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Callian the Ashen Soul

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Rooker

Hungry Fox

15,400 Points
  • Noble Shade 100
  • Elysium's Gatekeeper 100
  • Bonfire Starter 500
PostPosted: Sat Mar 07, 2009 1:09 am


Name: Callian Rembrant

Hero/Villain Name: Ashen Soul

Age: 1935

Height: 5' 6"

Weight: 174

Appearance: User Image

Power Source: Mystical

History:
Callian was born to a farming family in England where he grew up learning how to live a good, honest life. When a Crusade came along, Cal felt that he was obligated to join the ranks and fight for his nation and his God by either turning the Moorish people or wiping them out. During one particular battle, Cal and three other men disappeared from the field never to be seen alive again.

Unlike his comrades, who had been sucked dry of both blood and life itself, Callian woke up dead. His senses were sharper and he was hungry. With the help of the ones responsible for what happened he learned how to hunt and live as a vampire. While he normally fed the way Europeans considered traditional for his kind, he was quick to learn that blood was one of the less-filling things that sustained his undeath. He found that through concentration and special training, he could sap the very life energy from the living. Cal was retrained to work with and for the very people he had been trying to convert during his life, though no one could ever make him get rid of his Western customs and he refused to give up his old uniform and armor.

When the Crusades ended, Callian decided it was time to become his own Knight and finally discarded his Crusader garb, but only to make his own, keeping as European as possible in spite of his new "family" that consisted of Moorish and Asian vampires. In the years afterward spent as a vampire Cal mastered his powers and hunger and became a formidable force among his kind. In 1403, Callian was killed by a rival group of vampires that managed to get him out into the punishing light of Sol (the Sun) where his body burned away to ashes. The ashes were collected by his creator and kept until the migration from Earth to Grace. Between the arrival and adapting to a new world, Cal's mortal keepers were killed in an early stage of the mutants created by Grace and his ashes became spread into the grisly scene. Through the essence of being a vampire and an effect of his life-consuming power, Callian was able to reconstruct his body with the blood and lingering life energy of the murdered and found himself in a confusing new home with a whole new set of languages to learn.

Callian has learned that most of his powers as a vampire are incredibly weak now, but also that he has developed a new power that he can use to temporarily disable potential prey or enemies. Cal was surprised to discover, purely by mistake, that the planet's sun did not burn him like Earth's did. He believes that it is because this sun is not Sol, the sun that was to bear his kind's curse of death in the light.

As a former Knight, Callian retains his chivalrous nature since he missed the centuries that would have killed his noble persona. It is due to this chivalry that he feels an obligation to the one that taught him how to cope with society in Grace, making him their loyal servant and, gradually, a powerful ally.
PostPosted: Sat Mar 07, 2009 4:17 pm


PL: 3
PP: 9/62
Super Group:

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 12 (12) / +1
Dexterity: 11 (11) / +0
Constitution: 12 (12) / +1
Intelligence: 6 (6) / -2
Wisdom: 8 (8 ) / -1
Charisma: 11 (11) / +0

(Trade Offs: None)

Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0+1+0) = +1
Fortitude: (0+1+0) = +1
Reflex: (0+0+0) = +0
Will: (0-1+0) = -1

Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 10 (0+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0
-Name: Melee/Ranged (Specific if feat)-
Attack: 0/0

Luck Points: 1

Feats:

Assessment
Equipment (x3) (15 equipment points left)
Environmental Adaptation (Desert)
Favored Opponent (Fanatic)
Fearless
Hide In Plain Sight
Interpose
Improved Grab
Improved Pin

Skills:
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics: - = 0 + 0 + 0
Bluff: 0 = 0 + 0 + 0
Climb: 1 = 0 + 1 + 0
Computers: - = 0 + -2 + 0
Concentration: -1 = 0 + -1 + 0
Craft: - = 0 + -2 + 0
Diplomacy: 0 = 0 + 0 + 0
Disable Device: - = 0 + -2 + 0
Disguise: 0 = 0 + 0 + 0
Drive: - = 0 + 0 + 0
Escape Artist: 0 = 0 + 0 + 0
Gather Information: 0 = 0 + 0 + 0
Handle Animal: 0 = 0 + 0 + 0
Intimidate: 4 = 4 + 0 + 0
Investigate: - = 0 + -2 + 0
Knowledge: - = 0 + -2 + 0
Language: - = 0 + 0 + 0
Medicine: - = 0 + -1 + 0
Notice: 3 = 4 + -1 + 0
Perform: - = 0 + 0 + 0
Pilot: - = 0 + 0 + 0
Profession: - = 0 + -1 + 0
Ride: - = 0 + 0 + 0
Search: -2 = 0 + -2 + 0
Sense Motive: 0 = 0 + -1 + 0
Slight of Hand: - = 0 + 0 + 0
Stealth: 0 = 0 + 0 + 0
Survival: 0 = 0 + -1 + 0
Swim: 1 = 0 + 1 + 0

Rooker

Hungry Fox

15,400 Points
  • Noble Shade 100
  • Elysium's Gatekeeper 100
  • Bonfire Starter 500

Rooker

Hungry Fox

15,400 Points
  • Noble Shade 100
  • Elysium's Gatekeeper 100
  • Bonfire Starter 500
PostPosted: Sat Mar 07, 2009 7:35 pm


POWERS


Vampiric Immortality
-Rank: 16
-Cost: 1:2pp per rank + 1 (9pp)
-Build: Regeneration (Ressurection5, Recovery Rate 1Bruise/Unconscious 4Injury/Staggered 2Disabled, Recovery Bonus4)+Affects Others + Regrowth(PF) - Source: Blood - Source: Life Energy (Soul)
-Action: None (Passive)
-Range: Personal
-Saving Throw: Fortitude (Harmless)
-Duration: Permanent
-Description: Being a Vampire does have its perks with being able to recover from injury and even returning from death. Traditional ways to kill a vampire can keep Cal from reviving (Decapitation, cremation, stake in heart, presence of garlic or holy water), but exposure to a lot of blood or the life essence of a dead or dying creature can allow him to return from that death (If cause was similar to a staked heart, the stake must first be removed before he can revive that way), making his type of vampire more difficult to kill and keep dead for good.
Though the user must be in contact with the blood of someone whom is currently bleeding for this to work.
------------------------------------------------------------------------------------

Soul Drain (Drain)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Drain(Con) - Requires Grapple
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude(Staged)
-Duration: Instant
Description: Callian can sap the life force out of his enemies assuming he can successfully pin them to do it. Drain afflicts the Constitution Ability of creatures with a soul (Can't Drain Soulless opponents regardless of Constitution).

----Link----

Soul Drain (Boost)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Boost(Str) + Total Fade - Requires Grapple - Personal
-Action: Reaction (Active)
-Range: Touch
-Saving Throw: Fortitude(harmless)
-Duration: Instant
Description: While draining life from the pinned victim, Callian can gain a Boost from the affected victim's life. He grows temporarily stronger which fades all at once when his boost period ends. (Note: Each turn Boost must be chosen as Drain's extra effect to be applied that turn)

----Link----

Soul Drain (Healing)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Healing(1 Recovery Check Bonus) - Requires Grapple - Personal
-Action: Reaction (Active)
-Range: Touch
-Saving Throw: Fortitude(harmless)
-Duration: Instant
Description: When Draining a pinned victim, Callian's wounds will begin to heal through the life sapped from the opponent.
------------------------------------------------------------------------------------

Impact Stun (Damage)
-Rank: 3
-Cost: 1:3pp per rank (1pp)
-Build: Damage-Distracting-Limited
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Toughness (Staged biggrin C16)
-Duration: Instant
-Description:
Using his new power granted by Grace, Callian can deal a weak electrical shock to his opponent. The shock causes the nearest limb to become numb and unusable for a short amount of time (A punch to the stomach sends the stun into the right leg and weakens mobility). Though this power requires such concentration that Cal looses his dodge bonus when using it until his next turn.

----Link----

Impact Stun (Stun)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Stun-Distracting-Limited
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude (Staged biggrin C 16)
-Duration: Instant (Lasting)
-Description:
Using his new power granted by Grace, Callian can deal a weak electrical shock to his opponent. The shock causes the nearest limb to become numb and unusable for a short amount of time (A punch to the stomach sends the stun into the right leg and weakens mobility). Though this power requires such concentration that Cal looses his dodge bonus when using it until his next turn.
------------------------------------------------------------------------------------

Leaping
-Rank: 4
-Cost: 1pp per rank (4pp)
-Build: Leaping
-Action: Move (Active)
-Range: Personal
-Saving Throw: None
-Duration: Instant
...AP Build:
-Description: With his Vampiric abilities, Cal can leap greater distances than normal human beings.
------------------------------------------------------------------------------------

Superhuman Strength
-Rank: 4
-Cost: 2pp per rank (8pp)
-Build: Super-Strength
-Action: None (Passive)
-Range: Personal
-Saving Throw: None
-Duration: Continuous
...AP Build:
-Description: Vampires are known for physical strength beyond that of a normal human being.
------------------------------------------------------------------------------------
Vampiric Senses (Smell)
-Rank: 12
-Cost: 1pp per rank-1 DB (12pp?)
-Build: Super-Senses (Smell)+Tracking+Radius+Extended+Acute+Accurate+Counter Concealment+Counters Obscure (All)-Vulnerable (Garlic, Holy Water, overwhelming scent)
-Action: None (Passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description: Vampires have a good sense of smell, normally for the blood of living things. Cal still is unable to smell only blood but uses that to his advantage when possible. (Since the strong smell is normally meant for something alive, he cannot catch Machines with his sense of smell, but since his smell won't pick anything up, but once he learns more about them he'll be able to pick out a machine if it is disguised similar to dogs from Terminator.)
------------------------------------------------------------------------------------

Vampiric Senses (Darkvision)
-Rank: 2
-Cost: 1pp per rank (2pp)
-Build: Super-Senses (Vision)+Counters Obscure (Darkness)
-Action: None (Passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description: With his ability as a vampire and the original need to always dwell in darkness, Cal can see without light just fine.
------------------------------------------------------------------------------------

PostPosted: Sat Mar 28, 2009 11:04 pm


Equipment:


Archaic Plate Armor
-Cost: 5 ep
-Build: Protection
-Action: None(passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description:
Chain-mail augmented with a metal breastplate, greaves (leg-guards) and arm-guards. ((Offers +5 Tough bonus on saving rolls))
------------------------------------------------------------------------------------
Archaic Claymore
-Cost: 5ep
-Build: Damage
-Action: Standard (Active)
-Range: Personal
-Saving Throw: None
-Duration: Instant
-Description:
A Scottish two-handed long sword for cutting the enemy.

Dark Bunny Lord
Captain

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