PavelVampire
BackGround
He was born to a wealthy family in Paris. Originally from the steppes of Russia, his family fled when the Mongols invaded and took up residence in the French city. Using what money he had, Pavel\rquote s father began a successful business as a moneylender. Pavel was raised and brought up amoung the affluent of the city, learning their ways, the ways of manners and culture. Near his 16th year, Pavels father retired from his business and the family moved into the country to a large estates where they lived comfortably. After being their for a year, Pavel met and fell in love with a beautiful young lady named Yvette DeMure. Over the next year, their love seemed to grow but Pavel came to start wondering why he only saw the young lady in the evening time. Determined to find out, Pavel journied to her family's estates one day to call on her. He arrived just after the sun set and what he saw shook him to his foundations. Peering into a window, Pavel watched as Yvette seemed to feast on the blood of one of her servants. Unable to control the horror and revulsion that had overcome him, Pavel let out a scream and began to run from the house. It was his undoing. Yvette heard the sound and perused, catching the young man in a grove of trees. For a split second, as the young man cowered before her, her heart saw a glimmer of sorrow, as her fangs sank into his neck, she determined to keep this one with her. That night, Pavel became what he is, that night he was reborn a vampire. Over the next few weeks, Yvette sought to teach Pavel what he had become and what he could do with his new " life" . At the same time, Pavels family searched diligently for their missing son. Coming to the DeMure estates, they gained a clue that led them to believe that they had somehow been responsible for the missing Pavel. In a scuffle, one of the DeMure unknowingly let on to what the family really was. In utter fear, the villagers returned in the light of day, burning down the mansion around the family. In the span of moments, the entire family was destroyed. All except for Pavel, somehow, mysteriously, he had been saved from the massacre, his room remained untouched. Venturing out into the night, he sought out others of his kind, wanting only to survive. Thus he made his way over time to the city of Tavisht. As time passed, Pavel began to make his way amongst the city of Tavisht, buying and setting up a small Moneylending business. This business though meager, quickly began to grow into something more profitable than he ever thought. Soon, he delved into the world of buying and selling all manner of items, from farming goods, to foods, and even fine drinks and spirits. It was this venture that brought him into first contact with the woman known as Silverhawk. Through spurious dealings, and the manipulation of those around him, Pavel was able to gain a partial ownership of the Highlands Tavern, an establishment owned by the lady. The partnership was not one of good graces though, and the two constantly bickered and battled over what should and should not be done. In the end, the matter was settled by outside means and pavel moved onwards, expanding his business in other ventures. Time marched on, Pavel grew in his fortune, his dealing both above the board with taverns and other goods, and below the boards with prostitution, drugs, weapons, murder. His growing powers of persuasion and mind control made things easy for him, along with the help of his childe and lover Annamaria. Together they built there empire, flourishing and growing in wealth. Then came the day that tavisht was lost to them. A war between factions sent the two fleeing from the Italian city and onwards to the new world where they finally settled within the growing city of New Orleans. With their already amassed wealth, and the change in the times, the two quickly established themselves as successful business people. Eventually, Pavel and Anna were able to purchase one of the Radisson hotels within the city of New Orleans, using this as their base of operations to continue their illegal activities, as well as to sit back in comfort and watch their fortunes continue to mount. Years passed, and through subtle manipulations and outright control of those "mortals" within the city, Pavel and his "family" continued to grow in power, their hands remaining "clean" while the city around them grew in chaos and discord. Nothing could make them happy. Until the same factions that had run the two from italy followed them to America. The war began in earnest once more. Publicly and in the shadows the powers of the factions waged a fight for control of the city. Knowing that in the end, the fight would be lost, Pavel liquidated his assets, selling the Radisson for far more than he paid, secretly sending the money off to various accounts around the world. When the final bell rang, Pavel and Anna slipped quietly from the city, leaving it to the victors of the faction war, though they themselves were untouched an unharmed. Travelling after the fall of their New Orleans empire, the two found themselves and most of their fortune upon a cruise, one bound for seeming disaster as it stumbled upon an uncharted island. Stepping into this new world, the two once more set their minds to establishing themselves, and doing so with their usual vigor.....
================================================================ Grasp the Mind * - Hypnotize : With the use of this power, the person gazes into the eyes of another, holding their gaze while speaking to them sofly. Upon rolling the dice (roll must be greater than 5), the user can hold the target in a state of hypnosis until they wish to release them. At the same time, a simple, single command can be issued that the target will attempt to follow. (must out roll target) ** - Suggestion : With this power, the person is able to capture the gaze of another individual, hypnotizing them as before, and then implanting a subconscious suggestion in their mind that the target will follow to the best of their ability, unless the suggestion is one that would lead to direct harm to the target. To be successful, the user of the power must roll at least an 8.(must out roll target) *** - Altered Visions : With this power, the user can capture and hold the targets gaze, delving into their mind for specific memories. While speaking softly to the target, the user can begin arranging specific memories in whatever manner they wish. To be successful, the user of this power must roll at least a 10, and then, the time it lasts depends upon how many dice they roll that are above the roll of the targets counter. (need to define time table) (if user fails will mix up his own memories for a short time) **** - Mind Control : Through the use of this power, the user is able to capture the gaze of the target. Once this is done, through the continued holding of the gaze, and soft words, they are able to place the target into a state of hypnosis as with the earlier powers, but then, able to implant large, intricate suggestions and commands. These commands will be followed as best the target can, as long as they don't lead to the death of the target. To be successful, the user must roll at least a 12. The length of time the command holds, and the effort the target uses to obey them is determined by the number of dice that the user rolls higher than the target. (must out roll target by 5) (need to define time table) ***** - Steal the Mind : With this power, the user is capable of taking over the very mind of the target in such a manner that they can push aside the psyche of the person, allowing their own mind to control the new body. Once this power is used, the body of the user will stay in a comatose state, controlling the body of the one it has chosen to take over. In this manner, the user will feel and remember everything that occurs while it controls the targets body. Any damage or injury that occurs to the controlled body likewise is sustained by the body of the one using the power, thus making it a dangerous power to use. To be successful, the user of this power must roll at least a 24, and then have at least 5 dice rolled higher than the counter roll of the target. This power can be used over a number of rounds, as the two "minds" fight for control of the body.
Entrancement * Attraction : With the use of this power, and a roll of at least 4, the character can make themselves seem to be more appealing to those viewing them. Those viewing the user seem to favor them, leaning in their direction no matter what is said or done. This power in no way makes the targets obey the user, it simply causes them to feel more inclined to agree with them. Any direct threat or danger to the subject causes the power to fade from them. Also, any subject that can somehow detect the use of this power can roll to fight it off, needing only to match or exceed the activation roll. (only works on less powerfull then the caster) ** Gaze of Terror : By using this power, the individual can cause any subject gazing at them to suddenly be overcome by a fit of terror and fear, simply wishing to be away from the user, or if unable to flee, to curl up into a ball of sobbing and terrified madness. The user must roll at least a 7 to be successful with this power, and once activated, any viewing the user must make a roll of their own. Any roll that fails by 2 or more causes the subject to flee in terror or curl up into a fetal ball. Any roll failing 1 simply causes the subject to wish to be away from the user. A roll that is equal or better than the activation roll nullifies the effects of the gaze. *** Obediance : With the use of this power, the person can cause the subject they are using it on to under a spell of devotion. Once the subject falls under the sway of this power, they will do everything in their ability to heed the desires of the user. Since the subject performs their actions out of devotion and a sense of "loyalty" to the user, they are able to perform them with creativity and individuality. To use this power, the person rolls against the subject. If the all the targets dice are higher than the user it can not be attempted again, it requires at least a roll of 8 higher then the target or the power fails. For each dice the user rolls that is higher than the target over 8, the power is effective for a given amount of time. This power then fades after the given amount of time has expired, the user wills it to fade, or the user harms the subject. After that , you must out roll a target by 8 + 1 dice better than target: one hour **** Calling : Through the use of this power, the user is able to summon someone that they know from almost any distance. The user must roll, the necessary roll needed determined by the familiarity of the subject Roll of 4 higher then target if the subject
has been a successful target of another power of Entrancement. At any time during the use of Calling, the subject can roll to counter it. An equal or greater roll nulls the Calling, while a roll below the total used to activate the power determines how fast they approach the Caller. 1 more than activation roll - Subject approaches
slowly and cautiously ***** Rulership : The terrible display of power is the hallmark of Entrancement. By using this power, the person can cause anyone that views them to view the user with complete respect, devotion and even fear. Those falling sway to this power will do anything and everything to please the user. To use this power, the person must roll at least a 20. Those within viewing distance of the person, attempting to fight off the effects of this power, must equal or better the activation roll and out roll target by 10
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 Turn. (must roll at least 2/3 of the hit they took for this to work and only can be used three times per battle)
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