Jasper

Vampire

Time 4
Hit points 1300
Recover even
Dice 7
Abuse 7
Spell level 7

BackGround

 

Jasper was born to a very well-to do man and woman in the city of London. His father was a devout cleric for the local church and his mother was a leader in the local choir and opera. Her singing was what brought in much of the families money. Jasper was a happy child, his family doting much on him. As he grew, it became noticed that Jasper had much of the same beautiful voice that his mother did, this voice would soon develop into something enchanting. But it was also noticed that Jasper had another problem. He had something wrong with his blood, when he was injured, he wouldn't heal as fast as normal, it took longer for the blood to clot. Finding this, his mother and father decided that it would be safer for the child to spend much of his time inside, away from things that could harm him.
Even though their intentions were pure and good, Jasper resented his parents for it, he wanted to get out, to run and play with the other children and live life as they did. But outwardly, his strict morals, ones that he didn't understand at the time, kept him from disobeying his parents. So he grew up, cloistered in the small house or study of his parents. His father spent alot of time with him, teaching him the ways of healing and medicine, hoping one day his son would follow in his path as a cleric.

Jasper learned fast and retained his lessons, his parents were both proud of him. One evening, his father sent him out on a rare trip to a local apothecary to get some special herbs for a poultice. It was on this trip that Jasper met Angela Montique. She was a beautiful woman and Jasper seemed stricken by her when first his eyes fell upon her. They spoke for only a short time that evening but both knew their paths would cross again. And indeed they did. Over the next few years, Jasper would often go and speak to this woman that he found so utterly irresistible.
At was a wonderful summer evening during his 18th birthday that Angela introduced Jasper to something mysterious and dark. She introduced him to the knowledge that she was kindred and she wanted him to join her in eternity. Jasper didn't care, he wanted nothing more than to be with her so when she offered to bring him into her world, he accepted readily. That night, Angela embraced young Jasper, but something didn't quite go right. He became kindred but it seemed as if the blood of the spirit he carried in him of his religious father sought to destroy what he wanted. He found that unlike Angela, he couldn't see himself in a mirror, when he walked near a mortal, it seemed as if they could sense something was wrong with him, that he was different. Angela taught him not to be concerned with such things and proceeded to teach him what his new life entailed. She taught him the ways of her kind and introduced him to the path that he would follow, one that seemed already in line with his morals. For quite some time, Angela taught Jasper, giving him the knowledge he needed to survive in his new world. Then she sent him off to search for others of his kind, to find his own way in the world, vowing to him that she would be there if ever he needed.

After being left on his own, Jasper roamed Europe, each night finding something new, something he'd never seen or experienced, and each night, feeling the anger and hate growing within him. His teachings had made him realize that his kind were out-casts, and that they were because of betrayal long ago by some of the progenitors of his line. For this betrayal, Jasper was made to vow that he would seek out those that had done this, or even their progeny, and destroy them in any manner he could.

So it was that Jasper wandered into the Italian city of Tavisht. Searching, always searching for those that he needed to find. The hunt dragging on timelessly through the darkest of night. Hunger, a primal urge to kill burned through his core like a raging fire. But he tempered it, using violence when necessary, and his mind at other times. It was within tavisht, hunting those that had so harmed his line, that he met a woman named Silver. Their relationship was anything but amiable. From the first night, it was obvious that the two would become enemies. Years passed by, each time the two crossing each other's paths many times, and each time, trouble brewing. Somehow, amazingly, the rivalry ended, as Jasper moved on from the city, seeking out new paths and ways to pursue his ultimate goal.

 

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Disciplines/Spells
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Warriors Touch

* Diagonosis : With this power, the user is able to touch an individuall and tell if that person is hurt, sick, or even dying. Then user may also establish though the touch and this power what general type of creature the target is. A roll of at least 4 is necessary to use this power. Alternately, the user of this power can attempt to use it to garner information about how the target came to be in their current state. (roll of 12) For example, the user can touch a corpse and ascertain whether it died through extensive wounds, natural causes, drugging, etc, but they cannot determine who or what type of creature caused the current state.

** Anesthesia : By using this power, the individual is able to block a subjects pain or even put them to sleep. A successful roll of 6 is required to use this power, however, if the subject is for some reason unwilling to have this done to them, then each must make a contested roll, then a higher roll by at least 5 to achieve success At no time can this power be used to block the user's own pain, nor can it be used to place an undead creature into a state of sleep.

*** Agony : With the use of this power, the user is able to send waves of agony through their very touch and into a subjects body. A roll of 8 is required for this power to take effect, and the waves of pain continue until the user removes their hand. Although this power does no actual damage or harm to the subject, the target of this power must roll against the user, If the subjects roll is equal or higher to the users, then no action takes place.

**** Death Knell : This power can be used to end the life of any mortal or non-dead creature that the subject comes into contact with. When a subject wishes to die, the user of this power can place their hand over the subjects heart and roll at least a 14. If the subject is completely willing and the roll is successful, the spark of life in the subject is snuffed out. If for any reason the subject struggles or is unwilling, the power fails no matter what the dice roll.

***** True Strike : This awesome power is the calling card of this legacy. By allowing the fabled third eye of the warrior line to open and focus upon an opponent, the user of this power is capable of striking with deadly accuracy and power. By watching the opponent for one turn, and focusing upon the vengeance and anger within them, the user must roll at least a 16. If the roll is successful, then the very next attack by the user hits as if they had rolled the maximum on all their dice. The damage inflicted by this strike is equal to 2 levels of damage, or as if they user had struck the opponent twice.

****** Lingering Agony : Similar to the third level of power, this one allows the user to continue the pain of the touch, even after they have removed their hand. (With a roll of 20, and 5 higher then the target,) the user is able to inflict the agony from the 3rd level of this power, and then remove their hand, allowing them to continue to inflict the feelings of pain upon the subject as long as they remain within their line of sight.,( they must continue to out roll to make the spell in tact, the no longer need the start roll of 20) Thus, by holding this power continuously, the user is able to render their opponent helpless, unconscious, or even temporarily insane from the waves of agony.

Heart of Stone

Heart of stone is less a power than it is a change in the body over time. As the one learning heart of stone grows in age and power, they become able to absorb more damage and injury that would normally be the case. For each level of this power, the user is able to absorb or even ignore 1 hit or level of injury per roll. (must roll at least 2/3 of the hit they took for this to work and only can be used three times per battle)

Hidden Sight

* Acuity : With this power, the user is able to allow his senses to increase into the supernatural levels. They are able to see, hear and even smell proportionatly better than normal. Although no roll is necessary to use this power, it must be declared. Although this power is handy when attempting to find small details, it can also be harmful to the user as sounds, sights and smells increase in power, which can effectively deafen or blind the user for a substantial amount of time.

** - Psychic Sight : Using this power, the person is able to delve into the psychic realm that surrounds each person, perceiving their auras in such a way that the user is able to tell what type of creature the subject is, their emotional state, and similar other small facts. To use this power, the person must roll at least a 9. This will allow them to simply tell if a subject is mortal, supernatural, vampire, werebeast, ghost or other type. If the roll is a13 or higher, the user is able to determine the mood or emotional state of the subject. (and must out roll the target if the target is older then they are)

*** Secrets Found : By using this power, the person is able to derive information from the mystical aura that surrounds almost any object. By concentrating on the object within their grasp, the user is able to tell who held the object, when they last handled it, and to some extent, what was done with the object. While doing so, the user must remain in a shallow trance, barely aware of their surroundings, though sudden or loud noises or disturbances will break their attention back to the normal realm. To use this power, the user must roll at least an 13. The higher the roll above the needed activation, the more information the user is able to garner from the object.

**** Read the Mind : This potent power allows the user to project a portion of their conscience into another person's mind. In this manner, the user is able to pluck thoughts from the mind of the subject, learning virtually anything without the subject even realizing that something is happening. To use this power, the person must roll at least a 15. If the subject can somehow detect what is going on, or has the mental ability to fight off such intrusions,( or is simply older then,) then they can roll as well, needing to equal or better the users activation roll. If this is successful, then the attempt to read the mind fails. If the subject rolls 3 or more higher than the user, then they are able to determine who was trying to infiltrate their thoughts.

***** Ghost Walk : This power is somewhat a misnomer, as it does not truly allow the user to become a ghost. Rather, it allows them to send their conscience out across the mortal realm, and into the umbra, or realm of spirits. In this manner, the user is able to move anywhere in the world with blinding speed, making their way from place to place. In this form, the user is immune to all damage or fatigue. However, to remain in this state, the user falls into a torpid or sleeping state, their conscience held to them by a simple silver strand. If this strand is somehow cut, the the mind of the user is set afloat in the realm of spirits and must somehow find it's way back. To use this power, the user must be in a place of relative safety and roll at least an 16.(the user's physical body is completely vulnerable to attack, since he is not there to thing. Also he expends a great deal of energy doing this the longer he is out and the more he does the more he expends and needs to recoup.)

 
 

Weaknesses:

 


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