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.