Count Strahd von Zarovich

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Count Strahd von
Zarovich
Darklord of Barovia, "Vasili van Holtz"
Wed, 9 Jan 2013 21:50:08
Ravenloft
Chars 311, Powers 769, Skills/Perks/Talents/MA 269 = 1349 pts
35 STR
25/35 DEX
26 CON
23 INT
23 EGO
30 PRE
CHARACTERISTICS
16Lift: 3200.0kg
END: 7
14- / 1614PD: 16 ED: 8
14PER Roll 171415PRE Attack: 6d6
MOVEMENT
1 END per 10m
Running: 18m (36m); Swimming: 4m (8m); Leaping: 12m (24m)
DESCRIPTION
Appearance: 1.86 m, 100 kg, Black hair, Dark eyes.
Strahd is tall and strong, and could be considered handsome, though there is
a cruel, predatory cast to his features. In art he is often depicted w/ bluish or
greyish skin, but this is an error; his skin is pale, though not inhumanly so.
When he has fed recently, his skin darkens to a healthy, ruddy color. He has
sharply pointed ears, and takes care to conceal them with his hair if he is
going to be entertaining guests while in his natural appearance. He claims
elven heritage if his ears are uncovered, but this is a lie.
He prefers to dress in black finery with red and white accents, and usually
wears a long dark cloak regardless of the weather. Around his neck he wears
a pendant with a large, deep red stone.
Personality: Strahd is arrogant, ruthless, and cruel. He can affect an air of
noblesse oblige when it suits him, but he cares nothing for others and sees
the Barovian villagers under his rule as nothing more than property and
feeding stock.
The only person whose welfare he cares for besides his own is Tatyana's,
but it is a selfish, possessive type of caring. His "love" for Tatyana is his
greatest weakness; cunning heroes who learn of it could use it to manipulate
him. He's too old and cunning to fool easily, but his passion for Tatyana can
cloud his thinking.
Quote: "I am the Ancient, I am the Land..."
Campaign Use: Strahd is definitely a Master Villain; he's so powerful that
most PCs will have to settle for slaying his minions before they even think
about fighting the count himself. That said, assaulting Castle Ravenloft in
hopes of putting him down is definitely the classic Strahd plot, so you may
want to tone him down so that your party stands a decent chance. The
essence of Strahd is really his background and motivation rather than his
stats, so he remains a memorable villain even if you limit his effectiveness.
Reducing or eliminating his spell casting ability is a good place to start;
lowering his defenses and removing his energy drain ability might also be a
good idea. If, on the other hand, you want a bigger challenge for your PCs,
give him some of the powered up versions of his spells from the Hero System
Grimoire. You can also give him more spells; Strahd is an old and
accomplished wizard and nearly any spell could justifiably be added to his
repertoire, although as a Necromantic specialist he is unable to master spells
of the Sorcery school.
You don't need to use Ravenloft to use Strahd; he can work fine as a Big
Bad Evil Guy in most any high-powered Fantasy Hero campaign. He inserts
easily into the Turakian Age setting. You can replace Sargath and
Dragosani with Strahd and Barovia if you want to maintain Strahd's role as a
vampiric ruler of a small domain. If you just want a powerful vampire for your
PCs to fight, you could make him a powerful and treacherous servant of
Kal-Turak, or a reclusive menace who must occasionally emerge from his
castle to feed.
COMPLICATIONS
Dependent NPC: Tatyana's Current Incarnation Frequently
(Normal; Darklord Curse)
Distinctive Features: No Reflection (Not Concealable; Causes
Major Reaction)
Hunted: Jander Sunstar Infrequently (Less Pow; Harshly Punish)
Hunted: Keepers of the Black Feather Infrequently (Less Pow;
Harshly Punish)
Hunted: Lyssa von Zarovich Infrequently (Less Pow; Harshly
Punish)
Physical Complication: Cannot Cross the Borders of Barovia
(Frequently; Greatly Impairing; Darklord Curse)
Physical Complication: Cannot Learn Sorcery (Infrequently;
Slightly Impairing)
Physical Complication: Must Sleep During Daylight Hours (Very
Frequently; Greatly Impairing)
Psychological Limitation: Ruthless and Cruel (Common; Strong)
Psychological Limitation: Arrogant and Imperious (Common;
Strong)
Rivalry: Professional (King Azalin of Darkon; Rival is As Powerful;
Seek to Harm or Kill Rival; Rival Aware of Rivalry)
Susceptibility: Direct Sunlight 2d6 damage per Segment (Very
Common)
COMBAT INFORMATION
SKILLS, TALENTS, & PERKS
OCV:
9 (20- to hit)
DCV:
OMCV: 8 (19- to hit)
DMCV:
SPD:
5 INIT: 25 / 35
PHA: 3, 5, 8, 10, 12
9
8
POWERS & TACTICS
Strahd rarely deigns to engage his enemies personally. He has a small
horde of lesser undead at his command, as well as a number of golems,
gargoyles, and vampire spawn. Should he find that he lacks sufficient
minions to handle a threat, he can easily summon or create more. An
opponent would have to make major inroads against these forces before
Strahd felt threatened enough to take a personal hand in matters.
When that happens, he is a terrifying opponent. He'll try to draw his
enemies into his lair, where he has a number of traps and ambushes he can
spring. He prefers to use his large repertoire of spells to dispose of threats
from relative safety, but if drawn into a melee he is both deadly and durable.
He has a number of enchanted weapons and is skilled in their use, but he
prefers to lean on his vampiric abilities. He usually only carries the weapons
if he is trying to hide his vampiric nature (for example, in his Vasili Van Holtz
disguise).
ATTACKS
END EFFECT
STR Strike
Fangs
Drink Blood
Energy Drain
Create Vampire
7
1
0
4
0
Claws
Hypnotic Gaze
Blackblade Sword
1
0
0
HA (PD) 7d6
HKA (PD) ½d6 Pen
RKA 1d6
Drain (BODY and CON) 3d6
Transform (humans into lesser vampires)
10d6
HKA (PD) 3d6
Mind Control 14d6 varies
HKA (PD) 2d6
+2 OCV (16 Active Points); Independent
(-), OAF (-)
Heavy Longbow Of Far Shooting
5
RKA (PD) 2d6 Beam
+2 OCV (16 Active Points); Independent
(-), OAF (-), Two-Handed (-)
SKILL LEVELS
+3 Overall
+2 with Necromancy
+2 with HTH Combat
DEFENSES
DEFENSE
Normal
Resistant
Physical Energy
16/20
8/20
0/4r
0/12r
Mental
10
MAX
STUN
60
END
50
BODY
20
Power
10
RECOVERY: 12
Undead Body: Physical Damage Reduction, Resistant, 50%
Undead Body: Energy Damage Reduction, Resistant, 50%
Undead Soul: Power Defense (10 points)
Undead Soul: Mental Defense (10 points total)
Cloak of Resistance: Resistant Protection (8 ED) (12 Active
Points); Independent (-), OAF (-)
Ring of Protection: Resistant Protection (4 PD/4 ED) (12 Active
Points); Independent (-), OIF (-)
Perception ......17AK: Barovia ......14Acting ......15Animal Handler (Canines) ......15Climbing ......14- (16-)
Charm ......15Concealment ......14CuK: Barovia ......14CuK: Vistani ......14Deduction ......14High Society ......15Interrogation ......15Inventor (Spell Research) ......14Linguist
Language: Literacy
Persuasion ......15Power: Elemental Magic ......19Power: Conjuration ......19Power: Necromancy ......21Power: Thaumaturgy ......19Power: Wizardry ......19PS: Dance ......14- (16-)
PS: Play Organ ......14- (16-)
PS: Storytelling ......15Riding ......14- (16-)
Scholar
• KS: Alchemy (3 Active Points) ......14• KS: Arcane And Occult Lore (3 Active Points) ......14• KS: Conjuration (3 Active Points) ......14• KS: Elemental Magic (3 Active Points) ......14• KS: History (3 Active Points) ......14• KS: Necromancy (3 Active Points) ......14• KS: Ravenloft (3 Active Points) ......14• KS: Thaumaturgy (3 Active Points) ......14• KS: Wizardry (3 Active Points) ......14Shadowing ......14Stealth ......16- (18-)
Tactics ......14WF: Common Melee Weapons, Common Missile Weapons
SKILL LEVELS
+3 Overall
+2 with Necromancy
+2 with HTH Combat
LANGUAGES
Balok (idiomatic)
Darkonese (completely fluent)
Draconic (fluent conversation)
Luktar (completely fluent)
Mordentish (completely fluent)
Terg (basic conversation)
Vaasi (completely fluent)
PERKS
Deep Cover: "Vasili van Holtz"
Contact: Madame Eva (Contact has significant Contacts of her own,
Good relationship with Contact) 13Fringe Benefit: Lordship: Lord of Barovia
Money: Wealthy
TALENTS
Lightsleep
POWERS
Conjuration
1)
Conjuror's Ease (HSG 73) (2 Active Points)
2)
Master Conjuration (13 Active Points)
3)
Summoning Circle (HSG 72) (1 Active Points)
Elemental Magic
1)
Blizzard (HSG 148) (3 Active Points)
2)
Control Weather (HSG 115) (6 Active Points)
3)
Create Fog (HSG 106) (2 Active Points)
4)
Create Shadow (HSG 152) (4 Active Points)
5)
Deadly Cloud (HSG 118) (5 Active Points)
6)
Fire Orbs (HSG 136) (3 Active Points)
7)
Fireball (HSG 135) (5 Active Points)
8)
Hailstorm (HSG 149) (5 Active Points)
9)
Lightning Bolt (HSG 118) (5 Active Points)
10) Mage's Wind (HSG 119) (2 Active Points)
11) Mistshaping (HSG 119) (2 Active Points)
12) Shadow-Walking (HSG 153) (3 Active Points)
13) Wall of Ice (HSG 150) (4 Active Points)
14) Wall of Stone (6 Active Points)
Necromancy
1)
Create Skeleton (Many More version) (HSG 141) (4 Active
Points)
2)
Create Zombie (Many More version) (HSG 184) (4 Active
Points)
3)
Control Undead (HSG 185) (4 Active Points)
4)
Dark Mantle (HSG 57) (2 Active Points)
5)
Death Touch (HSG 185) (9 Active Points)
6)
Fear of Death (HSG 187) (3 Active Points)
7)
Paths of the Unseen (HSG 58) (3 Active Points)
8)
Vampiric Touch (HSG 189) (9 Active Points)
9)
Withering (HSG 189) (9 Active Points)
Thaumaturgy
1)
Monster Shapes (Strong version) (HSG 282) (8 Active Points)
2)
Shapechanging (HSG 283) (3 Active Points)
3)
Transform Person to Animal (HSG 285) (9 Active Points)
Wizardry
1)
Anti-Magic Field (HSG 22 (16 Active Points)
2)
Detect Magic (HSG 347) (1 Active Points)
3)
Dispel Magic (HSG 347) (5 Active Points)
4)
Locking and Opening (HSG 357) (7 Active Points)
5)
Mystic Dart (HSG 349) (5 Active Points)
6)
Read Script (HSG 348) (1 Active Points)
7)
Spell Reflection (HSG 27) (9 Active Points)
8)
Teleportation (HSG 353) (11 Active Points)
9)
Wizards's Eye (HSG 354) (1 Active Points)
10) Wizard's Hand (HSG 260) (1 Active Points)
11) Wizard's Scribe (HSG 348) (1 Active Points)
12) Wizard's Trap (HSG 350) (4 Active Points)
Arcane Power: Endurance Reserve (200 END, 20 REC) (64 Active
Points)
Fangs: HKA ½d6, Penetrating (+) (15 Active Points); No STR
Bonus (-). END 1
Drink Blood: RKA 1d6, Reduced Endurance (0 END; +), Constant
(+), No Normal Defense (defense is not having blood or protective
skin or equipment too thick to bite through; +), Does BODY (+) (60
Active Points); No Range (-), Fangs Must Do BODY First (-)
Energy Drain: Drain BODY and CON 3d6, Expanded Effect (x2
Characteristics simultaneously) (+) (45 Active Points); No Range (-).
END 4
Create Vampire: Severe Transform 10d6 (humans into lesser
vampires, heals back through special exorcisms and holy rituals),
Reduced Endurance (0 END; +) (225 Active Points); Extra Time
(Minimum of 1 Turn, often longer, -), Must Drain All But 1 BODY Of
Victim's Blood With Drink Blood, Then Have Him Drink ½d6 BODY's
Worth Of Vampire's Blood (-), No Range (-), All Or Nothing (-),
Limited Target (humans; -)
Claws: HKA ½d6 (3d6 w/STR). END 1
Hypnotic Gaze: Mind Control 14d6, Telepathic (+), Reduced
Endurance (0 END; +) (122 Active Points); Eye Contact Required (-)
Undead Body: Physical Damage Reduction, Resistant, 50%
Spider Climb: Clinging (normal STR) (10 Active Points); Cannot
Resist Knockback (-)
Undead Body: Energy Damage Reduction, Resistant, 50%
Undead Body: Resistant (+) for up to 12 Active Points of 8 PD/4 ED
Undead Soul: Power Defense (10 points)
Undead Soul: Mental Defense (10 points total)
Regeneration (1 BODY per Turn), Resurrection
Undead Vitality: Life Support (Immunity All terrestrial poisons and
chemical warfare agents; Immunity: All terrestrial diseases and
biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe
in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in
Low Pressure/Vacuum; Self-Contained Breathing)
Vampire's Senses: +3 PER w/ all Sense Groups
Vampire's Eyes: Nightvision
Mist Form: Desolidification (affected by wind, heat, or cold) (40
Active Points); Cannot Pass Through Solid Objects (-). END 4
Wolf And Bat Forms: Multiform (150 Character Points in the most
expensive form) (wolf or bat form)
Call Dark Creatures: Summon 16 110-point wolves, rats, or bats,
Expanded Class of Beings (+), Reduced Endurance (0 END; +),
Slavishly Devoted (+) (115 Active Points); Arrives Under Own Power
(-), Summoned Being Must Inhabit Locale (-)
EQUIPMENT
Value: $0
BACKGROUND
Carried: 0 kg
Total: 0 kg
Total Weight
Carried
DCV/
DEX Roll
Move
END Cost
Per Turn
320 kg or less
321 kg
800 kg
1600 kg
2400 kg
2880 kg
-0
-1
-2
-3
-4
-5
-2m
-4m
-8m
-16m
0
0
1
2
3
4
Amulet of Nondetection
Invisibility to Mental Group, No Fringe (20 Active Points);
Independent (-), OIF (-)
Blackblade Sword
• HKA 2d6, +1 STUNx (+), Reduced Endurance (0 END; +) (52
Active Points); Independent (-), OAF (-), STR Min 4-8 (-)
• +2 OCV (16 Active Points); Independent (-), OAF (-)
Cloak of Resistance
Resistant Protection (8 ED) (12 Active Points); Independent (-), OAF
(-)
Heavy Longbow Of Far Shooting
• RKA 2d6, Increased Maximum Range (600m; +), No Range
Modifier (+) (52 Active Points); Independent (-), OAF (bow, plus
arrows of opportunity; -), STR Min 4-8 (Cannot Add/Subtract
Damage; -), Two-Handed (-), Beam (-), Cannot Be Used From
Horseback (-), Concentration (½ DCV; -)
• +2 OCV (16 Active Points); Independent (-), OAF (-), Two-Handed
(-)
Crystal Ball Of Farseeing
50-point Multipower, (50 Active Points); all slots Independent (-),
OAF Fragile (-), Concentration, Must Concentrate throughout use
of Constant Power (0 DCV; -), Requires A Magic Roll (11- roll; -)
Close-Range Viewing
Clairsentience (Sight Group), x8 Range (2,000m), Mobile
Perception Point (can move up to 6" per Phase) (40 Active Points);
Independent (-), OAF Fragile (-), Concentration, Must Concentrate
throughout use of Constant Power (0 DCV; -), Requires A Magic
Roll (11- roll; -)
Far-Range Viewing
Clairsentience (Sight Group), Mobile Perception Point (can move up
to 6" per Phase), MegaScale (1" = 100 km; +), Can Be Scaled
Down 1" = 1km (+) (50 Active Points); Independent (-), OAF Fragile
(-), Concentration, Must Concentrate throughout use of Constant
Power (0 DCV; -), Requires A Magic Roll (11- roll; -)
Gloves Of Manual Dexterity
+10 DEX (20 Active Points); Independent (-), Only To Perform
Hand-Based Non-Combat DEX Skills (-), OIF (-)
Ring of Protection
Resistant Protection (4 PD/4 ED) (12 Active Points); Independent
(-), OIF (-)
In life, Strahd was a skilled warrior and celebrated general. His family, the
Von Zaroviches, had ruled over the valley of Barovia for many generations,
but barbarians known as the Tergs invaded and drove his people from their
homeland while Strahd was still a boy. After he came of age and assumed
command of the displaced Barovians, his gifted leadership led to the Tergs
slowly being turned back. After nearly three decades of war, Strahd
reclaimed Barovia, though he took little joy in his success. He had come to
feel that his many years of war and killing had cost him his youth and vitality.
With his ancestral home, Castle Ravenloft, reclaimed, Strahd called for his
surviving family. His parents had died in his youth, and he had neither wife or
children of his own, but he did have two younger brothers, as well as a
number of more distant relatives. He barely knew any of them, having spent
his life on the battlefield, but one, his youngest brother Sergei would have a
great effect on him.
Sergei was the embodiment of everything Strahd felt he had sacrificed.
Young, handsome, devout, optimistic...Strahd came to both love and resent
him. This conflict of emotions would end when Sergei fell in love with a young
woman named Tatyana Federovna. When Sergei introduced her to Strahd,
Strahd fell in love with her as well, and their announcement of their plans to
marry drove Strahd into murderous jealousy.
Strahd, believing Tatyana saw death in him due to his age and history with
killing, sought to reverse the situation by making what he has termed a "pact
with Death." Strahd was a scholar in addition to being a warrior, and had
acquired a number of tomes on arcane subjects. One of them contained a
ritual that claimed to grant one's heart desire. On the day of Sergei and
Tatyana's wedding in Castle Ravenloft, he enacted the ritual, which
contacted an entity of unknown provenance that Strahd believed to be Death
itself. Strahd promised "Death" the life of his brother in return for freedom of
death. Strahd then murdered Sergei, sealing the pact. The murder, when
discovered, was blamed on assassins. Strahd sought out the weeping
Tatyana and attempted to woo her, but she recoiled in horror. As Strahd
pursued her, she flung herself from the castle walls.
Strahd went mad w/ the loss of his love, and the true nature of his pact with
Death became clear. Strahd had been transformed into a vampire, and in his
rage he brutally slaughtered the guards and wedding guests. As the
slaughter went on, a strange, heavy mist rose around Barovia, cutting it off
from the world of which it had once been part. Strahd's wickedness had
doomed Barovia, cursing it to be the first domain in the world that would
come to be known as Ravenloft.
Strahd is now darklord of Barovia, and as a darklord he is both empowered
and cursed. He can never leave the domain; an unseen force holds him
back, whether he tries to cross under his own power or another's. He also
suffers under a second, greater curse: his lost love, Tatyana, reincarnates
every generation, sometimes in Barovia and sometimes abroad. Her name
changes, but her appearance remains the same: auburn hair, green eyes,
beautiful features. She never remembers her past lives, but something
always draws her to Barovia and to the Count's attention; Strahd always
knows her at a glance. Whenever he discovers her current incarnation, he
attempts to take her for his own. After abducting her, he always attempts to
charm her with words and gifts, but she invariably sees through his overtures
to the monster within. Eventually his temper gets the better of him.
Sometimes she is killed trying to escape, sometimes she takes her own life,
sometimes she dies when he attempts to bring her into undeath, but one way
or another his efforts always end in tragedy. His continuing failures to gain
her love torment him; he believes that he can find a way to win her if he can
escape Ravenloft, but his efforts to do so have been fruitless.
Strahd hides his vampirism from the Barovians, who believe him to be the
latest in an unbroken line of Strahd Von Zaroviches. The "current" Count
Strahd is thought to be the eleventh of that name. This deception is made
easier by the fact that the Barovians almost never see their lord. When
Strahd feels the need to interact with the Barovians, he does so while
magically disguised. Typically he claims to be Vasili van Holtz, a nobleman in
the Count's service ; the van Holtz identity is well established and the
Barovians are accustomed to obeying his commands.
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