Mandie

Time 8
Hit points 1800
bonus  
total 1800
Dice 9
Sides 10
Recover .25
Spell level all

BackGround

Gender: Female
Type of Character: Vampire

Character Description:

Age: 600 hundred

Apparent age:  17

Eye:  Ebony

Hair:  Black, straight and waist length

Height:  5’4”


Character History:

 

It was a dark and stormy night and the beginning of the changes in her life.  She was ten and taking a trip with her parents, when her family was killed by a band of vampires out on a killing spree.  She was left for dead and found several hours later curled up underneath the car.  She was in shock and shaking when the medics pulled her out, but never muttered a word of the events that had taken place. 

With her only relative being an elderly aunt, Mandy was taken and dropped off at her door after her short stay at the hospital.  She remained with her aunt for months, never speaking nor attending her parent’s funeral.  One night, she lay upon the small bed she had occupied for months and looked out into the night, then slipped out through the window with a small black bag and never looked back. 

For the next six years she survived on the streets, becoming as hard as the streets had made her.  She finally spoke, but only when the need arose and the responses where always short and curt.  

It was once again dark and stormy as if fate was playing a cruel game that she met the person who would forever change who she was and was going to be.   With the embracement, she was trained to be a ruthless killer.  After her training ended with her sire she sat out to further her knowledge; by exchanging her services, she was granted with more abilities.  Her heart is now as black as her eyes, and for a price, she will bring death swiftly or with slow pleasure, depending on her mood.  

Arriving to the large Island, she stays clear of most and taking rides on her new bike.  She is still not sure of why she is here, but that answer will come.. Weapons And Equipment:

Weapons And Equipment:

Twin 9mm glocks; hidden under her long black trench coat holstered under her arms. 

Two daggers; one hidden in each boot.

Lap top computer

Cell phone

Abilities: 

Heightened Senses:  This ability sharpens all the vampire’s senses, effectively doubling the clarity and range of sight, hearing, and smell.  Her senses of taste and touch extend no farther than normal, they likewise become far more acute; example:  could taste the hint of liquor in a victim’s blood, or feel the give of a board concealing a hollow space in the floor.  She may magnify her senses at will, sustaining this ability for as long as she feels necessary.  

 Resilience:  Allows for thirty minutes of sunlight to make it to safety (auto)

 Hide in Shadows: may hide in nearby shadows but is exposed if the vampire moves or speaks.  The vampire remains unnoticed as long as she stays silent, still, under some degree of cover.  Her concealment vanishes if she moves, attacks or falls under direct light. (auto)

Shadow Walk:  can walk around in the shadows without being seen until the vampire reveals its location.  Shadows seem to shift to cover her, and others automatically aver their gaze as she passes by.  Must still be careful to avoid contact with anything that may disclose her presence.  (roll 0f ten, target must out roll by 6 to cause her to view)

Hidden from Mind's eye:  allows the vampire to disappear from plain sight.  Can fade away even if she stands directly before someone.  (out roll target by 4)

Shadow play:  gives a limited control over the shadows around the vampire, can extend and overlap existing shadows.  She can separate shadows from their bodies and even shape darkness into the shadows of things that are not really there. (auto unless used for attack then need more def)

Shadow Fight:  ; allows control over the shadows, can create tentacles that can grasp, restrain or constrict. (out roll by 10 and continue to out roll if the roll to fight it)

Beast Eyes:  She can see perfectly well in pitch darkness, no light source is needed to notice details even in the darkest abyss.  (roll of 15)

Beast Claws:  The vampire’s nails turn into long bestial claws.  The now talons are wickedly sharp, able to tear flesh with ease or even carve stone or metal with little trouble.  Can grow automatically in response to the vampire’s desire, and can grow from her hands or feet or both.  (auto)

Melding:  The vampire becomes one with the earth.  She literally sinks into the bare ground, bonding with the earth around her.  She can immerse herself fully, but cannot move around within it. (auto)

Death is Silent:  This imbues her body with mystical silence that radiates from her body, muting all noise within a 20foot radius.  No sound occurs inside this area, but sounds originating outside may be heard by anyone in the zone.  (roll of 22)

Baal’s Touch:  This allows the vampire to transmute her own blood into a virulent ichor that destroys any living or undead flesh it touches.  Taints any bladed weapon, swords, fingernails, and claws.  Does not increase the damage done by the given weapon, but now the weapon coated will now inflict aggravated damage rather than normal. (roll of 22, coated weapon will do 1.5 for 3 turns)

Taste of Death:  This allows the vampire to spit caustic blood at her target.  The blood coughed forth from the vampire onto her intended target burns flesh and corrodes bone.  She may spit blood forth out up to 5feet.  (roll of 20 to ignite and out roll target by 10 to hit)

Pilferage:  The vampire can siphon the targets blood out of the body without making contact.  The blood streams out in a physical torrent from the target to the vampire, the blood can either be taken into the mouth or mystically absorbed.  The target must be visible to the vampire and within 25feet.  (Roll of 20 to ignite out roll target by 10 for a pint, out roll by 15 for 2 pints out roll by 20 for 3 pints out roll by 22 for 4 pints must out roll by 24 to make continuous stream, this last can only be used as death blow)

Boil:  causes the blood in the body to come to a boil right in the veins.  The vampire must touch her target, and it’s this contact that simmers the targets blood.  When contact is broken the blood ceases to boil. (only used as death blow, all points from target must be used first, then simply out roll target)


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