Mystickvampires aka Armand Fireheart

Firehearts

 

Time 4
Hit points 50
Recover .75
Dice 6
sides 8
Spell level 9

BackGround

Gender: Male
Type of Character: Vampire


Character Description:

Mystickvampires was born to the GoldenKnightofRukain and A Fireheart Maiden. Taken at

birth he did not find out about his parents until he was summoned by the dragonknight on his death bed In the we hours of the morning. Learning of his heritage mystick went into training learning the ways e

dragon knights and the ways of magic. Returning to his home one eve he was taken by some vampires and turned. He had been with several other family members he gave his own life for there's to be saved. With the on going war in the worlds he took what was left of his clan an followed his heart to the island. having been tracked by hunters the others had been killed and he now remains. Returning to the island he informed morgan the new clan leader that he would give his sword to him even after what than had done to him. It was good to be home but many things were soon to come.

Mental Description:

Character History:

 

 

Weapons: 

Weapons/Abilities: Two Swords and Two Daggers, He carries these religiously, The two swords are golden hilted with dragon heads on the end of the hilt one has emerald eyes and the other has ruby eyes. The daggers are matching to there father swords. They were

Created by the golden dragons and passed down to those whom they regarded honorable in the ways of themselves. When chosen each became a Knight of the Rukains who value the old code. He can also be known to carry an Elven short bow with finely made arrows.

He wears a ruby and emerald dragons ring, which allows him to take control of the undead if they are young enough. (need some proof of necromancy ability) If joined the daggers let off a whirl wind of Fire around a tenth mile radius encompassing a group.(locked) The fire will protect those it needs to and vanquish those whom do not belong. The fire is that of the dragons. His swords do the same only on a larger scale and is used mainly to slaughter a large group of 25 or more enemies at once this however sends a hurling wall of fire toward the enemy 50 foot long and 25 foot high. (locked) And can only be controlled by the bearer of the swords and daggers whom the dragons had chosen. He Is also skilled in hand to hand combat in many arts from street fighting to jeet kun doe and capoeira, with some study of jit su and karate.

 

Abilities:

 

Shields

 

Shield: enables the caster to create a shield around himself for one round (against spells, weapons, etc) (out roll target)

Greater Shield: protects the caster for 5 rounds plus one to defense. Use once during battle (out roll target by 15)

Protect us: enables the caster to protect herself and one other player (out roll target last one roll) (to be used to escape only)

Protect all: enables the caster to protect a group of 3-4 people (out roll target lasts one roll no attack can be made by any one in protection or attacker receives damage)

Stoneskins: enables the caster to make her skin to the toughness of stone. She only gets five strikes against her before the spell is dispelled and her skin returns to normal. Use once on herself and once on another person but cannot use twice on herself in same

battle. (must roll over 15 twice in a roll) (damage is cut by 50 percent

 

Shadows:

 Hide in Shadows; may hide in nearby shadows but is exposed if the vampire moves or speaks. (out roll target)

Shadow Walk; can walk around in the shadows without being seen until the vampire reveals it's location.(out roll target by 3)

Hidden from Mind's eye; allows the vampire to disappear from plain sight. (out roll by 4)

Shadow play; gives a limited control over the shadows around the vampire, can extend and overlap existing shadows (out roll target)

Crowd Cloaking; enables the vampire to conceal those nearby it. Casting them into the shadows. (out roll lookers)

Shadow Fight; allows control over the shadows, can create tentacles that can grasp, restrain or constrict. (out roll by 10)

 

Illusions:

 Mirage; can create an illusion of something that is not real, if successful the mirage becomes real to the one who is seeing it  ( in their mind) (Must out roll and continue to out roll to keep image)

Attraction; causes those around her to be inspired in a zealous fervor, devoted passion, or in terror. ( must out roll targets by 12 last short time one scene)

Magnetism; makes those around her to desire to be near her and receptive to her opinions or point of view. ( must out roll targets by 13 last short time one scene)

Permanent Mirage; just like above the vampire can cause the illusion to persist ( must out roll targets by 18 last three days)

Apparition; allows the vampire to give her illusion movement (out roll by 1)

Grisly Reality; with a simple illusion the vampire can now create hallucinations directed at target, causing them to see them as real. Eg. Fire will burn, a noose will strangle, a wall will block them, etc. (out roll by 6 )

 

Alterations:

 

Alter self; may alter the vampires own self's physical attributes, eg. Height, build, voice, facial features, hair, skin, etc. ( roll of 12, lasts 10 min. roll of 15 lasts 20 roll of 20 lasts 30 min, roll of 25 lasts one hour, roll 26 lasts one day.)

Alter Flesh; may alter the skin, muscle, fat and cartilage . ( roll of 15, lasts 10 min. roll of 19 lasts 20,  roll of 24 lasts 30 min, roll of 26 lasts one hour, roll 28 lasts one day.)

Alter Bone; may alter the structure of bone. ( roll of 20, lasts 10 min. roll of 25 lasts 20,  roll of 28 lasts 30 min, roll of 30 lasts one hour)

 Speed of thought: enables the vampire to alter her speed at will, lasts until she breaks the spell. (locked more info)

Grisly Form; becomes a hideous monster, vampire's choice. (locked more info)

 

 

Blood Magick

 

The blood tells all; allows the vampire to determine how much blood is left in the body, if vampric, age and last feeding. (must out roll target by 5)

Blood frenzy; can cause a werewolf or another vampire to go into a frenzy (out roll by 10)

Potentate Blood; makes the vampire's blood more powerful giving her endurance (roll of 20 last 3 rolls)

Boil; causes the blood in the body to come to a boil (roll of 27)

Poison oneself; causes the victims blood to be come poisonous to itself (roll of 28)

Pilferage; can siphon the targets blood out of the body without making contact (out roll target takes only one pint per roll)

 

 

 


 

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