Art by Zetsuai89 on DeviantArt
Deryk Tepes - Arc 1 - PL 9
Age: 18 (47) / Height: 5' 11" / Weight: 198 lbs / Hair Color: Silver / Eye Color: Gray
Group Affiliations: The Vampire Nation / Base of Operations: Tepes Manor, Queens, New York
Wealth Rank: +16 / Rep Rank: +11 / Knockback Mod: -8/-6
Strength 8, Stamina 6, Agility 4, Dexterity 4, Fighting 7, Intellect 3, Awareness 4, Presence 6
Advantages
Accurate Attack, Agile Feint, Attractive 2, Benefit 3: (Renown, Wealth 2: [Independently Wealthy]), Charming, Connected, Contacts, Daze (Deception), Defensive Roll 2, Equipment 5, Fascinate (Persuasion), Improved Defense, Improved Disarm, Improved Initiative, Inspire 2, Languages 3, Leadership, Power Attack, Ritualist, Takedown, Taunt, Ultimate Effort: (Will Resistance Checks), Well-informed
Skills
Acrobatics 4 (+8), Athletics 4 (+12), Deception 8 (+18/+14), Expertise: Magic 8 (+11), Expertise: Nobility 6 (+11/+9), Expertise: Vampire Lore 10 (+13), Insight 8 (+12), Intimidation 4 (+10), Investigation 4 (+7), Perception 4 (+8), Persuasion 8 (+16/+14), Stealth 8 (+12), Vehicles 4 (+8)
Powers
Creature of the Night: Array
. . Blood Bond: Mental Communication 4 (divination; Subtle: encrypted; Limited: to subjects that Deryk has consumed blood from)
. . Blood Drain: Linked Effect
. . . . Kiss of the Vampire: Concentration Cumulative Affliction 8 (Linked; pleasure, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 18; Concentration, Cumulative; Grab-based, Limited: to one Degree of Effect per Resistance check, Limited Degree)
. . . . Refreshing Drink: Healing 8 (Linked; vampirism; Limited: Affects Self Only)
. . . . Vampiric Bite: Concentration Weaken 8 (Linked; vampirism, Affects: Stamina, Resisted by: Fortitude, DC 18; Concentration; Grab-based, Limited: to 1 rank of lost Stamina per Resistance check)
. . Fearsome Presence: Perception Area Affliction 7 (hypnosis magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 17; Perception Area: DC 17 - Visual, Selective, Subtle: subtle)
. . Frigid Touch: Cumulative Affliction 10 (ice magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative)
. . Obscuring Mist: Environment 7 (fog magic, Visibility (-5), Radius: 1800 feet; Build Up)
. . Our Minds Are One: Remote Sensing 17 (divination, Affects: 2 Types, inc. Visual - Visual, Hearing, Range: 500 miles; Subtle: DC 20+rank; Medium: Subjects that Deryk has consumed blood from)
. . Pyrokinesis: Shapeable Area Damage 7 (fire magic, DC 22; Shapeable Area: 30 cft., DC 17, Increased Range 2: perception; Limited: Requires an Existing Flame)
. . Revival: Nullify 10 (security magic, Counters: Mind-Influencing Effects, DC 20; Simultaneous)
. . Telekinesis: Move Object 7 (kinetic magic, 3 tons; Increased Range: perception, Precise, Subtle: subtle)
Incredible Moves: Array
. . Dark Flight: Flight 3 (racial talent, Speed: 16 miles/hour, 250 feet/round)
. . Hyper-Running: Speed 7 (racial talent, Speed: 250 miles/hour, 0.5 miles/round)
Lifedrinker (Easily Removable)
. . Sword of Life-Stealing: Linked Effect
. . . . Revitalization: Healing 11 (Linked; vampirism; Feature: This power resets the timer on Deryk's Blood Dependency complication; Limited: Affects Self Only)
. . . . Sword Strike: Strength-based Damage 3 (Linked; slashing, DC 26; Alternate Resistance: Fortitude, Dangerous)
Royal Dhampir Physiology
. . Cultured: Enhanced Trait 2 (racial talent, Persuasion +2 (+16), Expertise +2 (+11))
. . Fast Healing: Regeneration 5 (racial trait, Every 2 rounds)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Invulnerabilities: Immunity 5 (racial trait, Disease, Poison, Rare Descriptor: Rogue's Touch, Uncommon Descriptor: Vampirism; Feature: Longevity (Up to 35,200 years))
. . Resistances: Immunity 11 (racial trait, Custom: Mental Control 5, Damage Effect: Necrotic Damage, Sleep; Limited - Half Effect)
. . Sensual Graces: Enhanced Trait 2 (racial talent, Deception +4 (+18); Limited: Deception Bonus applies only to characters who could be attracted to Deryk)
. . True Strike: Feature 3 (racial talent; Sustained, Notes: When Deryk takes the Aim action, his next attack automatically hits. However, the Effect Rank of that attack cannot be greater than his Power Level)
. . Vampiric Claws: Strength-based Damage 2 (slashing, DC 25; Dangerous)
. . Vampiric Durability: Impervious Toughness 5 (racial trait)
. . Vampiric Perception: Senses 9 (racial trait, Acute (Type): Olfactory Senses, Awareness: Magical Effects [Mental], Darkvision, Extended: Olfactory Senses 1: x10, Low-light Vision, Radius: Magic Awareness, Ultra-hearing)
Special Qualities
. . Sacred Ancestry: Feature 1 (family talent, Notes: Much like other nobles, Deryk is welcome in high society and most nobility will treat him with the respect that his social class warrants. Unless they have absolutely undeniable proof that Deryk is a Dhampir or that he associates with vampires or other Dark Creatures, then the nobility will generally give him the benefit of the doubt, and even in that situation, they will probably view him as a potentially powerful ally. The peasantry is generally afraid of Deryk due to superstition concerning his family’s true nature and tales of cruelty perpetuated by them.)
Equipment
Cell Phone (Smartphone), Tepes Manor
Offense
Initiative +8
Fearsome Presence: Perception Area Affliction 7 (DC Will 17)
Frigid Touch: Cumulative Affliction 10, +7 (DC Fort 20)
Grab, +7 (DC Spec 18)
Kiss of the Vampire: Concentration Cumulative Affliction 8, +7 (DC Will 18)
Pyrokinesis: Shapeable Area Damage 7 (DC 22)
Revival: Nullify 10, +4 (DC Will 20)
Sword Strike: Strength-based Damage 3, +7 (DC Fort 26)
Telekinesis: Move Object 7 (DC 17)
Throw, +4 (DC 23)
Unarmed, +7 (DC 23)
Vampiric Bite: Concentration Weaken 8, +7 (DC Fort 18)
Vampiric Claws: Strength-based Damage 2, +7 (DC 25)
Complications
- Arrogant: Deryk is the sort of person to believe that his regal bearing is enough to prove that he is a "cut above the unwashed masses", and he also takes great pains to avoid getting his hands dirty, unless it involves saving the lives of his "subjects." After all, he's not the sort of person who'd want to be caught in unsuitable accommodations.
- Blood Dependency: Deryk must consume blood every 48 hours, or else begin suffering similar effects to starvation. If he doesn't consume blood after two days, he will become Fatigued; if he fails to do so after another two days, then he will become Exhausted; and after a further set of two days he will be forced to consume blood from the nearest available source of vitae, which may lead to the victim's untimely demise.
- Motivation: Noblesse Oblige: Deryk believes it is his duty to protect and care for the people who live "beneath" him within the heart of New York City, especially since those same people are the most likely to provide him with their life sustaining Vitae. This tendency to save lives has caused the common folk to see Deryk as a hero.
- Quirk: Deryk is just like his father, Vlad Dracula, in that he has an insatiable desire for carnal pleasures of the feminine kind.
- Weakness: Deryk suffers an automatic degree of effect from powers with the “Illusion” descriptor, meaning that he'll always suffer at least one degree of effect from such powers. He'll also sustain an equal amount of damage to the Effect Rank of any magical healing power he is subjected to, unless it has the "Affects Self Only" modifier, or is specifically geared towards healing undead creatures, even though he isn't technically one of the walking dead.
Languages
English, French, Latin, Romanian [Native]
Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 8/6 (Imp. 5), Will 10
Power Points
Abilities 84 + Powers 107 + Advantages 34 + Skills 40 (80 ranks) + Defenses 15 = 280
--------------------
Home Sweet Home
Toughness 10, Size Huge
Features:
Artificer's Lab, Concealed 1 (DC 20), Intelligent (Int 0, Awe 2, Pre 1), Library, Living Space (Luxury), Mystic Locale, Ritual Chamber, Sealed, Self-repairing 1, Wards 2 (DC 25)
Powers
Haunted Effects: Array
. . Catastrophe: Damage 3 (accidental, DC 18; Increased Range 2: perception, Indirect 4: any point, any direction, Subtle: subtle, Variable Descriptor: close group - Accidents)
. . Quicksand Rugs: Cumulative Cloud Area Affliction 3 (conjuration, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 13; Cloud Area: 15 feet radius sphere, DC 13, Cumulative, Extra Condition, Increased Range 2: perception; Limited Degree)
. . Shadow Conjuration: Create 7 (illusion, Volume: 125 cft., DC 17; Increased Range: perception, Precise, Subtle: look natural; Resistible: Will)
Utility Powers
. . Haunted Skills: Enhanced Trait 9 (legendary object, Insight +4 (+6), Intimidation +4 (+9), Perception +4 (+6), Advantages: Daze (Intimidation), Skill Mastery, Startle)
. . Scrying: Remote Sensing 8 (divination, Affects: 3 Types, inc. Visual - visual, auditory, mental, Range: 1 mile; Feedback, Limited: to Targeting Haunted Effects)
Offense
Catastrophe: Damage 3 (DC 18)
Quicksand Rugs: Cumulative Cloud Area Affliction 3 (DC Fort/Will 13)
Power Points
Abilities 3 + Powers 3 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19