hardened Skin [Flavoured as Bestial Form], Exoskeleton [Flavoured as Bestial Form]).   Allows user to become a Vampire, by drinking a bowl of vampire blood under a full moon, thus giving Eldercraft and +1 Brawn +1 Agility +1 Presence -1 Willpower , and the Claw & Bite attacks.


Cover image: by Unknown

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