TankerAce Characters

Posted by TankerAce 
Trevor Belmont
July 20, 2009 12:35PM
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Trevor Belmont



Castlevania Title Appearances
- Castlevania III: Dracula’s Curse (Primary Playable Character released in 1989 for the NES Console)
- Castlevania: Curse of Darkness. (Un-lockable Playable Character released in 2003 for PS2 and Xbox)
- Castlevania Judgment (Un-lockable Playable Character released in 2008 for the Nintendo Wii)

Primary Abilities:

Trevor Belmont

F: VI:55            | R: RM:30            | Race: Caucasian    | Nationality: Romania      |
A: FN:35            | I: IN:40            | Gender: Male       | Residence: Mobile         |
S: EX:20            | P: AM:50            | Apparent Age: 30's | True Age: About 60 y/o    |
E: IN:40            | L: RM:30            | Eye Color: Blue    | Life Expectancy: ????     |
                    |                     | Hair Color: Brown  | Species: Natural Human    |
Health: 150 / 150   | Karma: 150 / 150    | Blood Type: AB+    | Archetype: Scrapper       |
                    |                     | Height: 5'10"      | Primary Set: Magic Whip   |
Initiative: FN:35   | Experience: AM:50   | Weight: 210 lbs    | Secondary Set: Will Power |
Popularity: IN:40   | Appearance: FN:35   | Mass: 0 X 0 = 0    | Epic Set: Body Mastery    |
Resources : TY:06   | Morality  : Noble   |                    |                           |
Job Rank  : EX:20   | Conviction: SN:60   | ATTACK: RM:30      | DEFENSE: FN:35            |
                    |                     |                    |                           |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:           |
RM:30 [+1CS]        | RM:30 [+1CS]        | RM:30 [+1CS]       | RM:30 [+0CS]              |
                    |                     |                    |                           |

Game Origin:

This Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion Character in 1990. Trevor Belmont is considered as a more contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Trevor Belmont at the greatest potential of his Vampire Hunting Career.

Trevor was not Randomly Rolled on the MSH Character Creation Table since he was generally considered as a ‘Normal’ Human with Peak Pinnacle FASERIP / HP / KP. As well, other Video Game themes and ideas were considered during Trevor’s Write-Up.

As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail Trevor’s MSH-RPG; Placing him as a ‘Scrapper’. This is a Warrior / Fighter based Archetype, which has strong Melee capability and Medium Defenses. Trevor could be classified as a ‘Whip-Chain / Will-Power / Body-Mastery’ Scrapper in the Video Game City of Heroes.

Trevor also employs a wide array of magical and spectral realm endowed weaponry. His 10 to 15 foot long Bull-Whip is his primary weapon of choice, often called the Alchemy Vampire Killer in many Castlevania Title releases. The Belmont Family Whip has been a consistent weapon throughout the various Title releases of the Castlevania Series.

Trevor also uses various ‘Special’ weapons consisting of magic Throwing Daggers, Throwing Axes, Throwing Boomerangs, Vials of Holy Water, a Time Clock, and a Rosary Cross Necklace which each endow Trevor with tactical weapons for various situations.

Under special conditions Trevor may also open dimensional rifts for long-range travel, and he has a mastery of other minor magic abilities to access un-lockable game content.

I’ve used various Trevor Belmont Write-Ups as a Character Personality in about 5 to 10 MSH-RPG game campaigns where Trevor earned roughly 1000 to 5000 additional Karma Points. However, these earned Karma Points were generally meant to update Trevor with current Title releases, rather than spending the Points for greater ‘Power’.

Time Frame and Story Setting: Approximately 1460 to 1480 AD Earth. 13th Century Central Europe.


Distinguishing Features and Story Origin:

Trevor Belmont appears in Castlevania III: Dracula's Curse, Castlevania Judgment, Akumajo Dracula Pachislot and is a supporting character in Castlevania: Curse of Darkness.

He was the first Belmont in the family to defeat Dracula, and is rumored to be the son of Alucard and Sonia Belmont. This was accomplished with the aid of Grant DaNasty, Sypha Belnades and Alucard. He would later marry Sypha Belnades and have children with her. This would add the prodigious magical powers of the Belnades line to the Belmont line, which would be most prominently seen in Juste Belmont.

He later plays a secondary role in Curse of Darkness, where he is investigating the rise of Dracula. He confronts the Devil Forgemaster Hector, and although initially treats him with contempt, he aids Hector in his quest.

After being injured by Isaac, Julia LaForeze gets to him in time, but Trevor is unable to do anything for the remainder of the battle. Meanwhile, Hector succeeds in stopping Isaac and sending Dracula’s castle back into the abyss, effectively lifting the curse placed three years prior. So, despite his nearly fatal defeat, Trevor’s mission was accomplished.

He, along with Sypha Belnades and Grant DaNasty, later makes a cameo appearance in Castlevania: Symphony of the Night when zombies impersonate the trio to antagonize Alucard. The same zombie impersonators also appear in Castlevania: Portrait of Ruin when Jonathan Morris and Charlotte Aulin trek into the Nest of Evil.


Game Play: In the Digital Video Game releases of Castlevania, Trevor basically infiltrates into Dracula’s territory and castle to face Dracula in single combat. Throughout Trevor’s quest he has to find a wide verity of methods to access locked game content and move onward to the Castle’s Lordship Tower and face Dracula, who is secure in the secret lair.

Dracula’s henchmen and monsters guard most of the locked game content, where Trevor must face these beasts and defeat them in single combat. However, a great deal of the locked content is accessible by solving various puzzles and finding various Keys, Passwords, and Support Characters.

In MSH-RPG Trevor can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles. Trevor should be generally handled like a Human ‘Stealth-Commando’ type of Character using spectacular magic weapons and equipment, rather than conventional technology based weapons.


Known Powers: Trevor is not considered as a ‘Super-Human’ and he does not posses Supernatural or Paranormal Powers, per say. Trevor’s abilities derive from his intensive training and combative lifestyle, as well as his prolonged exposure to the Arcane Magic of Castlevania and Dracula.

However, Trevor could be slightly ‘Super-Human’ as an overall Character, mainly due to him being written-up as though he were at the peak of his livelihood and the use of ‘Magic’ weapons, tools, and equipment.


Defensive Abilities: Trevor utilizes a wide range of passive defenses to protect him from various Attacks and Injuries.

- Uniform: Trevor’s uniform is generally light and designed for mobility, flexibility, and other utility functions.
+ EX:20 to most Conventional Attacks and Injuries, such as Blunt, Edged, Temperature, Acid, and similar attacks.
+ RM:30 to Energy Attacks, such as Electricity, Open Flame, Ice, Magnetism, and similar attacks.
+ IN:40 to ALL Magic, Spectral, Eldrich, Netherworld, and Similar Attacks.
+ AM:50 to Illusionary and Psychic Based Attacks.
+ MN:75 to Illness, Disease, and other similar ailments.

- AM:50. Trevor’s Uniform allows him to magically carry a massive inventory of inanimate items, trinkets, and various objects. These items are magically stored in a separate dimension where they do not burden Trevor’s movements and actions.

He may carry up to 5000 pounds in total storage, but each item must be small enough to fit into the opening of his back-pack or other various pockets. The opening of his back-pack is about the size of a basket-ball and he may carry both inanimate and organic items.

Trevor also has a Psychic link to this function of his Uniform and he may withdraw a correct item with Green Psyche FEAT. He has an 80% Chance of carrying ANY small tools or Items needed for various situations.

- Immunity: CL:1000 to Vampirism based Attacks. All Belmont Clan members have this as part of their blood-line.


Fast Healing: Trevor’s flesh heals injuries quickly due to exposure to various Magic Artifacts and Healing Potions. He does not have Full-Fledged ‘Regeneration’ where he can completely Re-Grow lost tissues and organs. He will need medical attention if an Attack Impales or Decapitates his flesh with crippling impact.

However, he can heal quickly from moderate injuries by his ‘Healing’ Potions. Over the years he has fairly much used enough of these Potions to permanently augment his natural human healing. It has also given him unusually long life and vitally.

As an example; Trevor’s left eye was severally injured in a battle, and while it healed quickly to prevent blood loss he was unable to get medical attention, thus he is now permanently blind in his left eye. If he travels into the future medical science of that time line can clone and replace his eye with relative ease.

Under normal conditions Trevor will heal 1 HP per Game Round regardless of his activity. At rest or in a non-combative physical state he will regain 2 HP per Game Round. Trevor may also use his healing potions either by drinking them or spilling the potion directly on his wounds.

If the Potions are used by another Character who has a Medical or Magical based ‘Talent’ such as First-Aid the Potions will operate at 5 HP per Game Round and may be able to remedy more traumatic injuries and illnesses.

Trevor normally carries about five to ten 1-ounce vials in his Load-Pack as a normal preparation, but he can carry more and often over the course of a Game Campaign he will stock-up on supplies.

Trevor may make his Healing Potions with Pure Water, his Magic Cross, and expending his Karma on a Point per Ounce scale. (In the Video Game food items and potions, which the enemies dropped represented this)

- 1-ounce vial: Heals 10 HP in 1 Game Round.
- 10-ounce vial: Heals 100 HP in 1 Game Round.
- 20-ounce vial: Heals 200 HP in 1 Game Round. (so forth)


Weaponry, Equipment and Combat: Trevor carries a wide range of tools and weapons, the most obvious being his Bull-Whip. But he has other weapons of Magic origin, which are actually more potent in Damage, Effect, and Tactical Capabilities. However, these weapons require Karma expenditures to operate.

Trevor’s tools and weaponry also have ‘True Nemesis Alchemy’ magic to bypass most types of ‘Armor’ and various Defenses, which allows it to touch and effect entities of the netherworld and spectral realm.

These types of Characters are often intangible to conventional physics, as they are ‘Ghosts’ or ‘Illusionary’ or Phased out of our normal 3-Dimisional world.

This magic ‘Alchemy’ gives the Belmont Clan’s equipment the ability of ‘True Nemesis’ to reach out and ‘Touch’ such spectral creatures up to SX:150 potency. It is also effective to Energy, Force, Telekinetic, Psychic and other similar types of ‘Armor’ classes and Defense sets.

Generally, only conventional Armor made ‘Physical’ materials is able to resist a Belmont’s level of arcane and magic ‘Alchemy’ enchantment applied to a weapon, tool, or armor.


Hand-to-Hand and Melee Combat: EX:20 / RM:30 / IN:40. Trevor can ‘Hit’ extremely hard for a ‘Normal’ Human. He augments his hit power by a wide range of Fighting Talents, Skills, and Magic Equipment. Without his augmentations Trevor will normally only ‘Hit’ with EX:20 (RM:30 at RED) Damage.

Trevor mainly relies upon Striking Tactics, such as Punches and Kicks; but he can use some general Grappling and Wrestling Techniques as well. His Gauntlets, Boots and Uniform are Magically Charged allowing him to hit at his Full Force and Impact without injuring himself.

This works similar to CHI-Energy manipulation at the point of Impact and cannot be used as a form of ‘Armor’. However, Trevor can use his Hit Power for Force on Force Evasions.

- Multiple Hits of 5 per Game round, but each individual hit is divided among total Damage: 4, 6, 8.
- Optional to FEAT Roll ‘Charges’ on the ‘Fighting’ to enhance with Tumbling Tackles or Hit Multiple Targets.
- Shoulder throws and Judo type leverage moves to Slam or Hurl opponents with up to IN:40 ‘Strength’.


The Bull-Whip: Often called the Alchemy Vampire Killer, this Whip has been a consistent weapon of the Belmont Clan and Castlevania since it’s first Title Release in the 1980’s.

This rope-like weapon is partially Prehensile while in the hands of a trained Belmont Family member. Trevor is also rumored to be the most Skillful Belmont while using the Traditional Clan Weapon, but closely reviled by Leon and Simon in overall capability.

Trevor can fairly much use his 12-foot long Bull-Whip as an extension of his body allowing the Weapon some Prehensile properties during battle. He cannot use the Whip’s prehensile abilities to ‘Push’ or ‘Heft’ objects in a ‘Strength’ fashion; however, he can Grasp and ‘Pull’ objects at his full ‘Strength’ if ensnared in the Whip’s wrapped coils.

- Used on the ‘Fighting’ Rank plus [+3CS] to reach FR:70 FEATs for basic Attacks, Defenses, or Evasions.
- Base Damage, Impact and Effect: RM:30 / IN:40 / AM:50. His Melee Hit Power [+2CS]
- Multiple Actions per Game Round is 3 Hit Combination Actions used to ‘Power-Stunt’ complex moves.
- Can ‘Pull’ ensnared Targets with RM:30 ‘Strength’ on his VI:55 ‘Fighting’.
- Material Durability: AS:80 under most conditions. IN:40 without Magic enchantments.
- Self Repair: EX:20. The Whip can Self-Repair to 100% in 30 seconds; (5 Game Rounds)


Magic Throwing Daggers: These are normally ‘Special’ weapons picked up by shattering torches, candles and statues in the various terrain areas of Castlevania. These torches and candles are lit with Dracula’s Magic and function to light up the Castle as well as provide the equivalent of Electrical Power to Dracula’s Castle.

During the Video Games, Trevor knocks out these torches and candles to weaken Castlevania’s Evil Magic energy over the land and people. However, these torches and candles regenerate nearly as quickly as he can knock them out.

In MSH-RPG, Trevor is equipped with these Magic Daggers before the start of a Campaign. Basically, Trevor uses Dracula’s Magic from the torches and candles to clone his basic survival knife and he throws the Cloned Daggers.

However, the magically cloned Daggers are almost comparable to the Bullets of a Gun as they are hurled in an almost perfectly straight trajectory at a velocity that is nearly equal to a modern Fired or Shot ‘Bullet’.

- Used on the ‘Agility’ Rank plus [+3CS] to reach AM:50 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: EX:20 Edged (Lethal) Damage with AM:50 Armor Piercing.
- Effective Range: 50 Feet (5 Areas). Damage decreases 1 Rank every Area after. 130 Feet (13 Areas Total)
- Rapid Fire: Fire 9 per Game Round at a Single Target. 3 Hit / 6 Hit / 9 Hit (EX:20 X 3, 6, or 9) FEAT at EX:20.
- Material Durability: UN:100. Each Magic Dagger has a 1 Game Round stasis period.
- Uses 1 Karma Point to Generate 1 Throwing Dagger. (Trevor’s Karma is equivalent to ‘Hearts’)

Special Moves: Trevor has 2 Special Moves or ‘Power Stunts’ he may use with his Daggers. Each of these moves will expend 50 Karma from Trevor and is generally used to inflict drastic damage to multiple foes.

- Dragon’s Tail: UN:100 FEAT. In this Special Move Trevor will summon 100 Daggers that will fly in a mass formation and home-in toward adjacent targets to pummel the Target with a barrage of Missal-Like Daggers. This special Move will inflict UN:100 Lethal Damage (100 Points) and will stay airborne for 3 Game Rounds attacking various Targets until they fall ‘Stunned’ or ‘Dead’ then immediately the Dagger Formation will seek the closest enemy target.

- Rain of Daggers: UN:100 FEAT. In this Special Move Trevor will summon 100 Daggers to fall from the sky and ‘Rain’ a barrage of Daggers down upon Targets in a blanket type Attack. This Attack will inflict UN:100 Lethal Damage (100 Points) to a 2 X 2 X 2 Area Grid covering an 8000 cubic foot space. Trevor may alter Area Grid to cover specific pattern of 6 Areas total.


Magic Throwing Axe: Similar to Trevor’s Magic Daggers, he uses his Karma to Magically Clone his Woodsman’s Hatchet and use these for both Thrown and Melee weapons.

The Magic Axe is a more substantial weapon than the Daggers, but cost more Karma to use and is generally designed to make Attacks from odd angles with Rebounding ‘Hook’ Shots.

- Used on the ‘Agility’ Rank plus [+2CS] to reach SP:45 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: RM:30 Edged (Lethal) Damage with SN:60 Armor Piercing.
- Effective Range: 30 Feet (3 Areas). Damage decreases 1 Rank every Area after. 100 Feet (10 Areas Total)
- Rapid Fire: Fire 3 per Game Round at a Single Target. 1 Hit / 2 Hit / 3 Hit (RM:30 X 1, 2, or 3) FEAT at EX:20.
- Material Durability: UN:100. Each Magic Axe has a 1 Game Round stasis period.
- Uses 3 Karma Points to Generate 1 Throwing Axe. (Trevor’s Karma is equivalent to ‘Hearts’)

Special Moves: Trevor has 2 Special Moves or ‘Power Stunts’ he may use with his Axes. Each of these moves will expend 75 Karma from Trevor and is generally used to inflict drastic damage to singular and ‘Powerful’ foes.

- Massive Axe: UN:100 FEAT. In this Special Move Trevor will summon a ‘Massive’ Axe as a Melee Weapon to deliver a single attack to all Targets around himself at 1 Area Away (10 Feet in All directions at once). Each Target with-in Melee Range around Trevor is subject to being Hit by this UN:100 ‘Blunt’ attack. If Trevor is Targeted on a single object that particular Target will receive ‘Edged / Lethal’ Damage while all other enemies about Trevor are subject to ‘Blunt / Slam / Stun’ based Damage.

- Rebound Axe: UN:100 FEAT. In this Special Move Trevor will hurl his Magic Axe to ‘Bounce’ from one Target to another Target, up to 3 Targets with-in a 5 Area Grid. Each Target is subjected to UN:100 ‘Edged / Lethal’ Damage.


Magic Throwing Boomerang: Also similar to his Magic Axes and Daggers, he uses his Karma to Magically Clone his Hunting Boomerang and use them for both Thrown and Melee weapons.

The Magic Boomerang is a more substantial weapon than the Daggers or Axe, but cost more Karma to use and is generally designed to make Fierce Attacks on singular Targets.

- Used on the ‘Agility’ Rank plus [+1CS] to reach IN:40 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: IN:40 Edged (Lethal) Damage with FR:70 Armor Piercing.
- Effective Range: 50 Feet (5 Areas). Damage decreases 1 Rank every Area after. 120 Feet (12 Areas Total)
- Rapid Fire: Fire 2 per Game Round at a Single Target. 1 Hit / 1 Hit / 2 Hit (RM:30 X 1 or 2) FEAT at EX:20.
- Material Durability: UN:100. Each Magic Boomerang has a 1 Game Round stasis period.
- Uses 4 Karma Points to Generate 1 Throwing Boomerang. (Trevor’s Karma is equivalent to ‘Hearts’)

Special Moves: Trevor has 1 Special Move or ‘Power Stunt’ he may use with his Boomerangs. This move will expend 100 Karma from Trevor and is generally used to provide temporary ‘Armor / True Invulnerability’ that attacks ALL targets at Melee Range.

- Whirl Wind: UN:100 FEAT. In this Special Move Trevor will summon his Boomerangs as Melee Weapons to rapidly fly in circles around himself, basically encasing himself in a Force Shield or Bubble of UN:100 Capacity that also Attacks any Targets around him in Melee Range with UN:100 ‘Blunt’ Impacts.

This ‘Force-Bubble’ will stay active for 5 Game Rounds (30 Seconds) in which Trevor can use himself as a type of Battering Ram while still being able to Fight and Move with his Whip.


Magic Vials of Holy Water: Once again, these tools are similar to his Magic Axe, Dagger, and Boomerang. Trevor uses his Karma to Magically Clone his canteen of drinking water into a form of Flaming, Acidic, and Venomous liquid against both ‘Evil’ Characters and Trevor’s Perceived Enemies.

This Holy Water is ineffective against Characters of Angelic and Heroic Morality who hold 300 or More Active and Current Karma.

The Magic Vials of Holy Water are a substantial weapon, but it is generally used for a wide range of other tactile applications rather than simple brutish combat.

- Used on the ‘Fighting’ Rank for FEATs for basic Attacks.
- Base Damage, Impact and Effect: MN:75 Acid / Fire (Lethal) Damage with UN:100 Melting Properties.
- Used to produce Trevor’s Healing Potions.
- Effective Range: 10 Feet (1 Area). The Acidic Fire will spread out to a 3 Area Grid (10 X 10 X 10 Feet)
- Uses 5 Karma Points to Generate 1 Vial of Holy Water. (Trevor’s Karma is equivalent to ‘Hearts’)

Special Moves: Trevor has 2 Special Moves or ‘Power Stunts’ he may use with his Vials of Holy Water. These moves will expend 75 Karma from Trevor and are generally used to attack Massive Creatures or set various explosive charges to create traps.

- Summon Holy Rain: UN:100 FEAT. In this Special Move Trevor will summon a small storm cloud and ‘Rain’ his Holy Water down upon Targets in a blanket type Attack.

This Attack will inflict UN:100 Acidic and Corrosive Damage (100 Points) to a 5 X 5 X 5 Area Grid. Trevor may alter the Area Grid to cover specific patterns of 15 Areas total.

The Storm Cloud can Rain holy water for 1 Round at Green / 2 Rounds at Yellow / 3 Rounds at RED.

- Acidic Grenades: UN:100 FEAT. In this Special Move Trevor will Summon Flaming, Acidic, or Venomous Explosives with different types of trigger mechanisms.

These Explosives can be triggered with such improvised devices as time fuses, trip wires, and pressure sensors and be deployed to stage booby traps. Deploying an Explosive Booby Trap can take 1 to 10 Rounds. Don’t forget adhesive ‘Sticky’ Bombs.

These Explosives can reach a maximum output of UN:100 Impact. Normally, destruction is contained within a 5 X 5 X 5 Area Grid. But the Explosives can be arranged differently within a 15 Area Grid Block.


Magic Time Clock: This Tool is not ‘Cloned’ like his Magic Axe, Dagger, Boomerang, or Water Vials. Trevor has a magic Timepiece he uses his Karma upon to increase his overall speed.

In the Video Game, the entire Game environment was paused for 10 seconds allowing Trevor to move about and attack defenseless targets completely unhindered.

This Timepiece is ineffective against Characters who hold 300 or More Active and Current Karma.

- Used on the ‘Psyche’ Rank for Spell FEATs.
- It allows Trevor to Cram 2, 4, or 6 Game Rounds of Activity into a Single Game Round of actual time.
- No Special Moves or Power Stunts are executable during the Spell; Only Base FASERIP FEATs.
- Uses 10 Karma Points to Generate 1 Spell. (Trevor’s Karma is equivalent to ‘Hearts’)


Magic Rosary Cross: This is arguably Trevor’s most Powerful short range Weapon against his enemies. When Trevor applies his Karma Points to this simple wooden necklace all enemies around Trevor at Melee Range are assaulted with a SX:150 Explosive Impact that should be handled on the Force or Energy column to Stun or Kill.

This weapon works with a ‘True Nemesis’ effect to bypass ANY form of ‘Armor’ and directly hit the Health Points of Trevor’s enemies.

This Rosary Necklace is ineffective against Characters who hold 200 or More Active and Current Karma in combination with Neutral, Noble, Heroic, or Angelic Morality.

- Used on the ‘Psyche’ Rank for Spell FEATs. Green = UN:100 / Yellow = GL:125 / RED = SX:150
- Effects and Damages ALL enemies that are 10 to 15 feet from Trevor (Melee Range).
- May only use this Weapon once per every 10 Game Rounds.
- Uses 100 Karma Points to Generate 1 Spell. (Trevor’s Karma is equivalent to ‘Hearts’)


Mobility Enhancements: Trevor normally travels on foot (FASERIP). But under certain conditions he may open dimensional rifts to travel over great distances, reaching any hospitable location on Earth and even cross over time lines. However to do so many conditions must be achieved to open such a Portal.

- Run: 4 Areas per Round. He will get exhausted in about 4 hours of continuous Running.
- Sprint: 6 Areas per Round. He will get exhausted in about 4 Minutes of continuous Sprinting.
- Swim: 3 Areas per Round. Trevor can generate a magic oxygen bubble to act as a Scuba Tank for 1 hour.
- Climb / Crawl: 1 Area per Round and may adhere to rough texture surfaces.
- Jump: 1 Area (10 Feet) in a single bound. He uses and Apex summersault to ‘Double-Jump’ to make the full jump.


Portal Opening: AM:50. Trevor may open dimensional rifts to travel over great distances, reaching any hospitable location on Earth and even over time lines. However to do so, many conditions must be achieved to open such a Portal.

- Trevor must be surrounded in an environment of sheer ‘EVIL’ such as a vacant room of Castlevania.
- The General Vicinity must also have been occupied by a particularly power entity. (200+ HP and KP).
- Often the entity may have been recently defeated or has left the general area, leaving it’s Evil Residue.
- Trevor can then spill about 5 to 10 ounces of his Blood on the ground and use his Karma to open a portal.
- Every 10 Karma can allow Trevor to travel about 100 Miles in a Teleport Fashion.
- Every 1000 Karma can allow Trevor to travel in Time by 1 year increments; Backward only under his own Power.

Once these conditions are met a Magic Dimensional Portal will open upon the floor where his blood was spilled. The Portal can reach nearly any location on Earth, and the general area of materialization is also viewable.

Characters who pass through the portal will simply appear in the new location with all the items, gear, and equipment they would normally have on their person.


Talents:

- Melee Combat ALL (Barbarian Based) - Stealth - Archery / Ancient Weaponry - Infiltration - Resist Domination - General Survival - Animal Handling - Tracking - Emotion Control (Self) - Entrapment Escape - Spatial Awareness - Demonology / Magic Lore / Religious Doctrine - Navigation - Espionage - Full Psyche Shield and Invisibility - Multiple Languages: French, English, German, Egyptian, and Russian -




(\__/)
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TANKERACE


Tanker's MSH Characters
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MOTÖRHEAD
Simon Belmont
July 23, 2009 03:07PM
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Simon Belmont



Castlevania Title Appearances
- Castlevania: (Primary Playable Character released in 1986 for the NES Console)
- Castlevania II: Simon's Quest (Primary Playable Character released 1986 for the NES Console)
- Castlevania Judgment (A main line selectable Character released in 2008 for the Nintendo Wii)

Primary Abilities:

Simon Belmont

F: VI:55            | R: EX:20            | Race: Caucasian    | Nationality: Romania      |
A: SP:45            | I: VI:55            | Gender: Male       | Residence: Mobile         |
S: EC:15            | P: IN:40            | Apparent Age: 20's | True Age: About 30 y/o    |
E: FN:35            | L: FN:35            | Eye Color: Brown   | Life Expectancy: ????     |
                    |                     | Hair Color: Brown  | Species: Natural Human    |
Health: 150 / 150   | Karma: 150 / 150    | Blood Type: B-     | Archetype: Stalker        |
                    |                     | Height: 5'8"       | Primary Set: Magic Whip   |
Initiative: RM:30   | Experience: RM:30   | Weight: 170 lbs    | Secondary Set: Will Power |
Popularity: EX:20   | Appearance: RM:30   | Mass: 0 X 0 = 0    | Epic Set: Dark Mastery    |
Resources : GD:10   | Morality  : Noble   |                    |                           |
Job Rank  : EC:15   | Conviction: VI:55   | ATTACK: RM:30      | DEFENSE: FN:35            |
                    |                     |                    |                           |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:           |
RM:30 [+0CS]        | RM:30 [+1CS]        | RM:30 [+0CS]       | RM:30 [+0CS]              |
                    |                     |                    |                           |


Game Origin:

This Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion Character in 1987. Simon Belmont is considered as a more contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Simon Belmont at the greatest potential of his Vampire Hunting Career.

Simon is actually one of the youngest Belmont Family members, even though he and his Video Game titles were released much earlier. It’s also rumored that Simon is the Great, Great Grand Son of Trevor Belmont.

Simon’s Weaponry, Equipment, Skills, and Talents are nearly identical to Trevor Belmont’s with only a few minor differences. Generally, Simon is less brutish than Trevor and Simon tends to rely more upon speed, dexterity, stealth, and range tactics, while Trevor is revered for his strength, power and more direct approach.

Simon was not Randomly Rolled on the MSH Character Creation Table since he was generally considered as a ‘Normal’ Human with Peak Pinnacle FASERIP / HP / KP. As well, other Video Game themes and ideas were considered during Simon’s Write-Up.

As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail Simon’s MSH-RPG; Placing him as a ‘Stalker’. This is a Stealth / Fighter based Archetype, which has Strong Melee capability, Low Defenses, and Stealth. Simon could be classified as a ‘Whip-Chain / Will-Power / Dark Mastery’ Stalker in the Video Game City of Heroes.

Simon also employs a wide array of magical and spectral realm endowed weaponry. His 10 to 15 foot long Bull-Whip is his primary weapon of choice, often called the Alchemy Vampire Killer in many Castlevania Title releases.

The Belmont Family Whip has been a consistent weapon throughout the various Title releases of the Castlevania Series.

Like Trevor, Simon also uses various ‘Special’ weapons consisting of magic Throwing Daggers, Throwing Axes, Throwing Boomerangs, Vials of Holy Water, a Time Clock, and a Rosary Cross Necklace which endow Simon with tactical weapons for various situations.

I never had the opportunity to select Simon Belmont for a Game Campaign, even though I had made a conversation Write-Up for Simon three years prior to Trevor’s Write-Up.

Time Frame and Story Setting: Approximately 1680 to 1750 AD Earth. 16th Century Central Europe.


Distinguishing Features and Story Origin:

Simon Belmont’s appearance in the series includes Castlevania, Castlevania II: Simon's Quest and Castlevania Judgment. Simon would fulfill the Belmont legacy by defeating Dracula. However, this was a ploy by Dracula, who sacrificed an early resurrection to lay a curse upon Simon, a curse that could only be broken if Simon found Dracula's body.

Despite efforts by Dracula's minions, who hid parts of his body all over Transylvania, Simon located all the pieces. He then resurrected Dracula once more, fought him, and defeated him, breaking the curse.

Simon Belmont is the Grandfather of Juste Belmont. He is a playable character in the Harmony of Dissonance. It is also rumored that Simon is the Great, Great Grand son of the legandary Trevor Belmont.


Game Play: In the Digital Video Game releases of Castlevania, Simon basically infiltrates into Dracula’s immense castle to face Dracula in single combat. Throughout Simon’s quest he has to find a wide verity of methods to access locked game content and move onward to the Castle’s Lordship Keep and face Dracula, who is secure in the secret lair.

Dracula’s henchmen and monsters guard most of the locked game content, where Simon must face these beasts and defeat them in single combat. However, a great deal of the locked content is accessible by solving various puzzles and finding various Keys, Passwords, and Support Characters.

In MSH-RPG Simon can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles.

Simon should be generally handled like a Human ‘Stealth-Commando’ type of Character using spectacular magic weapons and equipment, rather than conventional technology based weapons.


Known Powers: Simon is not considered as a ‘Super-Human’ and he does not posses Supernatural or Paranormal Powers, per say. Simon’s abilities derive from his intensive training and combative lifestyle, as well as his prolonged exposure to the Arcane Magic of Castlevania and Dracula.

However, Simon could be slightly ‘Super-Human’ as an overall Character, mainly due to him being written-up as though he were at the peak of his livelihood and the use of ‘Magic’ weapons, tools, and equipment.


Defensive Abilities: Simon utilizes a wide range of passive defenses to protect him from various Attacks and Injuries.

- Uniform: Simon’s uniform is generally light and designed for mobility, flexibility, stealth, and other utility functions.
+ GD:10 to most Conventional Attacks and Injuries, such as Blunt, Edged, Temperature, Acid, and similar attacks.
+ EX:20 to Energy Attacks, such as Electricity, Open Flame, Ice, Magnetism, and similar attacks.
+ IN:40 to ALL Magic, Spectral, Eldrich, Netherworld, and Similar Attacks.
+ MN:75 to Illusionary and Psychic Based Attacks.
+ MN:75 to Illness, Disease, and other similar ailments.


Stealth / Concealment / Camouflage / Invisibility: MN:75. Simon can pretty much FEAT Roll this Power to render himself completely non-detectable to virtually ALL and ANY forms of sensory detection.

This works against all 5 ‘Normal’ senses and can often bypass ESP Powers and other forms of surveillance, both Arcane and Technology based. It even functions to nullify ‘Magic’ or Psychic based ESP Powers at MN:75 Capacity.

While this Power is active Simon may attack Targets and other Characters without penalty, but his Stealth Cloak will drop rendering him without his Stealth abilities until he FEATs Rolls it again.

Simon’s entire Body Suit uses a very complex network of magically manipulated holograms to produce his ‘Stealth’ capabilities. His suit is considered ‘Delicate’ and should be considered as AM:50 ‘Armor’ to almost ALL forms of Attack, but it is not meant to be used as ‘Armor’ in the traditional sense. It only provides GD:10 ‘Armor’ toward his Health.

If His Uniform is Damaged, Simon will lose his Stealth Powers in the damaged area of his body suit. Reducing his MN:75 Stealth Powers down to FR:70, SV:65, SN:60, and so forth until it longer functions as 100% Damaged.

The suit does have a form of self-repair and will repair 5 points per Game Round. His body suit should be considered as having 75 points to calculate Damage to the uniform.

- Full Stealth / Concealment / Camouflage / Invisibility
- May share his Stealth / Concealment / Camouflage / Invisibility with Characters at 1 Area Away (10 Feet)
- Activate Power for 30 minutes (300 Rounds) to a 1 hour recharge time. (600 Rounds).

- IN:40. Simon’s Uniform allows him to magically carry a massive inventory of items, trinkets, and various objects. These items are magically stored in a separate dimension where they do not burden Simon’s movements and actions.

He may carry up to 2000 pounds in total storage, but each item must be small enough to fit into the opening of his back-pack or other various pockets. The opening of his back-pack is about the size of a basket-ball and he may carry both inanimate and organic items.

Simon also has a Psychic link to this function of his Uniform and he may withdraw a correct item with Green Psyche FEAT. He has a 70% Chance of carrying ANY small tools or Items needed for various situations.

- Immunity: CL:1000 to Vampirism based Attacks. All Belmont Clan members have this as part of their blood-line.


Fast Healing: Simon’s flesh heals injuries quickly due to exposure to various Magic Artifacts and Healing Potions. He does not have Full-Fledged ‘Regeneration’ where he can completely Re-Grow lost tissues and organs. He will need medical attention if an Attack Impales or Decapitates his flesh with crippling impact or effects.

However, he can heal quickly from moderate injuries by his ‘Healing’ Potions. Over the years he has fairly much used enough of these Potions to permanently augment his natural human healing. It has also given him unusually long life and vitally.

Under normal conditions Simon will heal 1 HP per Game Round regardless of his activity. At rest or in a non-combative physical state he will regain 2 HP per Game Round. Simon may also use his healing potions either by drinking them or spilling the potion directly on his wounds.

If the Potions are used by another Character who has a Medical or Magical based ‘Talent’ such as First-Aid the Potions will operate at 4 HP per Game Round and may be able to remedy more traumatic injuries and illnesses.

Simon normally carries about five to ten 1-ounce vials in his Load-Pack as a normal preparation, but he can carry more and often over the course of a Game Campaign he will stock-up on supplies.

Simon may make his Healing Potions with Pure Water, his Magic Cross, and expending his Karma on a Point per Ounce scale. (In the Video Game, Defeated enemies who drop food items and potions represented this)

- 1-ounce vial: Heals 10 HP in 1 Game Round.
- 10-ounce vial: Heals 100 HP in 1 Game Round.
- 20-ounce vial: Heals 200 HP in 1 Game Round. (and so forth)


Weaponry, Equipment and Combat: Simon carries a wide range of tools and weapons, the most obvious being his Bull-Whip. But he has other weapons of Magic origin, which are actually more potent in Damage, Effect, and Tactical Capabilities. However, these weapons require Karma expenditures to operate.

Simon’s tools and weaponry also have ‘True Nemesis Alchemy’ magic to bypass most types of ‘Armor’ and various Defenses, which allows it to touch and effect entities of the netherworld and spectral realm.

These types of Characters are often intangible to conventional physics, as they are ‘Ghosts’ or ‘Illusionary’ or Phased out of our normal 3-Dimisional world.

This magic ‘Alchemy’ gives the Belmont Clan’s equipment the ability of ‘True Nemesis’ to reach out and ‘Touch’ such spectral creatures up to SX:150 potency. It is also effective to Energy, Force, Telekinetic, Psychic and other similar types of ‘Armor’ classes and Defense sets.

Generally, only conventional Armor Sets made of ‘Physical’ materials are able to resist a Belmont’s level of arcane and magic ‘Alchemy’ enchantment applied to a weapon, tool, or armor.


Hand-to-Hand and Melee Combat: EC:15 / IM:25 / FN:35. Simon can ‘Hit’ very hard for a ‘Normal’ Human. He augments his hit power by a wide range of Fighting Talents, Skills, and Magic Equipment. Without his augmentations Simon will normally only ‘Hit’ with EC:15 (IM:25 at RED) Damage.

Simon mainly relies upon Striking Tactics, such as Punches and Kicks; but he can use some general Grappling and Wrestling Techniques as well. His Gauntlets, Boots and Uniform are Magically Charged allowing him to hit at his Full Force and Impact without injuring himself.

This works similar to CHI-Energy manipulation at the point of Impact and cannot be used as a form of ‘Armor’. However, Simon can use his Hit Power for Force on Force Evasions.

- Multiple Hits of 5 per Game round, but each individual hit is divided among total Damage: 3, 5, 7.
- Optional to FEAT Roll ‘Charges’ on the ‘Fighting’ to enhance with Tumbling Tackles or Hit Multiple Targets.
- Shoulder throws and Judo type leverage moves to Slam or Hurl opponents with up to RM:30 ‘Strength’.


The Bull-Whip: Often called the Alchemy Vampire Killer, this Whip has been a consistent weapon of the Belmont Clan and Castlevania since it’s first Title Release in the 1980’s.

This rope-like weapon is partially Prehensile while in the hands of a trained Belmont Family member. Simon is also rumored to be one of the most Skillful while using the Traditional Clan Weapon; only moderately superseded by Trevor Belmont.

Simon can fairly much use his 15-foot long Bull-Whip as an extension of his body allowing the Weapon some Prehensile properties during battle. He cannot use the Whip’s prehensile abilities to ‘Push’ or ‘Heft’ objects in a ‘Strength’ fashion; however, he can Grasp and ‘Pull’ objects at his full ‘Strength’ if ensnared in the Whip’s wrapped coils.

- Used on the ‘Fighting’ Rank plus [+2CS] to reach SV:65 FEATs for basic Attacks, Defenses, and Evasions.
- Base Damage, Impact and Effect: IM:25 / FN:35 / SP:45. His Melee Hit Power [+2CS]
- Multiple Actions per Game Round is 3 Hit Combination Actions used to ‘Power-Stunt’ complex moves.
- Can ‘Pull’ ensnared Targets with EX:20 ‘Strength’ on his VI:55 ‘Fighting’.
- Material Durability: AS:80 under most conditions. IN:40 without Magic enchantments.
- Self Repair: EX:20. The Whip can Self-Repair to 100% in 30 seconds; (5 Game Rounds)


Magic Throwing Daggers: These are normally ‘Special’ weapons picked up by shattering torches, candles and statues in the various terrain areas of Castlevania. These torches and candles are lit with Dracula’s Magic and function to light up the Castle as well as provide the equivalent of Electrical Power to Dracula’s Castle.

During the Video Games, Simon knocks out these torches and candles to weaken Castlevania’s Evil Magic energy over the land and people. However, these torches and candles regenerate nearly as quickly as he can knock them out.

In MSH-RPG, Simon is equipped with these Magic Daggers before the start of a Campaign. Basically, Simon uses Dracula’s Magic from the torches and candles to clone his basic survival knife and he throws the Cloned Daggers.

However, the magically cloned Daggers are almost comparable to the Bullets of a Gun as they are hurled in an almost perfectly straight trajectory at a velocity that is nearly equal to a modern Fired or Shot ‘Bullet’.

- Used on the ‘Agility’ Rank plus [+1CS] to reach AM:50 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: EX:20 Edged (Lethal) Damage with IN:40 Armor Piercing.
- Effective Range: 50 Feet (5 Areas). Damage decreases 1 Rank every Area after.
- Rapid Fire: Fire 9 per Game Round at a Single Target. 3 Hit / 6 Hit / 9 Hit (EX:20 X 3, 6, or 9) FEAT at RM:30.
- Material Durability: UN:100. Each Magic Dagger has a 1 Game Round stasis period.
- Uses 1 Karma Point to Generate 1 Throwing Dagger. (Simon’s Karma is equivalent to ‘Hearts’)

Special Moves: Simon has 2 Special Moves or ‘Power Stunts’ he may use with his Daggers. Each of these moves will expend 50 Karma from Simon and is generally used to inflict drastic damage to singular foes.

- Pillar of Daggers: MN:75 FEAT. In this Special Move Simon will summon large Swords to violently protrude from a spectral portal and hit a Target with MN:75 Edged / Lethal Impact. Normally the Daggers erupt from the ground, underneath a Target Character’s feet. However, Simon can use this Spell on Airbourne Targets.

Simon may use the Spell at a maximum range of 50 feet (5 Areas) and he may use variations of the Spell, such as Create ‘Dagger’ Cages, Barricades, Traps, and even use them as a Personal Shield. When this spell is used the Pillar of Swords have a stasis period of 5 Game Rounds (30 Seconds).

- Spectral Sword: MN:75 FEAT. In this Spell Simon will summon a poltergeist Sword that hoovers about him and Attacks various Targets under it’s own will. This Sword may inflict IN:40 Edged and Spectral Damage to a Target from 30 feet (3 Areas) away.

However, under it’s own power the Sword can only Attack once evey other Game Round. This spell is long lived though and the Sword will hoover around Simon for 10 minutes (100 Game Rounds) before returning to the netherworld. Simon may take hold the Sword and use it as regular Sword as well, but with no additional [+CS].


Magic Throwing Axe: Similar to Simon’s Magic Daggers, he uses his Karma to Magically Clone his Hatchet-Axe and use these for both Thrown and Melee weapons.

The Magic Axe is a more substantial weapon than the Daggers, but cost more Karma to use and is generally designed to make Attacks from odd angles with Rebounding ‘Hook’ Shots.

- Used on the ‘Agility’ Rank plus [+1CS] to reach AM:50 FEATs for basic Throwing and Range Attacks.
- Used on the ‘Fighting’ Rank with no additional [+CS] for basic Melee Attacks, Defenses, and Evasions.
- Base Damage, Impact and Effect: RM:30 Edged (Lethal) Damage with AM:50 Armor Piercing.
- Effective Range: 20 Feet (2 Areas).
- Rapid Fire: Fire 3 per Game Round at a Single Target. 1 Hit / 2 Hit / 3 Hit (RM:30 X 1, 2, or 3) FEAT at EX:20.
- Material Durability: UN:100. Each Magic Axe has a 1 Game Round stasis period.
- Uses 3 Karma Points to Generate 1 Throwing Axe. (Simon's Karma is equivalent to ‘Hearts’)

Special Moves: Simon has 2 Special Moves or ‘Power Stunts’ he may use with his Axes. Each of these moves will expend 75 Karma from Simon and is generally used to inflict drastic damage to multiple foes.

- Massive Axe: MN:75 FEAT. In this Special Move Simon will summon a ‘Massive’ Axe as a Melee Weapon to deliver a single attack to all Targets around himself at 1 Area Away (10 Feet in All directions at once). Each Target with-in Melee Range around Simon is subject to being Hit by this MN:75 ‘Blunt’ attack. If Simon is Targeted on a single object that particular Target will receive ‘Edged / Lethal’ Damage while all other enemies about Simon are subject to ‘Blunt / Slam / Stun’ based Damage.

- Rebound Axe: MN:75 FEAT. In this Special Move Simon will hurl his Magic Axe to ‘Bounce’ from one Target to another Target, up to 2 Targets with-in a 4 Area Grid. Each Target is subjected to MN:75 ‘Edged / Lethal’ Damage.


Magic Throwing Boomerang: Also similar to his Magic Axes and Daggers, he uses his Karma to Magically Clone his Hunting Boomerang and use them for both Thrown and Melee weapons.

The Magic Boomerang is a more substantial weapon than the Daggers or Axe, but cost more Karma to use and is generally designed to make Fierce Attacks on singular Targets.

- Used on the ‘Agility’ Rank plus [+1CS] to reach AM:50 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: FN:35 Edged (Lethal) Damage with SN:60 Armor Piercing.
- Effective Range: 50 Feet (5 Areas). Damage decreases 1 Rank every Area after. 120 Feet (12 Areas Total)
- Rapid Fire: Fire 2 per Game Round at a Single Target. 1 Hit / 1 Hit / 2 Hit (FN:35 X 1 or 2) FEAT at EX:20.
- Material Durability: UN:100. Each Magic Boomerang has a 1 Game Round stasis period.
- Uses 4 Karma Points to Generate 1 Throwing Boomerang. (Simon's Karma is equivalent to ‘Hearts’)

Special Moves: Simon has 1 Special Move or ‘Power Stunt’ he may use with his Boomerangs. This move will expend 100 Karma from Simon and is generally used to provide temporary ‘Armor / True Invulnerability’ that attacks ALL targets at Melee Range.

- Whirl Wind: MN:75 FEAT. In this Special Move Simon will summon his Boomerangs as Melee Weapons to rapidly fly in circles around himself, basically encasing himself in a Force Shield or Bubble of MN:75 Capacity that also Attacks any Targets around him in Melee Range with MN:75 ‘Blunt’ Impacts.

This ‘Force-Bubble’ will stay active for 7 Game Rounds (About 40 Seconds) in which Simon can use himself as a type of Battering Ram while still being able to Fight and Move with his Whip.


Magic Vials of Holy Water: Once again, these tools are similar to his Magic Axe, Dagger, and Boomerang. Simon uses his Karma to Magically Clone his canteen of drinking water into a form of Flaming, Acidic, and Venomous liquid against both ‘Evil’ Characters and Simon’s Perceived Enemies.

This Holy Water is ineffective against Characters of Angelic and Heroic Morality who hold 400 or More Active and Current Karma.

The Magic Vials of Holy Water are a substantial weapon, but it is generally used for a wide range of other tactile applications rather than simple brutish combat.

- Used on the ‘Fighting’ Rank for FEATs for basic Attacks.
- Base Damage, Impact and Effect: MN:75 Acid / Fire (Lethal) Damage with MN:75 Melting Properties.
- Used to produce Simon’s Healing Potions.
- Effective Range: 10 Feet (1 Area). The Acidic Fire will spread out to a 3 Area Grid (10 X 10 X 10 Feet)
- Uses 5 Karma Points to Generate 1 Vial of Holy Water. (Simon’s Karma is equivalent to ‘Hearts’)

Special Moves: Simon has 2 Special Moves or ‘Power Stunts’ he may use with his Vials of Holy Water. These moves will expend 75 Karma from Simon and are generally used to attack Massive Creatures or set various explosive charges to create traps.

- Summon Holy Rain: MN:75 FEAT. In this Special Move Simon will summon a small storm cloud and ‘Rain’ his Holy Water down upon Targets in a blanket type Attack.

This Attack will inflict MN:75 Acidic and Corrosive Damage (100 Points) to a 5 X 5 X 5 Area Grid. Simon may alter the Area Grid to cover specific patterns of 15 Areas total.

The Storm Cloud can Rain holy water for 1 Round at Green / 2 Rounds at Yellow / 3 Rounds at RED.

- Acidic Grenades: MN:75 FEAT. In this Special Move Simon will Summon Flaming, Acidic, or Venomous Explosives with different types of trigger mechanisms.

These Explosives can be triggered with such improvised devices as time fuses, trip wires, and pressure sensors and be deployed to stage booby traps. Deploying an Explosive Booby Trap can take 1 to 10 Rounds. Don’t forget adhesive ‘Sticky’ Bombs.

These Explosives can reach a maximum output of MN:75 Impact. Normally, destruction is contained within a 5 X 5 X 5 Area Grid. But the Explosives can be arranged differently within a 15 Area Grid Block.


Magic Time Clock: This Tool is not ‘Cloned’ like his Magic Axe, Dagger, Boomerang, or Water Vials. Simon has a magic Timepiece he uses his Karma upon to increase his overall speed.

In the Video Game, the entire Game environment was paused for 10 seconds allowing Simon to move about and attack defenseless targets completely unhindered.

This Timepiece is ineffective against Characters who hold 400 or More Active and Current Karma.

- Used on the ‘Psyche’ Rank for Spell FEATs.
- It allows Simon to Cram 2, 4, or 6 Game Rounds of Activity into a Single Game Round of actual time.
- No Special Moves or Power Stunts are executable during the Spell; Only Basic FASERIP FEATs.
- Uses 10 Karma Points to Generate 1 Spell. (Simon’s Karma is equivalent to ‘Hearts’)


Magic Rosary Cross: This is arguably Simon’s most Powerful short range Weapon against his enemies. When Simon applies his Karma Points to this simple wooden necklace all enemies around Simon at Melee Range are assaulted with a SX:150 Explosive Impact that should be handled on the Force or Energy column to Stun or Kill.

This weapon works with a ‘True Nemesis’ effect to bypass ANY form of ‘Armor’ and directly hit the Health Points of Simon’s enemies.

This Rosary Necklace is ineffective against Characters who hold 300 or More Active and Current Karma in combination with Neutral, Noble, Heroic, or Angelic Morality.

- Used on the ‘Psyche’ Rank for Spell FEATs. Green = MN:75 / Yellow = TR:85 / RED = PH:95
- Effects and Damages ALL enemies that are 10 to 15 feet from Simon (Melee Range).
- May only use this Weapon once per every 5 Game Rounds.
- Uses 100 Karma Points to Generate 1 Spell. (Simon’s Karma is equivalent to ‘Hearts’)


Mobility Enhancements: Simon normally travels on foot and uses FASERIP FEATs to move about the Map.

- Run: 5 Areas per Round. He will get exhausted in about 3 hours of continuous Running.
- Sprint: 7 Areas per Round. He will get exhausted in about 3 Minutes of continuous Sprinting.
- Swim: 4 Areas per Round. Simon can generate a magic oxygen bubble to act as a Scuba Tank for 1 hour.
- Climb / Crawl: 1 Area per Round and may adhere to ANY texture surfaces for Wall Crawling.
- Jump: 1 Area (10 Feet) in a single bound. He uses and Apex summersault to ‘Double-Jump’ to make the full jump.


Talents:

- Melee Combat ALL (Barbarian Based) - Stealth - Archery / Ancient Weaponry - Infiltration - Resist Domination - Seduction (Male or Female) - General Survival - Animal Handling - Tracking - Emotion Control (Self) - Entrapment Escape - Spatial Awareness - Demonology / Magic Lore / Religious Doctrine - Navigation - Espionage - Full Psyche Shield and Invisibility - Multiple Languages: French, English, German, and Russian -



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MOTÖRHEAD
Leon Belmont
August 16, 2009 01:26AM
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Leon Belmont



Castlevania Title Appearances
- Castlevania: Lament of Innocence (Primary Playable Character released in 2003 for the PS2 Console)

Primary Abilities:

Leon Belmont

F: FN:35            | R: EC:15            | Race: Caucasian    | Nationality: Romania      |
A: IM:25            | I: RM:30            | Gender: Male       | Residence: Mobile         |
S: GD:10            | P: RM:30            | Apparent Age: 20's | True Age: About 30 y/o    |
E: RM:30            | L: IM:25            | Eye Color: Blue    | Life Expectancy: ????     |
                    |                     | Hair Color: Blonde | Species: Natural Human    |
Health: 100 / 100   | Karma: 100 / 100    | Blood Type: AB+    | Archetype: Scrapper       |
                    |                     | Height: 5'10"      | Primary Set: Magic Whip   |
Initiative: IM:25   | Experience: RM:30   | Weight: 170 lbs    | Secondary Set: Invul      |
Popularity: RM:30   | Appearance: FN:35   | Mass: 0 X 0 = 0    | Epic Set: Magic Mastery   |
Resources : EX:20   | Morality  : Noble   |                    |                           |
Job Rank  : IN:40   | Conviction: IN:40   | ATTACK: EX:20      | DEFENSE: IM:25            |
                    |                     |                    |                           |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:           |
EX:20 [+0CS]        | EX:20 [+1CS]        | EX:20 [+0CS]       | EX:20 [+0CS]              |
                    |                     |                    |                           |

Game Origin:

This Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion Character in 2006. Leon Belmont is considered as a more contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Leon Belmont at the greatest potential of his Vampire Hunting Career.

Leon is currently portrayed as the Founding Farther of the Belmont Clan, even though his Character, Persona and his Video Game title was released much, much later in the Castlevania series.

Leon’s Weaponry, Equipment, Skills, and Talents are very similar to many other Belmont Members in the Castlevania series with a few minor differences. Leon is also not laden with as much raw brute power as later generation Belmont Members mostly to illustrate growth, evolution and escalation of the Belmont Clan.

Leon was not Randomly Rolled on the MSH Character Creation Table since he was generally considered as a ‘Normal’ Human with nearly Peak Pinnacle FASERIP / HP / KP. As well, other Video Game themes and ideas were considered during Leon’s Write-Up.

As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail Leon’s MSH-RPG; Placing him as a ‘Scrapper’. This is a Warrior / Fighter based Archetype, which has strong Melee capability and Medium Defenses. Leon could be classified as a ‘Whip-Chain / Invulnerability / Magic-Mastery’ Scrapper in the Video Game City of Heroes.

Leon also employs a wide array of magical and spectral realm endowed weaponry. His 10 to 15 foot long Bull-Whip is his primary weapon of choice, often called the Alchemy Vampire Killer in many Castlevania Title releases.

The Belmont Family Whip has been a consistent weapon throughout the various Title releases of the Castlevania Series.

Like Trevor and Simon, Leon also uses various ‘Special’ weapons consisting of magic Throwing Daggers, Throwing Axes, a Magic Jewel, Vials of Holy Water, a Time Clock, and a Rosary Cross Necklace which endow Leon with tactical weapons for various situations.

Time Frame and Story Setting: Approximately 1090 to 1100 AD Earth. 11th Century Central Europe.


Distinguishing Features and Story Origin:

Leon Belmont was a baron in 11th century Europe up to the events of Castlevania: Lament of Innocence. He lost both parents at a very young age, and was knighted at the age of 16.

When his love interest Sara Trantoul is kidnapped by the vampire Walter Bernhard he enters the Castlevania grounds unarmed, but is given a whip that is blessed with the power of alchemy by the old man Rinaldo Gandolfi, who lives on the grounds. Using the whip and his magic gauntlet, he enters the castle hoping to rescue his fiancée.

Within the castle, Leon fights five guardians: Medusa, a Succubus, a Golem, the vampire Joachim Armster (Walter Berhardt's former ally), and an undead parasite.

He gets a magical orb from each of them that unlocks the way to Walter's palace lair. When he gets past the initial barrier, Walter is there with Sara, who appears to be in some sort of trance. Walter returns Sara to Leon, who finds out that Sara has been tainted and will soon become a vampire.

In an act of self-sacrifice, Sara offers her soul to Leon in a ritual that will make Rinaldo's magic whip deadly to vampires and thus allow Leon to defeat Walter. This is where the whip officially becomes the "Vampire Killer”.

Leon, armed with the powerful whip, defeats Walter. However, Walter's death was in actuality orchestrated by Leon's friend Mathias Cronqvist in order to get Walter's coveted "Ebony Stone" which was a powerful vampire artifact and had the power to cast eternal night upon the forest.

Mathias reveals himself as the mastermind, the owner of the "Crimson Stone" (another powerful vampire artifact), and as a vampire, which the Vampire Killer Whip can now sense. He offers Leon eternal life, which Leon refuses, saying that eternal life would be empty without Sara.

Mathias then sends his servant Death after Leon, who is defeated by him and gives him a message to pass on to Mathias.

Leon swears that his clan and the whip he now carries will destroy Mathias one day, and from that day onward the Belmont clan would hunt the night. Mathias would later become known as Dracula.


Game Play: In the Digital Video Game Castlevania: Lament of Innocence, Leon basically infiltrates into Dracula’s immense castle to face Dracula in single combat. Throughout Leon’s quest he has to find a wide verity of methods to access locked game content and move onward to the Castle’s Lordship Keep and face Dracula, who is secure in the secret lair.

Dracula’s henchmen and monsters guard most of the locked game content, where Leon must face these beasts and defeat them in single combat. However, a great deal of the locked content is accessible by solving various puzzles and finding various Keys, Passwords, and Support Characters.

In MSH-RPG Leon can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles.

Leon should be generally handled like a Human ‘Infantry-Commando’ type of Character using spectacular magic weapons and equipment, rather than conventional technology based weapons.


Known Powers: Leon is not considered as a ‘Super-Human’ and he does not posses Supernatural or Paranormal Powers, per say. Leon’s abilities derive from his intensive training and combative lifestyle, as well as his prolonged exposure to the Arcane Magic of Castlevania and Dracula.

However, Leon could be slightly ‘Super-Human’ as an overall Character, mainly due to him being written-up as though he were at the peak of his livelihood and the use of ‘Magic’ weapons, tools, and equipment.


Defensive Abilities: At the beginning of the Game Castlevania: Lament of Innocence, Leon Belmont has conventioanal Armor and Clothing and Normal Human Healing abilities.

However, Leon meets with Rinaldo Gandolfi who places a permanent magic aura over Leon granting him a form of True Invulnerablity to virtually ALL and ANY attacks. But this magic aura has it’s limitations and Leon can still be injured if attacked with severe or intense attacks.

This Magic Aura later becomes consolidated as part of the Belmont Family blood-line giving the decendants of the Belmonts CL:1000 Invulnerablity to the effects of Vampires and Vampirizm.

Leon’s Aura Provides the following Armor:

- CL:1000 Invulnerability to ANY form of Vampirism or Similar Vampire effects.
- UN:100 to Spectral, Eldritch, Necromancy, Dark, Holy, Evil, or similar Arcane ‘Magic’ Attacks.
- AS:80 Invulnerability to Acids, Toxins, Venoms, and similar Chemical Based Attacks.
- AM:50 Invulnerability to Psychic and Illusionary based Attacks.
- IN:40 Invulnerability to Cosmic based Attacks such as Matter / Energy Manipulation and Conversion.
- EX:20 Invulnerability to Energy Attacks such as Electricity, Temperature Extremes, and similar Attacks.
- EC: 15 Invulnerability to most conventional Physical Attacks, such as Blunt, Edged, or Abrasive Attacks.
- GD:10 True Invulnerability to ALL and ANY attacks.


Combative Blocking: FN:35 Primarily used on his ‘Fighting’ Rank, Leon may use his Magic Aura as a Frontal Battle Shield that is condensed into his Forearms and Gauntlets.

While Blocking in this manner he can effectively ‘Block’ attacks as if he had a Battle Shield of SX:150 in total blocking capacity.

Since the Shield is ‘Magic’ it works with both Force on Force Blocking and Phase Shift Blocking allowing Leon to resist such effects as Slams and Stuns from fierce attacks.

- BLUE: Total Failure, No Boost to his Invulnerability Armor.
- WHITE: Boost his Invulnerability Armor by 10 Points in all categories listed above.
- GREEN: Boost his Invulnerability Armor by 20 Points in all categories listed above.
- YELLOW: Boost his Invulnerability Armor by 30 Points in all categories listed above.
- RED: Boost his Invulnerability Armor by 40 Points in all categories listed above.

On a RED Block FEAT Leon will also drain and absorb Karma Points from the Attacking Characters. Under most conditions Leon will drain 100 Karma from the Attacker, or his current Karma level if lower than 100 points. The Drained Karma is added directly to Leon’s Karma and may be used as fuel for his various Magic Weapons.


Fast Healing: Leon’s flesh heals injuries quickly due to exposure to various Magic Artifacts and Healing Potions. He does not have Full-Fledged ‘Regeneration’ where he can completely Re-Grow lost tissues and organs. He will need medical attention if an Attack Impales or Decapitates his flesh with crippling impact or effects.

However, he can heal quickly from moderate injuries by his ‘Healing’ Potions. Over the years he has fairly much used enough of these Potions to permanently augment his natural human healing. It has also given him unusually long life and vitally.

His enhanced healing and protective Aura in combination is also the possible cause of Leon’s perfectly ivory pale complexion, flawlessly smooth skin, and his youthful and slightly angelic appearance.

Under normal conditions Leon will heal 1 HP per Game Round regardless of his activity. At rest or in a non-combative physical state he will regain 2 HP per Game Round. Leon may also use his healing potions either by drinking them or spilling the potion directly on his wounds.

If the Potions are used by another Character who has a Medical or Magical based ‘Talent’ such as First-Aid the Potions will operate at 10 HP per Game Round and may be able to remedy more traumatic injuries and illnesses.

Leon normally carries about five to ten 1-ounce vials in his Load-Pack as a normal preparation, but he can carry more and often over the course of a Game Campaign he will stock-up on supplies.

Leon may make his Healing Potions with Pure Water, his Magic Cross, and expending his Karma on a Point per Ounce scale. (In the Video Game, Defeated enemies who drop food items and potions represented this)

- 1-ounce vial: Heals 10 HP in 1 Game Round.
- 10-ounce vial: Heals 100 HP in 1 Game Round.
- 20-ounce vial: Heals 200 HP in 1 Game Round. (and so forth)


Weaponry, Equipment and Combat: Leon carries a wide range of tools and weapons, the most obvious being his Alchemy Vampire-Killer Whip. But he has other weapons of Magic origin, which are actually more potent in Damage, Effect, and Tactical Capabilities. However, these weapons require Karma expenditures to operate.

Leon’s tools and weaponry also have ‘True Nemesis Alchemy’ magic to bypass most types of ‘Armor’ and various Defenses, which allows it to touch and effect entities of the netherworld or spectral realm.

These types of Characters are often intangible to conventional physics, as they are ‘Ghosts’ or ‘Illusionary’ or Phased out of our normal 3-Dimisional world.

This magic ‘Alchemy’ gives the Belmont Clan’s equipment the ability of ‘True Nemesis’ to reach out and ‘Touch’ such spectral creatures up to SX:150 potency. It is also effective to Energy, Force, Telekinetic, Psychic and other similar types of ‘Armor’ classes and Defense sets.

Generally, only conventional Armor Sets made ‘Physical’ materials are able to resist a Belmont’s level of arcane and magic ‘Alchemy’ enchantment applied to a weapon, tool, or armor.



Hand-to-Hand and Melee Combat: EX:20 / IM:25 / RM:30. Leon can ‘Hit’ very hard for a ‘Normal’ Human. He augments his hit power by a wide range of Fighting Talents, Skills, and Magic Equipment. Without his augmentations Leon would only ‘Hit’ with EC:15 (IM:25 at RED) Damage.

Leon mainly relies upon Striking Tactics, such as Punches and Kicks; but he can use some general Grappling and Wrestling Techniques as well. His Gauntlets, Boots and Uniform are Magically Charged allowing him to hit at his Full Force and Impact without injuring himself.

This works similar to CHI-Energy manipulation at the point of Impact and cannot be used as a form of ‘Armor’. However, Leon can use his Hit Power for Force on Force Evasions.

- Multiple Hits of 4 per Game round, but each individual hit is divided among total Damage. (5 / 6 / 8 Damage)
- Optional to FEAT Roll ‘Charges’ on the ‘Fighting’ to enhance with Tumbling Tackles or Hit Multiple Targets.
- Shoulder throws and Judo type leverage moves to Slam or Hurl opponents with up to RM:30 ‘Strength’.


The Bull-Whip: Often called the Alchemy Vampire Killer, this Whip has been a consistent weapon of the Belmont Clan and Castlevania since it’s first Title Release in the 1980’s.

This rope-like weapon is partially Prehensile while in the hands of a trained Belmont Family member. Leon is also rumored to be one of the most Skillful while using the Traditional Clan Weapon; only moderately superseded by Trevor Belmont.

Leon can fairly much use his 15-foot long Bull-Whip as an extension of his body allowing the Weapon some Prehensile properties during battle. He cannot use the Whip’s prehensile abilities to ‘Push’ or ‘Heft’ objects in a ‘Strength’ fashion; however, he can Grasp and ‘Pull’ objects at his full ‘Strength’ if ensnared in the Whip’s wrapped coils.

- Used on the ‘Fighting’ Rank plus [+3CS] to reach AM:50 FEATs for basic Attacks, Defenses, and Evasions.
- Base Damage, Impact and Effect: RM:30 / FN:35 / IN:40. His Melee Hit Power [+2CS]
- Multiple Actions per Game Round is 3 Hit Combination Actions used to ‘Power-Stunt’ complex moves.
- Can ‘Pull’ ensnared Targets with EX:20 ‘Strength’ on his FN:35 ‘Fighting’.
- Material Durability: UN:100 under most conditions. IN:40 without Magic enchantments.
- Self Repair: EX:20. The Whip can Self-Repair to 100% in 30 seconds; (5 Game Rounds)

Leon may also use Elemental Magic effects on his Bull-Whip to render various tactical advantages as well as reach Melee Targets at 20 Feet Away (2 Areas).

- Wind Whip: (Normal / Kinetic)
- Flame Whip: may ignite or engulf the Target with Fire.
- Ice Whip: may ensnare or immobilize the Target in Ice.
- Electrical Whip: may ignite or engulf the Target with Electricity.
- Venomous Whip: may infect the Target with Venom that delivers GD:10 Damage every Round until Purged.
- Vampire Killer: may ignite or engulf the Target with an arcane form of Necromancy or True-Nemesis Attacks.


Secondary Weapons, Relics and Equipment: Leon’s array of secondary weapons allow him many Supernatural FEATs and Power Stunts. Leon also uses 10 Vampire Relics he collected from his battles in Castlevania: Lament of Innocence.

Leon’s Vampire Relics are simple to use. He holds the small relic in his hand and applies Karma to the Relic allowing him to manifest various magic spells. These spells have a duration time of about 1-minute (10 Rounds) since they use Leon’s Karma Points as Magic Fuel.

While a Relic Spell is being used the Relic will burn 10 of Leon’s Karma Points per Game Round until he shuts OFF the spell or his Karma is depleted.

Leon may only use One of these secondary Weapons or Relics at a given opportunity. To switch from one Relic to another and alter his tactical advantage requires One Game Round in which he may not switch or swap during a combative scenario.

- Svarog Staue: Leon will leave magically damaging tracks upon the ground where he walks of IN:40 intensity.
- White Bishop: ALL and ANY of Leon’s Defensive FEATs are bumped by [+3CS]
- Black Bishop: ALL and ANY of Leon’s Attack FEATs are bumped by [+3CS]
- Little Hammer: Prevents Leon from becoming ‘Stoned’ or immobilized from spells such as Medusa’s Stare.
- Wolf Foot: Allows Leon to ‘Sprint’ at full speed without exhaustion. Agility is also boosted by [+2CS].
- Saisei Incense: Allows Leon to bump his Fighting and Agility Ranks by [+3CS].
- Lucifer's Sword: Allows Leon to bump his Strength and Endurance Ranks by [+3CS].
- Meditation Incense: Allows Leon to adjust his 5 Physical Senses to the Environment at hand, such as Night Vision.
- Crystal Skull: Leon’s RIP Ranks are bumped by [+3CS] and he gains ‘Miraculous-Luck’ Probability Manipulation.
- Invincibility Jar: All of Leon’s Armored Aura sets are bumped by [+2CS]

Secondary Weapons

- Magic Throwing Daggers
- Magic Throwing Axe
- Magic Crystal
- Magic Vials of Holy Water
- Magic Time Clock
- Magic Rosary Cross


Magic Throwing Daggers: These are normally ‘Special’ weapons picked up by shattering torches, candles and statues in the various terrain areas of Castlevania. These torches and candles are lit with Dracula’s Magic and function to light up the Castle as well as provide the equivalent of Electrical Power to Dracula’s Castle.

During the Video Games, Leon knocks out these torches and candles to weaken Castlevania’s Evil Magic energy over the land and people. However, these torches and candles regenerate nearly as quickly as he can knock them out.

In MSH-RPG, Leon is equipped with these Magic Daggers before the start of a Campaign. Basically, Leon uses Dracula’s Magic from the torches and candles to clone his basic survival knife and he throws the Cloned Daggers.

However, the magically cloned Daggers are almost comparable to the Bullets of a Gun as they are hurled in an almost perfectly straight trajectory at a velocity that is nearly equal to a modern Fired or Shot ‘Bullet’.

- Used on the ‘Agility’ Rank plus [+3CS] to reach IN:40 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: EX:20 Edged (Lethal) Damage with IN:40 Armor Piercing.
- Effective Range: 50 Feet (5 Areas). Damage decreases 1 Rank every Area after.
- Rapid Fire: Fire 9 per Game Round at a Single Target. 3 Hit / 6 Hit / 9 Hit (EX:20 X 3, 6, or 9) FEAT at EX:20.
- Material Durability: UN:100. Each Magic Dagger has a 1 Game Round stasis period.
- Uses 1 Karma Point to Generate 1 Throwing Dagger. (Leon’s Karma is equivalent to ‘Hearts’)


Magic Throwing Axe: Similar to Leon’s Magic Daggers, he uses his Karma to Magically Clone his Woodsman’s Hatchet and use these for both Thrown and Melee weapons.

The Magic Axe is a more substantial weapon than the Daggers, but cost more Karma to use and is generally designed to make Attacks from odd angles with Rebounding ‘Hook’ Shots.

- Used on the ‘Agility’ Rank plus [+3CS] to reach IN:40 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: RM:30 Edged (Lethal) Damage with SN:60 Armor Piercing.
- Effective Range: 30 Feet (3 Areas). Damage decreases 1 Rank every Area after. 100 Feet (10 Areas Total)
- Rapid Fire: Fire 3 per Game Round at a Single Target. 1 Hit / 2 Hit / 3 Hit (RM:30 X 1, 2, or 3) FEAT at EX:20.
- Material Durability: UN:100. Each Magic Axe has a 1 Game Round stasis period.
- Uses 3 Karma Points to Generate 1 Throwing Axe. (Leon’s Karma is equivalent to ‘Hearts’)


Magic Crystal: Also similar to his Magic Axes and Daggers, he uses his Karma to Magically Clone his Jeweled Necklace and use it as an explosive weapon.

The Magic Crystal is a more substantial weapon than the Daggers or Axe, but cost more Karma to use and is generally designed to make Fierce Attacks on Melee Ranged Targets surrounding Leon.

- Used on the ‘Fighting’ Rank plus [+1CS] to reach IN:40 FEATs for basic Area of Effect / Explosive Attacks.
- Base Damage, Impact and Effect: AM:50 Edged (Lethal) Damage with FR:70 Armor Piercing.
- Effective Range: 20 Feet (2 Areas) in all directions around Leon. Functions similar to an Explosive.
- Uses 4 Karma Points to Generate 1 Magic Crystal. (Leon’s Karma is equivalent to ‘Hearts’)


Magic Vials of Holy Water: Once again, these tools are similar to his Magic Axe, Dagger, and Crystal. Leon uses his Karma to Magically Clone his canteen of drinking water into a form of Flaming, Acidic, and Venomous liquid against both ‘Evil’ Characters and Leon’s Perceived Enemies.

This Holy Water is ineffective against Characters of Angelic and Heroic Morality who hold 300 or More Active and Current Karma.

The Magic Vials of Holy Water are a substantial weapon, but it is generally used for a wide range of other tactile applications rather than simple brutish combat.

- Used on the ‘Fighting’ Rank for FEATs for basic Attacks.
- Base Damage, Impact and Effect: MN:75 Acid / Fire (Lethal) Damage with UN:100 Melting Properties.
- Used to produce Leon’s Healing Potions.
- Effective Range: 10 Feet (1 Area). The Acidic Fire will spread out to a 3 Area Grid (10 X 10 X 10 Feet)
- Uses 5 Karma Points to Generate 1 Vial of Holy Water. (Leon’s Karma is equivalent to ‘Hearts’)


Magic Time Clock: This Tool is not ‘Cloned’ like his Magic Axe, Dagger, Crystal, or Water Vials. Leon has a magic Timepiece he uses his Karma upon to increase his overall speed.

In the Video Game, the entire Game environment was paused for 10 seconds allowing Leon to move about and attack defenseless targets completely unhindered.

This Timepiece is ineffective against Characters who hold 300 or More Active and Current Karma.

- Used on the ‘Psyche’ Rank for Spell FEATs.
- It allows Leon to Cram 2, 4, or 6 Game Rounds of Activity into a Single Game Round of actual time.
- No Special Moves or Power Stunts are executable during the Spell; Only Base FASERIP FEATs.
- Uses 10 Karma Points to Generate 1 Spell. (Leon’s Karma is equivalent to ‘Hearts’)


Magic Rosary Cross: This is arguably Leon’s most Powerful short range Weapon against his enemies. When Leon applies his Karma Points to this simple wooden necklace all enemies around Leon at Melee Range are assaulted with a SX:150 Explosive Impact that should be handled on the Force or Energy column to Stun or Kill.

This weapon works with a ‘True Nemesis’ effect to bypass ANY form of ‘Armor’ and directly hit the Health Points of Leon’s enemies.

This Rosary Necklace is ineffective against Characters who hold 200 or More Active and Current Karma in combination with Neutral, Noble, Heroic, or Angelic Morality.

- Used on the ‘Psyche’ Rank for Spell FEATs. Green = UN:100 / Yellow = GL:125 / RED = SX:150
- Effects and Damages ALL enemies that are 10 to 15 feet from Leon (Melee Range).
- May only use this Weapon once per every 10 Game Rounds.
- Uses 100 Karma Points to Generate 1 Spell. (Leon Karma is equivalent to ‘Hearts’)


Mobility Enhancements: Leon normally travels on foot (FASERIP).

- Run: 2 Areas per Round. He will get exhausted in about 3 hours of continuous Running.
- Sprint: 4 Areas per Round. He will get exhausted in about 3 Minutes of continuous Sprinting.
- Swim: 1 Area per Round. Leon can generate a magic oxygen bubble to act as a Scuba Tank for 15 minutes.
- Climb / Crawl: 1 Area per Round and may adhere to generally climbable surfaces.
- Jump: 1 Area (10 Feet) in a single bound. He uses and Apex summersault to ‘Double-Jump’ to make the full jump.
- Mobility with the Wolf’s Foot Relic: 3 Areas per Round. He will not get exhausted as long as has available Karma.


Talents:

- Melee Combat ALL (Barbarian Based) - Stealth - Archery / Ancient Weaponry - Infiltration - Leadership - Resist Domination - General Survival - Animal Handling - Tracking - Emotion Control (Self) - Entrapment Escape - Spatial Awareness - Demonology / Magic Lore / Religious Doctrine - Navigation - Espionage - Full Psyche Shield and Invisibility - Multiple Languages: French, English, German, Egyptian, and Russian -






(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD
Re: TankerAce Characters
August 25, 2009 05:40PM
These character write up are great! Any chance that Alucard can be next?
~cypher
Richter Belmont
August 30, 2009 02:25AM
avatar
Thank You…..

Alucard will be listed here soon. He is the 8th Character of the Castlevania Protagonist Cast.



Richter Belmont



Castlevania Title Appearances
- Castlevania X: Rondo of Blood (Primary Playable Character released in 1995 for the SNES Console)
- Castlevania: Symphony of the Night (Primary Playable Character released in 1997 for the PS2 and Xbox Console)

Primary Abilities:

Richter Belmont

F: SP:45            | R: IM:25            | Race: Caucasian    | Nationality: Romania       |
A: SP:45            | I: SP:45            | Gender: Male       | Residence: Mobile          |
S: EC:15            | P: FN:35            | Apparent Age: 20's | True Age: About 25 y/o     |
E: FN:35            | L: FN:35            | Eye Color: Blue    | Life Expectancy: ????      |
                    |                     | Hair Color: Brown  | Species: Natural Human     |
Health: 140 / 140   | Karma: 140 / 140    | Blood Type: B+     | Archetype: Stalker         |
                    |                     | Height: 5'10"      | Primary Set: Magic Whip    |
Initiative: RM:30   | Experience: IM:25   | Weight: 180 lbs    | Secondary Set: Supa-Reflex |
Popularity: GD:10   | Appearance: RM:30   | Mass: 0 X 0 = 0    | Epic Set: Magic Mastery    |
Resources : AA:08   | Morality  : Neutral |                    |                            |
Job Rank  : EX:20   | Conviction: AM:50   | ATTACK: RM:30      | DEFENSE: FN:35             |
                    |                     |                    |                            |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:            |
IM:25 [+1CS]        | RM:30 [+0CS]        | IM:25 [+0CS]       | IM:25 [+0CS]               |
                    |                     |                    |                            |

Game Origin:

This Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion Character in 2001. Richter Belmont is considered as a more contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Richter Belmont at the greatest potential of his Vampire Hunting Career.

For lack of better words, Richter is currently portrayed as the ‘Black Sheep’ of the Belmont Clan and Family. Like other Belmont Clan Members, Richter took up the challenge to face Dracula and defeat him in single combat; however, Richter defeated an imposter of Vlad Tempest Dracula and during the battle Richter was subdued and possessed by an Evil Priest named Shaft.

With Richter being magically and mentally possessed by Shaft, Richter became the Lord and Master over Dracula’s Castle. He reined terror and evil over the land and people, allowing Shaft to resurrect the True Vlad Tempest Dracula.

During the mean-time, Alucard, Dracula’s son awoke from his slumber to face off with Richter and Defeat Shaft and Vlad Tempest Dracula.

Richter’s Weaponry, Equipment, and Paranormal Powers are very similar to many other Belmont Members in the Castlevania series. However, Richter’s over-all Character and Tactics are quite alienated from the traditional heritage of Belmont Skills and Talents.

Richter does not rely very heavily upon the Alchemy Vampire-Killer Whip, at least not as heavily as Trevor, Simon, and Leon would. Instead, Richter uses his vast array Special Combative Moves and Magic Weapons and Spells to deal his biddings.

Richter was not Randomly Rolled on the MSH Character Creation Table since he was generally considered as a ‘Normal’ Human with Peak Pinnacle FASERIP / HP / KP. As well, other Video Game themes and ideas were considered during Richter’s Write-Up.

As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail Richter’s conversion into MSH-RPG; Placing him as a ‘Stalker’. This is a Stealth / Fighter based Archetype, which has Strong Melee capability, Low Defenses, and Stealth. Richter could be classified as a ‘Whip-Chain / Super-Reflexes / Magic Mastery’ Stalker in the Video Game City of Heroes.

During Shaft’s magic possession over Richter; Richter was comparable to the ‘Master-Mind’ Archetype displayed in City of Heroes. The Master-Mind Archetype summons minions and creatures to fight for him. The Master-Mind himself has very little direct ‘Combat’ capabilities, but his summoned servants are often brutal combatants.

Richter still possess a very small degree of these ‘Master-Mind’ based Powers and he can Summon various Netherworld and Necromancy Creatures to assist him in his battles.

Richter also employs a wide array of magical and spectral realm endowed weaponry. His 10 to 15 foot long Bull-Whip is his most obvious weapon, often called the Alchemy Vampire Killer in many Castlevania Title releases.

The Belmont Family Whip has been a consistent weapon throughout the various Title releases of the Castlevania Series.

Like Trevor, Simon and Leon, Richter also uses various ‘Special’ Weapons and Magic Spells consisting of Throwing Daggers, Throwing Axes, Vials of Holy Water, a Time Clock, and a Rosary Cross Necklace, which endow Richter with tactical weapons for various situations.

Time Frame and Story Setting: Approximately 1780 to 1800 AD Earth. 18th Century Central Europe.


Distinguishing Features and Story Origin:

Richter Belmont has starred as a protagonist in Castlevania X: Rondo of Blood (and Dracula X Chronicles, Castlevania Dracula X for the SNES), Symphony of the Night, and AkumajÅ Dracula: The Medal (an arcade medallion slot game).

His first appearance was as the main character in AkumajÅ Dracula X Chi no Rondo (and its remakes). In Symphony of the Night, a direct sequel which takes place five years later, he became a possessed enemy, but upon completing the game, an option to play the entire game as Richter is unlocked. He is also an un-lockable Character in an extra mode in Castlevania: Portrait of Ruin.

In Dracula X and Symphony of the Night, Richter mysteriously disappears between the continuation between each Game Title. He is cursed and placed under the control of Shaft, an evil priest and servant of Dracula.

Players of Dracula X and Symphony of the Night will end up facing Richter in single combat. Killing Richter will result in one of two bad endings, whereas saving him will continue the game.

In his first two appearances, as well as the prologue for the third, Richter wears a headband and a blue uniform. In Symphony of the Night, only in the Saturn version following the prologue, he wears his hair quite a bit longer and is dressed in much more regal attire. He also gains a few new abilities, notably a dash, a slide attack, and a super jump that doubles as an uppercut.

Richter appears in two remakes of Rondo of Blood which include Dracula X and Dracula X Chronicles.

In Portrait of Ruin, something resembling Richter fights Jonathan Morris in a test created by Stella and Loretta Lecarde. Richter is considered to be the last memory of the Vampire Killer. He fights Jonathan to test his worthiness in wielding its full power.

As such, Richter can be construed to the last Belmont to wield the Alchemy Vampire Killer Whip before Julius Belmont killed Dracula in 1999. Richter also appears in various Castlevania titles as one of the Five Greatest Belmont Legends.


Game Play: In the Digital Video Game Titles for Castlevania, Richter basically infiltrates into Dracula’s immense castle to face Dracula in single combat. Throughout Richter’s quest he has to find a wide verity of methods to access locked game content and move onward to the Castle’s Lordship Keep and face Dracula, who is secure in the secret lair.

Dracula’s henchmen and monsters guard most of the locked game content, where Richter must face these beasts and defeat them in single combat. However, a great deal of the locked content is accessible by solving various puzzles and finding various Keys, Passwords, and Support Characters.

In MSH-RPG Richter can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles.

Richter should be generally handled like a Human ‘Infantry-Commando’ type of Character using spectacular magic weapons and equipment, rather than conventional weapons, tools, and technology.


Known Powers: For the most part, Richter is not considered as a ‘Super-Human’ but he does posses a few Supernatural Powers, which are similar to CHI Based energy manipulation. Richter’s abilities derive from his intensive training and combative lifestyle, as well as his prolonged exposure to the Arcane Magic of Castlevania, Dracula, and servants of Dracula.


Defensive Abilities: Richter’s regal attire and clothing acts as conventional Armor to most Physical and Energy based Attacks with GD:10 Durability as Traditional Armor.

Richter also has a few inherent invulnerabilities, which are based upon his flesh, bloodline, and various spells cast over him.

- CL:1000 Invulnerability to ANY form of Vampirism or Similar Vampire effects.
- AS:80 to Spectral, Eldritch, Necromancy, Dark, Holy, Evil, or similar Arcane ‘Magic’ Attacks.
- FR:70 Invulnerability to Acids, Toxins, Venoms, and similar Chemical Based Attacks.
- AM:50 Invulnerability to Psychic and Illusionary based Attacks.
- IN:40 Invulnerability to Cosmic based Attacks such as Matter / Energy Manipulation and Conversion.


Fast Healing: Richter’s flesh heals injuries quickly due to exposure to various Magic Artifacts and Healing Potions. He does not have Full-Fledged ‘Regeneration’ where he can completely Re-Grow lost tissues and organs. He will need medical attention if an Attack Impales or Decapitates his flesh with crippling impact or effects.

However, he can heal quickly from moderate injuries by his ‘Healing’ Potions. Over the years he has fairly much used enough of these Potions to permanently augment his natural human healing. It has also given him unusually long life and vitally.

Under normal conditions Richter will heal 3 HP per Game Round regardless of his activity. At rest or in a non-combative physical state he will regain 6 HP per Game Round. Richter may also use his healing potions either by drinking them or spilling the potion directly on his wounds.

If the Potions are used by another Character who has a Medical or Magical based ‘Talent’ such as First-Aid the Potions will operate at 15 HP per Game Round and may be able to remedy more traumatic injuries and illnesses.

Richter normally carries about five to ten 1-ounce vials in his Load-Pack as a normal preparation, but he can carry more and often over the course of a Game Campaign he will stock-up on supplies.

Richter may make his Healing Potions with Pure Water, his Magic Cross, and expending his Karma on a Point per Ounce scale. (In the Video Game, Defeated enemies who drop food items and potions represented this)

- 1-ounce vial: Heals 10 HP in 1 Game Round.
- 10-ounce vial: Heals 100 HP in 1 Game Round.
- 20-ounce vial: Heals 200 HP in 1 Game Round. (and so forth)


Weaponry, Equipment and Combat: Like Trevor, Simon, and Leon; Richter also carries a wide range of tools and weapons, the most obvious being his Alchemy Vampire-Killer Whip.

However, unlike Trevor, Simon, and Leon; Richter relies more on his other tools, weapons, tactics and special moves rather than the Alchemy Vampire-Killer Whip.

This is not implying that Richter does not use the whip at all, but as a general Player / GM note; Richter will have a 50% chance of using a different tactical advantage rather than the Alchemy Vampire-Killer Whip. Trevor, Simon, and Leon tend to rely on their Alchemy Vampire-Killer Whip for approximately 90% to 95% of their Combative needs and tactical advantages.

Richter’s tools and weaponry also have ‘True Nemesis Alchemy’ magic to bypass most types of ‘Armor’ and various Defenses, which allows it to touch and effect entities of the netherworld or spectral realm.

These types of Characters are often intangible to conventional physics, as they are ‘Ghosts’ or ‘Illusionary’ or Phased out of our normal 3-Dimisional world.

This magic ‘Alchemy’ gives the Belmont Clan’s equipment the ability of ‘True Nemesis’ to reach out and ‘Touch’ such spectral creatures up to SX:150 potency. It is also effective to Energy, Force, Telekinetic, Psychic and other similar types of ‘Armor’ classes and Defense sets.

Generally, only conventional Armor Sets made ‘Physical’ materials are able to resist a Belmont’s level of arcane and magic ‘Alchemy’ enchantment applied to a weapon, tool, or armor.


Stealth / Concealment / Camouflage / Invisibility: IN:40. Richter can pretty much FEAT Roll this Power to render himself completely non-detectable to virtually ALL and ANY forms of sensory detection.

This works against all 5 ‘Normal’ senses and can often bypass ESP Powers and other forms of surveillance, both Magically Arcane and Technology based. It even functions to nullify Psychic based ESP Powers at IN:40 Capacity.

While this Power is active Richter may attack Targets and other Characters without penalty, but his Stealth Cloak will drop rendering him without his Stealth abilities until he FEATs Rolls it again.

Richter’s regal attire uses a very complex network of magically manipulated holograms to produce his ‘Stealth’ capabilities. His uniform is considered ‘Delicate’ and should be considered as AM:50 Durability to almost ALL forms of Attack, but it is not meant to be used as ‘Armor’ in the traditional sense. It only provides GD:10 ‘Armor’ toward his Health.

If His Uniform is Damaged, Richter will lose his Stealth Powers in the damaged area of his uniform. Reducing his IN:40 Stealth Powers down to FN:35, RM:30, IM:25, and so forth until it longer functions as 100% Damaged.

The uniform does have a form of self-repair and will repair 2 points per Game Round. His body suit should be considered as having 50 points to calculate Damage to the uniform.

- Full Stealth / Concealment / Camouflage / Invisibility
- May share his Stealth / Concealment / Camouflage / Invisibility with Characters at 1 Area Away (10 Feet)
- Activate Power for 10 minutes (100 Rounds) to a 3 hour recharge time. (1800 Rounds).

- IN:40. Richter’s Uniform allows him to magically carry a massive inventory of items, trinkets, and various objects. These items are magically stored in a separate dimension where they do not burden Richter’s movements and actions.

He may carry up to 500 pounds in total storage, but each item must be small enough to fit into the opening of his back-pack or other various pockets. The opening of his back-pack is about the size of a basket-ball and he may carry both inanimate and organic items.

Richter also has a Psychic link to this function of his Uniform and he may withdraw a correct item with a Green Psyche FEAT. He has a 60% Chance of carrying ANY small tools or Items needed for various situations.

- Immunity: CL:1000 to Vampirism based Attacks. All Belmont Clan members have this as part of their blood-line.


Hand-to-Hand and Melee Combat: RM:30 / FN:35 / IN:40. Richter can ‘Hit’ very hard for a ‘Normal’ Human, and out of the other three Belmont Members, Richter ‘Hits’ the hardest in Melee Battle.

On top of his generally more intensive ‘Hit’ Power is Richter also uses specialized melee moves or ‘Special’ combative moves to augment his tactical melee maneuvers. His ‘Special’ moves are listed below as Power Stunts.

Richter augments his hit power by a wide range of Fighting Talents, Skills, and Magic Equipment. Without his augmentations Richter would only ‘Hit’ with EX:20 to RM:30 Damage.

Richter mainly relies upon Striking Tactics, such as Punches and Kicks; and various forms of ‘Charges’ but he can use some general Grappling and Wrestling Techniques as well. His Gauntlets, Boots and Uniform are Magically Charged allowing him to hit at his Full Force and Impact without injuring himself.

This works similar to CHI-Energy manipulation at the point of Impact and cannot be used as a form of ‘Armor’. However, Richter can use his Hit Power for Force on Force Evasions.

- Multiple Hits of 4 per Game round, but each individual hit is divided among total Damage. (8 / 9 / 10 Damage)
- Optional to FEAT Roll ‘Charges’ on the ‘Fighting’ to enhance with Tumbling Tackles or Hit Multiple Targets.
- Ground Slide Charge attacks to Counter Attack while avoiding an oncoming Attack. 2 Areas (20 Feet).
- Arial Jumping attacks to Counter Attack while avoiding an oncoming Attack. 2 Areas (20 Feet).
- Shoulder throws and Judo type leverage moves to Slam or Hurl opponents with up to FN:35 ‘Strength’.
- May enhance Melee Actions to hit with Edged or Lethal or Energy effects rather than Simple Blunt Impact.


The Bull-Whip: Often called the Alchemy Vampire Killer, this Whip has been a consistent weapon of the Belmont Clan and Castlevania Cast since it’s first Title Release in the 1980’s.

This rope-like weapon is partially Prehensile while in the hands of a trained Belmont Family member. Of the other three Belmont Members, Richter is possibly the least skilled with the Bull-Whip, however he compensates this minor short-coming with his other tactical advantages.

Richter can fairly much use his 15-foot long Bull-Whip as an extension of his body allowing the Weapon some Prehensile properties during battle. He cannot use the Whip’s prehensile abilities to ‘Push’ or ‘Heft’ objects in a ‘Strength’ fashion; however, he can Grasp and ‘Pull’ objects at his full ‘Strength’ if ensnared in the Whip’s wrapped coils.

- Used on the ‘Fighting’ Rank plus [+0CS] to reach SP:45 FEATs for basic Attacks, Defenses, and Evasions.
- Base Damage, Impact and Effect: FN:35 / IN:40 / SP:45. His Melee Hit Power [+1CS]
- Multiple Actions per Game Round is 2 Hit Combination Actions used to ‘Power-Stunt’ complex moves [-1CS]
- Can ‘Pull’ ensnared Targets with IM:25 ‘Strength’ on his SP:45 ‘Fighting’.
- Material Durability: UN:100 under most conditions. AM:50 without Magic enchantments.
- Self Repair: EX:20. The Whip can Self-Repair to 100% in 30 seconds; (5 Game Rounds)


Secondary Weapons, Equipment, and Magic Spells: Richter’s array of secondary weapons allow him many Supernatural FEATs and Power Stunts. Richter can also summon Necromancy Creatures from the Netherworld to assist him in battle. This is an ability he still retains from being possessed by the Evil Priest, Shaft.

Richter’s Secondary Weapons, Equipment, and Magic Spells use his Karma Points as Magic Fuel. Below is the detailed listings for Karma Consumption during these Arcane Spells.

Secondary Weapons

- Magic Throwing Daggers
- Magic Throwing Axe
- Magic Throwing Boomerang
- Magic Vials of Holy Water
- Magic Time Clock
- Magic Rosary Cross


Magic Throwing Daggers: These are normally ‘Special’ weapons picked up by shattering torches, candles and statues in the various terrain areas of Castlevania. These torches and candles are lit with Dracula’s Magic and function to light up the Castle as well as provide the equivalent of Electrical Power to Dracula’s Castle.

During the Video Games, Richter knocks out these torches and candles to weaken Castlevania’s Evil Magic energy over the land and people. However, these torches and candles regenerate nearly as quickly as he can knock them out.

In MSH-RPG, Richter is equipped with these Magic Daggers before the start of a Campaign. Basically, Richter uses Dracula’s Magic from the torches and candles to clone his basic survival knife and he throws the Cloned Daggers.

However, the magically cloned Daggers are almost comparable to the Bullets of a Gun as they are hurled in an almost perfectly straight trajectory at a velocity that is nearly equal to a modern Fired or Shot ‘Bullet’.

- Used on the ‘Agility’ Rank plus [+3CS] to reach SN:60 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: IM:25 Edged (Lethal) Damage with AM:50 Armor Piercing.
- Effective Range: 50 Feet (5 Areas). Damage decreases 1 Rank every Area after.
- Rapid Fire: Fire 9 per Game Round at a Single Target. 3 Hit / 6 Hit / 9 Hit (IM:25 X 3, 6, or 9) FEAT at RM:30.
- Material Durability: UN:100. Each Magic Dagger has a 1 Game Round stasis period.
- Uses 1 Karma Point to Generate 1 Throwing Dagger. (Richter’s Karma is equivalent to ‘Hearts’)

Special Moves: Richter has 2 Special Moves or ‘Power Stunts’ he may use with his Daggers. Each of these moves will expend 50 Karma from Richter and is generally used to inflict drastic damage to multiple foes.

- Dragon’s Tail: UN:100 FEAT. In this Special Move Richter will summon 100 Daggers that will fly in a mass formation and home-in toward adjacent targets to pummel the Target with a barrage of Missal-Like Daggers. This special Move will inflict UN:100 Lethal Damage (100 Points) and will stay airborne for 3 Game Rounds attacking various Targets until they fall ‘Stunned’ or ‘Dead’ then immediately the Dagger Formation will seek the closest enemy target.

- Rain of Daggers: UN:100 FEAT. In this Special Move Richter will summon 1000’s of Daggers to fall from the sky and ‘Rain’ a barrage of Daggers down upon Targets in a blanket type Attack. This Attack will inflict UN:100 Lethal Damage (100 Points) to a 2 X 2 X 2 Area Grid covering 20 X 20 X 20 foot space. Richter may alter the Area Grid to cover specific pattern of 6 Areas total.


Magic Throwing Axe: Similar to Richter’s Magic Daggers, he uses his Karma to Magically Clone his Woodsman’s Hatchet and use these for both Thrown and Melee weapons.

The Magic Axe is a more substantial weapon than the Daggers, but cost more Karma to use and is generally designed to make Attacks from odd angles with Rebounding ‘Hook’ Shots.

- Used on the ‘Agility’ Rank plus [+3CS] to reach SN:60 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: FN:35 Edged (Lethal) Damage with SN:60 Armor Piercing.
- Effective Range: 30 Feet (3 Areas). Damage decreases 1 Rank every Area after. 100 Feet (10 Areas Total)
- Rapid Fire: Fire 3 per Game Round at a Single Target. 1 Hit / 2 Hit / 3 Hit (FN:35 X 1, 2, or 3) FEAT at RM:30.
- Material Durability: UN:100. Each Magic Axe has a 1 Game Round stasis period.
- Uses 3 Karma Points to Generate 1 Throwing Axe. (Richter’s Karma is equivalent to ‘Hearts’)

Special Moves: Richter has 2 Special Moves or ‘Power Stunts’ he may use with his Axes. Each of these moves will expend 75 Karma from Richter and is generally used to inflict drastic damage to multiple foes.

- Massive Axe: MN:75 FEAT. In this Special Move Richter will summon a ‘Massive’ Axe as a Melee Weapon to deliver a single attack to all Targets around himself at 1 Area Away (10 Feet in All directions at once). Each Target with-in Melee Range around Richter is subject to being Hit by this MN:75 ‘Blunt’ attack. If Richter is Targeted on a single object that particular Target will receive ‘Edged / Lethal’ Damage while all other enemies about Richter are subject to ‘Blunt / Slam / Stun’ based Damage.

- Rebound Axe: MN:75 FEAT. In this Special Move Richter will hurl his Magic Axe to ‘Bounce’ from one Target to another Target, up to 2 Targets with-in a 4 Area Grid. Each Target is subjected to MN:75 ‘Edged / Lethal’ Damage.


Magic Throwing Boomerang: Also similar to his Magic Axes and Daggers, he uses his Karma to Magically Clone his Hunting Boomerang and use them for both Thrown and Melee weapons.

The Magic Boomerang is a more substantial weapon than the Daggers or Axe, but cost more Karma to use and is generally designed to make Fierce Attacks on singular Targets.

- Used on the ‘Agility’ Rank plus [+3CS] to reach SN:60 FEATs for basic Throwing and Range Attacks.
- Base Damage, Impact and Effect: IN:40 Edged (Lethal) Damage with FR:70 Armor Piercing.
- Effective Range: 50 Feet (5 Areas). Damage decreases 1 Rank every Area after. 120 Feet (12 Areas Total)
- Rapid Fire: Fire 2 per Game Round at a Single Target. 1 Hit / 1 Hit / 2 Hit (IN:40 X 1 or 2) FEAT at RM:30.
- Material Durability: UN:100. Each Magic Boomerang has a 1 Game Round stasis period.
- Uses 4 Karma Points to Generate 1 Throwing Boomerang. (Trevor’s Karma is equivalent to ‘Hearts’)

Special Moves: Richter has 1 Special Move or ‘Power Stunt’ he may use with his Boomerangs. This move will expend 100 Karma from Richter and is generally used to provide temporary ‘Armor / True Invulnerability’ that attacks ALL targets at Melee Range.

- Whirl Wind: AM:50 FEAT. In this Special Move Richter will summon his Boomerangs as Melee Weapons to rapidly fly in circles around himself, basically encasing himself in a Force Shield or Bubble of UN:100 Capacity that also Attacks any Targets around him in Melee Range with UN:100 ‘Blunt’ Impacts.

This ‘Force-Bubble’ will stay active for 5 Game Rounds (30 Seconds) in which Richter can use himself as a type of Battering Ram while still being able to Fight and Move with his Whip.


Magic Vials of Holy Water: Once again, these tools are similar to his Magic Axe, Dagger, and Boomerang. Richter uses his Karma to Magically Clone his canteen of drinking water into a form of Flaming, Acidic, and Venomous liquid against both ‘Evil’ Characters and Richter’s Perceived Enemies.

This Holy Water is ineffective against Characters of Angelic and Heroic Morality who hold 300 or More Active and Current Karma.

The Magic Vials of Holy Water are a substantial weapon, but it is generally used for a wide range of other tactile applications rather than simple brutish combat.

- Used on the ‘Fighting’ Rank [+1CS] for FEATs, reaching AM:50 for basic Attacks.
- Base Damage, Impact and Effect: MN:75 Acid / Fire (Lethal) Damage with UN:100 Melting Properties.
- Used to produce Richter’s Healing Potions.
- Effective Range: 10 Feet (1 Area). The Acidic Fire will spread out to a 3 Area Grid (10 X 10 X 10 Feet)
- Uses 5 Karma Points to Generate 1 Vial of Holy Water. (Richter’s Karma is equivalent to ‘Hearts’)

Special Moves: Richter has 2 Special Moves or ‘Power Stunts’ he may use with his Vials of Holy Water. These moves will expend 75 Karma from Richter and are generally used to attack Massive Creatures or set various explosive charges to create traps.

- Summon Holy Rain: IN:40 FEAT. In this Special Move Richter will summon a small storm cloud and ‘Rain’ his Holy Water down upon Targets in a blanket type Attack.

This Attack will inflict UN:100 Acidic and Corrosive Damage (100 Points) to a 5 X 5 X 5 Area Grid. Richter may alter the Area Grid to cover specific patterns of 15 Areas total.

The Storm Cloud can Rain holy water for 1 Round at Green / 2 Rounds at Yellow / 3 Rounds at RED.

- Acidic Grenades: IN:40 FEAT. In this Special Move Richter will Summon Flaming, Acidic, or Venomous Explosives with different types of trigger mechanisms.

These Explosives can be triggered with such improvised devices as time fuses, trip wires, and pressure sensors and may be deployed to stage booby traps. Deploying an Explosive Booby Trap can take 1 to 10 Rounds. Don’t forget adhesive ‘Sticky’ Bombs.

These Explosives can reach a maximum output of UN:100 Impact. Normally, destruction is contained within a 5 X 5 X 5 Area Grid. But the Explosives can be arranged differently within a 15 Area Grid Block.


Magic Time Clock: This Tool is not ‘Cloned’ like his Magic Axe, Dagger, Boomerang, or Water Vials. Richter has a magic Timepiece he uses his Karma upon to increase his overall speed.

In the Video Game, the entire Game environment was paused for 10 seconds allowing Richter to move about and attack defenseless targets completely unhindered.

This Timepiece is ineffective against Characters who hold 300 or More Active and Current Karma.

- Used on the ‘Psyche’ Rank for Spell FEATs.
- It allows Richter to Cram 2, 4, or 6 Game Rounds of Activity into a Single Game Round of actual time.
- No Special Moves or Power Stunts are executable during the Spell; Only Basic FASERIP FEATs.
- Uses 10 Karma Points to Generate 1 Spell. (Richter’s Karma is equivalent to ‘Hearts’)


Magic Rosary Cross: This is arguably Richter’s most Powerful short range Weapon against his enemies. When Richter applies his Karma Points to this simple wooden necklace all enemies around Richter at Melee Range are assaulted with a SX:150 Explosive Impact that should be handled on the Force or Energy column to Stun or Kill.

This weapon works with a ‘True Nemesis’ effect to bypass ANY form of ‘Armor’ and directly hit the Health Points of Richter’s enemies.

This Rosary Necklace is ineffective against Characters who hold 200 or More Active and Current Karma in combination with Neutral, Noble, Heroic, or Angelic Morality.

- Used on the ‘Psyche’ Rank for Spell FEATs. Green = UN:100 / Yellow = GL:125 / RED = SX:150
- Effects and Damages ALL enemies that are 10 to 15 feet from Richter (Melee Range).
- May only use this Weapon once per every 10 Game Rounds.
- Uses 100 Karma Points to Generate 1 Spell. (Richter’s Karma is equivalent to ‘Hearts’)


Mobility Enhancements: Richter normally travels on foot (FASERIP).

- Run: 4 Areas per Round. He will get exhausted in about 3 hours of continuous Running.
- Sprint: 6 Areas per Round. He will get exhausted in about 3 Minutes of continuous Sprinting.
- Swim: 2 Area per Round. Richter can generate a magic oxygen bubble to act as a Scuba Tank for 30 minutes.
- Climb / Crawl: 1 Area per Round and may adhere to generally climbable surfaces.
- Jump: 2 Areas (20 Feet) in a single bound.


Summoning Necromancy Beasts: RM:30. Richter still possesses a very small degree of Necromancy Power from his magic entrapment from the Evil Priest, Shaft.

It is possible for Richter to hone, refine, and train this power over a time period to reach a higher caliber and command more Creatures of greater power, basically allowing him to become a Devil Forge Master. However, Richter generally regrets this Power and only tends to use it under extreme duress or specialized situations.

Richter may open a magic portal into the Netherworld and Summon two Netherworld Beasts; A Spectral Werewolf and a Spectral Minotaur. Each creature has their own various strengths and operates under their own will. However they are completely loyal to Richter and will obey him with SX:150 Caliber Loyalty.

Richter also has Psychic Communication and Telepathy with these Creatures while they are in our realm at the SX:150 Capacity. While they are in the Netherworld, Richter has PR:04 Psychic Communication with them.

When Summoned into our realm the two Spectral Creatures have a stasis period of approximately 3 hours (1800 Rounds) and then they will return to the depths of the Netherworld. The two Spectral Creatures are nearly immortal and if ‘Killed’ in our realm they will also return to the Netherworld. Richter is able to Summon these Creatures once every 10 to 12 hours (6000 to 7200 Game Rounds).

To Summon these Creatures Richter needs to use 100 Karma to act as Magic fuel for the Spell, then he needs to make a RM:30 Power FEAT. It takes 1 Game Round for the Spectral Beasts to fully materialize.

- Blue: Critical Failure. Richter wastes 100 Karma.
- White: Randomly FEAT Roll a 50% chance that one of the Beasts will materialize in 2 to 20 Game Rounds.
- Green: The Werewolf is Summoned alone and fully ready to engage into Game play.
- Yellow: The Minotaur is Summoned alone and fully ready to engage into Game play.
- RED: Both the Werewolf and Minotaur are Summoned together and fully ready to engage into Game play.



The Werewolf
La’Curn



Primary Abilities:

La’Curn

F: FR:70            | R: IM:25            | Race: Lycanthropes | Nationality: Greece        |
A: AM:50            | I: AS:80            | Gender: Male       | Residence: Spectral Realm  |
S: RM:30            | P: AM:50            | Apparent Age: ???? | True Age: About 500 y/o    |
E: AM:50            | L: SP:45            | Eye Color: Yellow  | Life Expectancy: ????      |
                    |                     | Hair Color: Gray   | Species: Spectral Beast    |
Health: 200 / 200   | Karma: 200 / 200    | Blood Type: ????   | Archetype: Brute           |
                    |                     | Height: 6'9"       | Primary Set: Melee Claws   |
Initiative: AS:80   | Experience: SZ:500  | Weight: 280 lbs    | Secondary Set: Supa-Regen  |
Popularity: RM:30   | Appearance: IN:40   | Mass: 0 X 2 = 0    | Epic Set: Body Mastery     |
Resources : FB:02   | Morality  : Villain |                    |                            |
Job Rank  : TY:06   | Conviction: SX:150  | ATTACK: TR:85      | DEFENSE: AM:50             |
                    |                     |                    |                            |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:            |
TR:85 [+0CS]        | TR:85 [+2CS]        | TR:85 [+0CS]       | AS:80 [+1CS]               |
                    |                     |                    |                            |

Known Powers (Short-Script):

Melee and Ranged Combat:

- Claws and Teeth: IN:40 Edged Damage with AS:80 Armor and Barrier penetration.
- Multiple Actions per Game Round: 7 actions but damage is divided to each individual hit at GD:10 Impact.
- FEAT Roll Charges on the ‘Fighting’ for Tumbling Tackles and hitting multiple targets with a ‘Charge’


Mobility Enhancements: La’Curn normally travels on foot (FASERIP).

- Run: 5 Areas per Round. He will get exhausted in about 5 hours of continuous Running.
- Sprint: 7 Areas per Round. He will get exhausted in about 5 Minutes of continuous Sprinting.
- Swim: 3 Area per Round. May hold breath indefinitely at [-1CS] to ALL FEATS.
- Climb / Crawl: 3 Area per Round and may adhere to virtually any texture surfaces.
- Jump: 4 Areas (40 Feet) in a single bound.


Regeneration: UN:100 Full-Fledged Regeneration: May rapidly heal from ALL and ANY injuries at a rate of 5 to 10 HP per Game Round regardless of activity. May also reattach or re-grow limbs and complex organs if decapitated or impaled.

General head and torso attacks may ‘KILL’ him, in which his flesh will disintegrate into ash as he returns to the spectral realm to be summoned at a later time.

FEAT Roll Regeneration to heal Mass HP

- Blue: Critical Failure, Regeneration stays at 5 HP per Game Round.
- White: Moderate Failure, Regeneration goes at 8 HP per Game Round for 3 hours (1800 Rounds).
- Green: Heal 50 Health. Regeneration goes at 10 HP per Game Round for 3 hours (1800 Rounds).
- Yellow: Heal 100 Health. Regeneration goes at 10 HP per Game Round for 3 hours (1800 Rounds).
- RED: Heal 150 Health. Regeneration goes at 10 HP per Game Round for 3 hours (1800 Rounds).


Limitations:

- Does not carry any Vampirism based Powers or Abilities. La’Curn can not create ‘New’ Werewolves with a Bite.
- 10 ounces or more of Pure Silver planted in his Flesh will place La’Curn into a form of Suspended Animation.
- Must be Summoned from the Netherworld by Richter to materialize in our Realm.
- Immortal: When Killed La’Curn returns to the Netherworld and cannot be Summoned again for 10 to 12 hours.



The Minotaur
Ya’Kari



Primary Abilities:

Ya’Kari

F: SN:60            | R: GD:10            | Race: Crete        | Nationality: Greece        |
A: RM:30            | I: IN:40            | Gender: Male       | Residence: Spectral Realm  |
S: AS:80            | P: SN:60            | Apparent Age: ???? | True Age: About 500 y/o    |
E: AS:80            | L: IN:40            | Eye Color: Brown   | Life Expectancy: ????      |
                    |                     | Hair Color: Brown  | Species: Spectral Beast    |
Health: 250 / 250   | Karma: 150 / 150    | Blood Type: ????   | Archetype: Tank / Brute    |
                    |                     | Height: 8'8"       | Primary Set: Supa-Strength |
Initiative: AS:80   | Experience: SZ:500  | Weight: 790 lbs    | Secondary Set: Invul       |
Popularity: EX:20   | Appearance: IN:40   | Mass: 1 X 13 = 13  | Epic Set: Body Mastery     |
Resources : FB:02   | Morality  : Villain |                    |                            |
Job Rank  : TY:06   | Conviction: GL:125  | ATTACK: PH:95      | DEFENSE: AW:90             |
                    |                     |                    |                            |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:            |
AS:80 [+1CS]        | AS:80 [+1CS]        | AW:90 [+0CS]       | TR:85 [+0CS]               |
                    |                     |                    |                            |

Known Powers (Short-Script):

Melee and Ranged Combat:

- Claws, Teeth, Hooves, and Horns: VI:55 Edged Damage with PH:95 Armor and Barrier penetration.
- Multiple Actions per Game Round: 3 actions but damage is divided to each individual hit at EX:20 Impact.
- FEAT Roll Charges on the ‘Fighting’ for Tumbling Tackles and hitting multiple targets with a ‘Charge’
- FEAT Roll Charges on the ‘Endurance’ for a devastation Attack of UN:100 Impact to Incure Stun, Slam, Kill Results. All 3 Effect Result on a RED.
- Ya’Kari may materialize a Battle-Axe of MN:75 Impact with [+3CS] to ‘Fighting’ reaching MN:75 'Fighting' FEATS.


Mobility Enhancements: Ya’Kari normally travels on foot (FASERIP).

- Run: 3 Areas per Round. He will get exhausted in about 8 hours of continuous Running.
- Sprint: 4 Areas per Round. He will get exhausted in about 8 Minutes of continuous Sprinting.
- Swim: 2 Area per Round. May hold breath indefinitely at [-1CS] to ALL FEATS.
- Climb / Crawl: 1 Area per Round on generally climbable surfaces such as Mountain Rock Climbing.
- Jump: 1 Area (10 Feet) in a single bound.


Flesh Armor and Invulnerability: Ya’Kari’s Flesh should be considered as having IN:40 True Invulnerability to ALL and ANY Attacks.

- AS:80 to Physical Attacks such as Blunt, Edged and Abrasive Attacks.
- FR:70 to most Energy attacks such as Electricity, Temperature Extremes, Kinetic Energy, or Similar Attacks.
- SN:60 To most forms of Toxins, Venom, Acids, or similar Corrosive chemicals.
- AM:50 to most forms of Psychic, Spectral, Cosmic, or otherwise ‘Magic’ based Attacks.
- IN:40 True Invulnerability.


Regeneration: RM:30 Full-Fledged Regeneration: May rapidly heal from ALL and ANY injuries at a rate of 3 HP per Game Round regardless of activity. May also reattach or re-grow limbs and complex organs if decapitated or impaled.

General head and torso attacks may ‘KILL’ him, in which his flesh will disintegrate into ash as he returns to the spectral realm to be summoned at a later time.

FEAT Roll Regeneration to heal Mass HP. Ya’Kari may only use this Power once every 10 Game Rounds.

- Blue: Critical Failure, no boosted healing to recover Mass HP.
- White: Moderate Failure, Recover 20 HP for that Game Round.
- Green: Instantly Heal 63 Health.
- Yellow: Instantly Heal 125 Health.
- RED: Instantly Heal 187 Health.


Limitations:

- Does not carry any Vampirism based Powers or Abilities.
- Must be Summoned from the Netherworld by Richter to materialize in our Realm.
- Immortal: When Killed Ya’Kari returns to the Netherworld and cannot be Summoned again for 10 to 12 hours.


Richter’s Talents:

- Melee Combat ALL (Barbarian Based) - Stealth - Archery / Ancient Weaponry - Infiltration - Resist Domination - General Survival - Animal Handling - Tracking - Emotion Control (Self) - Entrapment Escape - Spectral and Netherworld Awareness - Demonology / Magic Lore / Religious Doctrine - Navigation - Espionage - Full Psyche Shield and Invisibility - Multiple Languages: French, English, and an incoherent language -



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TANKERACE


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MOTÖRHEAD
Maria Renard
September 09, 2009 09:09PM
avatar
Maria Renard



Castlevania Title Appearances
- Castlevania X: Rondo of Blood
- Dracula X Chronicles
- Castlevania: Symphony of the Night
- Castlevania: Judgment
- AkumajÅ Dracula: The Medal
(She is normally cast as a Supporting Persona or an Unlockable Character in most Castlevania Titles)

Primary Abilities:

Maria Renard

F: IM:25            | R: FN:35            | Race: Caucasian    | Nationality: Romania        |
A: IM:25            | I: VI:55            | Gender: Female     | Residence: Mobile           |
S: TY:06            | P: SN:60            | Apparent Age: 20's | True Age: About 22 y/o      |
E: EX:20            | L: AM:50            | Eye Color: Blue    | Life Expectancy: ????       |
                    |                     | Hair Color: Blonde | Species: Natural Human      |
Health: 76 / 76     | Karma: 200 / 2000   | Blood Type: O+     | Archetype: Controller       |
                    |                     | Height: 5'7"       | Primary Set: Animal Handler |
Initiative: RM:30   | Experience: EX:20   | Weight: 110 lbs    | Secondary Set: Empathy      |
Popularity: GD:10   | Appearance: RM:30   | Mass: 0 X 0 = 0    | Epic Set: Soul Mastery      |
Resources : EX:20   | Morality  : Noble   |                    |                             |
Job Rank  : EX:20   | Conviction: FR:70   | ATTACK: IM:25      | DEFENSE: EX:20              |
                    |                     |                    |                             |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
IM:25 [+1CS]        | RM:30 [+0CS]        | IM:25 [+1CS]       | IM:25 [+1CS]                |
                    |                     |                    |                             |

Game Origin:

This Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion Character in 2007. Maria is considered as a more contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Maria at the greatest potential of her Vampire Hunting Career and assistance to the Belmont Clan.

Maria Renard is often cast as a Supporting Character to the Belmont Clan in most Castlevania Game Titles. Her appearance in each Game Release has widely varied in her general design, age, cosmetics, and personality; however, her name, weapons, abilities, and powers are generally consistent in the Castlevania Series.

Also, Maria is often an un-lockable Character in many Castlevania Titles. Once she is a selectable and playable Character she normally offers a very challenging level of Game Play for Castlevania Players who have completed the normal Story Linage of the Game.

Maria’s abilities and powers are often concealed until the Castlevania’s Story Lineage comes to pivotal plot changes or the introduction of new Characters of the Castlevania Story Line. However, Maria’s overall Character and Persona has her normally cast as an equal force as the Belmont Clan Members.

Maria’s Weaponry, Equipment, and Paranormal Powers are quite alienated from the Belmont Clan’s traditional methods of magically enhanced Weapons. Instead, Maria tends to be portrayed with an innate mastery over various Animals and Wilderness Creatures.

Maria can often magically control various Animals to do a great deal of combative fighting for her. However, in Castlevania Judgment she reveals a great deal of her own direct combative skills and a mastry over Arcane Magic.

Maria was not Randomly Rolled on the MSH Character Creation Table since she was generally considered as a ‘Normal’ Human with moderate human level FASERIP / HP / KP. As well, other Video Game theme ideas were considered during Maria’s Write-Up.

As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail Maria’s conversion into MSH-RPG; placing her as a ‘Controller’. In City of Heroes, the Controller Archetype has some of the most versatile Powers, at which most of these Powers are specifically geared to help their teammates.

However, The Controller Archetype normally has very little direct combative abilities. In City of Heroes, the Controller Archetype summons various Minions to fight for them. For Maria, her Minions are various wilderness animals. (This is also similar Power Sets to the ‘Master-Mind’ Archetype)

Maria could be classified as an ‘Animal-Mastery / Empathy / Soul Mastery’ Controller in the Video Game City of Heroes.

Time Frame and Story Setting: According to the chronological time lines of Castlevania, Maria would seem to be nearly immortal as she appears in a multitude of Castlevania Titles. Most of her casting is approximately between 1770 to 1800 AD Earth in 17th to 18th Century Central Europe.

In Castlevania Judgment, Maria and the other Castlevania Characters are subjected to a massive Time Traveling Vortex spaning a chronological time frame from of roughly 8,000 BC to the present day (roughly 10,000 total years).

There is a slim possibility that Maria may have an inherant and unexplianed relationship with this Time Traveling Vortex allowing her to establish various roles with each generation of the Belmont Clan Members.

Or, mostly likely the Story Authors of Castlevania simply wish to keep Maria Renard as a recognizable figure in each Castlevania Title release to maintain Linage and Continuity.


Distinguishing Features and Story Origin:

Maria Renard appears in Castlevania X: Rondo of Blood (and Dracula X Chronicles, Dracula X for the SNES), Symphony of the Night, Castlevania Judgment, and AkumajÅ Dracula: The Medal.

She is a distant blood relative of the Belmont Clan, but no mention of that connection is to be found in the Castlevania Game Titles.

In Castlevania: Dracula X, she is said to be the sister of Richter's beloved Annette, a detail that's not alluded to in the other games. She was later adopted by the Belmonts in Castlevania: Judgment.

In 1792, Maria's parents were killed, and she was captured, along with several other young women, and taken to Dracula's castle. Richter Belmont saved Maria from Shaft, one of Dracula's servants, who was attempting to cast a spell upon her. Once Maria is rescued, she becomes playable and uses various magically enhanced animal attacks for combat.

There exists an ending sequence for Castlevania in which Maria confronts and defeats the Dracula instead of Richter. In the introduction sequence to Symphony of the Night (a retelling of the final boss battle AkumajÅ Dracula X), if Richter's health completely runs out, a twelve-year old Maria will appear and amplify Richter with her magic in his effort to defeat Dracula.

In Castlevania: Judgment the game further explains that she has fought along side of Richter in defeating Dracula and has power that rivals the Belmonts.

Four years after the defeat of Dracula, in 1797, Richter vanished. Maria immediately set out to find him. After a year of searching she finally found Castlevania. In the castle she learned that Richter was working in concert with the dark forces. With Maria's help, the half-vampire Alucard was able to break Shaft's hold on Richter and defeat Dracula.

Depending upon certain player actions in Symphony of the Night, the player will receive different endings. In one, Maria will admit to not being able to live without Alucard and go after him. In another, she will resign herself due to the fact that she cannot ease his torment and returns home with Richter.


Game Play: In most of the game Titles of Castlevania, Maria is a Support Character who becomes a Playable Figure after the player completes the entire game’s story, battles, and puzzles.

Once she is a selectable Character, Maria basically operates in a similar fashion as the Belmont Members and infiltrates into Dracula’s immense castle to face him in single combat. Normally the Game’s challenge level is considerably increased while playing Maria’s Figure since she cannot endure as much direct punishment as the Belmont Characters. However, her mastery over Animals and various Range attacks and Slpells are extremlly effective agaist the Monsters, Beasts, Creatures, and Gools of Castlevania.

Maria’s goals are also not usually the singular task of Defeating of Vlad Tempest Dracula. Normally, Maria is cast into the Story Line as a person who has alterer motives to face and defeat Dracula.

In MSH-RPG Maria can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles.

Maria should be generally handled like a Human ‘Infantry-Commando’ type of Character using spectacular magic spells, summoned creatures and equipment, rather than conventional weapons, tools, and technology.

On a side note; Maria Renard is generally a Support Character and should be cast into a Game Campaine with Teammates. She is not a ‘Superior-Power-House’ by herself. But acompaneied with a Teammates she can ‘Buff’ and ‘De-Buff’ fellow Characters and NPC Characters to perform better or worse.


Known Powers: For the most part, Maria is not considered as a ‘Super-Human’ but rather a type of Mage or Wizard. She relies upon Magic Spells and an Arcane Wizardry over various Animals to deal her bidding. She is not the sort of character who runs in head strong to start pummeling with her fists or Melee Weaponry.

Defensive Abilities: Maria’s unusual attire and clothing acts as conventional Armor to most Physical and Energy based Attacks with TY:06 Durability as Traditional Armor. It’s not even really worth mentioning as the uniform exposes a good percentage of her body in an alluring and seductive manner.

Her uniform is made of normal, but durable fabric materials which should be considered as GD:10 fabric providing TY:06 Protection to her HP from most conventional Physical and Energy Attacks.

Maria does have a few inherent invulnerabilities, which are based upon various spells cast over her.

- CL:1000 Invulnerability to ANY form of Vampirism or Similar Vampire effects.
- UN:100 to Spectral, Eldritch, Necromancy, Dark, Holy, Evil, or similar Arcane ‘Magic’ Attacks.
- AS:80 Invulnerability to Psychic and Illusionary based Attacks.
- AM:50 Invulnerability to Acids. Toxins, Venom, and similar Chemical type Attacks.
- IN:40 Invulnerability to Cosmic based Attacks such as Matter / Energy Manipulation and Conversion.
- RM:30 Invulnerability to Temperature Extremes such as Heat and Cold, but TY:06 to Fire and Ice.
- EX:20 Invulnerability to Electricity, Electromagnetic and Light wave based Attacks.


Fast Healing: Maria’s flesh heals injuries quickly due to exposure to various Magic Artifacts and Healing Potions. She does not have Full-Fledged ‘Regeneration’ where she can completely Re-Grow lost tissues and organs. She will need medical attention if an Attack Impales or Decapitates her flesh with crippling impacts or effects.

However, she can heal quickly from moderate injuries by her ‘Healing’ Potions. Over the years she has fairly much used enough of these Potions to permanently augment her natural human healing.

Under normal conditions Maria will heal 1 HP per Game Round regardless of her activity. At rest or in a non-combative physical state she will regain 2 HP per Game Round. Maria may also use her healing potions either by drinking them or spilling the potion directly on her wounds.

Maria may use these Potions on another Character to operate at 30 HP per Game Round. She may also use these Potions to remedy more traumatic injuries and illnesses up to AM:50 Potency. She may only use the Potions upon herself at this boosted level if she is able to talk and instruct another Character willing to apply First-Aid upon her.

Maria normally carries about five to ten 1-ounce vials in her Load-Pack as a normal preparation, but she can carry more and often over the course of a Game Campaign she will stock-up on supplies.

Maria may make her Healing Potions with Pure Water, her Magic Staff, and expending her Karma on a Point per Ounce scale. (This was not represented in the Video Games, but she is able to find shelter and recover in the Video Games)

- 1-ounce vial: Heals 30 HP in 1 Game Round.
- 10-ounce vial: Heals 300 HP in 1 Game Round.
- 20-ounce vial: Heals 600 HP in 1 Game Round. (and so forth. 1-ounce X 30)


Spells and General Magic: AM:50 for FEAT Rolls and uses Karma as Fuel to various spells. Maria’s Magic Mastery is somewhat limited as she can generally only execute combative spells that are used as Range Attacks, such as Fire Blasts and Ice Blasts.

She uses her Karma at 1/10th the normal exependiture for these spells; this is the reason behind her expanded Karma Rank at 2000 points over her True 200 Karma Points.

To cast a spell she must to use One Point of Karma which allows her Spells to have GD:10 Potency, Effect, or overall Intensity. She may strengthen the Spell by adding Karma directly to it on a point for power basis.

As an example, She may use 41 Karma for a spell, which will render a Single Spell of IN:40 Capsity, Effect, Potency, and Intensity. She may excute a Spell with a Maximum Power Output of MN:75 Capasity by using 76 points of Karma from her expanded Karma Rank of 2000 Points.

Maria’s Spells are cast from her hands or head, but mostly she Casts the Spells from her Staff with a form of Auto-Targeted Beams, Blasts, Bolts, or Missal type Spheres. She may Cast or ‘Hurl’ such Magic Blasts according to the following elements.

Her Staff should be considered as UN:100 Material in Durability, but if the Staff is broken she may use virtually any type of Stick, Rod, Pole, or otherwise generally straight Post to replace her ‘Staff’.

- FEAT Rolled at AM:50 ‘Skill’ by an Average between ‘Agility’ and ‘Psyche’ SP:45 [+1CS].
- Uses her Karma as ‘Fuel’ from the 2000 KP Bracket. 1 KP point = 1 Spell at GD:10 Potency, Caliber, or Intensity.
- Use more KP from the 2000 KP Bracket on a Point for Power basis. Maximum Power is MN:75 with 76 spent KP.
- Effective Range: 50 to 70 Feet (5 to 7 Areas) for General Targeting ‘Shots’ with roughly a 1 foot diameter ‘Ball’.
- Area Blanket Type Attacks to cover 1 Full Area (10 X 10 X 10 Feet). Range is cut down to 30 to 40 Feet (3 to 4 Areas).

- Fire and Heat: Normally a Beam or Ball of Heat similar to a Laser or a Fire Ball. May use stunts similar to Marvel Comic’s Pyro.
- Ice and Cold: Normally a Beam or Ball of Frigid Cold or shards of sharp Ice. May use stunts similar to Marvel Comic’s Ice-Man.
- Toxic, Venomous, Acidic: Normally a Beam or Glob of sticky and acidic chemicals.
- Pure Kinetic Pulses: Usually invisible to the naked eye and may be used as ‘Wind’ pulses or blasts.
- Light, Electricity or Electromagnetic: Normally a Beam of Heat similar to a Photon based Laser.
- Holy or ‘Light’ Bolts: Nemesis Energy that normally bypasses conventional Physical or Energy Barriers.
- Necromancy or ‘Dark’ Bolts: Nemesis Energy that normally bypasses conventional Physical or Energy Barriers.


Buffs and De-Buffs: AM:50 for FEAT Rolls and uses Karma as Fuel to various spells. This is an Ability or Power illustrated and animated in many modern Video Games, and is heavily utilized in MORPG Games such as ‘City of Heroes’ or ‘World of Warcraft’. It allows Maria to strengthen her Teammates abilities; Or Weaken her Enemy’s abilities.

If used on Maria’s Teammates she may increase her Teammate’s FASERIP and Power Stunts by either [+3CS] for FEAT Rolls; or she may increase their FASERIP and Powers by One Rank to have that Character operate on a higher level of brute power. This is called ‘Buffing’ her Teammate….
(Yea, it sounds sorta erotic, but get your head outta the gutter)

She may also execute the same type of Spell upon her Enemies in the same fashion to ‘De-Buff’ her Enemies.

- FEAT Rolled at AM:50 with a Mid-Range Yellow (Dice Score of 76 or better).
- Operates with upto MN:75 Potency and is considered as a ‘Psyche’ or 'Magic' Based Power.
- Effective Range: 20 Feet (2 Areas) in a radius about her in all directions at once.
- [-2CS] from her FEAT Roll with additional Targets in her Range. She can Buff / De-Buff upto 7 Targets simultaneously before it is ineffective.
- Maria must use 10 KP per Game Round from her 2000 KP Bracket to Buff and De-Buff various Target Characters.

Teammate Effects:
- Allows 'Friendly' Characters in her Range (2 Areas / 20 Feet) to FEAT Roll FASERIP and Power Stunts by [+3CS]
OR
- Allows 'Friendly' Characters to operate FASERIP and Powers at [+1 Rank]

Enemy Effects:
- Allows 'Enemy' Characters in her Range (2 Areas / 20 Feet) to FEAT Roll FASERIP and Power Stunts by [-3CS]
OR
- Allows 'Enemy' Characters to operate FASERIP and Powers at [-1 Rank]


Weaponry, Equipment and Combat: Maria’s combative tools are primarily her Magic Mastery and Empathy over various Wilderness Animals. She is often accompanied with at least one Animal in her presence at any given time, most often this Animal is a pure white Owl or solid black domestic house Cat (60% Probability).

However, she has been known to be accompanied by larger Animals, such as Wolves, Tigers, Bears, and even various Large Snakes or Reptiles (30% Probability). She has a 10% Probability of being accompanied with an ‘Extreme’ Beast such as an Elephant or Rhino… etc.

Maria may commandeer virtually any Earthly Animal or ‘Creature’ under her Psychic Contol where the Animal is completely loyal to her with a maximum of SN:60 Capasity. Animals that are under her control behave without Negitive Shifts to their FEAT Rolls as the Animal receives some form of Arcane Enlightenment while under her inflence.

The Animals are basically attracted to this Arcane Enlightenment and are willing to fight for her. Maria has to FEAT Roll to break the Psychic link between her and the Animal during non-combative situations, at which point the Animal will behave as it normally would, most likely the Animal will avoid combative or hostile situations.

Animals under Maria’s control will follow her and attack any of Maria’s percieved Enemies automatically. As well, these Animals will protect and fight for Maria and her Teammates. The Player / GM should FEAT Roll the Animal’s actions on the Animal’s FASERIP Ranks.

Maria can directlly command an Individual Animal under her influence to go into action at her will, at which the Animal will gain a [+3CS] to ANY FEAT Roll the Animal may attempt.

Maria has some general operating rules with this Power.

- FEAT Rolled with her SN:60 Psyche to Commandeer or Control various Animals.
- She may Control 1 to 6 Different Animals at any given time without negative Shifts.
- Each additional Animal over 6 will result in a [-1CS] to her SN:60 Psyche FEAT.
- Animals or ‘Creatures’ must have PR:04 or less ‘Reasoning’ and are considered as having an Animal’s mind.

- Blue : Total Failure. The Animal behaves as it normally would.
- White : The Animal is fully under her Influence, Command, and Control at EC:15 Capasity
- Green : The Animal is fully under her Influence, Command, and Control at RM:30 Capasity
- Yellow : The Animal is fully under her Influence, Command, and Control at SP:45 Capasity
- RED : The Animal is fully under her Influence, Command, and Control at SN:60 Capasity

- Maria may Heal, Nurture, Cure and Revive Animals under her influence at RM:30 Capacity.
- Maria may ‘See’ or otherwise ‘Sense’ through the Animal’s 5 Physical Senses.
- Animals under her influence will receive bonus levels to their RIP Ranks and operate with 50 Karma.
- Once the Animal is released from Maria’s services the Animal’s RIP Rank and Karma Return to Normal Levels.

While Maria can fairly much commandeer virtually ANY Animal she comes across she tends to try and commandeer the Animals listed below.


Animal FASERIP and Abilities:

Rats or Mice     | Cats or Monkey  | Big Cat or Wolf | Alligator       | Horse/Rino/Bull |
                 |                 |                 |                 |                 |
F: DE:01         | F: AA:08        | F: IN:40        | F: SP:45        | F: RM:30        |
A: FB:02         | A: AA:08        | A: RM:30        | A: EX:20        | A: GD:10        |
S: DE:01         | S: FB:02        | S: EX:20        | S: IM:25        | S: RM:30        |
E: FB:02         | E: FB:02        | E: RM:30        | E: FN:35        | E: IN:40        |
R: GD:10         | R: GD:10        | R: GD:10        | R: GD:10        | R: GD:10        |
I: EX:20         | I: EX:20        | I: EX:20        | I: EX:20        | I: EX:20        |
P: EX:20         | P: EX:20        | P: EX:20        | P: EX:20        | P: EX:20        |
                 |                 |                 |                 |                 |
HP:  6 /  6      | HP:  20 /  20   | HP: 120 / 120   | HP: 125 / 125   | HP: 110 / 110   |
KP: 50 / 50      | KP:  50 /  50   | KP:  50 /  50   | KP:  50 /  50   | KP:  50 /  50   |
                 |                 |                 |                 |                 |
Special Feature  |Special Feature  |Special Feature  |Special Feature  |Special Feature  |
                 |                 |                 |                 |                 |
Small:           |Small and Fast:  |Lethal Melee     |Lethal Melee     |Hyper Running    |
[-9CS] to Hit    |[-4CS] to Hit    |RM:30 Damage     |RM:30 Damage     |IN:40. 40 MPH    |
                 |                 |                 |                 |                 |
Climb or Burrow  |Melee Attack     |30 to 40 Foot    |Hyper Swimming   |Melee or Charge  |
EX:20            |GD:10 Damage     |Leaping / Pounce |IN:40 at 40 MPH  |IN:40 Damage     |
                 |                 |                 |                 |                 |
Mass Gang Attack |Climb/Small Theft|Hunting Prowess  |Armored Skin     |Body Resistance  |
EX:20 Damage     |RM:30            |RM:30            |EX:20            |RM:30 FEAT Roll  |
                 |                 |                 |                 |                 |
                 |                 |                 |                 |                 |
__________________________________________________________________________________________


Bat or Bird      | Giant Python    | Whale or Shark  | Elephant        | Kodak/Polar Bear|
                 |                 |                 |                 |                 |
F: TY:06         | F: IN:40        | F: RM:30        | F: SP:45        | F: IN:40        |
A: GD:10         | A: GD:10        | A: RM:30        | A: GD:10        | A: EX:20        |
S: FB:02         | S: RM:30        | S: IN:40        | S: SP:45        | S: RM:30        |
E: FB:02         | E: EX:20        | E: AM:50        | E: AM:50        | E: IN:40        |
R: GD:10         | R: GD:10        | R: GD:10        | R: GD:10        | R: GD:10        |
I: EX:20         | I: EX:20        | I: EX:20        | I: EX:20        | I: EX:20        |
P: EX:20         | P: EX:20        | P: EX:20        | P: EX:20        | P: EX:20        |
                 |                 |                 |                 |                 |
HP: 20 /  20     | HP: 100 / 100   | HP: 150 / 150   | HP: 150 / 150   | HP: 130 / 130   |
KP: 50 /  50     | KP:  50 /  50   | KP:  50 /  50   | KP:  50 /  50   | KP:  50 /  50   |
                 |                 |                 |                 |                 |
Special Feature  |Special Feature  |Special Feature  |Special Feature  |Special Feature  |
                 |                 |                 |                 |                 |
Small Airborne   |Grappling Attack |Flesh Armor      |Melee / Charge   |Lethal Melee     |
[-6CS] to Hit    |EX:20 Damage     |RM:30            |IN:40 Damage     |IN:40 Damage     |
                 |                 |                 |                 |                 |
True Flight      |After Coiled     |Hyper Swimming   |Body Resistance  |Body Resistance  |
IM:25. 25 MPH    |SP:45 Crushing   |AM:50. 50 MPH    |RM:30 FEAT Roll  |IM:25 FEAT Roll  |
                 |                 |                 |                 |                 |
Airborne Attacks |Stealth          |Aquatic Attacks  |Armored Skin     |Hunting Prowess  |
EX:20 Damage     |RM:30            |FN:35 Damage     |EX:20            |RM:30            |
                 |                 |                 |                 |                 |
                 |                 |                 |                 |                 |

Hand-to-Hand and Melee Combat: Maria is not a Brutish Hand to Hand Combatant and she will normally avoid melee Combat letting her Controlled Animals do most of the fighting for her.

In the Game Title of ‘Castlevania: Judgment’ Maria is indeed a fierce Melee Combatant since the Game Title is designed as a ‘Fighting’ genre Game. However, she is using her various Magic abilities to augment her Melee Powers.

Maria Renard’s MSH-RPG Conversion Character is intended to reflect most of Maria’s other game titles where she does not have the Brute Power and Armor Levels to Slugfest and trade blows with some ‘Tank’ / ‘Brute’ / ‘Barbarian’ or ‘Scrapper’.

In a pinch, Maria can inflict EC:15 / EX:20 / IM:25 Damage in Melee Battle. This is Magically augmented and will use Karma from her 2000 KP Bracket, similar to her Range based ‘Spells’.


Soul Mastery Summoning: SN:60 (Psyche FEAT) Maria is primarily cast as a supporting Character to the Belmont Members. During extreme situations that the Belmont Members often face in Castlevania, Maria will usually appear in the Game to assist the Belmont Clan Members.

Normally her arrival upon the game scene is to ‘Revive’ a Defeated Belmont Member, or give the Belmont Member some form of advantage over a particularly powerful enemy.

For Maria’s MSH-RPG Conversation Character, she cannot simply be Summoned by a Belmont Member at their whelm. She must be selected and cast into the Game Campaign from the start of the Campaign. However, She can still use her Soul Mastery Summoning to ‘Revive’ a Defeated Teammate.

This FEAT requires Maria to use ALL of her True Karma, or at least 100 True KP if she does not have ‘Full’ and Current Karma. During this FEAT she can basically dump her Magic energy into a Teammate Character and fully revive that Character from Death.

Her window of opportunity is 6 Game Rounds (36 Seconds) at ‘Minimum’ if the other Character has suffered ‘Extreme’ Damage, such as severe implement, decapitation, or otherwise an Attack which pulverized the other Character.

She can only use this Power Stunt once every 10 to 12 Hours and she must have at least 100 Karma Points in her True Karma Bracket. Once this Spell is executed her Teammate will ‘Revive’ in following Game Round.

- Blue: She cannot Roll a Blue or White FEAT as she uses at least 100 KP for this Power Stunt.
- White: She cannot Roll a Blue or White FEAT as she uses at least 100 KP for this Power Stunt.
- Green: Her Teammate will Revive at 1/4 or 25% of their total Capacity for FASERIP and Power Sets.
- Yellow: Her Teammate will Revive at 1/2 or 50% of their total Capacity for FASERIP and Power Sets.
- RED: Her Teammate will Revive Fully with 100% of their FASERIP and Power Sets.


Mobility Enhancements: Maria normally travels on foot (FASERIP).

- Run: 2 Areas per Round. She will get exhausted in about 2 hours of continuous Running.
- Sprint: 3 Areas per Round. She will get exhausted in about 2 Minutes of continuous Sprinting.
- Swim: 1 Area per Round. Maria can generate a magic oxygen bubble to act as a Scuba Tank for 15 minutes.
- Climb / Crawl: 1 Area per Round and may adhere to generally climbable surfaces.
- Jump: 1 Area (10 Feet) in a bound. She uses an Apex type summersault to ‘Double-Jump’ to make the full jump.
- Flight: Strictly a Travel Power not used for ANY direct Combat. 2 Areas per Round. Magic ‘Bird’ or ‘Bat’ Wings unfold from her back.
- She may also ride various Animals and Beasts under her Control.


Talents:

- Full Wilderness Animal Handling / Communication / Mastery / Empathy (Power Listed Above) - Infiltration - Resist Domination - Leadership - Military Tactics - General Survival - First-Aid - Magic / Arcane Lore - Emotion Control (Self) - Entrapment Escape - Spectral and Netherworld Awareness - Demonology / Religious Doctrine - Navigation - Espionage - Full Psyche Shield and Invisibility - Multiple Languages: French, English, European Spanish and an incoherent necromancy language used by entities of the Spectral and Netherworld -






(\__/)
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(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD
Grant Danasty
September 14, 2009 10:33PM
avatar
Grant Danasty



Castlevania Title Appearances
- Castlevania III: Dracula’s Curse (Secondary Playable Character released in 1989 for the NES Console)
- Castlevania: Symphony of the Night (Cameo Villain Character released in 1997 for the PS2 and Xbox Console)
- Castlevania Judgment (A main-line Playable Character released in 2008 for the Nintendo Wii)

Primary Abilities:

Grant Danasty

F: AM:50            | R: EX:20            | Race: Caucasian    | Nationality: Romania        |
A: SV:65            | I: AM:50            | Gender: Male       | Residence: Mobile           |
S: GD:10            | P: IN:40            | Apparent Age: 30's | True Age: About 45 y/o      |
E: IM:25            | L: IN:40            | Eye Color: Blue    | Life Expectancy: ????       |
                    |                     | Hair Color: White  | Species: Natural Human      |
Health: 150 / 150   | Karma: 150 / 150    | Blood Type: O-     | Archetype: Blaster          |
                    |                     | Height: 5'5"       | Primary Set: Thrown Blades  |
Initiative: RM:30   | Experience: IN:40   | Weight: 155 lbs    | Secondary Set: Supa Reflex  |
Popularity: GD:10   | Appearance: GD:10   | Mass: 0 X 0 = 0    | Epic Set: Acrobatic Mastery |
Resources : PR:04   | Morality  : Noble   |                    |                             |
Job Rank  : GD:10   | Conviction: VI:55   | ATTACK: RM:30      | DEFENSE: FN:35              |
                    |                     |                    |                             |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
RM:30 [+1CS]        | RM:30 [+1CS]        | IM:25 [+1CS]       | RM:30 [+0CS]                |
                    |                     |                    |                             |

Game Origin:

This Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion in 1990 with Trevor Belmont. Both Characters, Grant and Trevor were originally Written-Up together due to them being portrayed in the same Game Title; Castlevania III: Dracula’s Curse.

In their original MSH-RPG write-ups Grant and Trevor embodied the same On-Table Character entity where the two Characters could swap from one to the other; basically allowing the player to alter the Character’s Tactical Build for various situations.

In short, the Player of Grant was actually playing Two separate Characters, but the Player could only operate One Character at any given time. To Swap Characters the Player had find a non-combative area on the Table Map and use some Karma to switch builds.

In this Write-Up, Trevor and Grant are unable to ‘Swap’ Characters at the player’s whim. Grant and Trevor must be Cast into a Game Campaign as two totally separate Characters.

Grant Danasty is considered as a more contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Grant at the greatest potential of his Vampire Hunting Career and assistance to the Belmont Clan.

Grant’s is possibly the most unusual Character of the Castlevania Cast. He was not Randomly Rolled on the MSH-RPG Character Creation Table since he was generally considered as a ‘Normal’ Human with Peak Human FASERIP and HP.

Grant’s Peak Human FASERIP is also greatly focused upon his heightened Dexterity, Speed, Flexibility, Balance, Reflexes, Accelerated Metabolism, and general ‘Agility’ more so than brute Strength and Stamina. Grant also possesses a level of heightened senses, mental synapses and awareness, but he is not considered as ‘Super-Human’ in these areas.

Also, other Video Game themes and ideas were considered during Grant’s Write-Up. As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail Grant’s conversion into MSH-RPG; placing him as a ‘Blaster’.

In the Game ‘City of Heroes’ the Blaster Archetype mainly relies upon a very versatile array of Offensive Range Attacks and some Moderate Melee capabilities. However, the Blaster Archetype cannot endure a great deal of direct punishment, as the Blaster Archetype has a very limited degree of Punishment-Enduring ‘Armor’.

Grant Danasty could be classified as a ‘Blade-Wielding / Supa-Reflexes / Acrobatic-Mastery’ Blaster in the Video Game City of Heroes.

Many fans of Castlevania and City of Heroes may disagree that Grant fits the ‘Blaster’ Archetype and opt to think of him as a Dual Blades or Claws ‘Scrapper’. However, considering Grant on the Scrapper Framework would be based solely on the Game Castlevania: Judgement.

In Grant’s other Castlevania appearances he relies mostly upon Range Tactics and only a few very nimble Melee Skills. Also, while Grant is quiet durable he does not have the steadfast durability of the Scrapper Archetype.

Time Frame and Story Setting: Approximately 1460 to 1480 AD Earth. 13th Century Central Europe.


Distinguishing Features and Story Origin:

Grant Danasty is a character in Castlevania III and Castlevania Judgment. His name was formerly localized as Grant DaNasty in the English version of Castlevania III.

His surname is likely a reference to the historical House of Dăneşti, who were persecuted by the historical Vlad III.

Grant is portrayed as a young sailor pirate whose ship was corrupted by Dracula's magic, he was transformed into a demon and took over a clock tower in Warakiya.

When defeated by Trevor Belmont he became human again and decided to travel with Trevor to Dracula's castle. After Dracula's defeat he oversaw the restoration of the lands that had been affected by Dracula's evil.

He had fallen in love with Sypha and wanted to marry her. He held jealousy toward Trevor, and chose not to go to their wedding. While rebuilding the nation of Wallachia he ended up in a time rift, and was challenged to fight several champions.

He believed that the time rift would give him a chance to change history allowing him to marry Sypha instead of Trevor. But his encounters lead to battle with both Sypha and Trevor. After defeating them, he learned to forgive his friends.

After Grant was returned to his own time line, he was later remembered not as the one who had helped defeat Dracula but as the man who had rebuilt Wallachia (Castlevania Judgement).


Game Play: In the Digital Video Game Titles for Castlevania, Grant basically infiltrates into Dracula’s immense castle to face Dracula in single combat. Throughout the quest He and Trevor have to find a wide verity of methods to access locked game content and move onward to the Castle’s Lordship Tower and face Dracula, who is secure in the secret lair.

Dracula’s henchmen and monsters guard most of the locked game content, where Grant must face these beasts and defeat them in single combat. However, a great deal of the locked content is accessible by solving various puzzles and finding various Keys, Passwords, and Support Characters.

In MSH-RPG Grant can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles.

Grant should be generally handled like a Human ‘Infantry-Commando’ type of Character using spectacular magic weapons, skills, and equipment, rather than conventional weapons, tools, and technology.

Grant also has a strong tactical focus for using Speed, Agility, Wall-Climbing, and Range Attacks rather than the traditional gauntlet of ‘Warrior’ Abilities. The best way to think about Grant as a Combatant is to imagine him as Spiderman with 100’s of years in medieval combat with various knives, short-swords, and thrown weaponry.


Known Powers: For the most part, Grant is not considered as a ‘Super-Human’ but rather a type of Clever, Skillful, Acrobatic, and Nimble Thief. Grant’s abilities derive from his intensive training and combative lifestyle, as well as his prolonged exposure to the Arcane Magic of Castlevania.


Defensive Abilities: Grant’s gnarly body and his unusual combat attire provide him with EC:15 ‘Armor’ to most conventional Physical and Energy Attacks. Dracula also once enslaved Grant in the form of a Demon like Creature and he now possess some innate invulnerability to various injuries and aliments.

- CL:1000 Invulnerability to ANY form of Vampirism or Similar Vampire effects.
- UN:100 Invulnerability to Psychic, Illusionary, Sensory, Perception or Trickery based Attacks.
- MN:75 Invulnerability to Illness, Disease, Aging and other similar ailments.
- AM:50 Invulnerability to Spectral, Eldritch, Necromancy, Dark, Holy, Evil, or similar Arcane ‘Magic’ Attacks.
- IN:40 Invulnerability to Acids. Toxins, Venom, and similar Chemical type Attacks.
- RM:30 Invulnerability to Temperature Extremes such as Heat and Cold, but ‘Normal’ resistance to Fire and Ice.
- EX:20 Invulnerability to Electricity, Electromagnetic, Gravity, Magnetism and similar Energy Attacks.


Fast Healing: Grant’s flesh heals injuries quickly due to exposure to various Magic Artifacts, Healing Potions, and his Accelerated Metabolism. He does not have Full-Fledged ‘Regeneration’ where he can completely Re-Grow lost tissues and organs. He will need medical attention if an Attack Impales or Decapitates his flesh with crippling impacts or effects.

However, he can heal quickly from moderate injuries by his ‘Healing’ Potions. Over the years he has fairly much used enough of these Potions to permanently augment his natural human healing.

Under normal conditions Grant will heal 1 HP per Game Round regardless of his activity. At rest or in a non-combative physical state he will regain 2 HP per Game Round. Grant may also use his healing potions either by drinking them or spilling the potion directly on his wounds.

Grant normally carries about five to ten 1-ounce vials in his Load-Pack as a normal preparation, but he can carry more and often over the course of a Game Campaign he will stock-up on supplies.

If the Potions are used by another Character who has a Medical or Magical based ‘Talent’ such as First-Aid the Potions will operate at 5 HP per Game Round and may be able to remedy more traumatic injuries and illnesses.

Grant may make his Healing Potions with Pure Water, his Magic Knife, and expending his Karma on a Point per Ounce scale. (In the Video Games food items and potions, which the enemies dropped represented this)

- 1-ounce vial: Heals 10 HP in 1 Game Round.
- 10-ounce vial: Heals 100 HP in 1 Game Round.
- 20-ounce vial: Heals 200 HP in 1 Game Round. (so forth)


Weaponry, Equipment and Combat: Grant is generally a range based combatant relying upon his obvious mastery over speed, dexterity, agility and nimbleness; as well as his unusual collection of cutlery type weapons.

Grant carries a multitude of bladed weapons used for Ranged and Melee Battle. His tools and weaponry also have ‘True Nemesis Alchemy’ magic to bypass most types of ‘Armor’ and various Defenses, which allows it to touch and effect entities of the netherworld and spectral realm.

These types of Characters are often intangible to conventional physics, as they are ‘Ghosts’ or ‘Illusionary’ or Phased out of our normal 3-Dimisional world.

This magic ‘Alchemy’ gives Grant’s equipment the ability of ‘True Nemesis’ to reach out and ‘Touch’ such spectral creatures up to SX:150 potency. It is also effective to Energy, Force, Telekinetic, Psychic and other similar types of ‘Armor’ classes and Defense sets.

Generally, only conventional Armor made of ‘Physical’ materials is able to resist Grant’s level of arcane and magic ‘Alchemy’ enchantment applied to his weapons.

All of Grant’s Bladed Weapons are Magically repaired or regenerated while he has them in his possession. These weapons should be considered as having UN:100 Durability, but when thrown or hurled they will only stay as a solid object for about 10 seconds (2 Game Rounds) then the weapon turns to ash to regenerate in Grant’s possession.

- FEAT Rolled with his SV:65 Agility [+2CS] to reach MN:75 accuracy and throwing Attacks.
- FEAT Rolled with his AM:50 Fighting [+0CS] for Melee Attacks or Counter-Attacks in the same game round.

- Single Blade: Damage / Intensity: EX:20 with AM:50 Armor and Barrier Piercing.
- Burst Blade Attacks: FEAT at FR:70. Damage [+2CS] reaching RM:30. Armor Piercing [+1CS] reaching VI:55.
- Full Auto Attacks: FEAT at SV:65. Damage [+4CS] reaching IN:40. Armor Piercing [+2CS] reaching SN:60.

- Effective Range is 60 to 70 feet (6 to 7 Areas). Grant can adjust to precise ranges [-1CS]
- Multiple Targets: Grant will lose [-1CS] to Throw a Blade at each additional Target in the same Game Round.
- Spherical Targeting: Grant can not be blind-sided and may Shoot at targets from ANY angle [-2CS]

Damage Categories: Lethal, Bladed, Edged, Dark, Holy, Necromancy, Eldrich, Fire, Ice, Toxic, Psychic, Energy, Electricity, Spectral, Magic, and ‘Nemesis’ Damage which will simply allow Grant to inflict damage to ANY Character simply based upon the Rank Levels listed above.


Hand-to-Hand and Melee Combat: RM:30 / FN:35 / IN:40. Grant normally opts to throw blades and knives at range from odd angles, rather than engage in Melee Battle. If Grant is simply out of options and must use Melee Combat he will also opt to use his knives, rather than his bare hands and feet.

Despite Grant’s reluctance to engage in Melee Battle he is a superb Melee Combat due to his sheer speed, acrobatics, and resilient nature. However, he cannot get any [+CS] to ANY Melee FEAT unless he is assisted in some manner.

Grant does not have a Martial Arts ‘Style’ or Discipline but his natural movements, experience, and techniques are somewhat comparable to Ninjutsu where he uses various knives, blades, swords and other sharp weapons. Grant will usually not use ‘Heavy’ Swords or Axes. Grant also uses acrobatic flips, tumbles, summersaults, spins, or virtually any other Acrobatic movements to ‘Stick N Move’ at melee targets, then increase the space between him and his opponents.

- Multiple Hits of 5 per Game round, but each individual hit is divided among total Damage. (6 / 7 / 8 Damage)
- Optional to FEAT Roll ‘Charges’ on the ‘Fighting’ to enhance with Bladed Tackles or to Hit Multiple Targets.
- Arial Jumping attacks to Counter Attack while avoiding oncoming Attacks. 4 Areas (40 Feet) FEAT Rolled on 'Fighting'.


Mobility Enhancements: Grant normally travels on foot like other Characters, but he is highly Mobile and will often ‘Run’ on all fours like an Animal to slightly increase his mobility speeds.

His special mobility is Wall-Crawling, much like Marvel’s Spider-Man. Grant may cling to ‘ANY’ texture surfaces for upside-down and vertical Crawling with EC:15 Grip. He also takes no penalties while making General ‘Combat’ FEATs while clinging to an upside-down or vertical surface.

Grant’s other Mobility FEAT is his extensive Jumping and Leaping. Not only can he clear 40 to 60 feet in a bound, (much further than a normal human) he can also Acrobatically alter his Jump direction in mid-air. This basically allows Grant a form of short ranged ‘Flight’.

Grant also gets perks while Swimming and will suffer no [-CS] to his Combative FEATs while submerged in Water. He can also generate an oxygen bubble to act as a Scuba Tank for 15 minutes.

- Run: 6 Areas per Round. He will get exhausted in about 2 hours of continuous Running.
- Sprint: 9 Areas per Round. He will get exhausted in about 2 Minutes of continuous Sprinting.
- Swim: 4 Area per Round. Grant can generate an oxygen bubble to act as a Scuba Tank for 15 minutes.
- Climb / Crawl: 6 Area per Round and may adhere to ANY texture surfaces, even slick or wet surfaces.
- Jump: 4 Area (40 Feet) in a bound. Grant’s Jump is short Range ‘Flight’ where can alter his direction in mid jump.
- Running Approach Jump: 6 Area (60 Feet) in a bound.


Enhanced Senses: AM:50. Used directly from his Base ‘Intuition’ Rank, Grant may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand. He is able to execute this FEAT through his knowledge and experience of the Spectral and Netherworld.


Talents:

- Bladed and Sharp Weapons - Throwing and Shooting Weapons - Climbing - Entrapment Escape - Nullified Karma - Infiltration - Resist Domination - Acrobatics - Sea Navigation - General Survival - Magic / Arcane Lore - Stealth - Spectral and Netherworld Awareness - Demonology - Espionage - Theft - Multiple Languages: French, English, European Spanish, Latin, and an incoherent necromancy language used by entities of the Spectral and Netherworld -




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MOTÖRHEAD
Sypha Belnades
September 21, 2009 08:06PM
avatar
Sypha Belnades



Castlevania Title Appearances
- Castlevania III: Dracula’s Curse (Secondary Playable Character released in 1989 for the NES Console)
- Castlevania: Symphony of the Night (Cameo Villain Character released in 1997 for the PS2 and Xbox Console)
- Castlevania Judgment (A main-line Playable Character released in 2008 for the Nintendo Wii)

Primary Abilities:

Sypha Belnades

F: IN:40            | R: RM:30            | Race: Caucasian    | Nationality: Romania        |
A: RM:30            | I: SN:60            | Gender: Female     | Residence: Mobile           |
S: GD:10            | P: SN:60            | Apparent Age: 20's | True Age: About 30 y/o      |
E: EX:20            | L: AM:50            | Eye Color: Brown   | Life Expectancy: ????       |
                    |                     | Hair Color: Brown  | Species: Natural Human      |
Health: 100 / 100   | Karma: 200 / 200    | Blood Type: B-     | Archetype: Defender         |
                    |                     | Height: 5'5"       | Primary Set: Element Empath |
Initiative: RM:30   | Experience: RM:30   | Weight: 110 lbs    | Secondary Set: Fire / Ice   |
Popularity: GD:10   | Appearance: EX:20   | Mass: 0 X 0 = 0    | Epic Set: Magic Mastery     |
Resources : AA:08   | Morality  : Noble   |                    |                             |
Job Rank  : EC:15   | Conviction: FR:70   | ATTACK: RM:30      | DEFENSE: IM:25              |
                    |                     |                    |                             |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
RM:30 [+1CS]        | RM:30 [+1CS]        | RM:30 [+0CS]       | RM:30 [+0CS]                |
                    |                     |                    |                             |

Game Origin:

This Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion in 1990 with Trevor Belmont and Grant Danasty. All three Characters, Grant, Trevor and Sypha were originally Written-Up together due to them being portrayed in the same Game Title; Castlevania III: Dracula’s Curse.

In their original MSH-RPG write-ups Sypha and Trevor embodied the same On-Table Character entity where the two Characters could swap from one to the other; basically allowing the player to alter the Character’s Tactical Build for various situations.

In short, the Player of Sypha was actually playing two separate Characters, but the Player could only operate one Character at any given time. To swap Characters the Player had to find a non-combative area on the Table Map and use some Karma to switch builds.

In this Write-Up, Trevor and Sypha are unable to ‘Swap’ Characters at the player’s whim. Sypha and Trevor must be cast into a Game Campaign as two totally separate Characters.

Sypha Belnades is considered as a contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Sypha at the greatest potential of her Vampire Hunting Career and assistance to the Belmont Clan.

Sypha was not Randomly Rolled on the MSH-RPG Character Creation Table since she was generally considered as a ‘Normal’ Human with moderately strong Human FASERIP / HP / KP and Magic Mastery over various elements such as Fire, Ice, Electricity and other Elements.

Also, other Video Game themes and ideas were considered during Sypha’s Write-Up. As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail her conversion into MSH-RPG; placing her as a ‘Defender’.

In the Game ‘City of Heroes’ the Defender Archetype is somewhat similar to a Cleric or Mage. The Defender Archetype mainly relies upon a very wide array of Team Support Powers and some Moderate Range and Melee Attacks.

The Defender Archetype basically offers very well-rounded Power Sets with a small degree of every tactical advantage an RPG Player may imagine, but lacks an outstanding focus in any one particular strength.

Sypha could be classified as an ‘Element-Empathy / Fire-Ice Mastery / Magic-Mastery’ Defender in the Video Game City of Heroes.

Many fans of Castlevania and City of Heroes may disagree that Sypha fits the ‘Defender’ Archetype and opt to think of her as a ‘Scrapper’ or possibly a ‘Blaster’. However, considering Sypha on the Scrapper or Blaster Framework would be based solely on the Game Castlevania: Judgment, which is strictly a Fighting Genre Game.

In Sypha’s other Castlevania appearances she relies mostly upon Range Tactics and Magic Spells. Also, while Sypha is quiet durable she does not have the steadfast durability of the Scrapper Archetype; Nor does she have Damage output of the Blaster Archetype. She harnesses a little bit of each Archetype in her general Power Sets.

Time Frame and Story Setting: Approximately 1460 to 1480 AD Earth. 13th Century Central Europe.


Distinguishing Features and Story Origin:

Sypha Belnades appears in Castlevania III and Castlevania Judgment. She is a priestess and witch of the church who uses elemental magic in battle.

Sypha hid her gender to become a vampire hunter. She fought for the church to destroy evil, though her sister witches were hunted down and crusified by the very same church they served.

She went on a journey to confront and destroy Dracula. On her way to the battle she ended up in the Time Rift, and decided to take it upon herself to defeat those tainted by darkness, despite which side of Good or Evil they were on.

Upon the defeat of the Time Reaper she was returned to her own era and timeline. She continued her journey to confront and destroy Dracula, but she was defeated by his minion, the Cyclops, and imprisoned in stone.

She was freed when Trevor Belmont killed the Cyclops, and she aided Trevor in his battle against Dracula. After Dracula's death she and Trevor married, adding her magical aptitude to the Belmont bloodline.

In the manual included with the Japanese Dracula's Curse, it's stated that she lost her parents when she was young, and was found wandering near a monastery in Wallachia. She was adopted by the monks there.

Judgment expands that she belonged to a coven of witches who were executed as a result of Dracula's scheming.


Game Play: In the Digital Video Game Titles for Castlevania, Sypha basically infiltrates into Dracula’s immense castle to face Dracula in combat. Throughout the quest She and Trevor have to find a wide verity of methods to access locked game content and move onward to the Castle’s Lordship Tower and face Dracula, who is secure in the secret lair.

Dracula’s henchmen and monsters guard most of the locked game content, where Sypha must face these beasts and defeat them in single combat. However, a great deal of the locked content is accessible by solving various puzzles and finding various Keys, Passwords, and Support Characters.

In MSH-RPG Sypha can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles.

Sypha should be generally handled like a Human ‘Infantry-Commando’ type of Character using spectacular magic spells, skills, and equipment, rather than conventional weapons, tools, and technology.

Sypha’s major strength is her overall well-roundedness. She may not have outstanding speed or brute strentgth or superior accrracy. But she is able to put together a wide range of factors to see herself to victory.


Known Powers: For the most part, Sypha is not considered as a ‘Super-Human’ but rather a type of Cleric, Mage, or Wizard. Sypha’s abilities derive from her intensive education, training, and combative lifestyle, as well as her prolonged exposure to the Arcane Magic of Castlevania.


Defensive Abilities: Sypha’s may appear to be a soft and fragile and non-combative woman. As well, the whole perception is further compounded when most consider her Tactical Power Sets in ‘Magic’ or ‘Wizardry’.

However, she is actually very durable by using a combination of Traditonal Armor, Strengthened Will-Power, Fast Healing properties, and various Magic Spells.

Sypha should be considered has having EC:15 Body Armor to most Conventional Physical Attacks and Injuries.

She also has Set Invulnerabilities to various types of Attacks.

- CL:1000 Invulnerability to ANY form of Vampirism or Similar Vampire effects.
- UN:100 Invulnerability to Psychic, Illusionary, Sensory, Perception or Trickery based Attacks.
- AS:80 Invulnerability to Temperature Extremes such as Heat and Cold, and Fire and Ice.
- MN:75 Invulnerability to Spectral, Eldritch, Necromancy, Dark, Holy, Evil, or similar Arcane ‘Magic’ Attacks.
- FR:70 Invulnerability to Electricity, Electromagnetic, Gravity, Magnetism and similar Energy Attacks.
- AM:50 Invulnerability to Illness, Disease, Aging and other similar ailments.
- IN:40 Invulnerability to Acids. Toxins, Venom, and similar Chemical type Attacks.


Fast Healing: Sypha’s flesh heals injuries quickly due to exposure to various Magic Artifacts, Healing Potions, and her mastery in magic. She does not have Full-Fledged ‘Regeneration’ where she can completely Re-Grow lost tissues and organs. She will need medical attention if an Attack Impales or Decapitates her flesh with crippling impacts or effects.

However, she can heal quickly from moderate injuries by her ‘Healing’ Potions and Magic. Over the years she has fairly much used enough of these Potions to permanently augment her natural human healing.

Under normal conditions Sypha will heal 2 HP per Game Round regardless of her activity. At rest or in a non-combative physical state she will regain 4 HP per Game Round. Sypha may also use her healing potions either by drinking them or spilling the potion directly on her wounds.

Sypha normally carries about five to ten 1-ounce vials in her Load-Pack as a normal preparation, but she can carry more and often over the course of a Game Campaign she will stock-up on supplies.

If the Potions are used by another Character who has a Medical or Magical based ‘Talent’ such as First-Aid the Potions will operate at 5 HP per Game Round and may be able to remedy more traumatic injuries and illnesses.

Sypha may make her Healing Potions with Pure Water, her Magic Staff, and expending her Karma on a Point per Ounce scale. (In the Video Games food items and potions, which the enemies dropped represented this)

- 1-ounce vial: Heals 10 HP in 1 Game Round.
- 10-ounce vial: Heals 100 HP in 1 Game Round.
- 20-ounce vial: Heals 200 HP in 1 Game Round. (so forth)


Weaponry, Equipment and Combat: Sypha is generally a range based combatant relying upon her mastery of magic to cast various Elemental Spells. However, she has also augmented her melee skills with her magic as well.

Sypha’s weaponry and magic also has ‘True Nemesis Alchemy’ to bypass most types of ‘Armor’ and various Defenses, which allows her to touch and effect entities of the netherworld and spectral realm.

These types of Characters are often intangible to conventional physics, as they are ‘Ghosts’ or ‘Illusionary’ or Phased out of our normal 3-Dimisional world.

This magic ‘Alchemy’ gives Sypha the ability of ‘True Nemesis’ to reach out and ‘Touch’ such spectral creatures up to SX:150 potency. It is also effective against Energy, Force, Telekinetic, Psychic and other similar types of ‘Armor’ classes and Defenses.

Generally, only conventional Armor made of ‘Physical’ materials is able to resist Sypha’s level of arcane magic and its ‘True Nemesis Alchemy’.


The Staff: Sypha’s Battle Staff should be considered as UN:100 material in overall Durability. If the Staff is damaged or broken she may replace the Staff in about 24 to 48 hours by building a new Staff from common materials. She also has a collection of ready made Staffs at her residence.

Her Staff is Magically Charged to render it at UN:100 material durability, however, the Staff’s true function is to allow Sypha to cast her Spells without expending ANY Karma unless she is using her Karma to Boost a FEAT Roll and gain better results upon the Result Table.

Sypha’s Spells normally function like most other Magic Mastery Abilities. She must use 1 Karma Point to start a Spell at GD:10 Intensity and Effect; Then add more Karma on a Point for Power output to increase the Spell’s potency from GD:10 into higher levels. As an example, 51 Karma Spent on a Declared Spell will render a Spell of AM:50 Potency, Intensity, Effect, or otherwise ‘Damage’.

The Staff eleminates this Karma expenditure. If she does not have the Staff in her possession she must ‘Burn’ Karma to execute a Spell.

Sypha’s Spells are executed in 2 basic formations; Direct Trajectory Shots or Omni Directional Fields around her in a Sphere or Globe. The only tactical diffrence between the two Formations is Range and Area Coverage, similar to Focuses Beams or Spread out ‘Scatter’ Beams.

Sypha’s Spells are not long lastest and only have a prolonged stasis period of a few Game Rounds; Normally 3 Game Rounds at maximum time duration. Due to this Sypha tends to use ‘Ice’ element spells more so than Fire, Dark, Necromancy, or other Elemental Spells. Her Ice Element Spells will last as long as it takes until the Ice melts into normal Water. She has a 60% Probability of using an ‘Ice’ based Spell rather than the other Elements.


- FEAT Rolled at SV:65 ‘Skill’ to use her Spells. Her Psyche [+1CS]. Targeting is not done on her ‘Agility’.
- Damage or Spell Potency: GD:10 up to a maximum of SN:60 for a Range Based or Wide Spread Area Spell.

- Effective Range is 60 to 70 feet (6 to 7 Areas) with a Trajectory styled Shot or Beam or Bolt.
- Spherical Range with a ‘Globe’ around her is 20 Feet (2 Areas) in ALL directions at once.
- Multiple Targets: Sypha will not lose [CS] from her FEAT with Multiple Targets in her Range.
- Her Spell’s Potency is reduced by [-1CS] per every two (2) additional Targets in her Range.


Damage Categories: Blunt, Bladed, Lethal, Slam, Stun, Dark, Holy, Necromancy, Eldrich, Fire, Ice, Toxic, Psychic, Energy, Gravity, Electricity, Light, Heat, Cold, Spectral, Magic, and ‘Nemesis’ Damage which will simply allow Sypha to inflict damage to ANY Character regardless of the opponent’s Defense Set.

Her ‘Nemesis’ Alchemy allows her to meet a Defense with an Attack based upon Ranked Intensity rather than discovering a Weakness to exploit.

Sypha tends to use 'Ice' and 'Cold' Elemental Spells more than other Elements she has mastered. She has a 60% Probability of using an ‘Ice’ based Spell rather than the other 'Damage Categories'. She cannot use Spells of Matter Manipulation or Re-Animation of Dead Tissues.


Healing Spells: Sypha may use various Healing Spells to assist her teammates with Healing Effects, which is based from the other Character’s Endurance Rank.

A Character within Range of her Spell Casting Aura will receive the Point Value of their Endurance Rank added to their Health Bracket during Healing. During the healing process she also re-charges that Character’s Endurance Rank if it has fallen below the normal levels for that Character.

Sypha may only use this particular Spell once every 5 Game Rounds (30 seconds), and she is unable to use it upon herself.


Hand-to-Hand and Melee Combat: Sypha is not a Brutish Hand to Hand Combatant and she will normally avoid melee Combat letting her Magic Spells do most of the fighting for her at Range.

In the Game Title of ‘Castlevania: Judgment’ Sypha is indeed a fierce Melee Combatant since the Game Title is designed as a ‘Fighting’ genre Game. However, she is using her various Magic abilities and her Staff to augment her Melee Powers.

In a pinch, Sypha can inflict EX:20 / IM:25 / RM:30 Damage in Melee Battle. This is Magically augmented and often requires her to use her Staff rather than her hands, feet, or ‘Body’.

However, in Melee Battle Sypha will not burn Karma to use her Magic in the same fashion as a ‘Spell’. For Melee Battle Sypha only needs to use her Karma Points to Boost her FEAT Roll under normal MSH-RPG Rules.

She prefers Range Combat rather than Clobbering opponents in Melee Battle.

- Multiple Hits of 4 per Game round, but each individual hit is divided among total Damage. (5 / 6 / 8 Damage)
- Optional to FEAT Roll ‘Charges’ on her ‘Fighting’ to enhance with Tackles or to Hit Multiple Targets up to 3.
- Her ‘Magic’ Power Stunts may be FEAT Rolled on her IN:40 ‘Fighting’ if her target is within 70 Feet (7 Areas).


Mobility Enhancements: Sypha normally travels on foot like other Characters, but she uses her Magic to augment her Mobility.

Her special mobility is True-Flight by means of up-rooting a chunk of Earth she can stand upon. Sypha does this FEAT by Freezing a circular pattern upon the Ground, then she may cast a Gravity Spell in the same pattern to have the chunk of Earth up-root and operate like a Flying Disc.

While in Flight Sypha will ‘Burn’ 1 Karma Point per Game Round to stay Airborne. She should be considered as having SN:60 Air Speed and IN:40 Airborne Agility at roughly 60 to 80 MPH.

- Run: 4 Areas per Round. She will get exhausted in about 2 hours of continuous Running.
- Sprint: 5 Areas per Round. She will get exhausted in about 2 Minutes of continuous Sprinting.
- Swim: 3 Area per Round. Sypha can generate an oxygen bubble to act as a Scuba Tank for 2 Hours.
- Climb / Crawl: 1 Area per Round and may adhere to most Climbable Surfaces such as Rugged Rocks.
- Jump: 1 Area (10 Feet) in a bound. Sypha uses a non-acrobatic, simple Double-Jump to clear the whole Jump.
- Running Approach Jump: 3 Area (30 Feet) in a bound. Magically boosted Leap.
- True-Flight: 6 to 8 Areas per Round. Must use 1 Point of Karma per Game Round to maintain Flight.


Talents:

- Melee Combat with a Staff - Infiltration - Resist Domination - Iron-Will - Religious Lore / Cult - Total Navigation - General Survival - Magic / Arcane Lore - Stealth - Spectral and Netherworld Awareness - Demonology - Espionage - Multiple Languages: French, English, European Spanish, Latin, Greek, and an incoherent necromancy language used by entities of the Spectral and Netherworld -




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Tanker's MSH Characters
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MOTÖRHEAD
Alucard
September 25, 2009 06:42PM
avatar
Alucard



Castlevania Title Appearances
- Castlevania III: Dracula’s Curse (Secondary Playable Character released in 1989 for the NES Console)
- Castlevania: Symphony of the Night (Primary Playable Character released in 1997 for the PS2 and Xbox Console)
- Castlevania Legends (Support Character released in 1997 for the NES Game Boy)
- Castlevania: Aria of Sorrow (Primary Playable Character released in 2003 for the NES Game Boy Advance)
- Castlevania: Dawn of Sorrow (Primary Playable Character released in 2005 for the Nintendo DS)
- Castlevania Judgment (A main-line Playable Character released in 2008 for the Nintendo Wii)

Primary Abilities:

Alucard

F: VI:55            | R: RM:30            | Race: Caucasian    | Nationality: Transylvania   |
A: RM:30            | I: SN:60            | Gender: Male       | Residence: Mobile           |
S: VI:55            | P: SN:60            | Apparent Age: 20's | True Age: About 800 y/o     |
E: SN:60            | L: AM:50            | Eye Color: Blue    | Life Expectancy: ????       |
                    |                     | Hair Color: White  | Species: Dhampir            |
Health: 200 / 200   | Karma: 200 / 200    | Blood Type: ????   | Archetype: Tank / Brute     |
                    |                     | Height: 6'3"       | Primary Set: Invul Armor    |
Initiative: AS:80   | Experience: SZ:500  | Weight: 210 lbs    | Secondary Set: Broad Sword  |
Popularity: IN:40   | Appearance: IN:40   | Mass: 0 X 1 = 0    | Epic Set: Magic Mastery     |
Resources : RM:30   | Morality  : Noble   |                    |                             |
Job Rank  : RM:30   | Conviction: SX:150  | ATTACK: TR:85      | DEFENSE: AM:50              |
                    |                     |                    |                             |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
TR:85 [+0CS]        | TR:85 [+0CS]        | TR:85 [+1CS]       | TR:85 [+0CS]                |
                    |                     |                    |                             |

Game Origin:

This Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion in 1990 with Trevor Belmont, Grant DaNasty, and Sypha Belnades. All four Characters, Grant, Trevor, Sypha, and Alucard were originally Written-Up together due to them being portrayed in the same Game Title; Castlevania III: Dracula’s Curse.

In their original MSH-RPG write-ups Alucard and Trevor embodied the same On-Table Character entity where the two Characters could swap from one to the other; basically allowing the player to alter the Character’s Tactical Build for various situations.

In short, the Player of Alucard was actually playing two separate Characters, but the Player could only operate one Character at any given time. To swap Characters the Player had to find a non-combative area on the Table Map and use some Karma to switch builds.

In this Write-Up, Trevor and Alucard are unable to ‘Swap’ Characters at the player’s whim. Alucard and Trevor must be cast into a Game Campaign as two totally separate Characters. Also, at the time of that Write-Up Alucard was an ‘Equal’ level Character to Trevor, Grant, and Sypha. In this Write-Up of Alucard, he is significantly more Powerful, embracing more of his Vampire Lineage based upon the gamut of all his Video Game Titles.

Alucard is considered as a contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Alucard at the greatest potential of his Vampire Hunting Career and alliance to the Belmont Clan.

Alucard is also considered as a ‘Super-Human’ being, thus his FASERIP statistics and Power Sets are generally quite powerful. However, Alucard has many limitations that allow him to be cast as a Character in many ‘Human’ level Game Campaigns. Also, in various Game Titles were Alucard must Fight the Belmonts or other Heroic Humans, Alucard is restraining his true potential quite considerably.

Alucard is arguably the most Powerful protagonist Character of the Castlevania series due to him being a Dhampir; Born Half Human and Half Vampire. As well, Alucard’s recognition in the Castlevania series is well known to fans.

Some of his Paranormal Powers include Immortality, Super-Human Strength and Durability, as well as Enhanced Senses and Accelerated Reflexes. Alucard is vulnerable to natral Sunlight like most other vampires, but he can tolerate Sunlight if he has sufficient Karma. This Power is detailed further in his Power Sets.

Alucard was not Randomly Rolled on the MSH-RPG Character Creation Table due to his publications in the various Video Games.

Also, other Video Game themes and ideas were considered during Alucard’s Write-Up. As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail his conversion into MSH-RPG; placing him as a ‘Tanker’ or ‘Tank’.

In the Game ‘City of Heroes’ the Tank Archetype is a brutish Power-House of immense physical strength and fortitude. The Tank’s primary Powers revolve around defensive Armor Classes and Offensive Melee Battle Skills.

Alucard could be classified as an ‘Invulnerability Armor / Broad-Sword / Magic-Mastery’ Tanker in the Video Game City of Heroes.

Many fans of Castlevania and City of Heroes may disagree that Alucard fits the smack-talking, fist-smashing, clobbering, crude, brutish ‘Tank’ Archetype due to his rich and regal mannerisms and highly refined tastes in overall livelihood.

However, considering Alucard on other Archetypes just didn’t seem to fit him correctly. In most of his Castlevania appearances, Alucard relies heavily upon Melee Combat with various Swords and his super-human vampire Strength. He also has a variety of magic wizdary spells, but these are considered as Secondary Powers.

Time Frame and Story Setting: Approximately 1100’s to 1900’s Earth. Alucard is nearly immortal and ages at rate humans cannot measure. He is currentlly about 800 years old and appears to be a man in his early to mid 20’s.


Distinguishing Features and Story Origin:

Adrian Farenheights Tepes, better known as Alucard, is the only child of Vlad Tepes Dracula. Alucard was born from the union of Dracula and his human mother, Lisa Tepes, making Alucard a hybrid creature called a Dhampir.

Alucard retains most of his Vampire traits such as, immortality, superior physical abilities, and various magic capabilities. As well, he has many weaknesses of a traditional Vampire such as a thirst for human blood and intoleance to natral sunlight. However, over the course of Alucard’s life (Roughly 800 years) he has learned various ways to keep his Vampire weaknesses at bay.

Unlike most Vampires, Alucard has chosen to befriend mortal humans rather than enslave and antagonise them. He uses his Vampire Powers to fight against his Father, Dracula, and other Evil Forces for the sake of humans. After a patricular crisis has been dealt with Alucard will often leave our Earthly Realm to enter a Spectral Realm by inducing his physical body into deep slumber spanning as long as several years.

When Alucard awakens from such a slumber he only needs to discover the current situation he will be involved in. His past experainces of the Spectral Realm stay with him, however, these experainces are often incoherant to humans.

Alucard’s first appearance in the Castlevania series was in the 1990 Castlevania III: Dracula's Curse, but he is best known for his role in the critically acclaimed Castlevania: Symphony of the Night, released in 1997.

Several video game publications have provided praise and criticism on Alucard’s character. His role in Symphony of the Night was particularly noted, with several reviewers celebrating the depth and complexity added to the Castlevania series with his status as Dracula's son.


Game Play: In the Digital Video Game Titles for Castlevania, Alucard basically infiltrates into Dracula's immense castle to face his Father in single combat. Throughout the quest Alucard has to find a wide variety of methods to access locked game content and move onward to the Castle’s Lordship Tower and face Dracula.

Many of Alucard’s Game secrets are more lucrative and far less linear than the other Castlevania Titles with the Belmont cast of Characters. Often the Players of Alucard will have to resort to outside resources to solve Alucard’s Video Game Titles, generally making Alucard’s Titles more challenging.

In MSH-RPG Alucard can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles.

Alucard should be generally handled like a Human ‘Infantry-Commando’ type of Character using spectacular magic spells, super-human skills, and equipment, rather than conventional weapons, tools, and technology.

Alucard’s major strength is his Physical Strength, Speed, Swordsmanship, Durability, and Fortitude. He also has a mastery of various magic spells, which are quite formidable as weapons; and the ability (Power) to transform into a Bat, Wolf, or Cloud of Fog.


Known Powers: Alucard is considered as a ‘Super-Human’ being. He holds a wide range of Paranormal Powers and Abilities, which are influenced by Spectral Magic and him being born a Vampire.


Defensive Abilities: Alucard uses both Traditional Attire Armor as well as having a strong constitutional body structure with rapid healing. This gives Alucard a form of Invulnerability ‘Armor’ to virtually all forms of attack and injury. His magic also repairs his Regal Attire if it is Damaged.

Alucard should be considered as having RM:30 True Invulnerability to ALL and ANY attacks or injuries. He may also FEAT Roll his ‘Armor’ on his ‘Defence’ Rank (AM:50) to increase his Armor Levels to resist greater damages and impacts.

He may use this as a type of Force on Force ‘Block’ but he rarely does so and will opt to aviod or evade a direct attack by other means. If the Player choses to ‘Block’ in this manner Alucard will magically materialise his Family Heirloom Shield.

- Blue: RM:30 True Invulnerability [+0CS]
- White: RM:30 True Invulnerability [+1CS] to Reach FN:35 Armor for the next 10 Game Rounds.
- Green: RM:30 True Invulnerability [+2CS] to Reach IN:40 Armor for the next 7 Game Rounds.
- Yellow: RM:30 True Invulnerability [+3CS] to Reach SP:45 Armor for the next 5 Game Rounds.
- RED: RM:30 True Invulnerability [+4CS] to Reach AM:50 Armor for the next 2 Game Rounds.

During such a ‘Block’ maneuver Alucard is not subject to ‘Slams’. As well, ‘Kill’ Score Attacks directed at him are reduced to ‘Stuns’ automatically if equal to or below his Blocking capacity.

Alucard also has Set Invulnerabilities to various types of Attacks.

- CL:3000 Invulnerability to ANY form of Vampirism or Similar Vampire effects.
- SY:200 Invulnerability to Illness, Disease, Aging and other similar ailments.
- SX:150 Invulnerability to Acids, Toxins, Venom, and similar Chemical type Attacks.
- UN:100 Invulnerability to Psychic, Illusionary, Sensory, Perception or Trickery based Attacks.
- AS:80 Invulnerability to Spectral, Eldritch, Necromancy, Dark, Holy, Evil, or similar Arcane ‘Magic’ Attacks.
- MN:75 Invulnerability to Electricity, Electromagnetic, Gravity, Magnetism and similar Energy Attacks.
- FR:70 Invulnerability to Temperature Extremes such as Heat and Cold, and Fire and Ice.

Alucard is also immune the effects of a wooden spike impaled through his chest or symbols and trinkets of religious artifacts. Such attacks should be handled under his Invulnerability as regular and normal attacks.


Defensive Limitations: Like most Vampires, Alucard is vulnerable to Natral Sunlight. However, Alucard is a ‘Daywalker’ if his Current Karma is on the ‘Noble’ side of the Karma Pool. As long as Alucard’s Karma is ‘Noble’ he has TY:06 to GD:10 Tolerance to Natral Sunlight just like any other normal Human.

Should a Player expend all of Alucard’s Karma to Zero or begin gaining Karma on the ‘Villian’ side of the Karma Pool Alucard will become vulnerable to Natral Sunlight.

While directlly exposed to Natral Sunlight Alucard will suffer 10 Health Points per Game Round until he can reach a reasonalbly dark source of shade or shelter from the sun’s direct light.

If Alucard cannot find a dark source of shade and his Health reaches Zero his body will burn into ash and his soul will enter the Spectral Realm. Alucard is able to resirrect himself depending upon his Karma’s Numeric Value.

- Zero Karma: Alucard can resirrect himself into the Earthly Realm in 100 Years.
- 100 Karma: Alucard can resirrect himself in 12 months (1 Calender Year).
- 112 Karma: Alucard can resirrect himself in 1 Day (24 Hours).
- 136 Karma: Alucard can resirrect himself in 1 Hour (600 Game Rounds)
- 160 Karma: Alucard can resirrect himself in 1 Minute (10 Game Rounds)
- 200 Karma: Alucard can resirrect himself in the next Game Round.

When Alucard resurriects from Death or the Spectral Realm he will be vulerable to Natral Sunlight since he just spent all his Karma to Rise from the Dead. As soon as he earns 1 KP or more on the ‘Noble’ side of the Karma Pool he will become tolerant to Natral Sunlight just like any other normal Human.


Blood Thirst: AM:50. Like most Vampires, Alucard also needs to consume the Blood of the Living for his sustenance. He cannot use an artifical means to bypass his thirst unless the artifical Blood has at least AM:50 likeness to authentic Human Blood.

Also, Alucard can not consume ‘Dead’ Blood. When Alucard feeds he requires Blood from his victim while the heart is still Beating. This is because Alucard is not truly drinking the person’s blood, but absorbing their life force through their blood. He will ofen vomit out the blood (Liquid) once he has absorbed the life energy from it.

Luckily, Alucard only needs to consume about 1/2 a Gallon per day to maintain his Life Force and current Powers. The statistics depicted here are Alucard’s Normal operating perimeters. He can go without feeding on Living Blood for about 1 month before his Life Force and Powers start slowly fading at a rate of [-1 Point] per week.

To engage in such an act Alucard has devoted himself to only drink the Blood from Villainous, Evil, and Demonic Characters with ‘Villainous’ Karma. Due to this Alucard must be Role-Played by a set of ‘House Rules’ established by our Gaming Table where all the RPG Characters are part of 8 various Karma Pools.

- Angelic = 500 or Greater Karma
- Heroic = 300 or Greater Karma
- Noble = Any Karma Level.
- Neutral = Any Karma Level.
- Villain = Any Karma Level.
- Evil = 300 or Greater Karma
- Demonic = 500 or Greater Karma
- Chaotic = Any Karma Level. (This is a Special Karma Pool that operates similar Neutral Karma, not ‘Bad’ Karma)

When these House-Rules are applied to the Game Table ‘Good’ Guys earn Karma when they do ‘Bad’ Stuff to ‘Bad’ Guys. The Characters normally Earn Karma that is equal to their defeated opponent’s True Karma.

Further Rules on these Karma Pools can be found in this Topic, under ‘Morality’.

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If Alucard feeds heavily on Living Blood, consuming more than 1 Gallon of Living Blood per Day his Life Force and Powers will increase by [+1 Point] per Week, or Day, depending upon his increased intake. This is also cumulative to his ‘Earned’ Karma he may gain for conducting heinous activies to Villainous Characters.

Therietically, Alucard can become as powerful as a Celestial God or Cosmic Entity with extreme Blood intake.

This is also why many Extremely Powerful Vampires have access to a Swimming Pool full of Blood. Many Vampires learn to absorb the Life Force from Blood directly by osmosis through their skin rather than drinking the Blood.

Alucard may eat normal food to maintain his FASERIP Ranks, but not his ‘Powers’. He has AM:50 self-sustenance to go without Food, Water, and Air for prolonged periods (Roughly 5 months).

Alucard only needs to pass a Green Psyche FEAT (24 or Better) if he senses Live Human Blood in his immediate surroundings and has also not fed on Live Blood in over a week. If Alucard fails this Psyche FEAT he will try to seduce his prey sexually be they Male or Female, but primdominatlly he will go for a Female, and only ‘Sip’ a few ounces of their Blood (Roughly 5 HP) during an intimate engagment which is pleasurable to the other Person.

If Alucard’s Prey is of ‘Villainous’ Karma he will attack them directly.


Vampirism: SN:60. Alucard can also convert ANY Living Creature into a Vampire like life form, however the process is rather lengthy.

Firstly, Alucard has a 99% probability of deciding against converting another Living Creature into a Vampire and ‘ONLY’ if that Person (or Creature) is willing to become a Vampire under his or her own willpower.

This requires 5 Natural RED Psyche FEATs in succession on behalf of the Person to be converted into a Vampire.

To do so, Alucard must drink about 1 pint of the other Character’s Blood (5 HP loss) and over the course of about 24 hours Alucard’s internal organs will alter that person’s Blood in his stomach.

The Person to be converted into a Vampire must inject the Blood Alucard altered directly into their bloodstream. Drinking the Blood orally will destroy the altered Blood as soon as the Person’s stomach acids touch the Blood. Alucard has special internal organs for this biological function and he will slice open a special artery in either of his wrists to siphon that person’s altered Blood out of his body.

Moments after the other Character directly injects their altered Blood back into their live bloodstream they will enter a comatose state for about 24 to 48 Hours. During this time that Person is becoming a Conventional Vampire of the Fledgling level (Weak Vampire).

Persons converted into a Vampire will develop their own array of Paranormal Powers as they gain and spend Karma.

Many Vampires who can convert ‘Normal’ Characters into Vampires quickly go through this same process with a bite to their prey. Alucard, and some other Vampires, have chosen not to develop this particular Ability.


Regeneration: RM:30 upto SN:60. Alucard’s flesh heals injuries quickly due to him being a Vampire. He also has Full-Fledged ‘Regeneration’ where he can completely Re-Grow or Re-Attach complex tissues and organs, and even Re-Set his own broken bones.

Alucard is also Immortal and most ‘Kill’ result attacks inflicted upon him are reduced to ‘Stuns’ and ‘K.O.’ effects even if targeted to his head and upper torso. The only way to really ‘Kill’ Alucard in a conventional manner is by decapitation or basically pulverizing his flesh into liquid. At which point he can resirrect himself as listed above in his ‘Defensive Limitations’ paragraph.

Under normal conditions Alucard will heal 3 HP per Game Round regardless of his activity. At rest or in a non-combative physical state he will regain 6 HP per Game Round. Alucard’s normal Health Range is at 200 HP. To go above 200 HP Alucard needs to consume greater amounts of Human Blood.

Alucard may also FEAT Roll his Regeneration (RM:30) to recover mass HP in a single Game Round.

- BLUE: Total Failure, recover 6 HP for that Round.
- WHITE: Recover 12 HP for that Round.
- GREEN: Recover 50 HP for that Round.
- YELLOW: Recover 100 HP for that Round.
- RED: Recover 150 HP for that Round.

He may only use this FEAT Roll of his Regeneration once every 5 Game Rounds (30 Seconds).


Weaponry, Equipment and Combat: Alucard mainly relies upon his Sword and Melee Skills to engage into Battle. He also has various Magic Spells and Special Weapons, which he can use as range attacks.

Alucard’s tools and weaponry also have ‘True Nemesis’ magic to bypass most types of ‘Armor’ and various Defenses, which allows him to damage and effect entities of the netherworld and spectral realm.

These types of Characters are often intangible to conventional physics, as they are ‘Ghosts’ or ‘Illusionary’ or Phased out of our normal 3-Dimisional world.

This magic gives Alucard the ability of ‘True Nemesis’ to reach out and ‘Touch’ such spectral creatures up to SX:150 potency. It is also effective to Energy, Force, Telekinetic, Psychic and other similar types of ‘Armor’ classes and Defense sets.

Generally, only conventional Armor made of ‘Physical’ materials is able to resist Alucard’s level of arcane magic applied to his weapons.


The Sword: Alucard’s family heirloom Sword should be considered as SY:200 material in overall Durability. If his Sword is damaged or broken it has an arcane form of self-repair at UN:100.

If the Sword is lost or taken from Alucard’s possession the Sword will turn to dust and ash to re-materialize in his possession in 3, 2, or 1 Game Round with a Psyche FEAT. Alucard may also cast various Magic Spells through the Sword to render various tactical advantages when dealing with various enemies and foes.

Alucard’s Sword has many functions aside from just slicing stuff up. The Sword is also extremely versatile and holds a very wide of array of ‘Slicing’ capabilities. This is also to depict the ridiculous number of Swords and weapons Alucard carried in Castlevania: Symphony of the Night.

Alucard’s Sword may be transformed into virtually ANY type of imaginable Melee Weapon ranging from Jewel Studded Brass Knuckles, Short Swords, Long Swords, Large Heavy Jousting Pikes, Blunt Clubs, Axes, and even malleable Rope-Like weapons.

Alucard mostly prefers the form of his family heirloom Broad-Sword since it offers the best overall performance in general combative situations.

- FEAT Rolled at FR:70 ‘Skill’ to use his Sword in Melee Battle due to [+3CS] to his VI:55 ‘Fighting’
- General Damage: SV:65 Lethal / Bladed Damage with TR:85 Armor and Barrier penetration. Unarmed Damage [+3CS].
- Multiple Hits or Actions: 5 per Game Round to FEAT Roll complex Combat Moves.
- Damage is divided among Multiple Hits reaching GD:10 impact per each separate ‘Hit’
- Armor and Barrier penetration is divided among the Multiple Hits reaching EX:20 impact.

Damage Categories: Blunt, Bladed, Lethal, Slam, Stun, Dark, Holy, Necromancy, Eldrich, Fire, Ice, Toxic, Psychic, Energy, Gravity, Electricity, Light, Heat, Cold, Spectral, Magic, and ‘Nemesis’ Damage which will simply allow Alucard to inflict damage to ANY Character regardless of the opponent’s Defense Set.

His ‘Nemesis’ Magic allows him to meet a Defense with an Attack based upon Ranked Intensity rather than discovering a Weakness to exploit.


Hand-to-Hand and Unarmed Combat: SP:45 / AM:50 / VI:55. Alucard does not have a fancy ‘Style’ for Melee Combat. Basically, his skill set is that of a traditional western world ‘Boxer’. He relies almost exclusively on ‘Punches’ during hand to hand and unarmed Battle. A Kick or Grapple maneuver is extremely rare unless Alucard has no other options.

However, this does not mean Alucard is a ‘Weak’ or single dimension fighter. Alucard will resort to use a weapon in almost all cases of Melee Combat. And if he does not have a weapon he will revert to ‘Hit N Run’ tactics by jumping into his Foe, landing a Flurry of Punches or a Single Swift Power-Punch, and jumping away as quickly as he can.

- FEAT Rolled at VI:55 ‘Fighting’ Alucard does not gain [+CS] unless he is assisted from outside sources.
- General Damage: SP:45 / AM:50 / VI:55 Blunt or Edged.
- Multiple Hits or Actions: 5 per Game Round to FEAT Roll complex Combat Moves.
- Multiple Targets: 3 per Game Round to any Target in Melee Range.
- Optional to FEAT Roll ‘Charge’ Attacks on the ‘Fighting’ Rank to induce a ‘Flurry’ Charge with Punches.


Ranged Combat (Spells): GD:10 up to SX:150. Alucard uses Magic Spells to augment his Ranged based Combat. His Spells can also be quite potent and powerful, equally matching almost any modern day firearms or weaponry.

However, to use ANY spells requires Alucard to use his Karma as Direct Fuel, and his Karma is basically his means of staying a ‘Solid’ Character on the Game Table, especially during Daylight hours.

To FEAT Roll a Magic Spell Alucard needs to use 1 Karma Point to cast the Spell at GD:10 potency, effect, or Damage. He has to add more Karma on a Point for Power basis to increase the raw ‘Power’ of the Spell.

A Spell of AM:50 Power will cost him 51 Karma, A Spell of MN:75 Power will cost him 76 Karma, A Spell of SX:150 Power will cost him 151 Karma; And so forth up to a maximum capacity of SX:150 Spell Power, Potency, Effect, Impact, or general ‘Damage’.

Alucard may generate virtually ANY type of energy or spectral based Spell in a Globe Formation around himself. Alucard will not need to make a ‘Targeting’ FEAT if the Targets are with-in his Aura of Magic Spell Casting.

Alucard’s Spells automatically home-in on his closest enemy and attack that enemy with an automatic Green Score until they submit into a ‘Stun’ or a ‘Kill’ result. Alucard only FEAT Rolls the Spells to increase his ‘To-Hit’ from score a minimum of Green.

Normally, Alucard will also cast his Spells through his Sword in a quick and simple dance maneuver, however this is merely cosmetic and offers no additional advantage in Game Play. Alucard’s typical Spell casting has him hold the Sword in a vertical position with the blade pointing toward the sky while his Magic Spell is emitted from the Blade.

Alucard’s Spells are not long lasted and only have a prolonged stasis period of a few Game Rounds; Normally 3 Game Rounds at maximum time duration.

- FEAT Rolled at SN:60 ‘Skill’ off the Psyche. Alucard is guaranteed a Green FEAT while targets are with-in his Range.
- Effective Spell Duration: Green = 1 Game Round / Yellow = 2 Game Rounds / RED = 3 Game Rounds.
- Effective Range: 30 to 40 Feet in all directions simultaneously around Alucard. (3 to 4 Areas).
- General Potency: GD:10 up to SX:150. Use 1 KP to Cast Spell. Add more KP on a Point for Power basis to strengthen from GD:10.
- Multiple Targets: Alucard will not lose [CS] from his FEAT with Multiple Targets in his Range.
- His Spell’s Potency is reduced by [-1CS] per every two (2) additional Targets in his Range.

Spell Categories: Blunt, Bladed, Lethal, Slam, Stun, Dark, Holy, Necromancy, Eldrich, Fire, Ice, Toxic, Psychic, Energy, Gravity, Electricity, Light, Heat, Cold, and Spectral.


Shape Shifting: SN:60. Alucard may also transform into a Bat, a Wolf, or a Cloud of Smoky Fog. His abilities in Shape Shifting primarily augment his additional Mobility Powers so he may access difficult to reach locations.

While Shape Shifted into any of these three forms Alucard will ‘Burn’ 1 Karma Point Game Round. It is also possible for Alucard to learn ‘New’ Forms by Spending Karma to gain a ‘New’ Power during ‘Down-Time’.

His next Shape Shifting Power will probably be a small herd of Rats or Snakes that allow him to ‘Climb’ any texture surfaces. Or possibly he may decide to pick-up the form of a Large Animal that harbors great Strength and Fighting capability. Or maybe he may decide to learn the Form of an aquatic creature such as a fish or dolphin. However, Alucard has only mastered the form of the Bat, Wolf, and Fog in this Write-Up.

Bat Form:
- True Flight of RM:30 Air Speed (About 30 MPH) and the ability to Boost to SN:60 in short bursts.
- Small and Difficult to Hit [-6CS] to any attacks directed at him while in Bat Form.
- Complete Darkness vision and senses while in Bat Form, uses a bat’s conventional ‘Sonar’ abilities.
- If Attacked during Bat Form Alucard will immediately transform back into his humanoid form.

Wolf Form:
- Hyper Running of SN:60 Ground Speed, roughly 60 to 100 MPH without exhaustion.
- Increased Agility to MN:75 while in Wolf Form. Fighting, Strength, and Endurance are each decrease by 15 Points.
- Heightened Senses allowing Tracking, Hunting, and Night Vision abilities at MN:75 Capacity.
- Extended water surface Swimming similar to his Hyper Running while in Wolf Form.

Fog Form:
- True Flight of GD:10 Air Speed (About 10 MPH).
- Intangible to most Conventional Attacks and Injury.
- May Impede or Cloud his Opponent's Vision and Senses by [-5CS].
- May pass through any barriers that are not Air Tight or Air Sealed.
- While in Fog Form Alucard may choke, gag, or suffocate others who Breath Air. He is roughly 1 full Area of Fog.


Mobility Enhancements: Alucard normally travels on foot like most other Characters. His Shape Shifting Forms allow him to have greater Mobility Powers.

- Run in Human Form: 4 Areas per Round. He will not get exhausted from continuous Running.
- Run or Swim in Wolf Form: 50 Areas per Round. He will not get exhausted in Wolf Form.
- Sprint in Human Form: 5 Areas per Round. He will get exhausted in about 5 Hours of continuous Sprinting.
- Swim in Human Form: 3 Area per Round. Alucard does not need to breathe air.
- Climb / Crawl: 1 Area per Round and may adhere to most Climbable Surfaces such as Rugged Rocks.
- Jump: 2 Areas (20 Feet) in a bound. Alucard uses a non-acrobatic, simple apex Double-Jump to clear the whole Jump.
- Running Approach Jump: 3 Areas (30 Feet) in a bound.
- Fog Phasing: May pass through any barriers that are not Air Tight or Air Sealed.
- Fly in Bat Form: 25 Areas per Round. May boost to 50 Areas per Round once every 3 Game Rounds.
- Teleportation: IN:40 FEAT to Teleport 2 Areas (20 Feet). Often used with Complex Combative Moves, Actions, and Power Stunts.


Enhanced Senses: SN:60. Used directly from his Base ‘Intuition’ Rank, Alucard may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.


Talents:

Omni-Skill and Clairvoyance: Alucard may FEAT Roll any of his appropriate RIP Ranks to remotely tap into the Cosmos or Spectral Realm and ‘Learn’ virtually ANY Talent rendering [+1CS] to virtually any FEAT he may attempt.

He may only use one ‘Talent’ at any giving time for a particular situation without stacking the Talents.






(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD
Re: TankerAce Characters
September 29, 2009 12:21PM
Nice Work!

I like how you did Alucard, hope you don't mind but I may use him in the next game I play.
~cypher
Re: TankerAce Characters
October 04, 2009 02:35PM
avatar
The whole idea of posting these MSH-RPG Characters publicly is to have them ‘Played’ at other Game Tables…

So yea, please feel completely welcomed to use my Write-Ups as Characters on your Game Table.

Also, the general idea is to spread mass propaganda (or Confusion) to some of the House I’ve used for years. That’s why most of my Characters are like 10 pages long.

Also, most of my Table-Top Gaming Experience was simply friggen ‘Brutal’ Munchkin-izm…. I mean the Players at my Game Table were out for nothing more than Blood, Mayhem, and exploiting the Hand-Books to the full extent of their imagination.

So to play an actual ‘Story’ we implemented a whole lot of House Rules.

When we used ‘Canon’ Characters about the only Character left standing would be Jugga-Not, or some other ‘GOD’ type Character.





Cornell



Castlevania Title Appearances
- Castlevania: Legacy of Darkness (Primary Playable Character released in 1999 for the Nintendo 64)
- Castlevania Judgment (A main-line Playable Character released in 2008 for the Nintendo Wii)

Primary Abilities:

Cornell

F: SN:60            | R: IM:25            | Race: Lycanthropes | Nationality: Transylvania   |
A: IN:40            | I: SN:60            | Gender: Male       | Residence: Mobile           |
S: RM:30            | P: AM:50            | Apparent Age: ???? | True Age: About 150 y/o     |
E: AM:50            | L: SP:45            | Eye Color: Red     | Life Expectancy: ????       |
                    |                     | Hair Color: Black  | Species: Lycan              |
Health: 180 / 180   | Karma: 180 / 180    | Blood Type: ????   | Archetype: Brute            |
                    |                     | Height: 6'0"       | Primary Set: Invul Armor    |
Initiative: SP:45   | Experience: UN:100  | Weight: 240 lbs    | Secondary Set: Melee Claws  |
Popularity: GD:10   | Appearance: SP:45   | Mass: 0 X 1 = 0    | Epic Set: Energy Mastery    |
Resources : EX:20   | Morality  : Chaotic |                    |                             |
Job Rank  : IN:40   | Conviction: MN:75   | ATTACK: SP:45      | DEFENSE: SP:45              |
                    |                     |                    |                             |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
IN:40 [+1CS]        | IN:40 [+1CS]        | IN:40 [+1CS]       | IN:40 [+0CS]                |
                    |                     |                    |                             |

Game Origin:

This Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion Character in 2001 with a wide cast of other Castlevania Villain Characters. Unfortunately, this cast of Characters never got the opportunity to be played in a MSH-RPG Game Campaign due to Real Life events.

In this Write-Up, Cornell is considered as a contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Cornell at his greatest potential of his Vampire Hunting Career, his brief alliance with the Belmont Clan and his leadership over a Werewolf Clan who rebelled against Dracula.

Cornell is also considered as a ‘Super-Human’ being, thus his FASERIP statistics and Power Sets are generally more powerful than most human level Characters. However, Cornell has many limitations that allow him to be cast as a Character in many ‘Human’ level Game Campaigns. Also, in various Game Titles were Cornell must Fight other Heroic Humans, Cornell is restraining his true potential quite considerably.

Cornell is arguably one of the most Powerful protagonist Characters of the Castlevania series due to him being a Werewolf; He is also a Brutally Savage Warrior with an indomitable and iron-clad determination. Despite his rather savage nature, Cornell is also very intelligent and insightful. This is also a few reasons why he has become the Rebellion Leader of many Werewolves who were once loyal to Dracula.

Some of Cornell’s Paranormal Powers include Immortality, Super-Human Strength, Speed, Reflexes, Durability, and Advanced Regeneration, as well as Enhanced Senses and a Mastery of various Weapons.

Cornell was not Randomly Rolled on the MSH-RPG Character Creation Table due to his publications in the various Castlevania Video Games.

Also, other Video Game themes and ideas were considered during Cornell’s Write-Up. As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail his conversion into MSH-RPG; placing him as a ‘Brute’.

In the Game ‘City of Heroes’ the Brute Archetype is a Power-House of immense warrior strength and fortitude. The Brute’s primary Power Sets revolve around defensive Armor Classes and Offensive Melee Battle Skills as well as an ability to increase their Damage output during intense battles.

Cornell could be classified as an ‘Invulnerability-Armor / Melee-Claws / Energy-Mastery’ Brute in the Video Game City of Heroes.

Time Frame and Story Setting: Approximately 1700’s to 1900’s AD Earth. Cornell is nearly immortal and ages at rate humans cannot measure. He is currently about 150 years old and has been exposed to various time rifts.


Distinguishing Features and Story Origin:

Cornell, AKA "Blue Crescent Moon" as named by his Clan, is a Protagonist Werewolf seen in both Castlevania: Legacy of Darkness and Castlevania: Judgment.

He is a member of a Werewolf warrior clan cursed to turn into beast-men. He is the only member of his clan who had the ability to control his change. He was the only one of his brethren who refused to join the forces of Dracula, but later on his rebellion toward Dracula became a valiant cause for other Werewolves.

He trained his skills in hopes to find a cure for his clan, and to protect his sister, Ada. One day while training he found himself unable to control his Werewolf Powers and he became permanently stuck in beast form.

He encountered Aeon, a time traveler, who told him he had entered a time rift. Aeon challenged him, and told him the time rift would let him learn more about the nature of his curse.

After encountering several champions from different eras, he learns from Carmilla and Death that they still need him, and is told that there is the possibility of a cure for him (though he doesn't trust Carmilla and Death).

After the defeat of the Time Reaper, Cornell was returned to his own era, 1844. He returned to find his village in flame, and his sister Ada kidnapped. He then journeyed after the kidnappers to save his sister. He discovered that Dracula's castle had risen again, and that his fellow Werewolf, Ortega had kidnapped his sister.

During his battles he saves the young Henry Oldrey, and later defeats Ortega. He learned from Ortega, that Death, Gilles De Rais, and Actrise had plotted the kidnapping of Ada to empower a newly arisen Dracula.

Later in the Video Game, Dracula reveals to the audience that his sister is not a blood relative. Cornell fights Dracula to save her causing Dracula to be pulled into a vortex of energy. Dracula traps Cornell with his last power and tries to take Ada with him.

The beast within Cornell freed itself from his body and saves Ada, but Cornell is captured and pulled into the vortex with Dracula.

For now, Cornell is considered as ‘Free’ Werewolf who governs and leads his Werewolf Village and Clan. It is unknown how Cornell escaped Dracula’s clutches.

To date, Cornell is permanently ‘Locked’ in his Werewolf Form and he has come to accept his Werewolf form and use his Werewolf Powers and Skills to fight for his Werewolf brethren; and on occasion he will chose to fight for Humans as well.


Game Play: In the Digital Video Game Titles for Castlevania, Cornell basically infiltrates into Dracula's immense castle to face him in single combat. Throughout the quest Cornell has to find a wide variety of methods to access locked game content and move onward to the Castle’s Lordship Tower and face Dracula.

Many of Cornell’s Video Game challenges are illustrated with him only having Melee Skills and Prowess. While he has immense Melee abilities, many of the other Castlevania Characters are not limited to just Melee Combat and utilize Range Attacks and Magic Spells to their advantage. This normally makes Cornell’s gaming challenge more difficult for players.

In MSH-RPG Cornell can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles.

Cornell should be generally handled like a Human ‘Infantry-Commando’ type of Character using fierce and super-human skills, rather than conventional weapons, tools, and technology.

Cornell’s major strength is his Physical Might, Claws, Speed, Reflexes, Durability, Physical Fortitude, and his Savage Combative Nature.


Known Powers: Cornell is considered as a ‘Super-Human’ being. He holds a wide range of Paranormal Powers and Abilities, which are influenced by Spectral Magic and him being a Werewolf.


Defensive Abilities: Cornell uses both Traditional Attire Armor as well as having a strong constitutional body structure with rapid healing. This gives Cornell a form of Invulnerability ‘Armor’ to virtually all forms of attack and injury. His Advanced Regeneration and Magic combined also repair his Armor if it is Damaged.

Cornell should be considered as having FN:35 True Invulnerability to ALL and ANY attacks or injuries. He may also FEAT Roll his ‘Armor’ on his ‘Defense’ Rank (SP:45) to increase his Armor Levels to resist greater damages and impacts.

He may use this as a type of Force on Force ‘Block’ but he rarely does so and will opt to avoid or evade a direct attack by other means. If the Player chooses to ‘Block’ in this manner Cornell will magically materialize a Circular, Frontal Battle Shield engulfed in Fire.

- Blue: FN:35 True Invulnerability [+0CS]
- White: FN:35 True Invulnerability [+1CS] to Reach IN:40 Armor for the next 6 Game Rounds.
- Green: FN:35 True Invulnerability [+2CS] to Reach SP:45 Armor for the next 4 Game Rounds.
- Yellow: FN:35 True Invulnerability [+3CS] to Reach AM:50 Armor for the next 2 Game Rounds.
- RED: FN:35 True Invulnerability [+4CS] to Reach VI:55 Armor for that Game Round.

During such a ‘Block’ maneuver Cornell is not subject to ‘Slams’. As well, ‘Kill’ Score Attacks directed at him are reduced to ‘Stuns’ automatically if equal to or below his Blocking capacity.
(FN:35 up to VI:55 depending upon FEAT Roll)

Cornell also has Set Invulnerabilities to various types of Attacks.

- CL:3000 Invulnerability to ANY form of Vampirism or Similar Vampire type effects.
- SY:200 Invulnerability to Illness, Disease, Aging and other similar ailments.
- SX:150 Invulnerability to Psychic, Illusionary, Sensory, Perception or Trickery based Attacks.
- UN:100 Invulnerability to Spectral, Eldritch, Necromancy, Dark, Holy, Evil, or similar Arcane ‘Magic’ Attacks.
- AS:80 Invulnerability to Acids, Toxins, Venom, and similar Chemical type Attacks.
- MN:75 Invulnerability to Electricity, Electromagnetic, Gravity, Magnetism and similar Energy Attacks.
- FR:70 Invulnerability to Temperature Extremes such as Heat and Cold, and Fire and Ice.

Cornell is also immune the effects of religious artifacts, such as Holy symbols, jewelry, and trinkets. Such attacks should be handled under his Invulnerability as regular and normal attacks.

He is also immune to Natural Sunlight just like any other normal human or ‘Daywalker’ Creature due to him being permanently locked in Werewolf form. Cornell was once vulnerable to Natural Sunlight when he was younger, and exposure to direct Sunlight would transform him back into a Normal Human Man of Peak Pinnacle Human FASERIP.


Defensive Limitations: Like most Werewolves, Cornell is vulnerable to Natural and Pure Silver if placed inside his body or bloodstream, which his ‘Armor’ protects him from Silver loaded attacks at its normal levels.

However, Pure Silver acts to place Cornell into a form of Suspended Animation and it lowers his advanced Regeneration to ‘Normal’ human healing levels. It also takes several pounds of Pure Silver to effect Cornell due to his advanced status as a Werewolf.


- 1 to 5 ounces of Silver will suspend Cornell’s Animation in 1 to 5 Days.
- 1 pound of Silver will suspend Cornell’s Animation in 1 to 10 Game Rounds.
- 3 pounds of Silver will suspend Cornell’s Animation in 1 to 5 Game Rounds.
- 5 pounds of Silver will suspend Cornell’s Animation in 1 Game Round.
- 7 pounds of Silver or more will Suspended Cornell’s Animation almost instantly.


Vampirism: MN:75. Cornell can also convert ANY Living Creature into a Werewolf like life form, however the process is rather lengthy.

The Werewolf’s form of Vampirism is almost identical to a regular Vampire’s Power to convert creatures into their own kind. The only major difference is the Werewolf host does not have to transfer altered blood back into the recipient’s bloodstream. Only the salvia (venom) from the Werewolf’s mouth needs to enter the recipient’s bloodstream. Werewolves have special venom glands in their mouths to do this.

Firstly, Cornell has a 70% probability of deciding against converting another Living Creature into a Werewolf and ‘ONLY’ if that Person (or Creature) is willing to become a Werewolf under his or her own willpower. Cornell would also ‘ONLY’ conduct this act if the Person desires to become a loyal member of his Werewolf Clan.

This requires 3 Natural RED Psyche FEATs in succession on behalf of the Person to be converted into a Werewolf. Also, once a member of Cornell’s Clan, any act of treason or betrayal to the Clan would result in banishment from their Clan and that particular member is marked for Death by Cornell’s loyal Clan Members and various hired Bounty Hunters.

To turn a person into a Werewolf, Cornell must bite the person and inject his Werewolf Venom into the host’s bloodstream.

Moments after Cornell’s venom enters that person’s bloodstream they will enter a comatose state for about 24 to 48 Hours. During this time that Person is becoming a Conventional Werewolf of the Fledgling level.

Persons converted into a Werewolf will develop their own array of Paranormal Powers as they gain and spend Karma. But they will also carry the traditional set of Werewolf Powers and Weaknesses.


Advanced Regeneration: RM:30 up to SN:60. Cornell’s flesh heals injuries quickly due to him being a Werewolf. He also has Full-Fledged ‘Regeneration’ where he can completely Re-Grow or Re-Attach complex tissues and organs, and even Re-Set his own broken bones.

Cornell is also Immortal and most ‘Kill’ result attacks inflicted upon him are reduced to ‘Stuns’ and ‘K.O.’ effects even if targeted to his head and upper torso. The only way to really ‘Kill’ Cornell in a conventional manner is by decapitation or basically pulverizing his flesh into liquid. At which point he can resurrect himself based upon his Karma Levels.

Cornell can Regenerate his entire body from any single cell from his nervous system (Brain or Spine), but to do so he must spend Karma to resurrect himself.

- Zero Karma: Cornell can resurrect himself into the Earthly Realm in 1 Year.
- 36 Karma: Cornell can resurrect himself in 6 months (1/2 Calendar Year).
- 72 Karma: Cornell can resurrect himself in 1 Day (24 Hours).
- 108 Karma: Cornell can resurrect himself in 1 Hour (600 Game Rounds)
- 144 Karma: Cornell can resurrect himself in 1 Minute (10 Game Rounds)
- 180 Karma: Cornell can resurrect himself in the next Game Round.

If Cornell’s body or bloodstream is tainted with Pure Silver his Regeneration is slowed down to normal human healing, which will considerably slow down his timeline to resurrect. If he is tainted with Pure Silver, Cornell must multiply the timelines listed above by X 100.

For general gaming mechanics, Cornell will heal 3 HP per Game Round regardless of his activity. At rest or in a non-combative physical state he will regain 6 HP per Game Round.

Cornell’s normal Health Range is at 180 HP. To go above 180 HP (or 180 KP) Cornell has to spend ‘Earned’ Karma according to the table rules established by the GM.

Normally, these Karma expenditures are about 1000 KP per Rank Value to be added to any FASERIP or Power. An upgrade from EX:20 to RM:30 would cost 3000 Karma; An upgrade from RM:30 to IN:40 would cost 4000 Karma and so forth.

Cornell may also FEAT Roll his Regeneration (RM:30) to recover mass HP in a single Game Round.

- BLUE: Total Failure, recover 6 HP for that Round.
- WHITE: Recover 12 HP for that Round.
- GREEN: Recover 45 HP for that Round.
- YELLOW: Recover 90 HP for that Round.
- RED: Recover 135 HP for that Round.

He may only use this FEAT Roll of his Regeneration once every 5 Game Rounds (30 Seconds).


Weaponry, Equipment and Combat: Cornell mainly relies upon his Claws and Melee Skills to engage into Battle. He also has innate Magic abilities to inflict greater Impact, Injury, and Damage during fierce and prolonged battles.

Cornell’s weaponry also has ‘True Nemesis’ magic to bypass most types of ‘Armor’ and various Defenses, which allows him to damage and effect entities of the netherworld and spectral realm.

These types of Characters are often intangible to conventional physics, as they are ‘Ghosts’ or ‘Illusionary’ or Phased out of our normal 3-Dimisional world.

This magic gives Cornell’s weaponry the ability of ‘True Nemesis’ to reach out and ‘Touch’ such spectral creatures up to SZ:500 potency. It is also effective to Energy, Force, Telekinetic, Psychic and other similar types of ‘Armor’ classes and Defense sets.

Generally, only conventional Armor made of ‘Physical’ materials is able to resist Cornell’s level of arcane magic applied to his weapons.


The Claws: FN:35 / FR:70 / UN:105 / SX:140. Cornell’s Claws are brutally savage weapons, and to make him more fearsome is he can escalate his Damage output in ferocious Melee Fights.

His Claw’s material durability levels also increase according to the level of demand he needs. His Claws are always at [+2 Ranks] in Durability over his Damage output, and the Claws Regenerate just like the rest of his body if they are broken or damaged.

- FEAT Rolled at SV:65 ‘Skill’ to use his Claws in Melee Battle due to [+1CS] to his SN:60 ‘Fighting’
- General Damage: FN:35 Lethal / Bladed Damage with SP:45 Armor and Barrier penetration.
- Multiple Hits or Actions: 6 per Game Round to FEAT Roll complex Combat Moves.
- Damage is divided among Multiple Hits reaching TY:06 impact per each separate ‘Hit’
- Armor and Barrier penetration always starts at SP:45 and may max out at Sz:350.

Opps: This also includes his Teeth in the event that he ‘Bites’ his opponents. His Vampirism will not be transferred over to a victim during a ‘Combative’ Bite. To use such a move on the Game Table please refer the Cornell’s Vampirism paragraph.


Damage Escalation: FN:35 / FR:70 / UN:105 / SX:140. Cornell’s Claw Damage starts at FN:35 with Armor and Barrier penetration that is always [+2 Ranks] Over his Damage Output.

For every 15 to 20 Seconds (3 Game Rounds) that Cornell is Combatively Engaged with an Enemy or Enemies he may FEAT Roll his Psyche to Double, Triple, and even Quadruple his current Damage output from FN:35.

This only works for Melee Combat and is not applicable to Ranged based Combat or Tactical Maneuver Combat using such abilities as Stealth, Observation, Tracking, etc, etc.

- BLUE: Total Failure, Cornell’s Damage Output stays at the Current Level.
- WHITE: Cornell’s Damage goes from FN:35 to SP:45 for a Single ‘Hit’ with the Claws.
- GREEN: Cornell’s Damage goes from FN:35 to FR:70 for a Single ‘Hit’ with the Claws.
- YELLOW: Cornell’s Damage goes from FN:35 to UN:105 for a Single ‘Hit’ with the Claws.
- RED: Cornell’s Damage goes from FN:35 to SX:140 for a Single ‘Hit’ with the Claws.


Damage Categories: Bladed, Lethal, Slam, Stun, Dark, Holy, Necromancy, Eldrich, Fire, Ice, Toxic, Psychic, Energy, Gravity, Electricity, Light, Heat, Cold, Spectral, Magic, and ‘Nemesis’ Damage which will simply allow Cornell to inflict damage to ANY Character regardless of the opponent’s Defense Set.

His ‘Nemesis’ Magic allows him to meet a Defense with an Attack based upon Ranked Intensity rather than discovering a Weakness to exploit.


Hand-to-Hand and General Combat: Cornell is not just limited to using his ‘Claws’ for Combat. He may FEAT Roll virtually ANY combative attack or defensive action on his ‘Fighting’ Rank. He should be considered as being extensively trained in ANY form of martial arts known to mankind, and even the Netherworld.

His ‘Style’ is a self-appointed skill that utilizes Martial Arts Doctrines from around the Globe. He uses both Striking and Submission Grappling Tactics with equal tenacity giving him ‘Martial Arts Supremacy’ in most fights.

This does not mean Cornell gets additional [+CS] to every single ‘Fighting’ move. It simply means he can throw-down with opponents who have FAR higher FASERIP Ranks than himself. Cornell can ‘Fight’ Characters who have up to CL:1000 Capabilities without the normal [+/- 3 to 5 Ranks] tolerance for ‘Automatic’ success and failure.

- General Damage: SP:45 / AM:50 / VI:55 Blunt or Edged with Kicks, Head-Bunts, Elbows, Kneeing, etc, etc.
- Multiple Hits or Actions: 6 per Game Round to FEAT Roll complex Combat Moves.
- Multiple Targets: 5 per Game Round to any Target in Melee Range.
- Optional to FEAT Roll ‘Charge’ Attacks on the ‘Fighting’ to induce a Pounce, Tackle, Wrestling ‘Shot’ or Virtually any other ‘Charge’ type Attack to suffice for his ‘Range’ based Combat.


Mobility Enhancements: Cornell normally travels on foot like other Characters. He must use other transportation means for extensive journeys.

- Run: 4 Areas per Round. He will not get exhausted from continuous Running.
- Sprint: 6 Areas per Round. He will get exhausted in about 5 Hours of continuous Sprinting.
- Swim: 3 Area per Round. No need to Breathe. His Regen can keep him submerged [-1CS] to Endurance FEATs.
- Climb / Crawl: 3 Area per Round and may adhere to virtually any Texture Surfaces.
- Burrowing: 1 Area per Round. May dig or plow through any barriers below his ‘Claw’ Damage Levels.
- Jump: 4 Areas (40 Feet) in a bound. Cornell is very acrobatic and may use this [+1CS] to various FASE FEATs.
- Running Approach Jump: 6 Area (60 Feet) in a total distance bound.


Enhanced Senses: SN:60. Used directly from his Base ‘Intuition’ Rank, Cornell may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.


Talents:

Omni-Skill and Clairvoyance: Cornell may FEAT Roll any of his appropriate RIP Ranks to remotely tap into the Cosmos, the Netherworld or the Spectral Realm and ‘Learn’ virtually ANY Talent rendering [+1CS] to virtually any FEAT he may attempt.

He may only use one ‘Talent’ at any giving time for a particular situation without stacking the Talents.

He has used this to permanently augment his ‘Combative’ Skills and Tactics. Thus, he cannot use this ‘Talent’ to up-shift his FEAT Rolls in most Conventional or Melee Combat scenarios.


Reversed Karma: Cornell will Gain and Earn Karma from any malicious deed, even murder, if done to ANY living Creature not of Werewolf Lineage.

On the same token, should he witness or be truthfully informed of malicious activities executed against Werewolves he will lose some Karma; normally the equal amount of Karma the Victim Werewolf possessed.


Clan Members: Almost all of Cornell’s Werewolf Clan members are nearly equal to himself as far as Gaming Mechanics and FASERIP levels are concerned.

Some Werewolf Clan Members may have higher Physical Strengths or Mental Capabilities, but generally if the Player or GM wishes to cast Cornell’s Werewolf Clan Members into a Game Campaign the Player or GM should ‘Shuffle’ Cornell’s write-up statistics by [+/- 3 to 5 Ranks] for every FASERIP and Power.

Cornell is the chosen Leader of his Village Clan based upon his Personality, Merits, Wisdom, Political Resolve, and Personal Character more so than his Brute Combative Strength and Savage Nature. Cornell’s Village of Werewolves live in a civilized social setting with laws and business edicts based upon fairness to all parties involved.

During the event that Cornell is to be Cast into a Game Campaign with fellow Werewolves of his Clan he will normally be accompanied with 5 to 10 ‘Warrior’ Werewolves. Cornell is strongly opposed to having Fledging or Elderly Werewolves attend fearsome battles do to his conviction to protect his Clan Members who are weaker than himself.

However, if a Fledging Werewolf is determined to fight for their Clan, despite their lack of power or battle experiences, Cornell and the Fledgling must mutually succeed a Yellow ‘Conviction’ FEAT, thus they can face various perils as a ‘Team’.

Not all MSH-RPG Character’s are Written-Up with a ‘Conviction’ Rank. The ‘Conviction’ Rank is derived from this short Game Mechanic:

(Karma X 2 + Experience) Divided by 6

Experience = True age [minus 1 to 3 CS] Depending upon general life style; Hostile or Benevolent Lifestyle. Most MSH-RPG Characters live a ‘Hostile’ existence.

Cornell will also recruit other Werewolves outside of his Clan to join his Clan at any opportunity he may come across. His influence to recruiting other Werewolves should be considered as a Business Transaction that is beneficial to both Cornell’s Clan the other Werewolf not of his Clan Ranks.





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MOTÖRHEAD
Aeon
October 11, 2009 07:43PM
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Aeon



Castlevania Title Appearances
- Castlevania Judgment (The Narrator, Host, and Playable Character released in 2008 for the Nintendo Wii)

Primary Abilities:

Aeon (Incarnate Form / Stellar Form)

F: AM:50 / CL:3000 | R: IM:25 / CL:3000  | Race: ????         | Nationality: ????           |
A: IN:40 / CL:3000 | I: FN:35 / CL:3000  | Gender: Either     | Residence: Mobile           |
S: EX:20 / CL:3000 | P: SP:45 / CL:3000  | Apparent Age: 20's | True Age: Immortal          |
E: IN:40 / CL:3000 | L: SP:45 / CL:3000  | Eye Color: Blue    | Life Expectancy: Immortal   |
                   |                     | Hair Color: White  | Species: Cosmic Entity      |
Health: 150 / 12K  | Karma: 150 / 12K    | Blood Type: ????   | Archetype: Incarnate        |
                   |                     | Height: 5'10"      | Primary Set: Time Control   |
Initiative: SZ:500 | Experience: CL:5000 | Weight: 170 lbs    | Secondary Set: Swordmanship |
Popularity: RM:30  | Appearance: IN:40   | Mass: 0 X 0 = 0    | Epic Set: Energy Mastery    |
Resources : RM:30  | Morality  : Neutral |                    |                             |
Job Rank  : RM:30  | Conviction: CL:1000 | ATTACK: SZ:500     | DEFENSE: IN:40              |
                   |                     |                    |                             |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
SZ:500 [+0CS]      | SZ:500 [+0CS]       | SZ:500 [+0CS]      | SZ:500 [+0CS]               |
                   |                     |                    |                             |

Game Origin:

This Castlevania Video Game Character is generally considered as a ‘New’ Cast Member to the entire Castlevania Game Series. He was first written-up as a conversion Character into MSH-RPG here at Classic Marvel Forever.

Despite being depicted as a ‘New’ Character of the Castlevania Series, Aeon has actually held various roles in virtually all of the Castlevania Titles as Villainous Sub-Bosses and various Support Characters to the Players of Castlevania. Aeon’s background and rise to power as the ‘Guardian of Time’ is kept as a mystery by the authors of Castlevania.

In this Write-Up, Aeon is considered as a contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Aeon at a relatively pessimistic period of his existence where he must mend a ripple in the fabric of Time caused by an evil entity known as the ‘Reaper’.

Under normal conditions Aeon is forbidden to interfere with the affairs of mortals since he is an immortal cosmic being and any of Aeon’s personal decisions may completely disrupt the Comic balance of the Universe.

In this Write-Up, Aeon must take matters into his own hands to confront and destroy the ‘Reaper’ and mend the Time Line back into balance. To do so, Aeon will normally enlist other Characters to conduct his bidding due to him being banished from interfering with the affairs of mortals. However, this attempt does not succeed and Aeon must engage the Reaper directly.

On a side note, the ‘Reaper’ comes to destroy an unwitting Dracula in attempts to kill all of humanity with a single fatal sweep. The ‘Reaper’ will assist Dracula in all of his endeavors, and even become Dracula’s lowly minion, all in hopes that Dracula will succeed in world dominance over humanity. Once Dracula is in the Throne of Power and his influence touches all living creatures on Earth….. The Reaper intends to strike Dracula down and consume all the life on the Planet.

Aeon is considered as a ‘Super-Natural-Cosmic-Entity’, equivalent to any other Cosmic or Spectral entity that governs their particular aspect of universe. In Game Terms this means that Aeon is a few steps shy of total clairvoyant omnipotence.

However, during Aeon’s quest among the mortals he must take on the ‘Physical’ manifestation of a human man. While Aeon chooses the form a relatively thin and frail man, he actually has the FASERIP of a top-caliber human at the peak of human capabilities in both Physical and Intellectual performance.

In stellar events that do take place on Earth, Aeon will take the incarnate form of the Natural Species that mostly inhabits that dimensional area and he will usually take the Top-Tier FASERIP that naturally occurs within that Species.

Aeon ‘IS’ the most Powerful protagonist cast member of the Castlevania series due to him being the all encompassing Guardian of Time. However, despite his ludicrous amounts of Raw Power the Laws of the Universe still govern him, in which he must keep the Time Lines in balance.

Aeon was not Randomly Rolled on the MSH-RPG Character Creation Table due to his publications in the various Castlevania Video Games.

Also, other Video Game themes and ideas were considered during Aeon’s Write-Up. As an example, the Archetype Classes from City of Heroes were considered as an assistance to accurately detail Aeon’s conversion into MSH-RPG; placing him as an ‘Incarnate’.

While the ‘Incarnate’ Archetype is currently not available for Game Play in ‘City of Heroes’ the Archetype Classification is given to various signature cast members in ‘COH / COV’ who simply hold immeasurable levels of Raw Power.

Of these ‘Incarnate’ Archetype Classes in City Heroes, The Statesman and Lord Recluse are considered as ‘Incarnate’ Characters. When they choose to manifest to Earth for a particular Battle, The Statesman will normally take on the Power Set of a ‘Tank’ while Lord Recluse will often choose the Power Set of a ‘Master-Mind’.

In the Game ‘City of Heroes’ the ‘Incarnate’ Archetype is simply an omnipotent Power-House of immense fortitude, but governed by various universal laws and behaviors which both ‘Good’ and ‘Evil’ must establish and maintain a system of order for Mortals to live by.

Aeon could be classified as a ‘Time-Control / Energy-Mastery’ Incarnate in the Video Game City of Heroes.


Game Play: In the Digital Video Game Titles for Castlevania, Aeon is typically not a Playable Character. However, in the Game Title Castlevania: Judgement, Aeon is on a quest to defeat the ‘Reaper’ and restore a ripple in the fabric of time to save the Universe.

To do so Aeon must incarnate into Human Form and find ‘Soul Keys’ carried by various People of various time lines. As an immortal cosmic being, Aeon has done this task for eons by finding the correct mortals within War Torn Eras and he recruits them as fighters to basically solve their own issue that they had let get out of hand.

However, in certain events Aeon is unable to find worthy Champions or ‘Soul-Keys’ thus he will use his Human Form to fight directly.

Dracula is usually a key component to Aeon’s quests since Dracula may become tied to every living creature on Earth. Aeon does not particularly mind if Dracula’s vision of society becomes world dominance. Life is simply Life and Aeon intends to protect that; Be it ‘Good’ or ‘Evil’ Life.

However, if Dracula becomes lord over all life on Earth, another force my kill Dracula and All life under his influence will parish as well. Thus Aeon must protect Dracula in a sense and ensure that Dracula does not become the singular target of the Reaper.


Known Powers: Aeon may use ALL and ANY magical spells or power stunts imaginable at the SZ:500 Rank. If the magical spells or power stunts are related to any form of Time Manipulation or Time Travel his Power Rank is rated at CL:1000.


Limitations: Like most cosmic and celestial entities, Aeon must not use his Powers for personal gain or fulfillment. His personal decisions may grossly effect all life in the universe. Thus, he will not interfere with the affairs of mortals, unless situations have become such a debacle that he must intervene.

Throughout this entire Write-Up, Aeon has been forced to intervene by efforts of the ‘Reaper’ and ‘Dracula’ to take over all life forms on the Earth…. Thus, Aeon takes the Form of a Human to find the Soul-Keys and mend the Ripple in the Fabric of Time.

All of the ‘Powers’ and Abilities listed below are considered as part of Aeon’s ‘Human’ Form. Under normal conditions these powers are grossly inferior to Aeon’s True Form, however, Aeon is forbidden to use his omnipotence in Human Form.


Immortality: CL:5000. Aeon can not ‘Die’. His Incarnate Human Body may be destroyed, but he can simply re-manifest his body in the next Game Round.

Also, this is a part of how Aeon’s Character is Role-Played. Aeon will put his Flesh Body on the line to test Characters he is battling to find out if other Characters are Worthy enough to advance onward to Fight Dracula and the Reaper (or any other GM slated ‘Boss’ Character).

However, Aeon’s Test is not easy. The Player or GM of Aeon should ‘Play’ Aeon at his full capacity using every conceivable means to stay alive in his incarnate human form.

Special Note to a GM that is using Aeon as an NPC or Game Boss:
This info should not be shared with the Players.

When another Character ‘Kills’ Aeon by reducing his 150 Health to Zero, basically ‘Fully’ Killing him; that Character has shown that they possess a ‘Soul-Key’. Aeon will re-manifest in the next Game Round to open a bargained arrangement with that Character.

If the Character chooses to move onward and fight for Aeon’s cause, that Character will gain 6000 Karma Points, at which the player may spend these Karma Points as he or she sees fit. Basically it comes down to being able to fortify any FASERIP Rank or a Power, OR take on a ‘New’ Power. For Players who use the ‘CP’ System this is considered as 60 CP points.

Karma Expenditures:

To Raise a FASERIP Rank cost the (Rank Level X 100 KP)

TY:06 to AA:08 cost 800 KP
AA:08 to GD:10 cost 1000 KP
GD:10 to EC:15 cost 1500 KP
EC:15 to EX:20 cost 2000 KP
EX:20 to IM:25 cost 2500 KP
IM:25 to RM:30 cost 3000 KP
RM:30 to FN:35 cost 3500 KP….. and so forth.

Powers already listed on the Character are upgraded in the same fashion; OR they may take on a ‘New’ Power-Stunt with that Power at a cost of 1000 KP.

A ‘New’ Power should be Randomly Rolled and pulled from the UPB Hand-Book with the Power Starting at GD:10 Capacity. Then the upgrade the Power as normal.

Should the Player decline from fighting for Aeon’s cause, or Fail (Die) at Aeon’s cause, that Character will lose their newly found ‘Power’.


Defensive Abilities: Aeon’s White Regal Attire acts as traditional ‘Armor’ to most conventional Physical and Energy Attacks.

Aeon should be considered as having EX:20 ‘Armor’ to virtually ALL attacks or injuries.

Aeon also has Set Invulnerabilities to various types of Attacks.

- CL:3000 Invulnerability to any form of Time Manipulation used against him.
- CL:1000 Invulnerability to Psychic, Illusionary, Sensory, Perception or Trickery based Attacks.
- CL:1000 Invulnerability to ANY form of Vampirism or Similar Vampire type effects.
- SZ:500 Invulnerability to Spectral, Eldritch, Necromancy, Dark, Holy, Evil, or similar Arcane ‘Magic’ Attacks.
- SY:200 Invulnerability to Illness, Disease, Aging and other similar ailments.
- AS:80 Invulnerability to Acids, Toxins, Venom, and similar Chemical type Attacks.
- MN:75 Invulnerability to Electricity, Electromagnetic, Gravity, Magnetism and similar Energy Attacks.
- FR:70 Invulnerability to Temperature Extremes such as Heat and Cold, and Fire and Ice.


Regeneration: EX:20. Aeon has simple Regeneration to keep his incarnate flesh body alive during his endeavors. Aeon will recover 2 HP per Game Round after he has suffered an injury.


Weaponry, Equipment and Combat: While in human form Aeon mainly relies upon his Clock-Sword and an array of Melee and Range based attacks. He prefers to avoid unarmed combat and typically resorts to using some form of weaponry.

Aeon’s weaponry and attacks also have ‘True Nemesis’ magic to bypass most types of ‘Armor’ and various Defenses, which allows him to damage and effect entities of the netherworld and spectral realm.

These types of Characters are often intangible to conventional physics, as they are ‘Ghosts’ or ‘Illusionary’ or Phased out of our normal 3-Dimisional world.

This magic gives Aeon’s weaponry the ability of ‘True Nemesis’ to reach out and ‘Touch’ such spectral creatures up to CL:1000 potency. It is also effective to Energy, Force, Telekinetic, Psychic and other similar types of ‘Armor’ classes and Defense sets.

Generally, only conventional Armor made of ‘Physical’ materials is able to resist Aeon’s level of arcane magic applied to his weapons and attacks.


The Clock-Sword: RM:30 / FN:35 / IN:40 Damage. Aeon’s Clock-Sword should be considered as being somewhat similar to a Star-Wars ‘Light-Saber’. Aeon my inflict RM:30 / FN:35 / IN:40 Edged Damages with the Clock-Sword based upon a combined average of his human ‘Agility’ and ‘Strength’.

His Clock-Sword may slice and pierce through AM:50 / VI:55 / SN:60 barriers on contact. He may also adjust the length of the blade from knife size to the length of a 15-foot Javelin, basically allowing him to engage in Melee Battle at a distance of 20 feet (2 Areas).

Aeon may also use the Clock-Sword as a Melee Battle Shield allowing him to effectively ‘Block’ oncoming attacks of AM:50 / SN:60 / FR:70 in total blocking capacity.

He may also cast a Bladed Energy Blast from the Clock-Sword to work as a Range attack of 100 Feet (10 Areas), but during such a Range attack Aeon will lose his [+3CS] Bonus and he will FEAT Roll at SP:45 Ability, the Average between his ‘Agility’ and ‘Fighting’. His Range attacks function just like his Melee attacks in aptitude for Damage and Barrier Penetration.

- FEAT Rolled at SV:65 ‘Ability’ to use his Clock-Sword in Melee Battle due to [+3CS] to his AM:50 ‘Fighting’
- FEAT Rolled at SP:45 ‘Ability’ to use his Clock-Sword for a Range Attack, Average of ‘Agility’ and ‘Fighting’.
- Multiple Hits or Actions: 5 per Game Round to FEAT Roll complex Combat Moves.
- Damage is divided among Multiple Hits reaching TY:06 / TY:07 / AA:08 impact per each separate ‘Hit’
- Armor and Barrier penetration always at AM:50 / VI:55 / SN:60 depending upon FEAT Roll.


Damage Categories: Bladed, Lethal, Slam, Stun, Dark, Holy, Necromancy, Eldrich, Fire, Ice, Toxic, Psychic, Energy, Gravity, Electricity, Light, Heat, Cold, Spectral, Magic, and ‘Nemesis’ Damage which will simply allow Aeon to inflict damage to ANY Character regardless of the opponent’s Defense Set.

His ‘Nemesis’ Magic allows him to meet a Defense with an Attack based upon Ranked Intensity rather than discovering a Weakness to exploit.


Time Manipulation: AM:50. While in Human Form, Aeon still possess his Powers over Time Manipulation but his Power is greatly restricted.

While in Human Form, Aeon can only pause time for a brief duration, roughly 5, 10, and 15 seconds, which allows him to execute basic FASERIP FEATs and actions without hindrance.

Basically he may cram multiple Game Rounds of Action into a single Game Round. This is often perceived as ‘Hyper-Speed’ in most Game Mechanics. However, when Aeon ‘Pauses’ Time he may execute various FEAT Rolls with an ‘Automatic’ Green Score. He may FEAT Roll any FASERIP Actions during his Pause in Time, but the lowest score Aeon can get is a Green.

- Green: Pause time for 1 Game Round.
- Yellow: Pause time for 2 Game Rounds.
- RED: Pause time for 3 Game Rounds.
- Aeon can only use this Power once every 30 seconds (5 Game Rounds).

If Aeon uses this Power for an Attack to inflict Damage to another Character he may inflict a maximum of UN:100 Damage. Also as a final note; Characters who do possess ‘Hyper-Speed’ are not ‘Slowed-Down’ in relation to Aeon; They flat ‘STOP’….


Mobility Enhancements: Aeon normally travels on foot like most other Characters, while in human form. In his True Form he does not require Mobility Statistics, as they become irrelevant.

- Run: 4 Areas per Round. He will get exhausted in about 4 hours.
- Sprint: 5 Areas per Round. He will get exhausted in about 4 minutes of continuous Sprinting.
- Swim: 3 Area per Round. No need to Breathe. His Regen can keep him submerged [-1CS] to FASERIP FEATs.
- Climb / Crawl: 1 Area per Round and may adhere to virtually any Texture Surfaces.
- Jump: 1 Area (10 Feet) in a bound.
- Running Approach Jump: 2 Area (20 Feet) in a total distance bound.


Talents:

Omni-Skill and Clairvoyance: Aeon may FEAT Roll any of his appropriate RIP Ranks to remotely tap into the Cosmos, the Netherworld or the Spectral Realm and ‘Learn’ virtually ANY Talent rendering [+1CS] to virtually any FEAT he may attempt.

He may only use one ‘Talent’ at any giving time for a particular situation without stacking the Talents. He may also use this Power to gather ‘Mission Critical’ information allowing him to be ‘Fully’ informed about his task and situation at hand. This allows Aeon to make the correct decisions with a 90% probability of accuracy.


Nullified Karma: Aeon is beyond gaining and losing Karma. The entire Earth can be shattered, destroying ALL life on the planet, but if such an atrocity is required to keep the rest of the Universe in balance….. Aeon would destroy all of humanity without a second thought.

Aeon may also use his Karma in an unlimited fashion to boost his FASERIP FEATs, Dice Rolling RED for virtually every FEAT Roll.

However, he will rarely choose to do so unless he about 50% assured that he has come across a Worthy Agent to face Dracula, The Reaper, or any other ‘Boss’ Character slated into the Game Campaign by the GM.




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TANKERACE


Tanker's MSH Characters
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MOTÖRHEAD
Hector
December 18, 2009 11:15AM
avatar
Hector



Castlevania Title Appearances
- Castlevania: Curse of Darkness (Main Protagonist Character released in 2005 for Xbox and PS2)

Primary Abilities:

Hector

F: VI:55           | R: IM:25            | Race: Caucasian    | Nationality: Romania        |
A: SP:45           | I: FN:35            | Gender: Male       | Residence: Mobile           |
S: EC:15           | P: SP:45            | Apparent Age: 20's | True Age: 27 y/o            |
E: FN:35           | L: SP:45            | Eye Color: Blue    | Life Expectancy: ????       |
                   |                     | Hair Color: Gray   | Species: Normal Human       |
Health: 150 / 150  | Karma: 150 / 150    | Blood Type: AB+    | Archetype: Master-Mind      |
                   |                     | Height: 5'10"      | Primary Set: Necromancy     |
Initiative: RM:30  | Experience: IM:25   | Weight: 165 lbs    | Secondary Set: Melee Combat |
Popularity: GD:10  | Appearance: RM:30   | Mass: 0 X 0 = 0    | Epic Set: Body Mastery      |
Resources : GD:10  | Morality  : Neutral |                    |                             |
Job Rank  : TY:06  | Conviction: VI:55   | ATTACK: RM:30      | DEFENSE: FN:35              |
                   |                     |                    |                             |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
RM:30 [+0CS]       | RM:30 [+1CS]        | RM:30 [+0CS]       | IM:25 [+1CS]                |
                   |                     |                    |                             |

Game Origin:

Hector’s video game Character is generally considered as a ‘New’ addition to the Cast of Castlevania. He was first written-up as a conversion Character into MSH-RPG here at Classic Marvel Forever.

Hector’s write-up is also extensive since he is technically seven different Characters written up as one. Hector is a Devil Forge Master, which allows him to summon various creatures to his assistance. The Player of Hector basically operates two separate Characters on the Game Table at any given time. This adds a great deal of complexity to Hector’s write-up and playable table Character.

Hector was also added to the Cast of Castlevania to implement a wide variety of new Weapons and Tactics into one of Konami’s premier Game Platforms, Castlevania.

Though out all the Title Releases of Castlevania, the Player generally only uses one type of weapon; the malleable rope-like ‘Whip’. With the release of Castlevania: Curse of Darkness, and Hector as the primary playable Character, Konami introduced a very broad range of weaponry into its 3D Castlevania Game Series.

This gave the rather stale and outdated Castlevania series a much-needed facelift in general Game Play and usable In-Game Tactics. In Castlevania: Curse of Darkness Hector uses a variety of Weapons.

- Various Jeweled-Knuckles / Spiked-Gloves / Small Knives / Unarmed Martial Arts.
- Various Full Length Swords / Short-Swords / Single Handed Swords.
- Various Axes / Maces / Clubs / Hammers.
- Various Staffs / Javelins / Spears / Pikes / Mast-Axes.
- Various Frontal Battle Shields.

Each of these weapons allows Hector various tactical advantages in the Game. However, the main difference is mostly him being able to use Rapid Flurry Attacks or Single Heavy Haymaker Attacks to inflict damage on the Enemies of Castlevania.

Hector also has a selection of ‘Silly’ Weapons, such as a Push-Broom, a Filthy Wet Mop, a Wiffle-Ball-Bat, and a Spongy Nerf Hammer. While these ‘Silly’ weapons do inflict decent damage, they are mainly used to increase his luck and be humorous in the Video Game.

Hector also uses ‘Innocent Devils’ or ‘IDs’ as his weapons too. These are Demonic-Spectral Creatures Hector may manifest into our world as he commands them to conduct various deeds for him. This is an ability taught to him by Dracula. Hector may manifest six types of ‘Innocent Devils’ to assist him in adventures, quests, and battle.

- Fairy Type: Assist Hector with regenerative healing, buffs, de-buffs, detection, and tactical information.
- Battle Type: Assist Hector with direct combat, physical hostilities, and events that require brute strength.
- Bird Type: Assist Hector with Range Attacks and Flight to reach difficult locations and secret areas.
- Mage Type: Assist Hector with direct combat and physical hostilities with ‘Archer’ based Range Attacks.
- Devil Type: Has all the abilities of the other the ‘Innocent Devils’.
- Pumpkin Type: Mostly a novelty ‘ID’ but he gives Hector ‘Miraculous Luck’ with Probability Manipulation.

In this Write-Up, Hector is considered as a contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Hector at his greatest potential. However, unlike the Belmont Clan, Hector is not necessarily a Vampire Hunter. Hector’s quest into Castlevania is to seek revenge against Isaac, a fellow Devil Forge Master.

Hector was once a servant of Dracula taught in the Dark Arts of Necromancy. Hector betrayed Dracula to pursue a normal human existence, at which point Dracula let Hector go freely only to send Isaac to spy upon Hector. When Hector took a wife Isaac had her assassinated to lure Hector back under Dracula’s influence.

Hector was not Randomly Rolled on the MSH-RPG Character Creation Table due to his publications in the various Castlevania Video Games. Hector is considered as a Normal-Human Being. His ‘Powers’ derive from his extensive education in Necromancy, Demonology, and his prolonged exposure to the Arcane Magic of Dracula.

Also, other Video Game themes and ideas were considered during Hector’s Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail Hector’s conversion into MSH-RPG; placing him as a ‘Master-Mind’.

In the Game ‘City of Heroes’ the ‘Master-Mind’ Archetype summons loyal minions to fight at his side. The ‘Master-Mind’ himself is a very capable Warrior, but strictly on a ‘Human’ level.

The ‘Master-Mind’ Archetype is usually at a great disadvantage verse the other Archetype Classes who harbor Super-Human FASERIP, Health, and Super Natural Powers. Thus, the ‘Master-Mind’ summons Super-Powerful minions to be his loyal soldiers.

Hector could be classified as a ‘Necromancy / Melee Combat / Body-Mastery Master-Mind’ in the Video Game ‘City of Heroes’.


Distinguishing Features and Story Origin:

Hector is the main protagonist of Castlevania: Curse of Darkness. A Devil Forge Master, he formerly worked under Dracula, but ended up betraying him sometime during the events of Castlevania III. Eventually, he put Dracula behind him to live a peaceful life among humans.

All is well for a time, until his wife, Rosaly, is accused of witchcraft and burned at the stake. Soon after, he learns that his fellow Devil Forge Master, Isaac, orchestrated the events which lead to her death. Vowing revenge, Hector follows Isaac back to his old home.

There, Isaac challenged him to follow if he wished to regain his Devil Forge Master powers. Hector follows Isaac into the castle and shortly finds a strange tomb. It is revealed that this tomb is a site for forging Innocent Devils (I.D's). Against his better judgment, Hector gives in and regains his old powers in devil forgery.

Throughout the game, Hector comes across many other Innocent Devils including a Fairy (the first), a Battle Type ID, a Bird ID, a Mage ID and a Devil ID. There is also a secret Pumpkin ID to be found, but only under certain circumstances can it be obtained.

As he chases Isaac through the castle and surrounding realm, Hector comes across two other characters; Zead, and St. Germain. While Zead seeks to help Hector in his quest, St. Germain requests that he pursues Issac no further. In a short FMV, it is shown that these two characters are in conflict with one another. Zead continues to give helpful advice throughout most of the game.

Through the game, Hector fights Isaac on many occasions. Each time Isaac is armed with more powerful weapons and his own evolved Innocent Devil. To counter this, Hector must forge his own Innocent Devils and evolve them to their final forms.


Game Play: In the Digital Video Game releases of Castlevania, Hector basically infiltrates into Dracula’s territory and castle to face Isaac and Dracula in single combat. Throughout Hector’s quest he has to find a wide verity of methods to access locked game content and move onward to the Castle’s Lordship Tower and face Dracula, who is secure in the secret lair.

Dracula’s henchmen and monsters guard most of the locked game content, where Hector must face these beasts and defeat them in single combat. However, a great deal of the locked content is accessible by solving various puzzles and finding various Keys, Passwords, and Support Characters.

In MSH-RPG Hector can be played in a less restricted fashion, taking advantage of virtually any tactical opportunity imaginable to meet the Game Judge’s challenges, situations and obstacles. Hector should be generally handled like a Human ‘Stealth-Commando’ type of Character using spectacular magic weapons and equipment, rather than conventional technology based weapons.


Known Powers: Hector is not considered as a ‘Super-Human’ and he does not posses Supernatural or Paranormal Powers, per say. Hector’s abilities derive from his intensive training and combative lifestyle, as well as his prolonged exposure to the Arcane Magic of Castlevania and Dracula.

However, Hector could be slightly ‘Super-Human’ as an overall Character, mainly due to him being able to use Magic and Summon Necromancy Creatures, otherwise known as Innocent Devils.


Defensive Abilities: Hector’s Attire acts as traditional ‘Body-Armor’ and should be considered as EX:20 ‘Armor’ to Physical and Energy based attacks and injuries.

Hector may also utilize a form of ‘Block’ that magically deploys a Force Shield Sheath over his body allowing him to reinforce his ‘Armor’ for a short duration. During such a Block Action Hector will manifest his frontal battle shield automatically.

FEAT Rolled on his ‘Fighting’ Rank (VI:55) Hector may temporally increase his ‘Armor’ to True Invulnerability that is resistant to ALL and ANY forms of injury.

- BLUE: Total Failure, No Boost to his Armor.
- WHITE: Boost his Armor by 5 Points to reach IM:25 Armor to ANY Attacks. Duration is 10 Game Rounds.
- GREEN: Boost his Armor by 10 Points to reach RM:30 Armor to ANY Attacks. Duration is 5 Game Rounds.
- YELLOW: Boost his Armor by 15 Points to reach FN:35 Armor to ANY Attacks. Duration is 3 Game Rounds.
- RED: Boost his Armor by 20 Points to reach IN:40 Armor to ANY Attacks. Duration is 1 Game Round.

Upon a RED ‘Block’ FEAT Hector will also Drain and Absorb 90 to 100 Karma Points from his opponent. The amount he drains is concurrent with his Dice Roll since he has to Roll between 90 and 100 to score a RED FEAT.

Hector also has Set Invulnerabilities to various types of Attacks. These ‘Sets’ were imparted to Hector by Dracula during his training as a Devil Forge Master.

- UN:100 Invulnerability to ANY form of Vampirism or Similar Vampire effects.
- AS:80 Invulnerability to Psychic, Illusionary, Sensory, Perception or Trickery based Attacks.
- MN:75 Invulnerability to Spectral, Eldritch, Necromancy, Dark, Holy, Evil, or similar Arcane ‘Magic’ Attacks.
- AM:50 Invulnerability to Illness, Disease, Aging and other similar ailments.


Weaponry, Equipment and Combat: Hector is a superb weapons master and fighter with virtually any given melee weapon. His primary strength as a fighter is his versatility while using almost any type of hand held weapon.

In Castlevania: Curse of Darkness, Hector builds his inventory of weapons from dropped items when he defeats enemies. In the Video Game, Hector can basically build five types of weapons.

- Various Jeweled-Knuckles / Spiked-Gloves / Small Knives / Unarmed Martial Arts.
- Various Full Length Swords / Short-Swords / Single Handed Swords.
- Various Axes / Maces / Clubs / Hammers.
- Various Staffs / Javelins / Spears / Pikes / Mast-Axes.
- Various Frontal Battle Shields.

Instead of listing his entire inventory of various weapons, Hector is written-up as carrying his top-tier weaponry. These Weapons also have various elements added to them basically allowing Hector to have ‘True Nemesis’ Alchemy on the weapons so that they may be effective to various spectral, demonic, and psychic creatures that are often intangible.


Melee Weapons: RM:30 / IN:40 / AM:50 Damage. Hector can ‘Hit’ very hard for a ‘Normal’ Human; with or without weapons. However, he prefers to use Weapons rather than going about unarmed. He has a unique style of Martial Arts that closely resembles ninjitsu, which employs bladed weapons, stealth tactics, countering leverage moves, and opportunist attacks.

Hector mainly relies upon his weapons with Striking Tactics and various forms of charges but he can use some general Grappling and Wrestling Techniques as well. His Gauntlets, Boots, Uniform, and Weapons are Magically Charged allowing him to hit at his Full Force and Impact without injuring himself.

This works similar to CHI-Energy manipulation at the point of Impact and cannot be used as a form of ‘Armor’. However, Hector can use his Hit Power for Force on Force Evasions.


- FEAT Rolled at FR:70 ‘Ability’ in Armed Melee Battle due to [+3CS] to his VI:55 ‘Fighting’
- Multiple Hits or Actions: 5 per Game Round to FEAT Roll complex Combat Moves.
- Damage is divided among Multiple Hits reaching TY:06 / AA:08 / GD:10 impact per each separate ‘Hit’
- Armor and Barrier penetration always at AM:50 / VI:55 / SN:60.
- Optional to FEAT Roll ‘Charges’ on the ‘Fighting’ to enhance with Tumbling Tackles or Hit Multiple Targets.
- Arial Jumping attacks to Pounce or Counter Attack while avoiding an oncoming Attack. 2 Areas (20 Feet).
- Shoulder throws and Judo type leverage moves to Slam or Hurl opponents with up to FN:35 ‘Strength’.

Weapon Types:

- Jeweled-Knuckles: Allows Flurry Attacks of 5 Hits per Game Round. Each hit is TY:06 / AA:08 / GD:10 impact.
- Full Length Sword: 3 Hits per Game Round. Each hit is GD:10 / EC:15 / EX:20 impact.
- Full size Axe: Single Swing per Game Round. RM:30 / IN:40 / AM:50 Damage.
- 6-Foot Javelin: Single Swing per Game Round with leverage type moves to incur Slams, Stuns, and Kill Effects at [+1 Color Shift].
- Frontal Battle Shield: Allows Hector to ‘Block’ with his ‘Defensive Abilities’ section listed above.

These Weapons are UN:100 in Material Durability and have piercing properties of AM:50 / VI:55 / SN:60 depending upon FEAT Roll. However, if these weapons are commandeered from Hector they will turn into ash and re-materialize in Hector’s possession in the next Game Round.

These Weapons also have self-repair if they are damaged. Hector does not carry all these weapons at once. He carries only one Weapon at any given time and must take 30 seconds (5 Game Rounds) to swap from one Weapon to another.


Damage Categories: Bladed, Blunt. Lethal, Slam, Stun, Dark, Holy, Necromancy, Eldrich, Fire, Ice, Toxic, Psychic, Energy, Gravity, Electricity, Light, Heat, Cold, Spectral, Magic, and ‘Nemesis’ Damage which will simply allow Hector to inflict damage to ANY Character regardless of the opponent’s Defense Set.

His ‘Nemesis’ Magic allows him to meet a Defense with an Attack based upon Ranked Intensity rather than discovering a Weakness to exploit.


Mobility Enhancements: Hector normally travels on foot, using his FASE Ranks.

- Run: 4 Areas per Round. He will get exhausted in about 3 hours.
- Sprint: 5 Areas per Round. He will get exhausted in about 3 minutes of continuous Sprinting.
- Swim: 3 Area per Round. He can hold his breath for about 3 minutes.
- Climb / Crawl: 1 Area per Round and may climb normal and rough climbing surfaces.
- Jump: 1 Area (10 Feet) in a bound.
- Running Approach Jump: 2 Area (20 Feet) in a total distance bound.


Summoning Necromancy Beasts: MN:75. Similar to Richter Belmont, Hector possesses a great degree of Necromancy Power and Education from his arcane education and influence from Dracula. Isaac also has this Power as well since both He and Hector are ‘Devil Forge Masters’.

Hector may open magic portals into the Netherworld and Summon six different types of Netherworld Creatures, often called Innocent Devils. These Creatures are completely loyal to Hector and will obey him with SX:150 Loyalty since they are Psychically connected to Hector. However, they can act upon their own will-power in efforts to protect or fight for Hector.

Hector has about 30 different ‘Innocent Devils’ he may manifest into our realm, but he can only have one ‘Innocent Devil’ in Game Play at any given time.

Each ‘Innocent Devil’ offers various tactical advantages. To swap from one ‘Innocent Devil’ to another requires 2 Game Rounds. These 30 ‘Innocent Devils’ are split into six types since most of their differences are merely cosmetic or one Power is swapped for another.

- Fairy Type:
- Battle Type:
- Bird Type:
- Mage Type:
- Devil Type:
- Pumpkin Type:

When Summoned into our realm the ‘Innocent Devils’ have a stasis period of approximately 12 hours (7200 Rounds) and then they will return to the depths of the Netherworld. The ‘Innocent Devils’ are nearly immortal and if ‘Killed’ in our realm they will return to the Netherworld. Hector is able to summon these Creatures at any time as long as he has sufficient Karma (over 10 Karma Points).

To Summon these Creatures Hector needs to use 10 Karma to act as Magic fuel, then he needs to make a MN:75 Power FEAT. It may take a few Game Rounds for the Spectral Beast to fully materialize.

- Blue: Critical Failure. Hector wastes 10 Karma.
- White: Hector’s chosen ‘Innocent Devil’ will manifest at his side in 10 Game Rounds.
- Green: Hector’s chosen ‘Innocent Devil’ will manifest at his side in 5 Game Rounds.
- Yellow: Hector’s chosen ‘Innocent Devil’ will manifest at his side in the next Game Round.
- RED: Hector’s chosen ‘Innocent Devil’ will manifest at his side in that Game Round.


Innocent Devils
_____________________________________________________________________________________________
                              |                              |                              |
Fairy Type:                   |Battle Type:                  |Bird Type:                    |
                              |                              |                              |
-F: DE:01                     |-F: TR:85                     |-F: EC:15                     |
-A: FB:02                     |-A: RM:30                     |-A: FN:35                     |
-S: DE:01                     |-S: AW:90                     |-S: TY:05                     |
-E: FB:02                     |-E: PH:95                     |-E: EX:20                     |
                              |                              |                              |
-R: EX:20                     |-R: GD:10                     |-R: EC:15                     |
-I: AM:50                     |-I: IN:40                     |-I: SN:60                     |
-P: AM:50                     |-P: SN:60                     |-P: RM:30                     |
-L: IN:40                     |-L: IN:40                     |-L: FN:35                     |
                              |                              |                              |
-Health:   6 /   6            |-Health: 300 / 300            |-Health:  75 /  75            |
-Karma:  160 / 160            |-Karma:  150 / 150            |-Karma:  140 / 140            |
                              |                              |                              |
Initiative: IM:25             |Initiative: VI:55             |Initiative: RM:30             |
Popularity: EX:20             |Popularity: EX:20             |Popularity: EC:15             |
Resources : TY:06             |Resources : FB:02             |Resources : FB:02             |
Job Rank  : TY:06             |Job Rank  : TY:06             |Job Rank  : TY:06             |
Experience: UN:100            |Experience: UN:100            |Experience: UN:100            |
Appearance: AM:50             |Appearance: IN:40             |Appearance: EX:20             |
Conviction: FR:70             |Conviction: GL:125            |Conviction: SN:60             |
Morality  : Neutral           |Morality  : Neutral           |Morality  : Neutral           |
                              |                              |                              |
COMBAT SKILL   : IM:25 [+1CS] |COMBAT SKILL   : SP:45 [+1CS] |COMBAT SKILL   : RM:30 [+0CS] |
COMBAT SPEED   : IM:25 [+1CS] |COMBAT SPEED   : SP:45 [+1CS] |COMBAT SPEED   : RM:30 [+1CS] |
COMBAT STRENGTH: IM:25 [+1CS] |COMBAT STRENGTH: AM:50 [+1CS] |COMBAT STRENGTH: RM:30 [+0CS] |
COMBAT STAMINA : IM:25 [+1CS] |COMBAT STAMINA : SP:45 [+1CS] |COMBAT STAMINA : RM:30 [+0CS] |
                              |                              |                              |
ATTACK : TY:06                |ATTACK : MN:75                |ATTACK : RM:30                |
DEFENSE: RM:30                |DEFENSE: UN:100               |DEFENSE: EX:20                |
                              |                              |                              |
Race: Fae                     |Race: Demonic                 |Race: Demonic                 |
Gender: Female                |Gender: Male                  |Gender: Male or Female        |
Apparent Age: 20's            |Apparent Age: ????            |Apparent Age: ????            |
Eye Color: Varies             |Eye Color: Varies             |Eye Color: Varies             |
Hair Color: Varies            |Hair Color: Varies            |Hair Color: Varies            |
Blood Type: ????              |Blood Type: ????              |Blood Type: ????              |
Height: 3 Inches              |Height: 8' to 9' feet tall    |Height: 2' to 3' feet tall    |
Weight: 2 Ounces              |Weight: 800 to 1000 lbs       |Weight: 20 to 30 lbs          |
Mass: -5 X -5 = -25           |Mass: 2 X 13 = 26             |Mass: -2 X -1 = -2            |
                              |                              |                              |
                              |                              |                              |
Known Powers (Short-Script)   |Known Powers (Short-Script)   |Known Powers (Short-Script)   |
                              |                              |                              |
-True-Flight: 5 Areas / Round |-Invulnerability Armor: MN:75 |-Mobility Enhancements:       |
-Small Size: [-9CS] To Hit.   | Battle Type Innocent Devils  | -True-Flight: 7 Areas/Round  |
-Agility to Dodge: AM:50      | are heavily fortified with   | -Endless Hover Levitation    |
-Stealth: IN:40               | layers upon layers of Armor. | -May carry Hector, Granting  |
-Heightened Senses: AM:50     |                              |  Hector equal Flight ability |
                              | Instead of listing each      | -Flight is the same for all  |
-Healing Empathy: IN:40       | individual ‘Layer’ of Armor  |  5 Species of Bird Type      |
 Imparts IN:40 Regeneration   | it is easier to simply       |  Innocent Devils.            |
 upon Hector to heal at a     | operate the Innocent Devil   |                              |
 rate of 4 HP per Game Round  | with ‘True Invulnerability’  |-Hector’s Bird Type Innocent  |
                              | against ALL and ANY attacks  | Devils (ID’s) have distinct  |
-Mass HP Healing: IN:40       | at MN:75 Caliber.            | differences in Game Play     |
 Spells must use 10 KP per    |                              | based upon their ‘Species’.  |
 Spell and can only use once  |-Regeneration: RM:30          |                              |
 every 5 Rounds               | Full-Fledged Regeneration    | -Vulture: Necromancy Element |
                              | can rapidly heal from ALL    | -Eagle  : Conventional       |
-Blue : No Mass HP Healing    | injuries at a rate of 3 HP   | -Bat    : Sonic Element      |
-White: Instantly Heal 15 HP  | per Game Round regardless of | -Dragon : Fire, Ice, Acid    |
-Green: Instantly Heal 37 HP  | activity.                    | -Phoenix: Holy Eldrich       |
-Yello: Instantly Heal 75 HP  |                              |                              |
-RED  : Instantly Heal 113 HP | May also reattach or re-grow |-Heightened Senses: SN:60     |
                              | limbs and complex organs     |                              |
-Detection: AM:50             | if decapitated or impaled.   | Each Bird Type ‘ID’ has      |
 works from the Fairy’s       |                              | their particular forms of    |
 Intuition and stays in       | FEAT ROLL the Regeneration   | senses allowing them sensory |
 constant operation similar   | to heal Mass HP, but may     | awareness in their given     |
 to a Radar System of AM:50   | only use this Stunt once     | environment.                 |
 Capacity.                    | every 10 Game Rounds.        |                              |
                              |                              | -Vulture: SN:60 Olfactory    |
 Automatically Detect hidden  |  -Blue  : Critical Failure   | -Eagle  : SN:60 Vision       |
 dangers, weaknesses,         |  -White : Recover 20 HP      | -Bat    : SN:60 Auditory     |
 key clues, and virtually     |  -Green : Recover 63 HP      | -Dragon : RM:30 for those 3  |
 any other hidden trickery    |  -Yellow: Recover 125 HP     | -Phoenix: SN:60 Telepathy    |
 the GM may have in mind for  |  -RED   : Recover 187 HP     |                              |
 the Player.                  |                              |-General Combat: AM:50 FEAT   |
                              |-Melee Combat:                | The Bird-Type ‘ID’s attack   |
-Buffs and De-Buffs: AM:50    | Claws, Teeth, Boots, Gloves, | mostly via Range Based       |
                              | Horns, Spikes.... etc.       | weaponry. Each of the 5      |
 This allows the Fairy to     | -SN:60 Edged Damage          | Bird-Types offer their own   |
 strengthen her Teammates     | -UN:100 Armor penetration    | various Elemental type of    |
 abilities; Or Weaken her     |                              | Attacks.                     |
 Enemy’s abilities.           | -3 Multiple Actions a Round  |                              |
                              |  but damage is divided to    | -Base Damage and Impact:     |
-Operates with AM:50 Potency  |  each individual hit at      |   -RM:30 at Green FEAT       |
-Effective Range: 20 Feet     |  EX:20 Impact.               |   -FN:35 at Yellow FEAT      |
-[-2CS] from her FEAT Roll    |                              |   -IN:40 at RED FEAT         |
 with additional Targets in   | -FEAT ROLL Charges on the    |   -SP:45 at 100 RED FEAT     |
 her Range.                   |  Fighting for Tumbling       | -Range: 50 to 80 feet.       |
                              |  Tackles and hitting         |  (5 to 8 Areas)              |
 She can Buff / De-Buff up to |  multiple targets with a     | -Projectile Dimensions:      |
 7 Targets simultaneously     |  ‘Charge’                    |  2 foot diameter ‘Ball’      |
 before it is ineffective.    |                              |  elongated to about 5 feet   |
                              | -FEAT ROLL Charges on the    |  long due to trajectory.     |
 The Fairy must use 1 KP per  |  Endurance for a devastation |                              |
 Round to Buff or De-Buff     |  Attack of SX:150 Impact to  | -Vulture: Necromancy Blast.  |
 various Target Characters.   |  Incur Stun, Slam, Kill      |  Will bypass most forms of   |
                              |  Results. All 3 Effect       |  Conventional Armor.         |
-Teammate Effects:            |  Result on a RED.            |                              |
 Allows Friendly Characters   |                              | -Eagle: Talon Dive.          |
 to FEAT Roll FASERIP and     | -Materialize Bladed Melee    |  Conventional Edged Attack   |
 Power Stunts by [+3CS]       |  Weapons of UN:100 Impact    |  Bird of Prey styled ‘Dive’  |
                              |  with [+3CS] to Fighting     |                              |
 OR                           |  reaching UN:100 FEATS.      | -Bat: Focused Sonic Scream.  |
                              |                              |  Sonic Beam Attack effects   |
 Allows 'Friendly' Characters |-Mobility Enhancements:       |  both Ears and can vibrate   |
 to operate FASERIP and       | -Run: 3 Areas per Round.     |  a target.                   |
 Powers at [+1 Rank]          | -Sprint: 4 Areas per Round.  |                              |
                              | -Swim: 2 Areas per Round.    | -Dragon: Fire, Ice, or Acid  |
-Enemy Effects:               | -Climb: 2 Area per Round.    |  trajectory Beam Attacks.    |
 Allows Enemy Characters to   | -Jump: 1 Area (10 Feet).     |                              |
 FEAT Roll FASERIP and Power  | -Burrowing: 2 Area per Round | -Phoenix: Holy Eldrich Beam. |
 Stunts by [-3CS]             |  through TR:85 Solid Mass    |  Will bypass most forms of   |
                              |                              |  Conventional Armor.         |
 OR                           |-Limitations:                 |                              |
                              | Only engages into ‘Combat’   |-Limitations:                 |
 Allows Enemy Characters to   | and events of Brute Power.   | Only engages into ‘Combat’   |
 operate FASERIP and Powers   | These Spectral Creatures     | and events that will assist  |
 at [-1 Rank]                 | ‘Live’ for Battle.           | Hector in ‘Flight’ to reach  |
                              |                              | difficult locations.         |
                              | These Creatures will fight   |                              |
-Limitations:                 | to the their Death           | These ‘Birds’ will detour    |
 Cannot engage in ‘Direct’    | regardless of tactical       | from combat if they suffer   |
 Combat or Battle.            | advantages to sway away from | AM:50 HP Impact from a       |
                              | Violence and Combat.         | singular enemy attack.       |
 During hostilities the Fairy |                              |                              |
 stays out of ‘Fights’ to     | Must be Summoned from the    | Hector will have to FEAT     |
 Heal and Buff.               | Netherworld by Hector to     | ROLL a Yellow MN:75 FEAT and |
                              | materialize in our Realm.    | ‘Order’ the Bird to attack   |
 Must be Summoned from the    |                              | again if the bird receives   |
 Netherworld by Hector to     | Immortal: When Killed the    | AM:50 or more HP Damage.     |
 materialize in our Realm.    | Creature returns to the      |                              |
                              | Netherworld and may be       | Immortal: When Killed the    |
 Immortal: When Killed the    | Re-summoned in the next      | Creature returns to the      |
 Fairy returns to the         | Game Round.                  | Netherworld and may be       |
 Netherworld and may be       |                              | Re-summoned in the next Game |
 Re-summoned in the next      |                              | Round.                       |
 Game Round.                  |                              |                              |
_____________________________________________________________________________________________



Innocent Devils
_____________________________________________________________________________________________
                              |                              |                              |
Mage/Archer/Blaster Type:     |Pumpkin Type:                 |Devil Type:                   |
                              |                              |                              |
-F: RM:30                     |-F: GD:10                     |-F: SN:60                     |
-A: IN:40                     |-A: GD:10                     |-A: AM:50                     |
-S: GD:10                     |-S: TY:05                     |-S: IN:40                     |
-E: EX:20                     |-E: GD:10                     |-E: AM:50                     |
                              |                              |                              |
-R: RM:30                     |-R: TY:05                     |-R: FN:35                     |
-I: AS:80                     |-I: GD:10                     |-I: SP:45                     |
-P: IN:40                     |-P: UN:100                    |-P: MN:75                     |
-L: AM:50                     |-L: IN:40                     |-L: SP:45                     |
                              |                              |                              |
-Health: 100 / 100            |-Health:  35 /  35            |-Health: 200 / 200            |
-Karma:  200 / 200            |-Karma:  155 / 155            |-Karma:  200 / 200            |
                              |                              |                              |
Initiative: FN:35             |Initiative: RM:30             |Initiative: AM:50             |
Popularity: RM:30             |Popularity: MN:75             |Popularity: AM:50             |
Resources : GD:10             |Resources : FB:02             |Resources : EX:20             |
Job Rank  : TY:06             |Job Rank  : TY:06             |Job Rank  : TY:06             |
Experience: UN:100            |Experience: UN:100            |Experience: UN:100            |
Appearance: GD:10             |Appearance: TY:06             |Appearance: AM:50             |
Conviction: AS:80             |Conviction: FR:70             |Conviction: AS:80             |
Morality  : Neutral           |Morality  : Neutral           |Morality  : Neutral           |
                              |                              |                              |
COMBAT SKILL   : FN:35 [+1CS] |COMBAT SKILL   : RM:30 [+0CS] |COMBAT SKILL   : SP:45 [+0CS] |
COMBAT SPEED   : IN:40 [+0CS] |COMBAT SKILL   : RM:30 [+0CS] |COMBAT SPEED   : SP:45 [+1CS] |
COMBAT STRENGTH: FN:35 [+1CS] |COMBAT SKILL   : RM:30 [+0CS] |COMBAT STRENGTH: SP:45 [+0CS] |
COMBAT STAMINA : FN:35 [+1CS] |COMBAT SKILL   : RM:30 [+0CS] |COMBAT STAMINA : SP:45 [+0CS] |
                              |                              |                              |
ATTACK : FN:35                |ATTACK : RM:30                |ATTACK : SP:45                |
DEFENSE: IM:25                |DEFENSE: GD:10                |DEFENSE: AM:50                |
                              |                              |                              |
Race: Demonic                 |Race: Demonic                 |Race: Demonic                 |
Gender: Male or Female        |Gender: Unique                |Gender: Female                |
Apparent Age: ????            |Apparent Age: ????            |Apparent Age: ????            |
Eye Color: Varies             |Eye Color: Yellow             |Eye Color: Varies             |
Hair Color: Varies            |Hair Color: Orange            |Hair Color: Varies            |
Blood Type: ????              |Blood Type: none              |Blood Type: ????              |
Height: 5' to 6' feet tall    |Height: 5' 9"                 |Height: 5' 7"                 |
Weight: 130 to 190  lbs       |Weight: 140 lbs               |Weight: 150 lbs               |
Mass: 0 X 0 = 0               |Mass: 0 X 0 = 0               |Mass: 0 X 0 = 0               |
                              |                              |                              |
                              |                              |                              |
Known Powers (Short-Script)   |Known Powers (Short-Script)   |Known Powers (Short-Script)   |
                              |                              |                              |
-Hector’s Mage-Type Innocent  |-Hector’s Pumpkin-Type ‘ID’   |-The Devil-Type ‘ID’ is the   |
 Devils (ID’s) have distinct  | is not much for direct       | Full culmination of the      |
 differences in Game Play     | combat of any nature.        | other five Innocent Devils.  |
 based upon their ‘Species’.  |                              |                              |
                              | While the Pumpkin-Type ‘ID’  | The Devil-Type ‘ID’ holds    |
 -Archer: Uses Bow and Arrow  | can sort of defend himself   | ALL the Same Powers of the   |
 -Gunner: Uses Medieval Guns  | to a Normal Human degree,    | other 5 Innocent Devils in a |
 -Arcane: Uses Eldrich Blasts | the Creature does not carry  | singular package.            |
 -Fire Elemental: Fire Blasts | any type of formidable       |                              |
 -Ice Elemental : Ice Blasts  | weapons or powers.           | To use the Devil-Type ‘ID’   |
 -Acid Elemental: Acid Blasts |                              | the player must refer back   |
 -Electricity : Lighten Bolts | Due to this, the Pumpkin     | to the Power Sets listed in  |
 -Force: Uses Kinetic Bolts   | Type ‘ID’ will normally      | the other 5 ‘ID’s.           |
 -Psychic Blaster: PSI Blasts | avoid combat and simply      |                              |
 -Eldrich Blaster: Holy/Evil  | follow Hector around,        | Due to The Devil-Type ‘ID’s  |
                              | staying within a 20-foot     | advantages as a summoned     |
-Ranged Combat: VI:55 FEAT    | distance of Hector.          | ‘Pet’ The Devil-Type ‘ID’    |
 The Mage-Type ‘ID’s attack   |                              | requires 4-times more Karma  |
 mostly via Range Based       | However, the Pumpkin-Type    | to summon into our Earthly   |
 weaponry. Each of the 10     | ‘ID’ gives Hector one the    | Realm. As well, the Devil    |
 Mage-Types offer their own   | best known Powers in MSH-RPG | Forge Master must have the   |
 various Elemental type of    |                              | other 5 Innocent Devils      |
 Attacks.                     |-Miraculous Luck: UN:100      | listed in his ‘Pet’          |
                              | The Pumpkin-Type ‘ID’ will   | inventory.                   |
 -Base Damage and Impact:     | grant Hector ‘Miraculous     |                              |
   -IN:40 at Green FEAT       | Luck’ and Probability        |                              |
   -SP:45 at Yellow FEAT      | Manipulation for both Attack |                              |
   -AM:50 at RED FEAT         | and Defensive FEAT ROLLS.    |                              |
   -VI:55 at 100 RED FEAT     |                              |                              |
   -UN:100 Armor penetration  | This Power allows the Player |                              |
                              | of Hector to reverse         |                              |
 -Range: 100 to 150 feet.     | calculate the pair of ten    |                              |
  (10 to 15 Areas)            | sided Dice to gain a better  |                              |
  May adjust to precise       | FEAT ROLL.                   |                              |
  ranges [-1CS] to FEAT ROLL  |                              |                              |
                              | As an example:               |                              |
 -Projectile Dimensions:      | Say Hector FEAT ROLLS a ‘19’ |                              |
   1-inch precision ‘Sniper’  | on the Dice.                 |                              |
   Shooting upto 20-foot wide | The Player may reverse these |                              |
   Scatter Shots.             | numbers to become a ‘91’.    |                              |
                              |                              |                              |
 -Multiple Targets/Rapid Fire | The Probability Manipulation |                              |
   May ‘Shoot’ or ‘Blast’ 3   | Power is functional on any   |                              |
   times per FEAT ROLL at     | of Hector’s FEAT ROLLS as    |                              |
   1 to 3 Targets within 45   | long as the Pumpkin-Type     |                              |
   degrees of their line of   | ‘ID’ is in Game Play as a    |                              |
   sight.                     | summoned ‘Pet’.              |                              |
                              |                              |                              |
   [-1CS] from FEAT ROLL for  | If Hector FEAT ROLLS double  |                              |
   each additional ‘Shot’ or  | digits, such as 11, 22, 33,  |                              |
   Blast.                     | Hector receives an option to |                              |
   -1 Shot  : VI:55 FEAT ROLL | FEAT ROLL again to try and   |                              |
   -2 Shots : AM:50 FEAT ROLL | improve his FEAT ROLL.       |                              |
   -3 Shots : SP:45 FEAT ROLL |                              |                              |
                              | However, Hector can not      |                              |
-Mobility Enhancements:       | ‘Reverse’ the Digits and he  |                              |
 -Run: 4 Areas per Round.     | must use the 2nd FEAT ROLL   |                              |
 -Sprint: 6 Areas per Round.  | ‘as-is’ to define the        |                              |
 -Swim: 3 Areas per Round.    | success of his Declared      |                              |
 -Climb: 3 Area per Round.    | Action.                      |                              |
 -Jump: 2 Areas (20 Feet).    |                              |                              |
                              |-Mobility Enhancements:       |                              |
-Stealth: RM:30.              | -Run: 2 Areas per Round.     |                              |
 Each of the 10 Mage-Type     | -Sprint: 3 Areas per Round.  |                              |
 ‘ID’s offer a unique version | -Swim: 1 Areas per Round.    |                              |
 of Stealth and Sensory       | -Climb: 1 Area per Round.    |                              |
 Evasion Skills and Tactics.  | -Jump: 1/2 Area (5 Feet).    |                              |
                              | -Teleportation: FN:35        |                              |
 -Archer: Camo and Silence    |  Himself Only, to travel     |                              |
 -Gunner: Disguises/Enacting  |  50-feet (5 Ares) in a Jump. |                              |
 -Arcane: Invisibility        |                              |                              |
 -Fire Blaster: Gagging Smoke |-Limitations:                 |                              |
 -Ice Blaster: Fog Smoke Bomb | The Pumpkin-Type ‘ID’ will   |                              |
 -Acid Blaster: KO Smoke Bomb | avoid Combat and Hostilities |                              |
 -Electricity: Dazzling Flash | only Defending himself and   |                              |
 -Force: Light Bending Camo   | seeking a means of evasion   |                              |
 -Psychic: 'Jedi' Mind Tricks | from various Enemies.        |                              |
 -Eldrich: Hallucinations     |                              |                              |
                              | Hector can not Willfully     |                              |
-Limitations:                 | Order the Pumpkin-Type ‘ID’  |                              |
 These ‘ID’s only engage into | to ‘Fight’ or Attack.        |                              |
 Range and Distance based     |                              |                              |
 Combat. They will avoid all  | Doing so will cause the      |                              |
 and any Melee Battle unless  | Pumpkin-Type ‘ID’ to return  |                              |
 no other options are         | to the Netherworld for one   |                              |
 available.                   | minute (10 Game Rounds)      |                              |
                              |                              |                              |
 Must be Summoned from the    | Must be Summoned from the    |                              |
 Netherworld by Hector to     | Netherworld by Hector to     |                              |
 materialize in our Realm.    | materialize in our Realm.    |                              |
                              |                              |                              |
 Immortal: When Killed the    | Immortal: When Killed the    |                              |
 Creature returns to the      | Creature returns to the      |                              |
 Netherworld and must be      | Netherworld and must be      |                              |
 Re-summoned.                 | Re-summoned.                 |                              |
_____________________________________________________________________________________________


Hector’s Talents:

- Devil Forging Magic (Necromancy) - Melee Combat (All) - Infiltration - Resist Domination - Iron-Will - Religious Lore / Cult - Total Navigation - General Survival - Magic / Arcane Lore - Stealth - Spectral and Netherworld Awareness - Demonology - Espionage - Multiple Languages: French, English, European Spanish, Latin, Greek, and an incoherent necromancy language used by entities of the Spectral and Netherworld -



(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD
Castlevania’s Skeleton Army
January 02, 2010 06:17PM
avatar
Castlevania’s Skeleton Army



Castlevania Appearances
- The Animated Skeletons have been a part of every Castlevania Title Release ever produced.

Primary Abilities:

Minion Skeleton

F: RM:30           | R: PR:04            | Race:   N/A        | Nationality: varies         |
A: EX:20           | I: TY:06            | Gender: N/A        | Residence: Castlevania      |
S: EX:20           | P: GD:10            | Apparent Age: ???? | True Age: N/A               |
E: RM:30           | L: TY:05            | Eye Color: varies  | Life Expectancy: ????       |
                   |                     | Hair Color: Bald   | Species: Spectral Creature  |
Health: 100 / 100  | Karma:  25 /  25    | Blood Type: none   | Archetype: Stalker          |
                   |                     | Height: 4' to 6'   | Primary Set: Melee Weapons  |
Initiative: GD:10  | Experience: TY:06   | Weight: 70 to 120  | Secondary Set: Archery      |
Popularity: FB:02  | Appearance: RM:30   | Mass: 0 X 0 = 0    | Epic Set: Necromancy Regen  |
Resources : FB:02  | Morality  : Villain |                    |                             |
Job Rank  : TY:06  | Conviction: GD:10   | ATTACK: EX:20      | DEFENSE: IM:25              |
                   |                     |                    |                             |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
GD:10 [+0CS]       | GD:10 [+0CS]        | GD:10 [+0CS]       | GD:10 [+0CS]                |
                   |                     |                    |                             |

Game Origin:

The animated skeletons of Castlevania have been a mainstay figure of the series since the game was released in the mid 1980’s. These are ‘Undead’ human and animal skeletons, which Dracula has magically animated to guard and protect his Castle.

These Creatures are generally ‘Low-Rank’ Minions that are assigned to relatively non-critical areas of Dracula’s Castle. While they are able to fight and defend the Castle, they are usually not much of a challenge to most Characters and Heroes unless the skeletons fight in mass numbers or mobs.

These skeletons were first written-up as MSH-RPG Conversion Characters in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray the 5 basic Classes of Dracula’s Skeleton Army.

- The Minion Skeletons:
- The Henchman Skeletons: Add [+1CS] to the FASERIP Ranks and Powers based from the Minion.
- The Battle Skeletons: Add [+2CS] to the FASERIP Ranks and Powers based from the Minion.
- The Warrior Skeletons: Add [+3CS] to the FASERIP Ranks and Powers based from the Minion.
- The Boss Skeletons: Add [+4CS] to the FASERIP Ranks and Powers based from the Minion.

These Skeletons use the ‘Expanded’ MSH-RPG Statistics where ranks are measured in increments of 5 points, rather than the ‘Classic’ MSH-RPG where the Ranks went by increments of 10 points.

In Game Terms, there is not a great deal of differences between these 5 Classes. These Characters are meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray the Skeletons at their greatest potential.

The skeletons were not Randomly Rolled on the MSH-RPG Character Creation Table due to their publications in the various Castlevania Video Games. Their ‘Powers’ are quite modest as they are meant to be Role-Played as an ‘Army’ that works in mass numbers.

Also, other Video Game themes and ideas were considered during their Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail the skeletons’ conversion into MSH-RPG; placing them as ‘Stalkers’.

In the Game ‘City of Heroes’ the ‘Stalker’ Archetype is a Stealth based Fighter Archetype, which has Strong Melee capability, Low Defenses, and Stealth. The skeletons could be classified as ‘Melee / Archery / Necromancy’ Stalkers in the Video Game City of Heroes.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, the skeletons are basically blockading an Infiltrating Player from progressing in the Game.

Whenever the Player enters a sector or ‘Room’ of Castlevania, these Skeletons attack in groups and it is the task of the Player to ‘Clear’ the sector and solve a puzzle to move onward into the next sector; Moving 1 step closer to Dracula’s Lair.

These Skeletons work in groups of about 2 to 10 individuals. They will attack any intruders who may enter their assigned areas. Normally, these areas and sections of Castlevania can be quite large. However, the skeletons are able to track down intruders quite efficiently.

Normally, the GM will operate these Skeletons as ‘Cannon Fodder’ for the Player Characters. The GM should use these Skeletons in mass groups (2 to 10, maybe even 15 to 20 Individuals). The Skeletons will attack any intruders without fear or hesitation.

ALL of the Castlevania Skeletons have full-fledged ‘Regeneration’ powers. Once a Skeleton is defeated that Skeleton is out of game play for a while, but eventually the Skeleton will return to life and re-assume it’s Castlevania duties.

However, some of the Skeleton Classes Revive and Regenerate very quickly, rather than simply ‘Re-Set’ once the player exits a particular sector of the Castle. These Skeletons are identified by various colors.

Normally individual Skeletons can be defeated in a matter of a few Game Rounds. The GM should not consider the defeat of these Skeletons as critical losses to Dracula or Castlevania. The Skeletons can regenerate and repopulate the Castle within a few moments.

The Castlevania Skeletons generally will not ‘Chase’ a player(s) outside of their particular Castlevania ‘Room’ or Corridor. The Skeletons are fairly much ‘Tied’ to the Section of Castlevania they are assigned to. For the most part, the Skeletons behave similar to ‘Robots’ where they maintain their section of Castlevania. Once defeated their programming ‘Re-Sets’ and they merely return to various ‘Maintenance’ and the Upkeep of Castlevania.

However, the GM may decide to have a small ‘Hunters Group’ of Skeletons Chase the Player(s) throughout Castlevania. Normally, this group of Skeletons should be about 3 to 5 individuals with something identifiable about their attire, behavior, or cosmetics.


Known Powers: The Castlevania Skeletons are ‘Supernatural’ Spectral Creatures, but they are not considered as ‘Super-Powerful’. Their main capabilities are centered around conventional combat tactics, such as Melee Fighting or Bow-n-Arrow Archery. Some Skeletons may use elemental forces, such as Fire, Ice, Acid, or Electricity; but these Skeletons are generally rare and protect particular areas of Castlevania.


Defensive Abilities:

- Armor: The Castlevania Skeletons should be considered as TY:06 to GD:10 Material to Conventional Attacks.
- CL:1000 Invulnerability to Illness, Disease, Aging, Stress, Pain, Starvation, Suffocation, and other similar ailments.
- UN:100 Invulnerability to Psychic, Illusionary, Sensory, Perception or Trickery based Psychic Attacks.
- Gnarly Body: [-3CS] to the Player’s FEAT ROLL to hit The Skeletons with ‘Pin-Point’ attacks, such as Arrows, Thin Swords, or Bullets less than 1-inch in surface mass.

Enhanced Senses: GD:10. The Castlevania Skeletons may FEAT ROLL their Sensory abilities to accommodate the Environmental conditions at hand.

Regeneration: GD:10. The minimum Regeneration of the Castlevania Skeletons is GD:10, allowing them to Heal 1 HP per Game Round regardless of their activity.

This Power basically allows the Castlevania Skeletons to ‘Re-Set’ and ‘Re-Spawn’ and ‘Re-Populate’ the Castlevania corridors once they have been defeated.

The Castlevania Skeletons cannot FEAT ROLL their Regeneration to heal mass HP quickly, however, there are ‘Bloody’ Red and ‘Golden-Plated’ Skeletons that can ‘Revive’ within moments of being defeated.

Bloody (Red) Castlevania Skeletons will ‘Revive’ to from Defeat within 3-Game Rounds (15 to 20 Seconds).

Golden Plated Castlevania Skeletons will ‘Revive’ to from Defeat within 1-Game Round (5 Seconds).




Weaponry, Equipment and Combat:

Melee Weapons: EX:20 / IM:25 / RM:30 For Base Damage. Almost all of the Castlevania Skeletons are armed with Swords, Spears, Maces, Axes, Shields, and similar Medieval Weaponry. These Weapons are normally designed of conventional woods and metals with roughly RM:30 to IN:40 Material.

The Castlevania Skeletons may retrieve these weapons from virtually any stowage room of Castlevania, as the Castle is fortified with multiple iron mills and weapon shops. The Castlevania Skeletons mostly run and operate these Shops and Mills.

Special Note: The GM may allow the Player(s) to also pick-up these Medieval weapons as well, and the GM may implement a ‘Shop’ where the Player(s) can ‘Buy’ high grade ‘Special Weapons’ with Magic Enhancements.

Castlevania Skeletons Armed with:

- Swords / Claws / Nun-Chucks / etc: FEAT ROLL at [+2CS] to their ‘Fighting’ in Melee Battle.
- Axe / Hammer / Mace: [-1CS] to ‘Fighting’ FEAT but may inflict [+1CS] on Damage.
- Spear / Javelin / Mast-Axe: Multiple Hits of 3 per Game Round or Hurl 20 to 30 Feet (2 to 3 Areas).
- Shield: May ‘Evade’ with [+2CS] to ‘Fighting’ FEATS or ‘Block’ with [+3CS] to ‘Strength’ FEATS.
- Whips / Chains / Rope-Like Flails / Nets: 15 foot reach and may ‘Grab’ with the Weapon on a ‘Fighting’ FEAT.
- Optional to FEAT Roll ‘Charges’ on the ‘Fighting’ to enhance with Tumbling Tackles or Hit Multiple Targets.
- FEAT Roll ‘Charges’ on ‘Endurance’ for an attack of [+2CS] Damage.
- The Castlevania Skeletons can normally carry 2 of these Weapons, like any other normal Human.


Range Weapons: GD:10 / EC:15 / EX:20 For Base Damage. Some of the Castlevania Skeletons are armed with various ‘Ranged’ Weapons such as Bow-n-Arrows or Medieval Guns, and even some who can hurl Elemental Bolts of Fire, Ice, Acid, Electricity, Eldritch, or other types of Elements.

- FEAT ROLL from ‘Fighting’ [+0CS] or ‘Agility’ [+1CS]
- Armor or Barrier Penetration: EX:20 / IM:25 / RM:30
- Range and Area of Effect: 30 to 50 Feet (3 to 5 Area Grids)
- The Castlevania Skeletons may only use one ‘Range’ based Weapon.

- Archery Skeletons are White in Bone Color.
- Gunnery Skeletons are Black or Gray in Bone Color.
- Fire Skeletons are Yellow or Orange in Bone Color and may be engulfed in ‘Fire’.
- Ice Skeletons are Light Blue in Bone Color and may be coated with frost.
- Acid, Venomous, Poisonous Skeletons are Green in Bone Color and are usually drenched in slime.
- Electric Skeletons are Blue in Bone Color and are engulfed in Arcane Electricity.
- Eldritch Skeletons are Purple in Bone Color and are engulfed in Arcane Energy.


Mobility Enhancements: The Castlevania Skeletons travel on foot, using their FASE Ranks.

- Run: 2 Areas per Round. The Castlevania Skeletons will not get exhausted from Normal Running.
- Sprint: 3 Areas per Round. The Castlevania Skeletons will get exhausted from Sprinting in about 3 minutes.
- Swim: 1 Area per Round. The Castlevania Skeletons do not need to breath.
- Climb / Crawl: 1 Area per Round and may climb normal and rough climbing surfaces.
- Jump: 1/2 Area (5 Feet) in a bound.
- Running Approach Jump: 1 Area (10 Feet) in a total distance bound.


Talents:

These ‘Talents’ do not give the Castlevania Skeletons any [+CS] to FEAT ROLLS, but they cannot fall below certain Levels and Ranks for FEAT ROLLS.

- Melee Combat (All) - Infiltration - Resist Domination - Fearless - Tinkering - Religious Lore / Cult - Navigation - General Survival - Magic / Arcane Lore - Stealth - Spectral and Netherworld Awareness - Demonology - Multiple Languages: French, English, European Spanish, Latin, Greek, and an incoherent necromancy language used by entities of the Spectral and Netherworld - Various vocational trades, such as Construction, Mechanic, Iron-Works, Cooking, Animal-Handling, Farming, Transportation… etc -


Drop Items: The Castlevania Skeletons will often ‘Drop’ useful Items and Trinkets upon Defeat based from the Player Character’s ‘Luck’ Rank.

If the Player Character does not have a ‘Luck’ Rank take an Average Score based from the RIP Ranks; this is Karma divided by 3 and Round it off to the closest Ranked Slot.

- Blue: No Drop Item
- White: No Drop Item
- Green: Healing Potion of 10 Health Points.
- Yellow: Venomous Potion of EX:20 Toxic, Acidic, or Venomous Poison
- RED: Bone Club of Blunt Damage [+2CS] to the Player Character’s normal Melee Damage / Impact
- 100 RED: Magic Bone Wand. Fires an Eldritch Beam of Energy equal to 25% of the Player Character’s Health or Karma; whichever is higher.


Castlevania Skeleton Classes:

- The Minion Skeletons:
- The Henchman Skeletons: Add [+1CS] to the FASERIP Ranks and Powers based from the Minion.
- The Battle Skeletons: Add [+2CS] to the FASERIP Ranks and Powers based from the Minion.
- The Warrior Skeletons: Add [+3CS] to the FASERIP Ranks and Powers based from the Minion.
- The Boss Skeletons: Add [+4CS] to the FASERIP Ranks and Powers based from the Minion.

These Skeletons use the ‘Expanded’ MSH-RPG Statistics where ranks are measured in increments of 5 points, rather than the ‘Classic’ MSH-RPG where the Ranks went by increments of 10 points.




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TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 2 time(s). Last edit at 01/02/2010 06:19PM by TankerAce.
Castlevania’s Ghost Army
January 17, 2010 11:28PM
avatar
Castlevania’s Ghost Army



Castlevania Appearances
- The Spectral Ghosts have been a part of every Castlevania Title Release ever produced.

Primary Abilities:

Minion Ghost

F: EX:20           | R: GD:10            | Race:   N/A        | Nationality: varies         |
A: EX:20           | I: EX:20            | Gender: N/A        | Residence: Castlevania      |
S: TY:05           | P: EX:20            | Apparent Age: ???? | True Age: N/A               |
E: TY:05           | L: EC:15            | Eye Color:  varies | Life Expectancy: ????       |
                   |                     | Hair Color: varies | Species: Spectral Creature  |
Health: 50 / 50    | Karma: 65 / 65      | Blood Type: None   | Archetype: Corruptor        |
                   |                     | Height: 2' to 5'   | Primary Set: Range Weapons  |
Initiative: EC:15  | Experience: TY:06   | Weight: None       | Secondary Set: Elemental    |
Popularity: FB:02  | Appearance: AM:50   | Mass: -1 X -3 = 3  | Epic Set: Intangible Body   |
Resources : FB:02  | Morality  : Villain |                    |                             |
Job Rank  : TY:06  | Conviction: EX:20   | ATTACK: EC:15      | DEFENSE: EX:20              |
                   |                     |                    |                             |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
GD:10 [+1CS]       | GD:10 [+1CS]        | GD:10 [+0CS]       | GD:10 [+0CS]                |
                   |                     |                    |                             |

Game Origin:

The spectral ghosts of Castlevania have been a mainstay figure of the series since the game was released in the mid 1980’s. These are ‘Undead’ spectral creatures, which Dracula has magically commandeered as purgatory slaves to guard and protect his Castle.

These Creatures are generally ‘Low-Rank’ Minions that are assigned to relatively non-critical areas of Dracula’s Castle. While they are able to fight and defend the Castle, they are usually not much of a challenge to most Characters and Heroes unless the ghosts fight in mass numbers or mobs.

These ghosts were first written-up as MSH-RPG Conversion Characters in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray the 5 basic Classes of Dracula’s Ghost Army.

- The Minion Ghosts:
- The Henchman Ghosts: Add [+1CS] to the FASERIP Ranks and Powers based from the Minion.
- The Battle Ghosts: Add [+2CS] to the FASERIP Ranks and Powers based from the Minion.
- The Warrior Ghosts: Add [+3CS] to the FASERIP Ranks and Powers based from the Minion.
- The Boss Ghosts: Add [+4CS] to the FASERIP Ranks and Powers based from the Minion.

These Ghosts use the ‘Expanded’ MSH-RPG Statistics where ranks are measured in increments of 5 points, rather than the ‘Classic’ MSH-RPG Table where the Ranks went by 10 point increments.

In Game Terms, there is not a great deal of differences between these 5 Classes. These Characters are meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray the Ghosts at their greatest potential.

The Ghosts were not Randomly Rolled on the MSH-RPG Character Creation Table due to their publications in the various Castlevania Video Games. Their ‘Powers’ are quite modest as they are meant to be Role-Played as an ‘Army’ that works in mass numbers.

Also, other Video Game themes and ideas were considered during their Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail the Ghosts’ conversion into MSH-RPG; placing them as ‘Corrupters’.

In the Game ‘City of Heroes’ the ‘Corrupter’ Archetype is a Stealth, Theft, and Range Combatant, which has Strong Archery capability, Low Defenses, Stealth, and Thievery. The Ghosts could be classified as ‘Elemental / Archery / Intangible Body’ Corrupters in the Video Game City of Heroes.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, the Ghosts are basically blockading an Infiltrating Player from progressing in the Game.

Whenever the Player enters a sector or ‘Room’ of Castlevania, these Ghosts attack in groups and it is the task of the Player to ‘Clear’ the sector and solve a puzzle to move onward into the next sector; Moving 1 step closer to Dracula’s Lair.

These Ghosts work in groups of about 2 to 10 individuals. They will attack any intruders who may enter their assigned areas. Normally, these areas and sections of Castlevania can be quite large. However, the Ghosts are able to track down intruders quite efficiently.

Normally, the GM will operate these Ghosts as ‘Cannon Fodder’ for the Player Characters. The GM should use these Ghosts in mass groups (2 to 10, maybe even 15 to 20 Individuals).

The Ghosts will attack any intruders without fear or hesitation. However, If a Ghost is successful in ‘Stealing’ from the Player that Ghost will try to escape and avoid the Player(s). Once the Ghost has stolen something from a Player Character the Ghost will try hide the stolen item somewhere within the perimeter of Castlevania.

ALL of the Castlevania Ghosts have full-fledged ‘Intangibility’ and Phasing based powers. Once a Ghost is defeated that Ghost is out of game play for a while, but eventually the Ghost will return and re-assume it’s Castlevania duties.

Normally, individual Ghosts can be defeated in a matter of a few Game Rounds. The GM should not consider the defeat of these Ghosts as critical losses to Dracula or Castlevania. The Ghosts can regenerate and repopulate the Castle within a few moments.

The Castlevania Ghosts generally will not ‘Chase’ a player(s) outside of their particular Castlevania ‘Room’ or Corridor. The Ghosts are fairly much ‘Tied’ to the Section of Castlevania they are assigned to. For the most part, the Ghosts behave similar to ‘Robots’ where they maintain their section of Castlevania. Once defeated their programming ‘Re-Sets’ and they merely return to various ‘Maintenance’ and the Upkeep of Castlevania.

However, the GM may decide to have a small ‘Hunters Group’ of Ghosts Chase the Player(s) throughout Castlevania. Normally, this group of Ghosts should be about 3 to 5 individuals with something identifiable about their attire, behavior, or cosmetics.


Known Powers: The Castlevania Ghosts are ‘Supernatural’ Spectral Creatures, but they are not considered as ‘Super-Powerful’. Their main capabilities are centered around Phasing, Stealth, Minor Theft, and Range Attacks. Some Ghosts may use elemental forces, such as Fire, Ice, Acid, or Electricity; but these Ghosts are generally rare and protect particular areas of Castlevania.


Intangibility: GD:10. The Castlevania Ghosts should be considered as having a minimum of GD:10 Intangibility to most conventional Attacks, Injury, and Damages. They can become similar to ‘Smoke’ or ‘Fog’ allowing most Attacks to pass through them harmlessly.

In Game Terms; this should be treated as True-Invulnerability ‘Armor’ to avoid and resist ALL and ANY Damage types to their HP. However, Stuns, Slams, and Kill Scores will effect them with the Normal Results as if they had no 'Armor' at all.

The Castlevania Ghosts may FEAT ROLL their Intangibility on their ‘Defense’ Rank (EX:20) allowing them to increase their Phasing abilities and avoid greater attacks and potentially greater Injuries.

- Blue: Failed, Intangibility stays at GD:10.
- White: Intangibility increases by [+1CS] reaching EC:15. The Phased state will last for 10 to 20 Game Rounds.
- Green: Intangibility increases by [+2CS] reaching EX:20. The Phased state will last for 5 to 15 Game Rounds.
- Yellow: Intangibility increases by [+3CS] reaching IM:25. The Phased state will last for 1 to 10 Game Rounds.
- RED: Intangibility increases by [+4CS] reaching RM:30. The Phased state will last for 1 Game Round.


Other Defensive Abilities:

- CL:1000 Invulnerability to Illness, Disease, Aging, Stress, Pain, Starvation, Suffocation, and other similar ailments.
- SX:150 Invulnerability to Psychic, Illusionary, Sensory, Perception or Telepathic based Psychic Attacks.


Mobility Enhancements: The Castlevania Ghosts travel by means of True-Flight, Levitation, and Phasing through Solid Materials and Barriers. They can not really ‘Walk / Run / Jump or Swim’ but instead simply ‘Move’ from one Area to another.

This works on the same Scale as their Intangibility Powers, starting at GD:10, and may be increased determined by an EX:20 FEAT ROLL.

- Blue: Phasing stays at GD:10. May pass through GD:10 Solid Materials and Barriers.
- White: Phasing increases by [+1CS] and may pass through EC:15 Solid Materials and Barriers.
- Green: Phasing increases by [+2CS] and may pass through EX:20 Solid Materials and Barriers.
- Yellow: Phasing increases by [+3CS] and may pass through IM:25 Solid Materials and Barriers.
- RED: Phasing increases by [+4CS] and may pass through RM:30 Solid Materials and Barriers.

- Area Movement: 2 to 5 Areas per Round. The Castlevania Ghosts will not get exhausted from Flight.


Enhanced Senses: EX:20. The Castlevania Ghosts may FEAT ROLL their Sensory abilities to accommodate the Environmental conditions at hand.




Weaponry, Equipment and Combat:

Melee Combat: EX:20 / IM:25 / RM:30 For Base Damage. All of the Castlevania Ghosts make ‘Melee’ Attacks in a similar manner. They will fly over to an assailant Character to engulf the enemy Character with their intangible body.

The easiest way to treat a Castlevania Ghost 'Melee' attack is similar to a swarm of bees or wasps; they will ‘Sting’ the assailant Character ‘All Over’. However, the assailant Character’s ‘Armor’ and ‘Defenses’ will function as they normally would to any other attacks or injuries.

The Castlevania Ghosts do not carry conventional weaponry like the Skeletons, although many will have such weapons for cosmetics and appearances.

The Castlevania Ghosts can also use various ‘Elemental’ Attacks such as, Fire, Ice, Acid, Electricity, Eldritch, or other types of Elements.

The main ‘Element’ is usually Fear, Hysteria, or Berserk based ‘Psyche’ Attacks (50% Chance of the Ghost being White / Gray / or Black). These ‘Elemental’ Ghost are identified by various Colors in their Eldrich energy aura.

A Castlevania Ghost’s Melee Attacks will also cling to a Player Character for a few Game Rounds based upon a single 10-sided dice FEAT ROLL.

- White Ghosts use ‘Fear’. A Player Character hit with a successful ‘Fear’ attack will Psychologically ‘Freeze’. Treat as a 1 to 10 Round ‘Stun’.
- Gray Ghosts use ‘Hysteria’. A Player Character hit with a successful ‘Hysteria’ attack will run away from other Characters in a Panic.
- Black Ghost use ‘Berserk’. A Player Character hit with a successful ‘Berserk’ will attack his Teammates or Himself for 1 to 10 Game Rounds.
- Red Ghosts use ‘Fire’ and ‘Heat’ based Attacks. Treat as normal ‘Heat’ or ‘Fire’
- Light Blue Ghosts use ‘Cold’ and ‘Ice’ based Attacks. Treat as normal ‘Cold’ or ‘Ice’
- Green Ghosts use Acid, Venom, Poison, or Toxic based attacks.
- Blue Ghosts use Electricity based attacks.
- Purple Ghosts use Arcane, Eldrich, and Magic based attacks.

The Castlevania Ghosts can not mix and match these ‘Elemental’ based Attacks. These attacks are ‘Fitted’ to the particular Ghost and his ‘Color’.


Theft: RM:30. When a Castlevania Ghost makes a ‘Melee’ Attack on a Player Character the Ghost has a RM:30 probability of ‘Stealing’ Money, Objects or Karma Points away from the Player Character.

This FEAT ROLL is handled separately from the Ghost’s successful (Damage Inflicting) Melee Attack. In the event the GM declares the Ghost will Steal Money, the act of theft will reduce the Player Character’s ‘Resource’ Rank and effect their global ‘Credit Line’. Such effects of the ‘Theft’ may result in their ‘Cell Phone’ or ‘Communication Equipment’ getting shut-off.

If the GM declares the Castlevania Ghost will ‘Steal’ a Physical Item from a Player Character the Ghost can only carry his ‘Strength’ level in overall mass or weight. Normally the Castlevania Ghost will ‘Steal’ something small, such as Keys, Trinkets, Jewelry, Digital Access Cards, or other common items.

The Castlevania Ghost can ‘Magically’ Steal virtually any item of RM:30 Grade or less. Such items may simply be ‘Stealing’ a zipper or button or Shoe String off the Player Character’s attire.

Once a Castlevania Ghost is successful in ‘Stealing’ something from a Player Character the Ghost will immediately retreat from Attacking and try to fly away. The stolen goods are visible with-in the Ghost’s body silhouette, even though the item may be intangible, such as ‘Credit’ or electronic ‘Resources’ or Karma.

The Castlevania Ghost will magically restore the item, money, or Karma to the Player Character who Defeats the particular Ghost.

This means if the Ghost ‘Steals’ from Character ‘A’ and Character ‘B’ defeats the Ghost; Character ‘B’ will receive the stolen goods and is unable to return the stolen goods to Character ‘A’ unless the Stolen item is a Normal ‘Physical’ Item or Object.

- Blue: Fail. The Ghost Steals nothing.
- White: Steal 15 KP / or Steal EC:15 ‘Resources’ / Item of EC:15 Material Durability.
- Green: Steal 20 KP / or Steal EX:20 ‘Resources’ / Item of EX:20 Material Durability.
- Yellow: Steal 25 KP / or Steal IM:25 ‘Resources’ / Item of IM:25 Material Durability.
- RED: Steal 30 KP / or Steal RM:30 ‘Resources’ / Item of RM:30 Material Durability.


Range Attacks: IM:25 / RM:30 / FN:35 For Base Damage. All of the Castlevania Ghosts are armed with various ‘Range’ Attacks based upon the ‘Element’ the Ghost carries.

The major difference between a Castlevania Ghost’s Melee attack and Range attack is the Ghost has a higher ‘To-Hit’ probability with his Range Attack and may inflict greater impact / damage / effects of Stun, Slam, Kill.

However, during a Range attack the 1 to 10 Game Round clinging effect is removed, and the Castlevania Ghost can not ‘Steal’ via Range Attacks.

- FEAT ROLL from ‘Fighting’ [+2CS] or ‘Agility’ [+2CS]. RM:30 FEAT ROLL.
- Armor or Barrier Penetration: RM:30 / FN:35 / IN:40
- Range and Area of Effect: 30 to 50 Feet (3 to 5 Area Grids)


Talents:

These ‘Talents’ do not give the Castlevania Ghosts any [+CS] to FEAT ROLLS, but they cannot fall below certain Levels and Ranks for FEAT ROLLS.

- Theft / Pick Pocket - Resist Domination - Fearless - Religious Lore / Cult - Navigation - General Survival - Magic / Arcane Lore - Stealth - Spectral and Netherworld Awareness - Demonology - Multiple Languages: Any ‘Human’ Language and an incoherent necromancy language used by entities of the Spectral and Netherworld -


Drop Items: The Castlevania Ghosts will often ‘Drop’ useful Items and Trinkets upon their Defeats based from the Player Character’s ‘Luck’ Rank.

As well, The Castlevania Ghost will magically restore any ‘Stolen’ items, money, or Karma to the Player Character who defeats the particular Castlevania Ghost.

This means if the Ghost ‘Steals’ from Character ‘A’ and Character ‘B’ defeats the Ghost; Character ‘B’ will receive the stolen goods and is unable to return the stolen goods to Character ‘A’ unless the Stolen goods are a Normal ‘Physical’ Item or Object.

If the Player Character does not have a ‘Luck’ Rank take an Average Score based from the RIP Ranks; this is Karma divided by 3 and round it off to the closest Ranked Slot.

- Blue: No Drop Item
- White: No Drop Item
- Green: 1 Point of Resources added to Character’s Resource Rank.
- Yellow: 2 Points of Resources added to Character’s Resource Rank.
- RED: Manna Prism. A Crystal Shard that completely restores the Player Character’s True Karma Level. Can be carried and used at a later time.
- 100 RED: Fuggen greedy bastard… You got nothing but your Stolen sh-t returned.


Castlevania Ghosts Classes:

- The Minion Ghosts:
- The Henchman Ghosts: Add [+1CS] to the FASERIP Ranks and Powers based from the Minion.
- The Battle Ghosts: Add [+2CS] to the FASERIP Ranks and Powers based from the Minion.
- The Warrior Ghosts: Add [+3CS] to the FASERIP Ranks and Powers based from the Minion.
- The Boss Ghosts: Add [+4CS] to the FASERIP Ranks and Powers based from the Minion.

These Ghosts use the ‘Expanded’ MSH-RPG Statistics where ranks are measured in increments of 5 points, rather than the ‘Classic’ MSH-RPG where the Ranks went by increments of 10 points.




(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 1 time(s). Last edit at 01/17/2010 11:28PM by TankerAce.
Castlevania’s Zombie Army
January 24, 2010 04:34PM
avatar
Castlevania’s Zombie Army



Castlevania Appearances
- The Spectral Undead Zombies have been a part of every Castlevania Title Release ever produced.

Primary Abilities:

Minion Zombie

F: IN:40           | R: DE:01            | Race:   N/A        | Nationality: varies         |
A: EX:20           | I: TY:06            | Gender: N/A        | Residence: Castlevania      |
S: FN:35           | P: PR:04            | Apparent Age: ???? | True Age: N/A               |
E: VI:55           | L: PR:04            | Eye Color:  varies | Life Expectancy: ????       |
                   |                     | Hair Color: varies | Species: Spectral Creature  |
Health: 150 / 150  | Karma: 15 / 15      | Blood Type: varies | Archetype: Scrapper / Brute |
                   |                     | Height: 5' to 6'   | Primary Set: Toxic Melee    |
Initiative: EX:20  | Experience: GD:10   | Weight: 100 to 200 | Secondary Set: Dark Melee   |
Popularity: FB:02  | Appearance: AM:50   | Mass: 0 X 0 = 0    | Epic Set: Body Mastery      |
Resources : FB:02  | Morality  : Villain |                    |                             |
Job Rank  : AA:08  | Conviction: TY:06   | ATTACK: RM:30      | DEFENSE: IN:40              |
                   |                     |                    |                             |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
GD:10 [+1CS]       | EC:15 [+0CS]        | EC:15 [+1CS]       | EC:15 [+0CS]                |
                   |                     |                    |                             |

Game Origin:

The spectral Undead Zombies of Castlevania have been a mainstay figure of the series since the game was released in the mid 1980’s. These are ‘Undead’ spectral creatures, which Dracula has magically resurrected shortly after their deaths.

The Zobies are usually anywhere between freshly ‘Dead’ or have been dead for approximately one year. Dracula is able to resurrect such creatures quite easily, but sometimes Dracula will put extra efforts into particular Zombies allowing them to harbor more Life and Power.

Golem is one such Zombie, which Dracula has put some extra efforts forth to create a generally powerful warrior.

These Creatures are generally ‘Mid-Rank’ Minions that are assigned to relatively more challenging areas of Dracula’s Castle. They are able to fight and defend the Castle better than the Skeletons and Ghosts; and are usually a tuff challenge for most ‘Human’ Level or ‘Street’ Level Characters.

These Zombies were first written-up as MSH-RPG Conversion Characters in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray the 5 basic Classes of Dracula’s Zombie Army.

- The Minion Zombie:
- The Henchman Zombie: Add [+1CS] to the FASE Ranks and Powers based from the Minion. (RIP Ranks not included)
- The Battle Zombie: Add [+2CS] to the FASE Ranks and Powers based from the Minion. (RIP Ranks not included)
- The Warrior Zombie: Add [+3CS] to the FASE Ranks and Powers based from the Minion. (RIP Ranks not included)
- The Boss Zombie ‘Golem’: Add [+4CS] to the FASE Ranks and Powers based from the Minion.

Golem



Golem is the ‘Mini’ Boss over the Zombie Army and his Game Specifications will be listed further down with the Castlevania ‘Bosses’. Golem’s personal living quarters in Castlevania are in the Catacombs and Experimentation Laboratory.

Golum serves Castlevania under the guidance of Anakaris and Necromancer. These are two very Loyal and Powerful Lieutenants of Dracula.

In Game Terms, there is not a great deal of differences between these 5 Classes of Zombies, but Golum is considerably different and thus warrants his own Specification Write-Up.

The Zombies were not Randomly Rolled on the MSH-RPG Character Creation Table due to their publications in the various Castlevania Video Games. Their ‘Powers’ are considered as ‘Mid-Ranged’ in brute ‘Power’ and they are meant to be Role-Played as an ‘Army’ that works in mass numbers.

Also, other Video Game themes and ideas were considered during their Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail the Zombies conversion into MSH-RPG; placing them as ‘Brutes’ or Tuff ‘Scrappers’.

In the Game ‘City of Heroes’ the ‘Brute’ and ‘Scrapper’ Archetypes are Warrior / Fighter based Combatants, which have Strong Melee Combat capability, High Defenses, and abilities to increase their Damage output. The Zombies could be classified as ‘Toxic Melee / Dark Melee / Body Mastery’ Brutes or Scrappers in the Video Game City of Heroes.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, the Zombies are basically blockading an Infiltrating Player from progressing in the Game.

Whenever the Player enters a sector or ‘Room’ of Castlevania, these Zombies attack in groups and it is the task of the Player to ‘Clear’ the sector and solve a puzzle to move onward into the next sector; Moving one step closer to Dracula’s Lair.

These Zombies work in groups of about 2 to 10 individuals. They will attack any intruders who may enter their assigned areas. Normally, these areas and sections of Castlevania can be quite large. However, the Zombies are able to track down intruders quite efficiently.

Normally, the GM will operate these Zombies as ‘Cannon Fodder’ for the Player Characters. The GM should use these Zombies in mass groups (2 to 10, maybe even upto 15 Individuals).

The Zombies will attack any intruders without fear or hesitation. All of the Castlevania Zombies have Toxic and Vampirism based powers, thus it is important that the Player Characters don’t let themselves become 'Infected'.

Once a Zombie is defeated that Zombie is out of game play for a while, but eventually the Zombie will return and re-assume it’s Castlevania duties. As well, the Zombies may very well claim a Player Character as Dracula’s Servant.

Normally, individual Zombies can be defeated in a matter of a few Game Rounds. The GM should not consider the defeat of these Zombies as critical losses to Dracula or Castlevania. The Zombies can regenerate and repopulate the Castle within a few moments. As well, the Zombies may very well claim a Player Character as Dracula’s Servant.

The Castlevania Zombies generally will not ‘Chase’ a player(s) outside of their particular Castlevania ‘Room’ or Corridor. The Zombies are fairly much ‘Tied’ to the Section of Castlevania they are assigned to. For the most part, the Zombies behave similar to ‘Robots’ where they maintain their section of Castlevania. Once defeated their programming ‘Re-Sets’ and they merely return to various ‘Maintenance’ and the Upkeep of Castlevania.

However, the GM may decide to have a small ‘Hunters Group’ of Zombies Chase the Player(s) throughout Castlevania. Normally, this group of Zombies should be about 3 to 5 individuals accompanied with ‘Golem’ the Zombie ‘Mini-Boss’.


Known Powers: The Castlevania Zombies are ‘Supernatural’ Spectral Creatures, but they are not considered as ‘Super-Powerful’. They should be considered at the Pinnacle of PEAK Humans, however, their FASE Ranks are shuffled to render them with very high Endurance and Tolerance to punishment.

Their main capabilities are centered around unorthodox Melee Combat, Toxic Attacks, and Vampirism. Some Zombies may use elemental forces, such as Fire, Ice, or Electricity; but these Zombies are generally rare and protect particular areas of Castlevania.


Resistance to Effects: MN:75. The Castlevania Zombies are immune to the effects of Stun and Kill Score attacks. This works as a 3-Fold Power:

First, it works as MN:75 ‘Endurance’ to resist Stun and Kill Score attacks (Slams are handled Normally); and second the Castlevania Zombies need to be hit with at least 75 Points of Damage directly taken from their Health Bracket. Basically, 1/2 of the Zombie’s Health needs to be eliminated before the Zombie will drop from a Stun or Kill Score Attack.

Third, the Zombies have SX:150 immunity to attacks that specifically ‘Stun’. The Castlevania Zombies are susceptible to ‘Slams’ at their ‘Normal’ abilities based upon their FASE Ranks.

To ‘Stun’ or ‘Kill’ the Castlevania Zombies the Player(s) must target the head or upper torso of the Zombies. In Game Terms; this fairly much means that the Zombies will continue to move forward in their Attacks until their rotten, fleshy, corpse body is just about totally obliterated.

Amputation or Decapitation of the Zombie’s Arms, Hands, Legs, Feet, and roughly 30% of their Body below the Rib-Cage will only cripple the Zombies. They can also re-assemble themselves with their Regenerative Powers.

The Castlevania Zombies may FEAT ROLL their Resistance on their ‘Defense’ Rank (IN:40) allowing them to increase their Resistance abilities and stay alert and continue attacking until their rotten, fleshy, corpse is just about totally obliterated.

Basically, the Castlevania Zombies need to be clobbered and beaten into ‘Chunks’… (Gross and Gory and lots of Horror, but this Castlevania Campaign is not staged for young children)….

- Blue: Failed, Resistance stays at MN:75.
- White: Resistance increases by [+1CS] reaching AS:80. The Resistance will last for 10 to 20 Game Rounds.
- Green: Resistance increases by [+2CS] reaching TR:85. The Resistance will last for 5 to 10 Game Rounds.
- Yellow: Resistance increases by [+3CS] reaching AW:90. The Resistance will last for 1 to 5 Game Rounds.
- RED: Resistance increases by [+4CS] reaching PH:95. The Resistance will last for 1 to 3 Game Rounds.


Other Defensive Abilities:

- CL:1000 Invulnerability to Illness, Disease, Aging, Stress, Pain, Starvation, Suffocation, and other similar ailments.
- SX:150 Invulnerability to Psychic, Illusionary, Sensory, Perception or Telepathic based Psychic Attacks.
- UN:100 Invulnerability to Toxic, Venom, Acid, Eldrich, Magic, Vampire and similar attacks.
- AM:50 Invulnerability to ‘Cold’ and ‘Heat’ but not ‘Fire’ and ‘Ice’


Regeneration: GD:10. The minimum Regeneration of the Castlevania Zombies is GD:10, allowing them to Heal 1 HP per Game Round regardless of their activity.

This Power basically allows the Castlevania Zombies to ‘Re-Set’ and ‘Re-Spawn’ and ‘Re-Populate’ the Castlevania corridors once they have been defeated.

The Castlevania Zombies cannot FEAT ROLL their Regeneration to heal mass HP quickly, however, they can Re-Assemble themselves if they were decapitated, crippled, or amputated during combat. They can basically ‘Hold’ their body parts together for several Game Rounds to Re-attach a lost limb.

- Lost Eye, Jaw, or other Crippling ‘Head’ injury: Hold together for 2 Game Rounds to Re-Assemble.
- Lost Head or Decapitation of the ‘Skull’ from the Torso. Hold together for 15 Game Rounds to Re-Assemble.
- Complete spinal Decapitation or Upper Torso Amputation. Hold together for 30 Game Rounds to Re-Assemble.
- Lower spinal Decapitation or Lower Torso Amputation. Hold together for 20 Game Rounds to Re-Assemble.
- Lost Finger or Toe. Hold together for 1 Game Round to Re-Assemble.
- Lost Hand or Foot. Hold together for 5 Game Rounds to Re-Assemble.
- Lost Forearm or Shin. Hold together for 5 Game Rounds to Re-Assemble.
- Lost Upper Arm or Thigh. Hold together for 10 Game Rounds to Re-Assemble.




Weaponry, Equipment and Combat:


Health Drain / Vampirism (Regeneration): EX:20. As a final note to the Zombie’s Regeneration they can also Drain the Health of ‘Living’ Characters to replenish their own rotten flesh. To execute this Power the Zombies must ‘Bite’ and ‘Eat’ the fleshy material of another ‘Living’ Character.

To do so, the Zombie must make a Successful (Green) ‘Grab’ or ‘Tackle’ attack then execute a ‘Bite’ in the next Game Round. This will drain 20 Health from a Living Target and Replenish 20 Health to the Zombie for each following Game Round the Zombie maintains his hold on the living Character. (Zombies can only maintain their FASE Ranks for Health Scores)

Upon a successful ‘Bite’ the Zombie will also transfer his Vampirism Infection that will slowly convert the bitten Character into a fellow Zombie. A Fully converted Player Character will carry his / her ‘Powers’ over into Zombie Form; normally becoming a Loyal ‘Mini’ Boss to Dracula. This will often induce the Zombie’s Behavior to Attack the Player Character(s) with the least amount of FASE / HP and Armor Levels.

If the Zombie’s Vampirism effects are not purged the Vampirism will convert 1 Health Point per Game Round until the living Character is consumed by the Zombie’s Vampirism (Health Points become Zombie HP).

Purging the Zombie’s Vampirism is normally fairly simple and can be handled with common First-Aid treatment, such as a treating a Snake-Bite or using an antidote of GD:10 Caliber. Of course, other ‘Powers’ either technical or magical will also purge the Zombie’s Vampirism.


Melee Combat: IM:25 / RM:30 / FN:35 For Base Damage. All of the Castlevania Zombie’s use Unarmed ‘Melee’ tactics for Combat. They do not have any Ranged Based Attacks over 10 feet (1 Area) in total Range, but they often vomit on Player Characters.

The Castlevania Zombies are not formally trained in ‘Martial Arts’ but they are able to stand their ground against highly ‘Trained’ Fighters simply due to their Zombie Powers.

The Zombies also have ‘Toxic’ and ‘Acidic’ Melee Attacks as their body fluids are fairly ‘Funky’. This Toxic-Acid will inflict GD:10 Acidic Damage for 3 following Game Rounds. Their Vampirism cannot be transferred in this fashion.


Induced Fear: AM:50. Derived directly from the Zombies Appearance Rank, these creatures evoke AM:50 Fear and Panic into most other Characters.


Enhanced Senses: TY:06. The Castlevania Zombies may FEAT ROLL their Sensory abilities to accommodate the Environmental conditions at hand.


Mobility Enhancements: The Zombies Travel on foot with their FASE Ranks like most other Characters.

- Run: 2 Areas per Round. (1 Area in 10 X 10 X 10 Foot Grids)
- Sprint: 3 Areas Per Round.
- Burrowing / Tunneling: 1 Area per Round through RM:30 Solid Mass.
- Swim: 2 Areas Areas per Round.
- Climb / Crawl: 1 Area per Round and may cling to virtually ANY texture surface.


Talents:

These ‘Talents’ do not give the Castlevania Zombies any [+CS] to FEAT ROLLS, but they cannot fall below certain Levels and Ranks for FEAT ROLLS.

- Utterly Fearless - Navigation - General Survival - Spectral and Netherworld Awareness - Lack of RIP Ranks allows many Psychic and Telepathic Defenses -


Drop Items: The Castlevania Zombies will often ‘Drop’ useful Items and Trinkets upon their Defeats based from the Player Character’s ‘Luck’ Rank.

If the Player Character does not have a ‘Luck’ Rank take an Average Score based from the RIP Ranks; this is Karma divided by 3 and round it off to the closest Ranked Slot.

- Blue: No Drop Item
- White: No Drop Item
- Green: 1 Once vial of Healing Potion. (Heals 10 HP)
- Yellow: Anti-Vampirism Antidote: 1-ounce vial of TY:06 Potency.
- RED: Anti-Vampirism Antidote: 5-ounce vial of RM:30 Potency. (Each ounce is TY:06)
- 100 RED: Anti-Vampirism Antidote: 10-ounce vial of UN:100 Potency. (Each ounce is GD:10)


Castlevania Zombie Classes:

- The Minion Zombie:
- The Henchman Zombie: Add [+1CS] to the FASE Ranks and Powers based from the Minion. (RIP Ranks not included)
- The Battle Zombie: Add [+2CS] to the FASE Ranks and Powers based from the Minion. (RIP Ranks not included)
- The Warrior Zombie: Add [+3CS] to the FASE Ranks and Powers based from the Minion. (RIP Ranks not included)
- The Boss Zombie ‘Golem’: Add [+4CS] to the FASE Ranks and Powers based from the Minion.

Golem



Golem is the ‘Mini’ Boss over the Zombie Army and his Game Specifications will be listed further down with the Castlevania ‘Bosses’. Golem’s personal living quarters in Castlevania are in the Catacombs and Experimentation Laboratory.

Golum serves Castlevania under the guidance of Anakaris and Necromancer. These are two very Loyal and Powerful Lieutenants of Dracula.




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MOTÖRHEAD
Castlevania’s Calvary Knights
February 13, 2010 09:10PM
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Castlevania’s Calvary Knights



Castlevania Appearances
- The Magically Animated Suits of Armor have been a part of every Castlevania Title Release ever produced.

Primary Abilities:

Minion Calvary Knight

F: VI:55           | R: TY:05            | Race:   N/A        | Nationality: varies         |
A: EX:20           | I: IM:25            | Gender: N/A (Male) | Residence: Castlevania      |
S: AM:50           | P: IN:40            | Apparent Age: ???? | True Age: N/A               |
E: MN:75           | L: EX:20            | Eye Color:  varies | Life Expectancy: ????       |
                   |                     | Hair Color: varies | Species: Spectral Creature  |
Health: 200 / 200  | Karma: 90 / 90      | Blood Type: None   | Archetype: Tank / Brute     |
                   |                     | Height: 6' to 7'   | Primary Set: Invul Armor    |
Initiative: RM:30  | Experience: RM:30   | Weight: 300 to 600 | Secondary Set: Bladed Melee |
Popularity: GD:10  | Appearance: AM:50   | Mass: 1 X 9 = 9    | Epic Set: Body Mastery      |
Resources : TY:06  | Morality  : Villain |                    |                             |
Job Rank  : GD:10  | Conviction: FN:35   | ATTACK: SP:45      | DEFENSE: FR:70              |
                   |                     |                    |                             |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
IM:25 [+0CS]       | IM:25 [+1CS]        | RM:30 [+0CS]       | IM:25 [+0CS]                |
                   |                     |                    |                             |

Game Origin:

These animated suits of Armor within the halls of Castlevania have been a mainstay figure of the series since the game was released in the mid 1980’s. These are spectral creatures, which Dracula has magically animated. In the most basic terms, these creatures are ‘Ghosts’ who wear and animate very rugged and dangerous suits of Armor.

Operating much like an Armored Calvary ‘Tank’ these particular servants of Dracula are quite impressive when compared to the Skeletons, Ghosts, and Zombies who roam the corridors of Castlevania. The Calvary Knights are usually able to defeat many ‘Super-Human’ Invaders who threaten Castlevania and Dracula.

The Castlevania Calvary Knights also have a social hierarchy with specified roles in Militant Leadership. ‘Demitri’ is the sector head over the Knights, and the Knights are associated with specific ‘Ranks’ to identify their social role within their sector order.

This attribute about the Castlevania Knights also indicates that they are considerably tactical, skillful, and intelligent in open infantry warfare. Demitri himself is also a ‘Knight’ but he has many other Powers and Capabilities, thus he is also warrants his own Specification Write-Up, which will be posted further down the thread.

These Knights are generally ‘High-Rank’ Minions that are assigned to challenging areas of Dracula’s Castle. They are able to fight and defend the Castle much, much better than the Skeletons, Ghosts, and Zombies. The Calvary Knights are usually a formidable challenge for most ‘Super-Human’ Powered Characters.

These Knights were first written-up as MSH-RPG Conversion Characters in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray the 5 basic Classes of Dracula’s Calvary Knight Army.

- The Minion Knights:
- The Henchman Knights: Add [+1CS] to the FASERIP Ranks and Powers based from the Minion.
- The Battle Knights: Add [+2CS] to the FASERIP Ranks and Powers based from the Minion.
- The Warrior: Add [+3CS] to the FASERIP Ranks and Powers based from the Minion.
- The Boss Knight: ‘Demitri’: Add [+4CS] to the FASERIP Ranks and Powers based from the Minion.

Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump. If used on the ‘Classic’ MSH Universal Table these Knights can become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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Demitri



Demitri is the ‘Mini’ Boss over the Calvary Knights and his Game Specifications will be listed further down with the Castlevania ‘Bosses’. Demitri’s personal living quarters in Castlevania is in the Abandoned Catacombs of Castlevania.

In Game Terms, there is not a great deal of differences between these 5 Classes of Knights, but Demitri is considerably different with a broader range of Power-Sets and thus warrants his own Specification Write-Up.

The Knights were not Randomly Rolled on the MSH-RPG Character Creation Table due to their publications in the various Castlevania Game Titles. Their ‘Powers’ are considered as generally ‘High’ in brute capability and they are meant to be Role-Played more as individuals, rather than members of a fully stocked ‘Army’.

Also, other Video Game themes and ideas were considered during their Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail the Knights conversion into MSH-RPG; placing them as ‘Tanks’ or ‘Brutes’.

In the Game ‘City of Heroes’ the ‘Tank’ and ‘Brute’ Archetypes are Warrior / Fighter based Combatants, which have Strong Melee capability, Very High Defenses, and abilities to increase their Damage output. The Knights of Castlevania could be classified as ‘Invul Armor / Bladed Melee / Body Mastery’ Tanks or Brutes in the Video Game City of Heroes.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, the Knights are basically blockading an Infiltrating Player from progressing in the Game.

Also, as part of a Table-Top RPG the Knights can take advantage of virtually any tactical advantage the GM and Players can imagine. The Castlevania Knights are not ‘Brain-Dead Zombies’ and are quite capable of conceiving tactical advantages working such skills into Combative ‘Guile’ and ‘Cunning’.

This psychological feature about the Castlevania Knights, coupled with their Armor and Weapons, makes them exceptionally dangerous and challenging to Player Characters.

Whenever the Player enters a sector or ‘Room’ of Castlevania, these Knights attack in small groups and it is the task of the Player to ‘Clear’ the sector and solve a puzzle to move onward into the next sector; Moving one step closer to Dracula’s Lair.

These Knights work in small groups of about 2 to 5 individuals. They will attack any intruders who may enter their assigned areas. Normally, these areas and sections of Castlevania can be quite large. However, the Knights are able to track down intruders quite efficiently.

Normally, the GM will operate these Knights on a more ‘Individual’ basis rather than using them as simple ‘Cannon Fodder’ for the Player Characters. The Knights are considerably more powerful and more significant Characters in Castlevania. The Knights will attack any intruders without fear or hesitation.

Once a Knight is defeated that Knight is out of game play for a while, but eventually the Knight will return and re-assume it’s Castlevania duties.

Normally, the Castlevania Knights can be difficult to defeat for the Player Characters, but not entirely ‘impossible’. The GM should not consider the defeat of these Knights as critical losses to Dracula or Castlevania. The Knights can regenerate, re-assemble, and repopulate the Castle within a few moments.

The Castlevania Knights generally will chase player(s) outside of their particular Castlevania ‘Room’ or Corridor. The Knights are not ‘Tied’ to particular sections of Castlevania. The GM will often have a small ‘Hunters Group’ of Knights Chase the Player(s) throughout Castlevania.

Normally, this group of Knights should be about 1 or 2 individuals. The Castlevania Knights are able to manifest ‘Horses’ and ‘Steeds’ to ride upon for long-range travels and extensive high-speed pursuits. Normally the Steed’s FASE Statistics are [+2CS] over the Knight’s own FASE. However, the Steed’s RIP Ranks are straight FB:02.



Known Powers: The Castlevania Knights are Supernatural Spectral Creatures and they are considered as Generally ‘Powerful’ Creatures. They should be considered as moderate level ‘Super-Humans’.

Their main capabilities are centered around Medieval Weaponry and Conventional Brute Force Tactics. As well, they are heavily Armored and very durable to attacks.


Armor and Autonomy: IN:40. The Castlevania Knights should be considered as having IN:40 True Invulnerability to ‘ALL’ and ‘ANY’ attacks. Their base ‘Armor’ is derived from the Physical Materials of their Armored Suits as well as their Spectral Energy body that reinforces and animates their Suits of Armor.

This IN:40 ‘Armor’ should be considered as a Base Default and Minimum Level of Armored Protection from ALL and ANY forms of Attack.

The Castlevania Knights also have ‘Set’ invulnerability to various types of Attacks.

- AM:50 to Conventional Physical and Energy Attacks.
- MN:75 to Electrical, Magnetic, Radioactive, Acidic, Toxic, and other ‘Biological’ based attacks
- UN:100 to Temperature extremes of Hot and Cold, and Fire and Ice.
- SX:150 Invulnerability to Psychic, Illusionary, Sensory, Perception or Telepathic based Psychic Attacks.
- CL:1000 Invulnerability to Illness, Disease, Aging, Stress, Pain, Starvation, Suffocation, and similar ailments.

The Castlevania Knights do not contain any ‘Critical’ organs inside their head. Their head is merely a cluster array for sensory input, such as vision, auditory, olfactory, and spectral radar senses to place them in contact with the environment. Their central ‘Nervous’ system is located in their upper torso; encased inside a bone or metallic ‘Skull’ inside the rib-cage of the their upper torso.

The Castlevania Knights can be decapitated or beheaded with minimal penalties to their game play capability. Their internal body structure and organ arrangement is vastly different than that of a human being.

The Castlevania Knights have an internal and external skeleton, with their Arcane musculature attached to both skeletal systems. This allows the Castlevania Knights to harbor a great deal of ‘Strength’ due to the enhanced leverage inside their body.

The Castlevania Knights do not have an extensive digestive track or cardiovascular system. Instead, these internal organs are shrunk down in size and process Arcane and Spectral magic energies (Solar and Demonic Radiation). This basically accounts for their enhanced FASE and Health Ranks.

When cleaved, the Castlevania Knights do not bleed ‘Liquid’ blood. Instead a foul ‘Dust’ cloud is released that smells of Rotten Undead Carrion. A Green Psyche FEAT is required to avoid violently vomiting for 1 to 10 Game Rounds.


Regeneration and Revival: GD:10. The minimum Regeneration of the Castlevania Knights is GD:10, allowing them to Heal 1 HP per Game Round regardless of their activity.

This Power basically allows the Castlevania Knights to ‘Re-Set’ and ‘Re-Spawn’ and ‘Re-Populate’ the Castlevania corridors once they have been defeated.

The Castlevania Knights cannot FEAT Roll their Regeneration to heal mass HP quickly, however, they can Re-Assemble themselves if they were decapitated, crippled, or amputated during combat. They can basically ‘Hold’ their body parts together for several Game Rounds to Re-attach a lost limb.

- Lost Eye, Jaw, or other Crippling ‘Head’ injury: Hold together for 1 Game Rounds to Re-Assemble.
- Lost Head or Decapitation of the ‘Skull’ from the Torso. Hold together for 5 Game Rounds to Re-Assemble.
- Complete spinal Decapitation or Upper Torso Amputation. Hold together for 20 Game Rounds to Re-Assemble.
- Lower spinal Decapitation or Lower Torso Amputation. Hold together for 10 Game Rounds to Re-Assemble.
- Lost Finger or Toe. Hold together for 1 Game Round to Re-Assemble.
- Lost Hand or Foot. Hold together for 2 Game Rounds to Re-Assemble.
- Lost Forearm or Shin. Hold together for 3 Game Rounds to Re-Assemble.
- Lost Upper Arm or Thigh. Hold together for 5 Game Rounds to Re-Assemble.




Weaponry, Equipment and Combat:


Melee Combat: SP:45 / SN:60 / MN:75 For Base Damage. All of the Castlevania Knights use ‘Melee’ tactics for Combat; both Unarmed and Armed with various medieval weapons. (They also have Range Attacks as well.)

Basically, the Castlevania Knights have superior Melee Combat abilities since their entire body is fairly much ‘One Big Weapon’. Most Castlevania Knights carry a Sword, or Axe, or Shield, or Battle-Hammer… etc, etc.

Castlevania Knights Armed with:

- Swords / Claws / Nun-Chucks / etc: FEAT ROLL at [+3CS] to their ‘Fighting’ in Melee Battle.
- Axe / Hammer / Mace: [-1CS] to ‘Fighting’ FEAT but may inflict [+2CS] on Damage.
- Spear / Javelin / Mast-Axe / Pike: Multiple Hits of 2 per Game Round or Hurl 40 to 50 Feet (4 to 5 Areas).
- Shield: May ‘Evade’ with [+3CS] to ‘Fighting’ FEATS or ‘Block’ with [+4CS] to ‘Strength’ FEATS.
- Whips / Chains / Rope-Like Flails / Nets: 20 foot reach and may ‘Grab’ with the Weapon on a ‘Fighting’ FEAT.
- Opt to FEAT Roll ‘Charges’ on the ‘Fighting’ to enhance with Tumbling Tackles, Pounces, or Hit Multiple Targets.
- FEAT Roll ‘Charges’ on ‘Endurance’ for an attack of [+3CS] Damage.
- The Castlevania Knights can normally carry 2 of these Weapons, like any other normal Human.

A Castlevania Knight’s weapons cannot be commandeered out of the Knight’s possession. Their weapon’s Material Durability is irrelevant (but is considered as SZ:500), as the weapon will become Ash and Dust in the following Game Round and return to the Knight’s possession via teleportation.


Range Combat: IN:40 / VI:55 / FR:70 For Base Damage. The Castlevania Knights may also use various medieval Range Weaponry, such as Cross-Bows, Bow ‘n’ Arrow Archery, Slings, Trained Birds… etc, etc.

A Castlevania Knight is normally able to engage into Range combat at roughly 80 to 100 Feet in total distance (8 to 10 Areas). Due to their vast level of versatility with Range based combat the Castlevania Knights simply use these various perimeters for their Range weaponry.

Castlevania Knights Armed with:

- Bow 'n' Arrow / Cross-Bow / Muskets / etc: FEAT ROLL at [+2CS] to their ‘Agility’ in Ranged Battle.
- Bird of Prey: Treat as a Self-Guided Missal of [+3CS] to their ‘Agility’ in Ranged Battle.
- Spear / Javelin / Mast-Axe / Pike: Hurl 40 to 50 Feet (4 to 5 Areas). [+2CS] to Armor or Barrier Penetration.
- Various Elemental ‘Blasts’ of Fire, Ice, Acid, Eldrich, etc. (Axe Hurling for 'Castlevania' Trivia Buffs) Uses the Knight’s KP as Magic Fuel.
- The Castlevania Knights can normally carry 2 of these Weapons, like any other normal Human.


Enhanced Senses: IM:25. The Castlevania Knights may FEAT ROLL their Sensory abilities to accommodate the Environmental conditions at hand.




Mobility Enhancements: The Knights Travel on foot with their FASE Ranks like most other Characters. However, they do have a simulated form of Super-Speed Running and Flight used for extensively long-range travel.

During a Castlevania Knight’s long-range travels they may manifest an Armor Plated ‘Steed’ or ‘Horse’ capable of Super-Speed Running similar to a modern day ‘Motor-Cycle’. Manifesting and Preparing a Steed requires 5 Game Rounds (30 Seconds) before the Knight can ‘Take-Off’ in pursuit of an assailant.

During Super-Speed Running (or Flight) the Knights are unable to engage into Direct ‘Combat’. They must slow down to moderate travel speeds to engage into battle.

However, due to the Knight’s increased height, mass, leverage, and other added strengths of the Steed, the Knight will receive [+3CS] to ANY and ALL Combative FEATs on top of any other FEAT bonuses they would normally receive.

The Steed’s FASE Ranks are normally [+2CS] over the Knight’s own FASE. However, the Steed’s RIP and KP Ranks are straight FB:02. During ‘Battle’ the Knight and Steed should be considered as a single unit, basically allowing the Knight to increase his FASE and HP Ranks by [+2CS] and receive a [+3CS] FEAT booster to ALL and ANY combative battle FEATs.

The Knight and Steed’s HP Rank should be combined for the purpose of calculating ‘Damage’. As an Example, a Minion Knight on Horseback would have 440 Health (200 + 240 = 440)

The Steed has the Same 'Armor' levels and ‘Set’ Invulnerability as the Knight who rides the Steed.

Un-Mounted Knight:
- Run: 2 Areas per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Sprint or Charge: 3 Areas Per Round. Will become exhausted in roughly 7 hours.
- Swim: 2 Areas Areas per Round. They do not need oxygen and nullify submerged penalties.
- Burrowing / Tunneling: 1 Area per Round through IN:40 Grade Solid Mass.
- Climb / Crawl: 1 Area per Round and may cling to generally climbable textures and surfaces.
- Jump or Leap: 1 Area (10-feet) per Game Round.

Horseback Mounted Knight:
- Combative Running: 4 Areas per Round. (1 Area in 10-Foot Grids) and will not become exhausted.
- Sprint or Charge: 5 Areas Per Round.
- Super-Speed Running: 10 to 20 Areas per Round. Roughly 50 to 70 MPH, such as ‘Motor-Cycle’ or Vehicle.
- Ultra-Speed Running: About 200 MPH, such as ‘Motor-Cycle’ or Vehicle. Accelerate to speed in 3 Game Rounds.
- Swim: 2 Areas Areas per Round. Surface Swimming only. The Horse will dissolve if totally submerged.
- Burrowing / Tunneling: 2 Area per Round through AM:50 Grade Solid Mass.
- Jump or Leap: 3 Areas (30-feet) per Game Round.
- Jump or Leap with Running Approach: upto 10 Areas (About 100-feet).

- Flight: a Horseback Mounted Knight may achieve RM:30 Air Speed and Aerobatics if he can hold a 200+ MPH ‘Bead’ over land for approximately 30 to 40 seconds.

The Horse’s body will ignite into Flame and Grow Pegasus Wings, thus the Knight can take to the air similar to an Airplane. Landing the Steed is much the same as Take-Off. During Flight the Knight may achieve speeds of roughly 600 MPH. The Horseback Mounted Knight may stay airborne for about 8 hours, and can not engage into ‘Combat’.


Talents:

These ‘Talents’ do not give the Castlevania Knights any [+CS] to FEAT ROLLS, but they cannot fall below certain Levels or Ranks for FEAT ROLLS.

- Utterly Fearless - Emotion Control: Self - Total Navigation - General Survival - Spectral and Netherworld Awareness - Hunting / Tracking - Animal Handling - Melee Combat ALL: Armed and Unarmed - Archery - Military - Medieval Weaponry - Demolitions - Leadership - May Learn ANY languages with RED Reasoning FEATs -


Drop Items: The Castlevania Knights will often ‘Drop’ useful Items and Trinkets upon their Defeats based from the Player Character’s ‘Luck’ Rank. Since the Knights are generally ‘High’ Difficulty Characters they will often drop very useful items.

If the Player Character does not have a ‘Luck’ Rank take an Average Score based from the RIP Ranks; this is Karma divided by 3 and round it off to the closest Ranked Slot.

- Blue: Drop a ‘Normal’ Diamond Ring of vast beauty. Resources gain [+1CS] depending upon Market. May only have 10 Rings (1 for each finger).
- White: Drop a 'Magic' Ring. A New Energy Power can be KP Purchased with ‘Rank’ Intensity based on the Average of HP or KP (Whichever is higher)
- Green: Drop a Double-Bid Sword of SY:200. Adds [+3CS] to Melee Battle Capabilities for FEAT and Damage.
- Yellow: Mortis Prism Ring. Gives RM:30 Health Regeneration. 3 HP per Game Round. Standard Healing, not Full-Fledged Regen.
- RED: Montra Prism Ring. Gives SN:60 Regeneration to Health AND Karma Ranks. 3 goto HP. 3 goto KP per Game Round.
- 100 RED: Mana Prism Ring. Gives UN:100 Karma Regeneration. 10 KP per Game Round.
- A Player Character may only have 10 Rings (1 for each finger).


Castlevania Knights Classes:

- The Minion Knights:
- The Henchman Knights: Add [+1CS] to the FASERIP Ranks and Powers based from the Minion.
- The Battle Knights: Add [+2CS] to the FASERIP Ranks and Powers based from the Minion.
- The Warrior: Add [+3CS] to the FASERIP Ranks and Powers based from the Minion.
- The Boss Knight: ‘Demitri’: Add [+4CS] to the FASERIP Ranks and Powers based from the Minion.

Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump. If used on the ‘Classic’ MSH Universal Table these Knights can become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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Edited 1 time(s). Last edit at 02/13/2010 09:21PM by TankerAce.
Castlevania’s Minotaur
March 19, 2010 09:46AM
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Castlevania’s Minotaur



Castlevania Appearances
- The Minotaur, originating from Greek Mythology, has been a signature Character of the Castlevania Series since the game’s inception in the 1980’s. The Minotaur was not included as a ‘Mini-Boss’ in every single Castlevania title, but has held a significant role in most of the title releases.

Primary Abilities:

Castlevania’s Minotaur

F: AW:90           | R: EX:20            | Race: Crete        | Nationality: Roman-Greek    |
A: IN:40           | I: RM:30            | Gender: Male       | Residence: Castlevania      |
S: TR:85           | P: AM:50            | Apparent Age: ???? | True Age: about 500 y/o     |
E: TR:85           | L: TBD              | Eye Color:  Black  | Life Expectancy: Immortal   |
                   |                     | Hair Color: Brown  | Species: Spectral Creature  |
Health: 300 / 300  | Karma: 100 / 100    | Blood Type: ????   | Archetype: Tank / Brute     |
                   |                     | Height: 8'9"       | Primary Set: Invul-Regen    |
Initiative: TR:85  | Experience: SZ:500  | Weight: 800 lbs    | Secondary Set: Axe Melee    |
Popularity: EX:20  | Appearance: AM:50   | Mass: 3 X 16 = 48  | Epic Set: Super Strength    |
Resources : TY:06  | Morality  : Neutral |                    |                             |
Job Rank  : EC:15  | Conviction: GL:125  | ATTACK: GL:125     | DEFENSE: SX:150             |
                   |                     |                    |                             |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:             |
AS:80 [+1CS]       | AS:80 [+1CS]        | TR:85 [+1CS]       | AS:80 [+1CS]                |
                   |                     |                    |                             |

Game Origin:

The Minotaur is the first of Dracula’s Mini-Bosses in this collection of Castlevania Characters. He is extremely powerful and has been considered as a mainstay figure of the series since the game was released in the mid 1980’s.

Unlike the previous servants of Dracula in this listing, The Minotaur operates as an individual rather than a component of a huge ‘Army’. The Minotaur will often carry a special key, item, or right of passage that reveals a critical secret or step to reaching Dracula.

The Minotaur is a High-Ranking ‘Mini-Boss’ that is assigned to a challenging and critical area of Dracula’s Castle; the Gladiator’s Royal Cathedral. Built and Designed much like Rome’s Gladiator Cathedrals this immense stadium serves as a venue of bloody entertainment to Dracula’s society of goons and goblins.

The Minotaur is considered as the sector boss in charge of the Gladiator’s Royal Cathedral. He is also one of the best Combatants to ever grace Castlevania’s Royal Cathedral. In maintaining continuity with Roman-Greek Mythology, Castlevania’s Royal Cathedral is centered inside an immense and confusing circuit maze. According to Greek Mythology, The Minotaur was placed inside an immense and massive ‘Maze’ that was used to trap any person who entered to destroy The Minotaur Beast. The Minotaur could be released at the whim of the Gods to reek havok upon the people.

The player(s) must navigate this labyrinth maze to gain access to the Royal Cathedral and face The Minotaur in single Gladiator Combat. However, The Minotaur has a trick up his sleeve and is immortal, thus he cannot be killed or defeated by conventional combat.

A puzzle must be solved that will temporally trap The Minotaur. Then he will relinquish his secret clue, key, or item that allows the player(s) to move onward through Castlevania.

The Castlevania Minotaur was first written-up as MSH-RPG Conversion Characters in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray The Minotaur as able to face and defeat most moderate level ‘Super-Human’ Characters used in MSH-RPG.

The Castlevania Minotaur was not Randomly Rolled on the MSH-RPG Character Creation Table due to his publications in the various Castlevania Game Titles. His ‘Powers’ are considered as generally ‘High’ in brute capability and he is to be Role-Played as a powerful guardian over Castlevania’s Royal Cathedral.

Also, other Video Game themes and ideas were considered during The Minotaur’s Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail The Minotaur’s conversion into MSH-RPG; placing him as ‘Tank’.

In the Game ‘City of Heroes’ the ‘Tank’ Archetype is a Warrior / Fighter based Combatant that has Strong Melee capability and nearly indestructible Defenses. The Minotaur of Castlevania could be classified as an ‘Invulnerability Armor / Axe Melee / Super-Strength’ Tank in the Video Game City of Heroes.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, The Minotaur is basically blockading and impeding Infiltrating Player(s) from progressing in the Game. The Minotaur is also a ‘Mini-Boss’ who holds a critical key or secret to reaching Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG The Minotaur can take advantage of virtually any tactic the GM and Players can imagine. The Castlevania Minotaur is not a ‘Brain-Dead Zombie’ and is quite capable of conceiving tactical advantages working such skills into Combative ‘Guile’ and ‘Cunning’.

This psychological feature about the Castlevania Minotaur coupled with his Flesh Armor, Weapons, and Powers make him an exceptionally dangerous and challenging foe to the Player Characters.

Whenever the Player(s) navigate the labyrinth maze surrounding the Royal Cathedral and enter it The Minotaur will usually present himself openly with some sort of spoken dialogue which is in contempt of the player(s). The Minotaur will normally further his dialogue ensuring the Player(s) will not pass him to move onward toward Dracula.

Normally, the GM will operate The Minotaur in a direct combative fashion, using whatever weapons The Minotaur can find in the Cathedral. But the GM’s goals are to have The Minotaur be completely unbeatable via brute force combat. As well, the Player(s) should have picked up various items that make them nearly unbeatable; thus, this Battle should be lengthy, violent, and action-packed.

The Player(s) should not be able to defeat The Minotaur with brute force or conventional combat alone. The Minotaur has to be lured and tricked into a trap previously setup in the Royal Cathedral. Normally, this will be large dug-in pits in the Cathedral’s flooring, which are covered with steel plates. (The GM may also improvise his own traps).

Expose the dug-in pits, subdue The Minotaur, get him into a pit, and collapse the massive ceiling of the Royal Cathedral on top of the trapped Minotaur. The Minotaur will then use his brute strength to bust open the collapsed Cathedral and attempt to attack the Player(s) but he will realize that he is now free from Dracula’s Royal Cathedral, which was being used as a massive prison cell.

The Minotaur will then give his gratitude to the Player(s) and proceed to climb out of ruble that was once Dracula’s Royal Castlevania Cathedral. The Player(s) may attempt to coax The Minotaur into joining forces with them to find and defeat Dracula. However, The Minotaur has been trapped in Castlevania for nearly 300 years. He wants to go home and be with his family and village.

To convince The Minotaur to join forces with the Player(s), they must promise to help The Minotaur find his true Home and Family, which was once a village in the forests of ancient Greece. But The Minotaur’s village and family no longer exist.

If the Player(s) choose to lie to The Minotaur and make a phony promise to help him find his Village and Family, The Minotaur will become a loyal member of the Player’s team to help take down Dracula. And at a later point in game play The Minotaur will discover the players betrayed him.

If the Player(s) choose to tell the truth and inform The Minotaur that his Village and Family no longer exist, The Minotaur will proceed to climb out of the destroyed Cathedral, and he will refuse to help the Player(s) seek out and fight Dracula.

The Minotaur will also remove his magical chains and shackles, which are considered as ‘Pick-Up’ items to the Player(s). These magical chains and shackles are further detailed in The Minotaur’s ‘Drop-Items’ upon his defeat.

Special Note: The GM should not reveal various secrets to the Player(s) as of ‘How’ to defeat The Minotaur. This part should be left up to the Player(s) to discover it for themselves, unless they have a specific ‘Power’ that reveals such scenario secrets during game play.

The basic idea is The Minotaur is completely unbeatable; he must be subdued and trapped, then the Royal Cathedral must be collapsed and destroyed. At this point The Minotaur will realizes he is ‘Free’ from Dracula’s Prison.


Known Powers: The Minotaur is an extraordinary powerful creature and his Powers derive from him being trapped in Dracula’s Royal Cathedral for approximately 300 years. As well, The Minotaur has been constantly fighting various creatures in the Royal Cathedral pushing him to develop greater strength and combative power.

The Minotaur’s main capabilities are centered around Medieval Weaponry and Conventional Brute Force Tactics and Warfare. As well, he is extraordinary durable and is immortal to such a degree that he cannot be defeated by Conventional Combat alone.

To defeat The Minotaur his enemies must solve a puzzle that temporally traps The Minotaur while the Royal Cathedral collapses into rubble; and then he realizes he has become free of Dracula’s clutches.


Armored Flesh: SN:60. The Minotaur should be considered as having SN:60 True Invulnerability to ‘ALL’ and ‘ANY’ attacks. This is his base ‘Armor’ that is provided by his dense flesh and various magical auras about his body.

This SN:60 ‘Armor’ should be considered as a Base Default and Minimum Level of Armored Protection from ALL and ANY forms of Attack.

The Castlevania Minotaur also has ‘Set’ invulnerability to various types of Attacks.

- TR:85 to Conventional Physical and Energy Attacks.
- PH:95 to Electrical, Magnetic, Radioactive, Acidic, Toxic, and other ‘Biological’ based attacks.
- UN:100 to Temperature extremes of Hot and Cold, Fire and Ice.
- SX:150 Invulnerability to virtually any form of ‘Magic’ or Vampirism based attacks.
- SY:200 Invulnerability to Psychic, Illusionary, Sensory, Perception or Telepathic based Attacks.
- CL:1000 Invulnerability to Illness, Disease, Aging, Stress, Pain, Starvation, Suffocation, and similar ailments.


Super-Shield: CL:1000. The Castlevania Minotaur may also kick-up a ‘Super-Shield’ providing him with CL:1000 protective ‘Armor’ from ALL and ANY attacks in the form of a magic energy sheath that very closely radiates from his body, skin, clothing, and carried equipment.

However, this ‘Super-Shield’ has its limitations as it will become less effective as damages and attacks are sustained to The Minotaur. In Game terms he may kick-up his ‘Super-Shield’ to basically make himself completely invulnerable to virtually ALL attacks, but the Super-Shield will collapse after it has sustained 1000 points of Damage.

The Super-Shield will maintain CL:1000 Protective Armor until the 1000 points of energy ‘Fuel’ are depleted, at which point The Minotaur’s base Flesh Armor will be exposed.

The Minotaur may activate his Super-Shield with a Green ‘Psyche’ FEAT and it will stay ‘ON’ until he has averted various hostilities (Approximately 10 to 12 Hours). Once his Super-Shield has collapsed he will be unable to use the Super-Shield again for approximately 5 to 6 hours.

If The Minotaur is somehow ‘Stunned’ his Super-Shield will kick-up automatically for the duration of his stun or otherwise defenseless condition.


Regeneration and Revival: GD:10. The Castlevania Minotaur has GD:10 Regeneration and Revival, allowing him to Heal 1 HP per Game Round regardless of his activity. He also has full-fledged Regeneration where he will completely Re-Grow critical organs and tissues after severe injuries, damages, and impacts.

While The Minotaur’s Regeneration may not be the fastest healing factor, he has CL:1000 Regenerative Integrity. Basically this means The Minotaur will recover from virtually ANY form of injury; even beheading, amputation, and severe decapitation of critical body organs.

This Power basically allows The Castlevania Minotaur to be immortal. The Castlevania Minotaur cannot be ‘Killed’ by conventional means and he is fairly much barred from ‘Death’.

‘Kill’ score attacks are considered as lengthy ‘Stuns’ where The Minotaur can be ‘stunned’ for at periods of about 300 Game Rounds. (His HP and Regenerative Speed of 30 minutes)

Common ‘Kill’ Score Attacks are treated as normal with a single 10-sided Dice Score calculated in Minutes, rather than 1 to 10 Game Rounds.

Full HP depletion will result in a 30 minute ‘Stun’ (300 Game Rounds).

The Castlevania Minotaur may also FEAT Roll his Regeneration (GD:10) to heal mass HP quickly.

- BLUE: Total Failure, recover 1 HP for that Round.
- WHITE: Recover 20 HP for that Round.
- GREEN: Recover 75 HP for that Round.
- YELLOW: Recover 150 HP for that Round.
- RED: Recover 225 HP for that Round.

The Minotaur may only FEAT Roll his Regeneration once every 5 Game Rounds (30 Seconds).

The Castlevania Minotaur may also manually Re-assembly himself if body parts are severed off.

- Lost Eye, Jaw, or other Crippling Head injury: Hold together for 1 Game Rounds to Re-Assemble.
- Lost Head or Decapitation of the Skull from the Torso. Hold together for 5 Game Rounds to Re-Assemble.
- Complete spinal Decapitation or Upper Torso Amputation. Hold together for 20 Game Rounds to Re-Assemble.
- Lower spinal Decapitation or Lower Torso Amputation. Hold together for 10 Game Rounds to Re-Assemble.
- Lost Finger or Toe. Hold together for 1 Game Round to Re-Assemble.
- Lost Hand or Foot. Hold together for 1 Game Rounds to Re-Assemble.
- Lost Forearm or Shin. Hold together for 2 Game Rounds to Re-Assemble.
- Lost Upper Arm or Thigh. Hold together for 3 Game Rounds to Re-Assemble.

If body parts and chunks of flesh are cleaved from The Minotaur those body parts will wriggle and move back toward The Minotaur so he may re-attach them. If those body parts are obliterated, The Minotaur will eventually re-grow those lost body parts with his standard Regeneration.





Weaponry, Equipment and Combat:


Melee Combat: SN:60 / AW:90 / GL:125 For Base Damage. The Castlevania Minotaur can ‘Hit’ extremely hard in melee combat due to his great Strength, Combat Experience and equally tenacious Speed. Yes; even standing at nearly nine feet tall and weighing close to half a ton in solid muscle, this huge behemoth is quick and nimble.

The Minotaur’s hit power derives from 3 factors:

- A combined average of his ‘Agility’ and ‘Strength’ at SN:60 (Normally Default MSH-RPG Rules)
- The AW:90 for a yellow score comes from averaging the SN:60 and GL:125 Damage from his full Spectrum.
- A combined average of his ‘Combat’ Attributes that includes his Size, Mass, Experience, and total Combined FASE/RIP reaching GL:125 Impact.

The Minotaur is also armed with natural body weapons in the form of his Horns, Teeth, Claws, and Cloven Hoofed feet. Almost every square inch of his body can be used as weapon of some sort or another.

This does not allow The Minotaur to get plus [+CS] or extra Damage. He may simply strike, grapple, and ‘Fight’ with Bladed or Blunt attacks. As well, The Minotaur has no formal Martial Arts Training; he is simply an adapt ‘Bad-Ass’ using whatever means are available to him.

Unarmed Power Stunts: (No Karma Required)

- Sonic Clap / Sonic Stomp: AW:90 Sonic ‘Boom’ to 30-feet (3 Areas) in all directions. Slams at a Green Score.
- Quake Foot-Stomp: Evoke an earth-quake able to split open AW:90 flooring and barriers. 30-feet in all directions.
- Fighting Charge or ‘Pounce’: Opt to FEAT Roll a Charge on the ‘Fighting’ to enhance with multiple hits or Complex Charges.
- Endurance Charge: Devastation Charge of SX:150 impact or opt to take [+1 Color Shift] for ‘Stun / Slam / Kill’.
- Head-Bunt or Bite is used as easily as a common punch, kick, tackle, etc.
- Tumbling Tackle: Gives The Minotaur [+3CS] on any Combative FEAT in the next Game Round.
- Grappling ‘Strength’ Attacks may be use in combination with standard ‘Fighting’ Attacks.

To make matters even more fearsome is that The Minotaur normally uses a wide range of medieval weapons to enhance his already ferocious unarmed melee skills. The Minotaur uses any weapons he can find within the Royal Cathedral but he will often choose a Battle-Axe if given a choice.
(60/40% Probability of picking up a Battle-Axe Over other medieval weapons)

The Minotaur armed with the following:

- Swords / Claws / Batons / etc: FEAT ROLL at [+2CS] to ‘Fighting’ in Melee Battle to reach UN:100 FEAT.
- Large Battle Axe / Hammer / Mace: inflicts [+3CS] on Damage, reaching MN:75 / GL:125 / SX:150.
- Spear / Javelin / Mast-Axe / Pike: Multiple Hits of 2 per Game Round or Hurl 80 to 100 Feet (8 to 10 Areas).
- Shield: May ‘Evade’ with [+3CS] to ‘Fighting’ or ‘Block’ with [+5CS] to ‘Strength’ reaching SX:150 ‘Strength’ regardless of the Shield’s Durability.
- Whips / Chains / Rope-Like Flails / Nets: 40 foot reach and may ‘Grab’ with the Weapon on a ‘Fighting’ FEAT.
- The Minotaur can normally carry 2 of these Weapons, like any other normal Human.

The Minotaur does not care if weapons are commandeered out of his possession. He will still fight and he even uses this as a combative tactic to briefly distract his opponents. If a melee weapon is forcefully removed from his possession he will gain [+1CS] in the next Game Round to make an Unarmed Melee Action.

Castlevania’s Royal Cathedral has medieval weaponry all over the place. Most of the weaponry is neatly mounted upon the walls, but many weapons are scattered all over the floor. Castlevania Skeletons will normally enter the Royal Cathedral to conduct house cleaning and may attack the Player(s) as assistance to The Minotaur. However, at this point in the Game Campaign the Skeletons will probably not be much of a challenge to the Player(s).

The weapons of the Royal Cathedral have a Material Durability of about SX:150 to SY:200 and are fabricated in Castlevania’s Foundry. The weapons are rarely carried out of the Cathedral since they do not harbor any magic potential and should be considered as conventional medieval weapons.

The weapons also begin to lose their extreme durability once outside of the Cathedral, returning to ‘Normal’ durability levels of about IN:40 to AM:50. If the Weapons are removed from the Royal Cathedral they can be enchanted by the player(s) to harbor powers, cosmic, magic, technology, etc.


Range Combat: IN:40 / VI:55 / FR:70 For Base Damage. The Castlevania Minotaur also has range attacks in the form of a Bow‘n’Arrow. However, this attack is nowhere as powerful as his melee capabilities.

The Minotaur’s Bow‘n’Arrow is a magic ‘Boxing-Glove’ gauntlet he wears on his left hand. When used the bow forms from the gauntlet and he may fire off ‘magic’ energy based Arrows that simply appear to pre load into the bow’s string.

The Minotaur may use this Bow‘n’Arrow similar to a rapid fire Machine-Gun or he may ‘Charge-Up’ a single arrow to fire off an Arrow of more effect and Power. However, in Game Terms this does no effect Damage Output and Impact; it only changes the various tactics at his disposal.

- Used at VI:55 ‘Agility’ for [+3CS] to normal Archery ‘Shooting’ at a Range of 100 to 150-feet (10 to 15 Areas)
- Used on the ‘Fighting’ Rank at AW:90 while targets are with-in 50-feet of Range (5 Areas)
- Effective ‘Energy’: Fire, Ice, Electricity, Eldrich ‘Soul’ Blast, Acid, Sonic, Psyche Stun, and Conventional.
- Firing at multiple targets is [-1CS] per additional target within 90-degress of his line of sight.
- May fire off Scatter-shot, Rapid-Fire ‘Stream’ and single ‘Haymaker’ Arrow Attacks.


Enhanced Senses: RM:30. The Minotaur may FEAT ROLL his Sensory abilities to accommodate the Environmental conditions at hand.


Mobility Enhancements: The Minotaur Travels on foot with his FASE Ranks like most other Characters.

However, while in the confines of Castlevania’s Royal Cathedral he can Teleport within the surrounding walls of the Cathedral. The Minotaur’s Teleportation is strictly a mobility power but operates slightly different from most other free-form Teleportation Characters.

When The Minotaur Teleports he will vanish into complete intangibility for at least One Game Round at which he may ‘Fly’ to re-materialize in another location (Only inside Royal Cathedral). He may stay in this Teleport mode for up to 5 Game Rounds (30 Seconds).

During a Teleport The Minotaur has CL:1000 intangibility to ALL attacks, aside from those Player Characters who also harbor Teleportation. However, The Minotaur still has a CL:1000 advantage over those Players.

Also, During a Teleport The Minotaur’s Regeneration is kicked-up to AM:50 in which he will recover 5-HP per Game Round.

- Run: 4 Areas per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Sprint or Charge: 6 Areas Per Round. Will become exhausted in roughly 7 hours.
- Swim: 3 Areas per Round. He does not need oxygen and nullifies submerged penalties.
- Burrowing / Tunneling: 2 Area per Round through AM:50 Grade Solid Mass.
- Climb / Crawl: 2 Area per Round and may cling to generally climbable textures and surfaces.
- Jump or Leap: 2 Area (20-feet) per Game Round. Uses an Apex Double jump.
- Teleport: Treat as Full Fledged True ‘Flight’ of 4 Areas per Round with AM:50 Aerobatics Skill to make escapes, attacks, and FEATs.


Talents:

These ‘Talents’ do not give The Castlevania Minotaur any [+CS] to FEAT ROLLS, but he cannot fall below certain Levels or Ranks for FEAT ROLLS. (Basically, he cannot be ‘De-Buffed’)

- Utterly Fearless - Iron-Will - Emotion Control: Self - Total Navigation - General Survival - Spectral and Netherworld Awareness - Hunting / Tracking - Animal Handling - Melee Combat ALL: Armed and Unarmed - Archery - Military - Medieval Weaponry - Demolitions - Leadership - May Learn ANY languages with RED Reasoning FEAT - Spatial Awareness -


Drop Items: The Castlevania Minotaur will ‘Drop’ a very useful item upon his release from the Cathedral. Since The Minotaur cannot be defeated by direct and brute combat alone when he is freed from the confines of the Cathedral he will finally remove his ‘Shackles’.

These Shackles do not give The Minotaur any additional Powers. He has given the Shackles these Powers due to him wearing them in battle for so many years.

These Shackles consist of two heavy forearm gauntlets, a large weighted belt, and a pair of heavy ankle gauntlets with short broken chain links attached to them. These are magical Shackles and once Dracula’s spell is broken over The Minotaur he will remove them.

A Player Character may take these Shackles and wear them to improve their ‘Strength’ Rank by [+5 Ranks] and improve their ‘Endurance’ Rank by [+3 Ranks]. The Character’s ‘Fighting’ Rank will also default to a minimum of RM:30 if the Character had less than RM:30 ‘Fighting’; this is also nullifying various [+Shifts] the Character received from ‘Talents’ and other modifiers to the ‘Fighting’ Rank.

The Material Durability of these Shackles will be [+3 Ranks] over the Character’s newly discovered ‘Strength’. The Shackles will maintain their Powers for the Character as long has he/she has Karma within their given Karma Pool. If the same person does not wear the Wrist Gauntlets, Belt, and Ankle Gauntlets together these Shackles and their Powers are nullified.

In a Team of Players it often best to place these Shackle Gauntlets on either the physically weakest Character or go ‘Balls-Out’ and let the Physically strongest Character have them.

Finally, the Shackle Gauntlets are also a Key to opening the next section of Castlevania; The Section that leads to the ‘Cyclops’. The structural walls and barriers of Castlevania should be considered as ‘Indestructible’ to the Players even if they have ludicrous Powers. This is so the Players actually solve problems, rather than simply use brute force.

When the Player’s ‘Defeat’ The Minotaur, or more accurately, Free him from Dracula’s prison the Player(s) are allowed to ‘Resurrect’ one Character if a Player Character had died previously in the Castlevania Game Campaign. The Minotaur will resurrect this deceased Player Character. However, the Players may have to back track through Castlevania to reach him/her.

The Player(s) may also attempt to coax The Minotaur into joining forces with them to find and defeat Dracula. However, The Minotaur has been trapped in Castlevania for nearly 300 years. He wants to go home and be with his family and village.

To convince The Minotaur to join forces with the Player(s), they must promise to help The Minotaur find his true Home and Family, which was once a village in the forests of ancient Greece. But The Minotaur’s village and family no longer exist.

If the Player(s) choose to lie to The Minotaur and make a phony promise to help him find his Village and Family, The Minotaur will become a loyal member of the Player’s team to help take down Dracula. And at a later point in game play The Minotaur will discover the players betrayed him.

If the Player(s) choose to tell the truth and inform The Minotaur that his Village and Family no longer exist, The Minotaur will proceed to climb out of the destroyed Cathedral, and he will refuse to help the Player(s) seek out and fight Dracula.

The Minotaur will also remove his magical chains and shackles, which are considered as ‘Pick-Up’ items to the Player(s). These magical chains and shackles are further detailed in The Minotaur’s ‘Drop-Items’ upon his defeat.

Special Note: The GM should not reveal various secrets to the Player(s) as of ‘How’ to defeat The Minotaur. This part should be left up to the Player(s) to discover it for themselves, unless they have a specific ‘Power’ that reveals such scenario secrets during game play.

The basic idea is The Minotaur is completely unbeatable; he must be subdued and trapped, then the Royal Cathedral must be collapsed and destroyed. At this point The Minotaur will realizes he is ‘Free’ from Dracula’s Prison.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump. If used on the ‘Classic’ MSH Universal Table these Characters can become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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(='.'=)
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TANKERACE


Tanker's MSH Characters
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MOTÖRHEAD
Castlevania’s Cyclops
May 06, 2010 08:35PM
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Castlevania’s Cyclops



Castlevania Appearances
- The Cyclops, originating from Greek and Roman Mythology, has been a signature Character of the Castlevania Series since the game’s inception in the 1980’s. The Cyclops is usually included as a ‘Boss Character’ in most Castlevania titles.

Primary Abilities:

Castlevania’s Cyclops

F: UN:100          | R: TY:05            | Race: Cyclops       | Nationality: Roman-Greek    |
A: GD:10           | I: TY:05            | Gender: Male        | Residence: Castlevania      |
S: UN:100          | P: MN:75            | Apparent Age: ????  | True Age: about 3000 y/o    |
E: AW:90           | L: TBD              | Eye Color:  Black   | Life Expectancy: Immortal   |
                   |                     | Hair Color: Brown   | Species: Spectral Creature  |
Health: 300/ 30000 | Karma: 85 / 85      | Blood Type: ????    | Archetype: Tank / Brute     |
                   |                     | Height: 15'6"       | Primary Set: Invul-Regen    |
Initiative: SY:200 | Experience: CL:1000 | Weight: 8000 lbs    | Secondary Set: Axe Melee    |
Popularity: TY:06  | Appearance: AM:50   | Mass: 9 X 160= 1440 | Epic Set: Super Strength    |
Resources : TY:06  | Morality  : Neutral |                     |                             |
Job Rank  : EX:20  | Conviction: SY:200  | ATTACK: CL:1000     | DEFENSE: CL:1000            |
                   |                     |                     |                             |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:             |
GL:125 [+0CS]      | GL:125 [+0CS]       | GL:125 [+1CS]       | GL:125 [+0CS]               |
                   |                     |                     |                             |

Game Origin:

The Cyclops is a Sector Boss in this collection of Castlevania Characters. The Cyclops commands and maintains the underground dungeons of Castlevania as Dracula’s loyal servant. He also holds a role as Dracula’s public executioner when Dracula desires to ‘Make a Public Example’ of various enemies.

Like The Minotaur of Castlevania, The Cyclops operates as an individual more so than a component of a huge ‘Army’. The Cyclops also carries a special key, item, or right of passage that reveals a critical secret or step to reaching Dracula.

The Cyclops is a High-Ranking ‘Sector-Boss’ that is assigned to a challenging and critical area of Dracula’s Castle; the Underground Dungeon. Built and designed much like Prison this immense facility serves as a huge holding area to imprison enemies of Dracula’s Castlevania.

During an enemy’s imprisonment, Dracula and The Cyclops may decide what awaits the enemy. Such punishments may simply be detaining the individual, or experimentation upon the individual, or simple ‘Execution’.

The Cyclops’s Underground Dungeon is a huge and filthy labyrinth of cell rooms and torture chambers. Most of the floors are covered with open sewer waste and general filth. Most normal humans will die of disease, illness, or dysentery in a matter of weeks if exposed, and most likely they’ll become Castlevania Zombies.

The player(s) must navigate this filthy, disease ridden, labyrinth maze of a dungeon to gain access to The Cyclops and face him in single Combat. However, The Cyclops has many tricks and is extremely powerful and durable. Battling the Cyclops is not an easy task.

A puzzle must be solved that will have the prison cells opened so the prisoners will attack the Cyclops, making him unable to attack the Player(s).

Once The Cyclops is defeated he will relinquish his secret clue, key, or item that allows the player(s) to move onward through Castlevania.

The Castlevania Cyclops was first written-up as MSH-RPG Conversion Characters in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray The Cyclops as able to face and defeat most moderate and high level ‘Super-Human’ Characters used in MSH-RPG.

The Cyclops was not Randomly Rolled on the MSH-RPG Character Creation Table due to his publications in the various Castlevania Game Titles. His ‘Powers’ are considered as generally ‘High’ in brute capability and he is to be Role-Played as a powerful guardian over Castlevania’s Labyrinth Dungeon.

Also, other Video Game themes and ideas were considered during The Cyclops’s Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail The Cyclops’s conversion into MSH-RPG; placing him as ‘Tank / Brute’ combination Character.

In the Game ‘City of Heroes’ the ‘Tank’ and ‘Brute’ Archetypes are Warrior / Fighter based Combatants that have Strong Melee capability and nearly indestructible Defenses. The Cyclops is considered as a ‘Tank / Brute’ Combination since he has extreme Armor such as a ‘Tank’ and he can also increase his Damage Strength such as a ‘Brute’.

The Castlevania Cyclops could be classified as a specialized ‘Tank / Brute’ archetype with ‘Invul-Regen Armor / Axe Melee / Super-Strength’ in the Video Game City of Heroes.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, The Cyclops is basically blockading and impeding an Infiltrating Player(s) from progressing in the Game. The Cyclops is also a ‘Boss’ Character who holds a critical key or secret to reaching Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG The Cyclops can take advantage of virtually any tactic the GM and Players can imagine. While the Castlevania Cyclops is not the wisest of Characters, he is far from totally ‘Brain-Dead’ and is quite capable of conceiving tactical advantages working such skills into Combative ‘Guile’ and ‘Cunning’.

This psychological feature about the Castlevania Cyclops coupled with his extreme Armor, Weapons, and Powers make him an exceptionally dangerous and challenging foe to the Player Characters.

Whenever the Player(s) navigate into the labyrinth maze of the Castlevania Dungeon The Cyclops will usually stay hidden to let Zombies, Ghosts, Skeletons and Prisoners ‘Soften-Up’ the Player(s). To stay hidden in the murky shadows The Cyclops will normally walk from room to room in efforts to avoid and evade the player(s).

In Game Terms, the GM wants the player(s) to basically surround and corner The Cyclops. If The Cyclops has an avenue of escape he will take advantage of it and move away from the player(s) in an effort to avoid them. This means The Cyclops will ‘Fight’ a path to escape if he has too. The Cyclops is not ‘Cowardly’; he simply uses evasive tactics inside his Labyrinth Dungeon to keep ‘Players’ inside the walls of the Dungeon.

The Dungeon’s single entry gate will also lock once the Player(s) are inside the Dungeon. The Dungeon walls and structures are also magically impenetrable to damages by the Player Characters.

However, The Cyclops should be considered and Role-Played as nearly indestructible. To defeat The Cyclops the player(s) must figure out a means to convert the Zombies, Ghosts, Skeletons and Prisoners into attacking The Cyclops and corner him somewhere in the Labyrinth Dungeon.

The Player(s) should not be able to defeat The Cyclops with brute force and conventional combat alone. The Cyclops has to be cornered into a trap by having the Dungeon populations turn against him.

To do so, the player(s) must remove The Cyclops’s Magic Dungeon Keys from his possession. Once the Players have the Dungeon Keys they can open Dungeon Cell Rooms one at time and the Inmates will chase and attack The Cyclops.

The inmates are NOT considered as teammates of the player(s). The Dungeon Inmates will also attack the player(s) as well, however, they have an 80/20% probability to chase down The Cyclops rather than the player(s).

The Dungeon Inmates are Castlevania Zombies, Ghosts, and Skeletons as listed in the posted topics above. Human Prisoners of the Castlevania Dungeon are equivalent to the Castlevania Skeletons. However, these prisoners cannot be manipulated into ‘Teammates’ for the Player(s).

Special Note: The GM should not reveal various secrets to the Player(s) as to ‘How’ to defeat The Cyclops. This part should be left up to the Player(s) to discover for themselves, unless they have a specific ‘Power’ that reveals such scenario secrets during game play.

The basic idea is The Cyclops is completely unbeatable by the player(s) efforts alone. The player(s) must take possession of The Cyclops Magic Dungeon Keys and release the Prisoners to cause a Prison Riot. The Prisoners will then seek out The Cyclops to kill him and open the Dungeon’s single entry gate.

Once The Cyclops is defeated he will ‘Drop’ a variety of items that can be used in later sections of the Castlevania Game Campaign.


Known Powers: The Cyclops is an extremely powerful creature and his Powers derive from him being Dracula’s servant in the Castlevania Labyrinth Dungeon for approximately 3000 years.

The Cyclops’s main capabilities are centered on Medieval Weaponry and Conventional Battle Tactics. As well, he is extraordinarily durable and is immortal to such a degree that he cannot be defeated by Conventional Combat alone.

The Cyclops also uses evasive tactics to avoid Player(s) and Enemies, only attacking in efforts to keep them ‘busy’ inside the Castlevania Labyrinth Dungeon. The entire Labyrinth Dungeon is a sudo extension of The Cyclops; he must be defeated for the single outer gate to open, which is magically sealed with CL:3000 Wall Structures.


Armored Flesh: The Cyclops has a unique form of True Invulnerability ‘Armor’ which simply reduces All and Any Attack Damage by [-3CS]. The Cyclops may also FEAT Roll his Armor to increase that benefit. This is based off his ‘Defense’ Rank of CL:1000. While not on Castlevania Grounds this reverts to his ‘Endurance’ Rank of AW:90.

His True Invulnerability ‘Armor’ is a collection of magic energy Aura Sheaths closely surrounding his body and carried equipment. It operates similar to an invisible Force Sheath that is resistant to ALL and ANY known attacks.

His overall Flesh Density and Body Resistance should be considered at a base minimum of SP:45.

- BLUE: Total Failure, Armor stays at [-3CS] to ALL and ANY attack damages.
- WHITE: Armor stays at [-3CS] to ALL and ANY damages, but he also gains AM:50 True Invulnerability.
- GREEN: Armor increases to [-4CS] to ALL and ANY damages and he gains VI:55 True Invulnerability.
- YELLOW: Armor increases to [-5CS] to ALL and ANY damages and he gains SN:60 True Invulnerability.
- RED: Armor increases to [-6CS] to ALL and ANY damages and he gains SV:65 True Invulnerability.
- Karma RED: Armor increases to [-7CS] to ALL and ANY damages and he gains FR:70 True Invulnerability.

These Effects of his extreme Armor will last for 10 to 20 Game Rounds (1 to 2 Minutes) based from a Single 10-Sided Dice Roll. Once FEAT rolled and exhausted he is unable to use this Power for twice the time at 20 to 40 Game Rounds (2 to 4 Minutes).

As an additional benefit of his True Invulnerability The Cyclops is extremely resistant to ‘Stuns and Slams’ while any part of his body is in contact with the ground, walls, or even ceiling of the Castlevania Labyrinth Dungeon. He should be considered as a CL:1000 immovable object or unstoppable force while inside the Castlevania Labyrinth Dungeon. While outside of the Castlevania Labyrinth Dungeon he this benefit drops to SY:200.


Expanded Health: 30,000 (Yes, 30 Thousand Health Points). As part of The Cyclops’s True Invulnerability ‘Armor’ he also has 30,000 expanded HP. Basically, ANY attacks that actually penetrate his True Invulnerability Auras will only inflict 1/100th of a Point in True Damage to his HP.

This makes The Cyclops nearly invincible to Defeat or Death. It is also one of the reasons why the Player(s) must coax the Prisoner Population to also attack The Cyclops in a massive and chaotic Mob Riot and Battle.





Weaponry, Equipment and Combat:


Melee Combat: VI:55 / MN:75 / UN:100 For Base Damage. The Castlevania Cyclops ‘Hits’ extremely hard in melee combat due to his great Strength and Combat Experience and equally tenacious Battle Speed.

Yes; even standing at 15 feet tall and weighing 4 tons in solid muscle, this huge behemoth is quick and nimble during Melee Combat. As well, his advanced size benefits his overall Melee skills while dealing with ‘Human’ sized opponents.

The Cyclops does receive bonuses and limitations due to his size and mass, however, those [+/-CS] are already calculated in his ‘Primary FASE/RIP Abilities’ and it does not have to be calculated in Game Terms.
(Basically, just use some common sense)

The Cyclops’s hit power derives from 3 factors:

- A combined average of his ‘Agility’ and ‘Strength’ at VI:55 (Normally Default MSH-RPG Rules)
- The MN:75 for a yellow score comes from averaging the VI:55 and UN:100 Damage from his full Spectrum.
- An average of his ‘Combat’ Attributes that includes his Size, Mass, Experience, and total Combined FASE/RIP reaching UN:100 Impact.

Unarmed Power Stunts: (No Karma Required)

- Room Sweeper: Slams and Stuns all targets in all directions at once in a 30-foot (3 Areas) Radius on a Green.
- Fighting Charge or ‘Pounce’: Opt to FEAT Roll a Charge on the ‘Fighting’ to enhance with Complex Charges.
- Endurance Charge: Devastation Charge of SX:150 impact or opt to take [+1 Color Shift] for ‘Stun and Slam’.
- Head-Bunt or Bite is used as easily as a common punch, kick, tackle, etc, etc.
- Tumbling Tackle: Gives The Cyclops [+3CS] on any Combative action FEAT in the next Game Round.
- Grappling ‘Strength’ Attacks may be use in combination with standard ‘Fighting’ Attacks.

To make matters even more fearsome is that The Cyclops normally uses a wide range of ‘HUGE’ medieval weapons to enhance his already ferocious unarmed melee skills. The Cyclops uses any weapons he can find within the Castlevania Labyrinth Dungeon but he will often choose a Huge Club, Mallet, or Battle Hammer if given a choice.
(90/10% Probability of picking up a heavy ‘Blunt’ Weapon that requires at least IN:40 ‘Strength’ to lift or use).

The Cyclops armed with the following:

- Large Battle Hammer / Mace / Club / Mallet: inflicts [+4CS] on Damage, reaching MN:75 / PH:95 / SZ:350.
- Swords / Claws / Batons / etc: FEAT ROLL at [+1CS] to ‘Fighting’ in Melee Battle to reach GL:125 FEAT.
- Spear / Javelin / Mast-Axe / Pike: Multiple Hits of 2 per Game Round or Hurl 100 to 150 Feet (10 to 15 Areas).
- Shield: May ‘Evade’ with [+3CS] to ‘Fighting’ FEATS or ‘Block’ with [+5CS] to ‘Strength’ FEATS.
- Whips / Chains / Rope-Like Flails / Nets: 60 foot reach and may ‘Grab’ with the Weapon on a ‘Fighting’ FEAT.
- The Cyclops can carry 2 Weapons, like any other Human, but will usually only use one, leaving one hand free.

The Labyrinth Dungeon has medieval weaponry locked in an Arms Vault that The Cyclops may access with his Magic Keys. Once the Player(s) enter the Dungeon and its entry gate locks-up behind them The Cyclops will usually proceed to the Arms Vault to pick up a weapon.
(a Blunt Hammer, Club, Mace, or Mallet).

The weapons of the Labyrinth Dungeon have a Material Durability of about SY:200 to SZ:350 and are fabricated in Castlevania’s Foundry. The weapons are rarely carried out of the Dungeon since they do not harbor any magic potential and should be considered as conventional medieval weapons.

The weapons also begin to lose their extreme durability once outside of the Dungeon, returning to ‘Normal’ durability levels of about IN:40 to AM:50. If the Weapons are removed from the Dungeon they can be enchanted by the player(s) to harbor powers / cosmic / magic / technology / etc, etc.


Range Combat: IN:40 / VI:55 / FR:70 For Base Damage. The Castlevania Cyclops also has a range attack in the form of a ‘Blunt’ Force energy beam he may fire from his singular eye.

The Cyclops may use this Optic Beam similar to a ‘stream’ Fire Beam or he may ‘Charge-Up’ a single Beam to fire off a Larger Blast of more effect and Power. However, in Game Terms this does no effect Damage Output and Impact; it only changes the various tactics at his disposal.

- Used at IM:25 ‘Agility’ for [+3CS] on his normal ‘Agility’ at a Range of 100 to 150-feet (10 to 15 Areas)
- Used on the ‘Fighting’ Rank at UN:100 while targets are with-in 30-foot Range (3 Areas)
- Effective ‘Energy’ Blast should be considered as a ‘Blunt’ Force Eldrich Blast or Beam.
- Firing at multiple targets is [-1CS] per additional target within 90-degress of his line of sight.
- May fire off focused and precise Beams of about 1-foot wide with the impact patch.
- May fire off scatter / spread Beams that are about 20-feet wide, but damage reduces [-1CS] per Area traveled.
- May generate a Frontal Battle Shield of SN:60 / MN:75 / AW:90


Enhanced Senses: TY:06. The Cyclops may FEAT ROLL his Sensory abilities to accommodate the Any Environmental conditions at hand.


Mobility Enhancements: The Cyclops Travels on foot with his FASE Ranks like most other Characters. His specialty in Mobility is sheer unstoppable force where he can basically ‘Swim’ Burrow, and Tunnel through solid mass.

- Run: 1 Area per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Burrowing / Tunneling: 2 Areas per Round through SY:200 Grade Solid Mass. (CL:1000 on Castlevania Ground)
- Sprint or Charge: 3 Areas Per Round. Will become exhausted in roughly 9 hours.
- Swim: He can’t Swim and will sink like a rock, but he does not need oxygen and nullifies submerged penalties.
- Climb / Crawl: 2 Area per Round and may cling to generally climbable textures and surfaces.
- Jump or Leap: 1/2 Area (5-feet) per Game Round.


Talents:

These ‘Talents’ do not give the Castlevania Cyclops any [+CS] to FEAT ROLLS, but he cannot fall below certain Levels or Ranks for FEAT ROLLS. (Basically, he cannot be ‘De-Buffed’)

- Stealth - Emotion Control: Self - Navigation - General Survival - Spectral and Netherworld Awareness - Hunting / Tracking - Animal Handling - Prison Security - Melee Combat: Armed and Unarmed - Medieval Weaponry - Martial Arts ‘E’ for Environment / Evasive Maneuvering - Spatial Awareness -


Drop Items: The Castlevania Cyclops will ‘Drop’ a very useful item upon his Defeat or Death. The Cyclops cannot be ‘Killed’ permanently in any manner or fashion. He can revive from ‘Death’ in approximately 3 to 6 hours after clinical ‘Death’ even if totally pulverized or obliterated.

Once The Cyclops is defeated he will drop a large glass vial containing 3 Female Fairies. These tiny, flying women will team-up with Player(s). Game Statistics for the 3 Fairies should be referenced from Hector’s Write-Up listed and posted above.

These 3 Fairies will help the Player(s) Team in anyway they can. Their main ‘Power’ is to seek out, find, locate, and open magically sealed doors and gates with-in Castlevania at UN:100 capacity. The 3 Fairies will unlock the Castlevania Labyrinth Dungeon.

Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump. If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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Castlevania’s Medusa
May 14, 2010 05:45PM
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Castlevania’s Medusa



Castlevania Appearances
- Medusa, originating from Greek Mythology, has been a signature Character of the Castlevania Series since the game’s inception in the 1980’s. Medusa is usually included as a ‘Boss Character’ in most Castlevania titles.

Primary Abilities:

Castlevania’s Medusa

F: FR:70           | R: AM:50            | Race: Chthonic      | Nationality: Roman-Greek      |
A: VI:55           | I: TR:85            | Gender: Female      | Residence: Castlevania        |
S: SP:45           | P: PH:95            | Apparent Age: ????  | True Age: about 3000 y/o      |
E: AS:80           | L: FR:70            | Eye Color:  Brown   | Life Expectancy: Immortal     |
                   |                     | Hair Color: Brown   | Species: Spectral Creature    |
Health: 250 / 250  | Karma: 300 / 300    | Blood Type: ????    | Archetype: Blaster/Dominator  |
                   |                     | Height/Length: 25'  | Primary Set: Archery / Magic  |
Initiative: GL:125 | Experience: CL:1000 | Weight: 350 lbs     | Secondary Set: Snake Melee    |
Popularity: EX:20  | Appearance: MN:75   | Mass: 2 X 7 = 14    | Epic Set: Magic Weaponry      |
Resources : RM:30  | Morality  : Evil    |                     |                               |
Job Rank  : RM:30  | Conviction: SY:200  | ATTACK: SV:65       | DEFENSE: TR:85                |
                   |                     |                     |                               |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:               |
SX:150 [-1CS]      | SX:150 [+0CS]       | SX:150 [+0CS]       | SX:150 [-1CS]                 |
                   |                     |                     |                               |

Game Origin:

Medusa is a Sector Boss in this collection of Castlevania Characters. Medusa commands and maintains the Gardens of Despair in Castlevania. These beautifully lush gardens fairly much surround the perimeters of Castlevania, as well as fulfill various interior courtyards of Castlevania with eccentric foliage, strange and hostile plant life, and other various creatures.

Medusa’s role is somewhat different than other servants of Dracula since she holds Dracula in contempt as a mortal enemy. However, she must live on Castlevania grounds to survive in our coil of existence and reality. For this reason she holds Dracula in contempt. If Dracula were to be killed her existence on Earth would dissolve.

Like other sector bosses of Castlevania, Medusa operates as an individual more so than a component of a huge ‘Army’. However, she does have authority over various reptilian creatures within the Gardens of Despair. These creatures act as her minions. Medusa also carries a special key, item, or right of passage that reveals a critical secret or step to reaching Dracula.

Medusa is a High-Ranking ‘Sector-Boss’ that is assigned to a challenging and critical area of Dracula’s Castle; the Gardens of Despair. Built and designed much like massive Green-Houses her immense facilities serve as huge organic energy generators to Dracula’s Castlevania, providing the equivalent of electrical power the Castle. As well, Medusa’s Gardens also provide a form of ‘Regeneration’ to the structures of Dracula’s Castlevania.

The player(s) must navigate through Medusa’s dense jungle-like Gardens to gain access to her and face her in single Combat. However, Medusa is extremely powerful with many deadly weapons and tactics at her disposal.

Unlike the Minotaur and Cyclops, no strange puzzle has to be solved to gain access to Medusa. She can be found in the Garden areas and engaged directly. But this is extremely difficult for the player(s) since Medusa will flee away from the player(s) and into the Garden foliage if she is being defeated. During such events she will recover and may decide to ambush the player(s) at a later time.

Once Medusa is defeated she will relinquish her secret clue, key, or item that allows the player(s) to move onward through Castlevania.

Medusa was first written-up as MSH-RPG Conversion Characters in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray Medusa as able to face and defeat most moderate and high level ‘Super-Human’ Characters used in MSH-RPG.

Medusa was not Randomly Rolled on the MSH-RPG Character Creation Table due to her publications in the various Castlevania Game Titles. Her ‘Powers’ are considered as generally ‘High’ in overall capability and she is to be Role-Played as a powerful guardian lurking about in Castlevania’s Gardens of Despair.

Also, other Video Game themes and ideas were considered during Medusa’s Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail Medusa’s conversion into MSH-RPG; placing her as a ‘Blaster / Dominator’ combination Character. She also has some powers that are similar to a ‘Master-Mind’ Archetype.

In the Game ‘City of Heroes’ the ‘Blaster’ and ‘Dominator’ Archetypes are Archery-Mage based warriors who hold Strong Range and Artillery Attacks and can control various elements of the environment. Medusa is considered as ‘Blaster / Dominator’ combination Archetype since she has a wide array of Range based attacks and may command various elements of her Garden into traps and attacks.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, Medusa is basically impeding Infiltrating Player(s) from progressing in the Game. Medusa is also a ‘Boss’ Character who holds a critical key or secret to reaching Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG Medusa can take advantage of virtually any tactic or course of action the GM and Players can imagine. Medusa is also one of Castlevania’s wisest and most hostile characters. She is extremely cunning, deceptive, elusive, and violent.

In Game Terms, Medusa should actually be played by two players; the GM and an assistant GM. This is to ensure her Table-Top actions, decisions, and tactics reflect her guile and cunning; on top of her brute and hostile powers.

This psychological feature about Medusa coupled with her Weapons, Powers, and Minions make her an exceptionally dangerous and challenging advisory to the Player Characters.

Whenever the Player(s) navigate into the labyrinth maze of Castlevania’s Gardens, Medusa will usually stay hidden and let her minions ‘Soften-Up’ the Player(s). Then she will normally stage an ambush point to separate the player(s) team.

In Game Terms, the GM wants the player(s) to become surround by Medusa’s minions then she will attack directly in efforts to isolate and separate the player’s team. Medusa will also avoid extended combat scenarios over 10 Game Rounds in efforts to elude her enemies and survive if she has underestimated the players.

Medusa should be Role-Played as with an extreme sense of stealthy elusiveness, being able to avoid her enemies while making surprise attacks from various blindsides, ambushes, and traps.

To defeat Medusa the player(s) must be-head her, which will be difficult since her decapitated head is her secret ‘Drop Item’ which enables the Player(s) to progress onward throughout Castlevania. The Player(s) should not obliterate Medusa’s body or her decapitated head.

However, the player(s) may also choose to totally by-pass Medusa, since she will flee from combat if she is getting beaten down severally. Her ‘Drop-Item’ is not an absolute necessity to conquer the Castlevania Game Campaign, but it will make various elements of Game Play more accessible.

Special Note: The GM should not reveal various secrets to the Player(s) as to ‘How’ to defeat Medusa. This part should be left up to the Player(s) to discover for themselves, unless they have a specific ‘Power’ that reveals such scenario secrets during game play.


Known Powers: Medusa is an extremely powerful and immortal creature. Her Powers derive from her being cursed by the Gods, and being placed under Dracula’s servitude to terrorize mortal mankind.

Medusa’s main capabilities are centered on Medieval Archery Weapons, Fantastic Magic, and Conventional Battle Tactics.

Medusa also uses extremely evasive tactics to attack Player(s) and Enemies from ambush points and staged traps. Her Gardens are a sudo extension of her abilities. She may hide and reside inside the dense Garden foliage to elude her prey and make surprise attacks.


Immortality: UN:100. Medusa is an immortal creature who ages too slowly for humans to calculate and measure. The only way to ‘Kill’ her is to behead her, and even still her physical body may deteriorate and she may re-manifest upon the Earthly Coil at a later time.

For Gaming, Medusa may use this power as a form of magically controlled ‘Regeneration’ to restore her HP and maintain her existence in the Earthly Coil.

FEAT Rolled on the UN:100 Rank, Medusa may Recover her damaged HP in mass effect as long as her head has not been decapitated from the rest of her body.

However, this power has its limitations and she is unable to use this power during direct combat. She must flee from a hostile situation and find refuge to FEAT Roll this Power. Medusa must be out of a Combative Situation for at least 30-seconds (5 Game Rounds) to Power FEAT this ability.

- BLUE: Total Failure, She must FEAT Roll again in the following Game Round.
- WHITE: Medusa will Recover 10% of her Total 250 HP. (25 HP Recovered, and Crippling injuries are healed).
- GREEN: Medusa will Recover 25% of her Total 250 HP. (63 HP Recovered, and Crippling injuries are healed).
- YELLOW: Medusa will Recover 50% of her Total 250 HP. (125 HP Recovered, and Crippling injuries are healed).
- RED: Medusa will Recover 75% of her Total 250 HP. (188 HP Recovered, and Crippling injuries are healed).


Armored Flesh: EX:20. Medusa’s snake-like body and flesh is very resistant to conventional Physical and Energy attacks, providing her with EX:20 body armor.

Her Armored Flesh is not ‘Hard’ and dense, but rather soft and elastic with the ability to absorb impact, rather than simply resist it with ridged ‘Armor’. Also, her scaly snake-skin is ‘Slick’ and her skeletal structures are flexible to reduce oncoming damages.

Medusa may FEAT Roll her ‘Armor’ on her ‘Defense’ Rank (TR:85) to increase her Damage Reduction abilities.

- BLUE: Total Failure, Armor stays at EX:20 to conventional Physical and Energy attacks and damage.
- WHITE: Gains IM:25 Armor verse Physical and Energy damage for a duration of 10 to 20 Game Rounds.
- GREEN: Gains RM:30 Armor verse Physical and Energy damage for a duration of 5 to 15 Game Rounds.
- YELLOW: Gains FN:35 Armor verse Physical and Energy damage for a duration of 1 to 10 Game Rounds.
- RED: Gains IN:40 Armor verse Physical and Energy damage for a duration of 1 to 5 Game Rounds.
- Karma RED: Gains SP:45 Armor verse Physical and Energy damage for a duration of 1 Game Round.

Medusa also has ‘Set’ resistance and armors to these various attacks.

- SY:200 verse Magic, Eldrich, Arcain, Spectral, Holy, Evil, Vampirism, and Netherworld based Damages.
- SX:150 verse Psychic, Illusionary, Sensory, Perception or Trickery based Psychic Attacks.
- UN:100 verse Acid, Corrosives, Venom, Biological, and similar Chemical based Attacks and Damages.
- AS:80 verse ‘Soft’ energy attacks such as Electrical, Magnetic, Light-Wave, Radiation and similar Attacks.
- IN:40 to Temperature extremes of Heat and Cold. She may enter ‘Hibernation’ in Cold or Ice.


Weaponry, Equipment and Combat:


Melee Combat: AM:50 / SN:60 / FR:70 For Base Damage. Medusa is not the hardest hitting, pipe-bending, brick-breaking, earth-shattering hitter of the Castlevania Cast. Normally, her basic Melee Damage is based from an average of her ‘Agility’ and ‘Strength’ reaching an impact intensity of AM:50.

Venomous Fangs: However, she does have retractable and venomous ‘Fangs’ in her wrists that she may use similar to ‘Claws’ or hand held knives. No, these Fangs are not in her mouth, but she can deliver a conventional ‘Bite’ to inflict a fairly nasty wound.

She may inject an acidic venom into her targets with the above intensities by either Striking or Grappling with Melee attacks. She may also ‘Spit’ or throw a spray of this venom at a range of 20-feet (2 Areas) on her ‘Fighting’ Rank.

This venom will normally adhere to targets and deliver EX:20 Acidic damage each Game Round for about 2-minutes (20 Game Rounds) until the venom subsides or is purged by some means. The venom is common ‘Snake’ venom, just very potent.

Prehensile Hair: Based on her melee abilities, Medusa’s head is wreathed with a cluster of venomous snakes. If she attempts to strike at a target with her head, such as a head-bunt or conventional bite her ‘Snakes’ will also strike the target in a melee flurry of venomous bites.

Damage is considered as ‘Acidic-Venom’ with the potency listed at AM:50 / SN:60 / FR:70 depending upon how many snakes can effectively deliver a ‘Snake-Bite’.

Medusa’s Snake Hair can also grip and grasp small objects by having the snakes coil around items or simply ‘Bite’ to grasp things. Medusa can fairly much use her head as a 3rd arm and hand with some minor limitations. As an example she will often pull Arrows from her back-pack with her snake hair.

Python / Snake Combat: Medusa uses a very unique ‘Style’ of striking and grappling for her Melee Combat by using her snake-like body similar to a huge Python or Boa Constrictor snake.

She may strike with roughly 1/3 to 1/2 of her entire body length to reach ‘Melee’ Targets at roughly 10-Feet (1 Area) away. When used in such a manner these attacks should be considered as similar to a common ‘Venomous’ snake that strikes and pulls back to strike again . Her hands act as the ‘Fangs’ to deliver her lethal venom.

She may also ‘Pounce’ or ‘Tackle’ targets to ensnare them in her snake coils and put on the ‘squeeze’ to crush and suffocate her victims. To execute such a move she must FEAT Roll her ‘Fighting’ to make a successful ‘Grapple’ and in the following Game Rounds she must FEAT Roll her ‘Strength’ to ensnare her target in her coils.

She may inflict AM:50 / SN:60 / FR:70 Crushing and Suffocation Damage to her victim in such a manner.

Acidic Blood: FR:70. Medusa’s blood is a foul, acidic, and venomous liquid that chemically erodes and burns anything it touches with FR:70 effect. It’s also a sticky liquid that stays acidic for several hours once out of her body.


Range Combat and Archery: IN:40 / VI:55 / FR:70 For Base Damage. Medusa has 2 basic forms of ‘Range’ Attacks with her Bow’n’Arrow and Stone Stare.

She uses them both with nearly identical skill and proficiency (FEAT Rolls and Tactics). The Bow’n’Arrow suffices for her conventional Archery abilities, while her Stone Stare supplements a Range Attack based upon ‘Magic’.

- Used at FR:70 ‘Agility’ for [+3CS] on her normal ‘Agility’ at a Range of 150 to 200-feet (15 to 20 Areas)
- Firing at multiple targets is [-1CS] per additional target within 90-degress of her line of sight.
- May fire off Multiple Arrows (2 to 5) that scatter roughly 20-feet wide with a ‘Blanket’ or ‘Barrage’ style attack.
- May launch Arrows or her Stone Stare from her Blind-Sides [-2CS]. Her ‘Snake-Hair’ can also ‘See’.
- Arrow Pay-Loads can be outfitted with Venom / Fire / Ice / Explosives / Electricity / Tracking Beacons / etc, etc.
- Arrow Reserves: Her Arrows regenerate magically or she may fire off stiffened snakes.


Stone Stare / Stone Gaze: IN:40 / VI:55 / FR:70 For Base Magic Effect. Medusa can transform sentient targets (even sentient robots) into a ‘Stone Statue’ when she makes eye to eye contact with any sentient creature.

Medusa’s Stone Gaze is ‘Automatic’ with a guaranteed Green Score once she and another character make eye to eye contact, even for a split second. This ability is ‘Magic’ and will by-pass most forms of ‘Armor’ since it functions with eye-sight on a ‘Psychic’ level.

Medusa only needs to FEAT Roll her Stone Gaze in the event that she wishes to inflict a ‘Yellow’ or ‘RED’ score to intensify her Stone Gaze and inflict 55 or 70 points of Damage over the normal 40 points.

Medusa’s Stone Gaze will hinder the Target Character by converting a percentage of the Character’s HP and KP into ‘Stone’. In Game Terms this does not act as traditional ‘Damage’ but will subtract points away from the Character’s FASE/RIP and lower the FASE/RIP capacities.

As an example; Medusa can lower any single (or multiple) FASE/RIP Ranks of the Character by 40, 55, or 70 points, rather than simply subtracting the Points from the HP or KP. In a manner, Medusa can ‘Cripple’ or ‘Stun’ another Character with her Stone Gaze.

However, there are many ways to avoid her Stone Gaze such as viewing her reflection, or viewing her through specialized eye-wear, avoiding ‘Direct’ eye-to-eye contact, and even a simple ‘Psyche’ FEAT will shrug-off the effects of her Stone Gaze.

If Medusa’s target Character becomes a Stone Statue that Character is still alive and can be revived. In Game Terms treat the Character’s HP and KP as a timer. As an example; A character with 100 HP and 50 KP has 150 seconds (2.5 Minutes) to ‘Psychically’ Shake-Off the magic spell. A natural RED ‘Psyche’ FEAT must overcome the spell. The Character then has to make ‘Psyche’ FEATs in place of ‘Endurance’ to recover their lost FASE/RIP points.

Characters who do fall victim and become a Stone Statue become a beautifully detailed and carved Marble Statue of AM:50 ‘Rock’ material. Medusa’s personal lair is full of Marble Statues, which she will often place on stands and support platforms and use them to adorn the corridors of Castlevania.


Enhanced Senses: TR:85. Medusa may FEAT ROLL her Sensory abilities to accommodate the Any Environmental conditions at hand. She also has Omni-directional vision and cannot be blindsided or surprise attacked.


Mobility Enhancements: Medusa Travels on foot (or Snake Slithers) with her FASE Ranks like most other Characters.

- Run: 5 Areas per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Sprint or Charge: 7 Areas Per Round. Will become exhausted in roughly 8 hours.
- Swim: Medusa can Swim 4 Areas per Round and does not require breathable air.
- Climb / Crawl: 4 Area per Round and may cling to virtually any textures or surfaces.
- Jump or Leap: 3 Areas (30-feet) per Game Round, and may use as a ‘Snake’ Pounce to subdue Targets.


Talents:

Medusa’s Talents are treated as normal and provide her with stackable [+CS] to her FEAT Rolls. She can only gain maximum Talent Stacks of [+3CS] to various FEAT Rolls.

- Stealth / Infiltration - Emotion Control: Self - Navigation - General Survival - Spectral and Netherworld Awareness - Hunting / Tracking - Animal Handling (Snakes) - Savage Melee Combat: Armed and Unarmed - Medieval Weaponry (Archery) - Spatial Awareness - Resist Domination - Art (Stone Sculptures) - Languages: Greek, Latin, English, Egyptian, Roman, and Netherworld Languages - Animal Empathy and Communications (Snakes) -


Minions: Medusa also commands an army of Humanoid Reptilian ‘Snake-Like’ people. They are natives to the Castlevania Gardens. These Tribal, Reptilian people worship Medusa as a deity and are immune to her Stone Gaze. They will protect Castlevania and Medusa’s Gardens with their lives.

In Game Terms, these creatures are equivalent to the Castlevania Skeletons and Zombies.


Drop Items: Medusa’s decapitated head is her ‘Drop Item’. This is a very handy, but risky Drop Item since Medusa’s decapitated head will stay alive and continue to carry its Stone-Gaze Power. As well, the snakes wreathed upon her head will stay alive, making her head nearly impossible to handle with one’s bare hands.

The best way to handle Medusa’s decapitated head is to mount the head upon a Battle Shield or use an Armored Gauntlet Glove. Both of these items can be found in her Garden Temple. Once the Player(s) have defeated Medusa, her Reptilian Minions will seize to attack the Player(s) and allow them to pass through the Gardens with little or no difficulty. Medusa’s Minions will not follow the player(s) as teammates.

The player(s) may bypass Medusa’s decapitated head, but it can be used as a weapon in later events of the Castlevania Game Campaign.

Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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MOTÖRHEAD
Castlevania’s Anakaris
November 05, 2010 08:34AM
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Castlevania’s Anakaris



Castlevania Appearances
- Anakaris is a Mummified King originating from Egyptian Mythology. The Mummy is normally a signature Character of the Castlevania Series and is almost always cast a ‘Boss’ figure in most Castlevania titles.

Following the Castlevania Series, The Mummy normally has multiple forms, making him a difficult and complicated, yet versatile Boss Character to defeat. In this MSH-RPG conversion Write-Up, Anakaris is basically three different Character Profiles in one. His Write-Up is extensive due to him being able to take multiple forms.

Primary Abilities:

Stone Titan Form:

Castlevania’s Anakaris (Stone Titan Form)

F: UN:100          | R: GD:10            | Race: Egyptian       | Nationality: Egyptian        |
A: GD:10           | I: RM:30            | Gender: Male         | Residence: Castlevania       |
S: SX:150          | P: AM:50            | Apparent Age: ????   | True Age: about 4000 y/o     |
E: SX:150          | L: TBD              | Eye Color:  Brown    | Life Expectancy: Immortal    |
                   |                     | Hair Color: None     | Species: Spectral Creature   |
Health: 410 / 410  | Karma: 90 / 90      | Blood Type: ????     | Archetype: Tank              |
                   |                     | Height: 12'3         | Primary Set: Stone Armor     |
Initiative: SX:150 | Experience: CL:1000 | Weight: 15,000 lbs   | Secondary Set: Supa Strength |
Popularity: RM:30  | Appearance: MN:75   | Mass: 6 X 300 = 1800 | Epic Set: Magic Mastery      |
Resources : IN:40  | Morality  : Villain |                      |                              |
Job Rank  : SP:45  | Conviction: SY:200  | ATTACK: AS:80        | DEFENSE: SZ:350              |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
GL:125 [+1CS]      | GL:125 [+1CS]       | SX:150 [+0CS]        | SX:150 [+0CS]                |
                   |                     |                      |                              |

Humanoid Mummy Form:

Castlevania’s Anakaris (Mummy Form)

F: SN:60           | R: SP:45            | Race: Egyptian       | Nationality: Egyptian        |
A: IN:40           | I: AM:50            | Gender: Male         | Residence: Castlevania       |
S: AM:50           | P: UN:100           | Apparent Age: ????   | True Age: about 4000 y/o     |
E: UN:100          | L: VI:55            | Eye Color:  Brown    | Life Expectancy: Immortal    |
                   |                     | Hair Color: None     | Species: Spectral Creature   |
Health: 250 / 250  | Karma: 250 / 250    | Blood Type: ????     | Archetype: Scrapper/Blaster  |
                   |                     | Height: 7'1"         | Primary Set: Darkness Blast  |
Initiative: GL:125 | Experience: CL:1000 | Weight: 220 lbs      | Secondary Set: Dark Melee    |
Popularity: RM:30  | Appearance: MN:75   | Mass: 1 X 4 = 4      | Epic Set: Magic Mastery      |
Resources : IN:40  | Morality  : Villain |                      |                              |
Job Rank  : SP:45  | Conviction: SY:200  | ATTACK: AM:50        | DEFENSE: FR:70               |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
SX:150 [-1CS]      | SX:150 [+0CS]       | SX:150 [+0CS]        | SX:150 [-1CS]                |
                   |                     |                      |                              |

Extraterrestrial Alien Form:

Castlevania’s Anakaris (Extraterrestrial Alien Form)

F: IN:40           | R: AS:80            | Race: ????           | Nationality: Egyptian        |
A: SN:60           | I: TR:85            | Gender: Male         | Residence: Castlevania       |
S: GD:10           | P: UN:100           | Apparent Age: ????   | True Age: about 4000 y/o     |
E: IN:40           | L: TR:85            | Eye Color:  Green    | Life Expectancy: Immortal    |
                   |                     | Hair Color: None     | Species: Spectral Creature   |
Health: 150 / 150  | Karma: 350 / 350    | Blood Type: ????     | Archetype: Controller        |
                   |                     | Height: 5'10"        | Primary Set: Darkness AOE    |
Initiative: GL:125 | Experience: CL:1000 | Weight: 120 lbs      | Secondary Set: Minions/Pets  |
Popularity: RM:30  | Appearance: MN:75   | Mass: 0 X 2 = 0      | Epic Set: Magic Mastery      |
Resources : IN:40  | Morality  : Evil    |                      |                              |
Job Rank  : SP:45  | Conviction: SZ:350  | ATTACK: FN:35        | DEFENSE: IN:40               |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
SX:150 [+0CS]      | SX:150 [+0CS]       | SX:150 [-1CS]        | SX:150 [+0CS]                |
                   |                     |                      |                              |

Game Origin:

Anakaris is a very difficult Sector Boss in this collection of Castlevania Characters. Anakaris commands and maintains the Forbidden Catacombs of Castlevania. These Underground Catacombs are basically an immense Egyptian Tomb, or Pyramid, which Dracula has constructed the Castlevania Castle on top of it all.

Castlevania draws magical and arcane energies from this underground Pyramid from the millions upon millions of undead creatures lurking in its corridors and tunnels. Many of the Castlevania Minions are generated from this ancient Egyptian Pyramid.

Similar to Medusa’s role, Anakaris holds Dracula in contempt since Dracula controls Anakaris’s kingdom as a bargained arraignment set forth by extremely powerful Spectral and Cosmic entities. Anakaris can only survive as long as Dracula maintains his existence upon the Earthly Coil.

Unlike the other sector bosses of Castlevania, Anakaris operates as part of an immense ‘Army’ consisting of Skeletons, Ghosts, Zombies, Knights, Dragons, Demons, and other Castlevania Minions and Monsters. Anakaris is normally accompanied by at least 5 to 10 of these Castlevania creatures at any given time. Anakaris may also summon these creatures at his whim to assist him in battle. Anakaris also carries a special key, item, or right of passage that reveals a critical secret or step to reaching Dracula.

Anakaris is a High-Ranking ‘Sector-Boss’ that is assigned to an extremely challenging and critical area of Dracula’s Castle; the Forbidden Catacombs. The entire Pyramid is underground with Dracula’s Castlevania built on top of it. The underground Catacombs are an immense facility with thousands of intertwined corridors and tunnels.

The player(s) must navigate through the Forbidden Catacombs to gain access to Anakaris and face him in single Combat. Anakaris is extremely powerful with many deadly weapons and tactics at his disposal. He has three distinct forms, in which each form must be defeated before he will relinquish his secret that allows the player(s) to move onward within Castlevania.

Like the Minotaur and Cyclops, Anakaris must be reached by solving a complex puzzle. At this point in the Game Campaign the player(s) should have several ‘Drop Items’ from various enemies lurking about in Castlevania.

- At least One Magic Bone Wand, taken from a Castlevania Skeleton.
- At least One Manna Prism, taken from a Castlevania Ghost.
- At least One Anti-Vampirism Antidote, taken from a Castlevania Zombie.
- At least One Manna Prism Ring, taken from a Castlevania Knight.
- The broken Prison Shackles taken from the Castlevania Minotaur, or have the Minotaur as part of your Team.
- The three Magic Fairies from the Castlevania Cyclops.
- The Castlevania Cyclops’s singular eye (neatly pulled from his eye-socket).
- Medusa’s decapitated head.
- Medusa’s Shield and Gauntlet, taken from her Garden Temple.

Once the player(s) have all 12 of these ‘Drop Items’ they may navigate into the Forbidden Catacombs to face Anakaris in single combat. Anakaris’s underground lair is unlocked with these ‘Drop Items’. Also, many of these ‘Drop Items’ may be used as weapons.

Special Note: The GM may use the 12 ‘Drop Items’ in any order or fashion to basically allow the player(s) to unlock various sealed doors within the Pyramid. Be creative and possibly configure Sub-Bosses and NPC’s which can only be defeated by using the 12’Drop Items’.

The GM should not reveal various secrets to the Player(s) as to ‘How’ to access Anakaris’s underground lair. This part should be left up to the Player(s) to discover for themselves, unless they have a specific ‘Power’ that reveals such scenario secrets during game play.

Anakaris was first written-up as MSH-RPG Conversion Character in 1991, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray Anakaris as able to face and defeat most high level ‘Super-Human’ Characters used in MSH-RPG.

Anakaris was not randomly Rolled-Up on the MSH-RPG Character Creation Table due to his publications in the various Castlevania Game Titles. His ‘Powers’ are considered ‘High’ in overall capability and he is to be Role-Played as a powerful and aggressive guardian lurking about in Castlevania’s Underground Catacombs.

Also, other Video Game themes and ideas were considered during Anakaris’s Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail Anakaris’s conversion into MSH-RPG.

Anakaris is basically three different Characters in one. Each Character ‘Build’ must be defeated separately; starting with his Stone Titan Form. Once his ‘Stone’ Form is defeated he will manifest into his ‘Mummy’ Form, which must be defeated, then he will become his final ‘Alien’ form. Each ‘Form’ holds similarities to the Archetype Classes used in the Game ‘City of Heroes’.

- His Stone Titan Form is a ‘Tank’ Archetype with extremely durable Armor and massive melee capabilities.
- His Mummy Form is a Scrapper / Blaster Archetype with tremendous Range and Melee attacks.
- His Alien Form is a Controller Archetype who commands several minions and has strong Range attacks.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, Anakaris is basically impeding the Infiltrating Player(s) from progressing in the Game. Anakaris is also a very powerful ‘Boss’ Character who holds a critical key or secret to reaching Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG, Anakaris can take advantage of virtually any tactic or course of action the GM and Players can imagine. In Game Terms, two players should actually play Anakaris, the GM and an assistant GM due to his complexity and extensive Write-Up.

Whenever the Player(s) navigate into Anakaris’s immense maze of the Underground Catacombs he must be found in his lair. Anakaris is not freely lurking about in the Underground Catacombs, but rather secured in his lair, producing minions for Dracula and Castlevania.

In Game Terms, the GM wants the player(s) to go inside Anakaris’s Lair since it is basically a huge tomb and trap, in which the player(s) are forced to fight their way out. The GM may implement any ‘Trap’ Room they can think of to serve as Anakaris’s Underground Lair.

Anakaris should be Role-Played with an extreme sense of aggression once he is awakened to the player(s) presence inside his lair. His three forms are battled in order from Stone Titian, to Mummy, to his final Alien Form. Each of these forms provides a tactical ‘Build’ for the GM to use to his advantage.





Stone Titan Form:

Castlevania’s Anakaris (Stone Titan Form)

F: UN:100          | R: GD:10            | Race: Egyptian       | Nationality: Egyptian        |
A: GD:10           | I: RM:30            | Gender: Male         | Residence: Castlevania       |
S: SX:150          | P: AM:50            | Apparent Age: ????   | True Age: about 4000 y/o     |
E: SX:150          | L: TBD              | Eye Color:  Brown    | Life Expectancy: Immortal    |
                   |                     | Hair Color: None     | Species: Spectral Creature   |
Health: 410 / 410  | Karma: 90 / 90      | Blood Type: ????     | Archetype: Tank              |
                   |                     | Height: 12'3         | Primary Set: Stone Armor     |
Initiative: SX:150 | Experience: CL:1000 | Weight: 15,000 lbs   | Secondary Set: Supa Strength |
Popularity: RM:30  | Appearance: MN:75   | Mass: 6 X 300 = 1800 | Epic Set: Magic Mastery      |
Resources : IN:40  | Morality  : Villain |                      |                              |
Job Rank  : SP:45  | Conviction: SY:200  | ATTACK: AS:80        | DEFENSE: SZ:350              |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
GL:125 [+1CS]      | GL:125 [+1CS]       | SX:150 [+0CS]        | SX:150 [+0CS]                |
                   |                     |                      |                              |

Known Powers: Anakaris is an extremely powerful and immortal spectral creature. His Powers derive from him being a servant of Dracula and Castlevania for approximately 4000 years.

Anakaris was also once a powerful Egyptian King when socialized mankind was young. He sacrificed his kingdom and people for immortality at the cost of serving Dracula and Castlevania. Due to his regret, Anakaris holds Dracula in hateful contempt, but greatly values and embraces his sheer power and immortality.


Immortality (All 3 Forms): SX:150. Anakaris is an immortal creature who ages too slowly for humans to calculate and measure. The only way to ‘Kill’ him is to defeat his 3 ‘Forms’ by reducing each form’s Health down to Zero Points. Only then should Anakaris be considered as ‘Dead’ or ‘Defeated’. And even still his physical body may deteriorate and he may re-manifest upon the Earthly Coil at a later time.

For Gaming, Anakaris may use this power as a form of magically controlled ‘Regeneration’ to restore his HP and maintain his existence in the Earthly Coil.

FEAT Rolled on the SX:150 Rank, Anakaris may Recover his damaged HP in mass effect as long as he has at least 10 Health Points. However, this power has its limitations and he is unable to use this power during direct combat.

Anakaris must flee from a hostile situation and find refuge to FEAT Roll this Power. Anakaris must be out of a Combative Situation for at least 30-seconds (5 Game Rounds) to Power FEAT this ability. This Immortality Power functions for all three of his ‘Forms’.

- BLUE: Total Failure, He must FEAT Roll again in the following Game Rounds.
- WHITE: Anakaris will Recover 10% of his Full and Total HP. (Crippling injuries are also healed).
- GREEN: Anakaris will Recover 25% of his Full and Total HP. (Crippling injuries are also healed).
- YELLOW: Anakaris will Recover 50% of his Full and Total HP. (Crippling injuries are also healed).
- RED: Anakaris will Recover 75% of his Full and Total HP. (Crippling injuries are also healed).
- 100 RED: Anakaris will Recover 80% of his Full and Total HP. (Crippling injuries are also healed).


Enhanced Senses (All 3 Forms): VI:55. Anakaris may FEAT Roll his Sensory abilities to accommodate Any Environmental conditions at hand.


Armored Flesh (Stone Titan Form): UN:100. Anakaris’s Stone Form has extreme ‘Armor’ to virtually ALL and ANY attacks. In Stone Form, Anakaris should be treated as having ‘True Invulnerability’ to ALL and ANY attacks or damages with a minimum Rank of UN:100 ‘Armor’.

Anakaris may also FEAT Roll his ‘Armor’ on his ‘Defense’ Rank (SZ:350) to increase his Damage Reduction abilities.

- BLUE: Total Failure, True Invulnerability ‘Armor’ stays at UN:100.
- WHITE: Gains GL:125 True Invulnerability ‘Armor’ verse ALL damages for 10 to 20 Game Rounds.
- GREEN: Gains SX:150 True Invulnerability ‘Armor’ verse ALL damages for 5 to 15 Game Rounds.
- YELLOW: Gains SY:200 True Invulnerability ‘Armor’ verse ALL damages for 1 to 10 Game Rounds.
- RED: Gains SZ:350 True Invulnerability ‘Armor’ verse ALL damages for 1 to 5 Game Rounds.
- Karma RED: Gains SZ:500 True Invulnerability ‘Armor’ verse ALL damages for 1 Game Round.

Anakaris also has ‘Set’ resistance and armor to these various attacks.

- SZ:500 verse Magic, Eldrich, Arcain, Spectral, Holy, Evil, Vampirism, and Netherworld based Damages.
- SZ:350 verse Psychic, Illusionary, Sensory, Perception or Trickery based Psychic Attacks.
- SY:200 verse Acid, Corrosives, Venom, Biological, and similar Chemical based Attacks and Damages.
- SX:150 verse ‘Soft’ energy attacks such as Electrical, Magnetic, Light-Wave, Radiation and similar Attacks.
- UN:100 verse ALL and ANY other attacks. ‘True Invulnerability’


Weaponry, Equipment and Combat (Stone Titan Form):


Melee Combat: AS:80 / TR:85 / SX:150 For Base Damage. In Stone Titan Form, Anakaris can hit extremely hard due to his extensive ‘Strength’ and massive size.

He is one of the hardest hitting, pipe-bending, brick-breaking, earth-shattering hitters of the Castlevania Cast. Anakaris also has a few power-stunts he may use with little to no Karma expenditures.

- Shock-Wave Stomp / Clap: Slams away all surrounding Targets at 20 feet (2 Areas) with [+1 Color Shift]]
- Grab / Hurl / Slam Opponent: May be executed on a single ‘Fighting’ FEAT rather than 2 individual FEAT Rolls.
- ‘Fighting’ Charge: Opt to FEAT Roll ‘Charges’ on the ‘Fighting’ Rank for complex Tackles, Pounces, etc.
- Devastation Charge: FEAT Roll an ‘Endurance’ Charge to collide with SX:150 to SY:200 impact.

His Melee attacks will normally shatter the ground he stands upon, however, due to his ‘Magic’ control over Gravity the shattered areas ‘Automatically’ repair themselves in the next 1 to 5 Game Rounds.

Anakaris does receive bonuses and limitations due to his size and mass, however, those [+/-CS] are already calculated in his ‘Primary FASE/RIP Abilities’ and it does not have to be calculated in Game Terms.
(Basically, just use some common sense)


Range Combat: AM:50 / SN:60 / FR:70 For Base Damage. Anakaris has 3 basic forms of ‘Range’ Attacks; He can hurl huge stone boulders that are roughly 5 to 8 feet wide in diameter, he can summon guided Earth-Quakes, and he has a form of Gravity Control.

To hurl a boulder, Anakaris uses a unique magic spell that allows him to pull lose stone and earth from the ground and use a specific form of Gravity control, balling the lose stone and sand into a very compact Boulder or Rock. To do so, Anakaris must ‘Charge-Up’ the attack for 1 Game Round then Throw or Hurl the boulder. (TR:85 FEAT)

If the Boulder does not shatter he may use that Boulder again at [+3CS] without forming a new Boulder, however he will have to go and pick it up.

When Anakaris forms a Boulder it is roughly 5 to 8 feet wide in diameter and weights about 15 to 20 Tons of solid ‘Bull Rock’. He can give the Boulder a spiky and bladed surface to score ‘Bladed’ attacks rather than simple ‘Blunt’ attacks [-1CS].

- Used off his ‘Fighting’ [-3CS] at TR:85 ‘Skill’ in place of ‘Agility’ at a Range of 150 to 200-feet (15 to 20 Areas)
- A hurled Boulder will normally destroy a 5, 7, or 9 Area Grid, which Anakaris can manipulate that Grid of Impact.
- Boulder’s will have a material durability of AM:50 / MN:75 / UN:100 depending upon his TR:85 FEAT Roll.


Guided Earth Quakes: AM:50 / SN:60 / FR:70 For Base Damage and Impact. With a simple Stomp or Punch to the ground Anakaris may summon Earthquakes. He may use his control over Gravity to Guide the Quake into specific patterns, such as a ground crack that is directed at a target.

Even though his Earthquakes are at AM:50, SN:60, or FR:70 impact he may use it on any Durability level of ground or structure surfaces, such as a wall or ceiling. The energy and power of his Earthquakes will travel over the surfaces.

- Used off his ‘Fighting’ [-3CS] at TR:85 ‘Skill’ in place of ‘Agility’ at a Range of 50 to 70-feet (5 to 7 Areas)
- May take advantage of ‘Area Effects’ to shake and quake a 3 to 5 Area Grid, which he can manipulate.


Gravity Control: AM:50 / SN:60 / FR:70 For Base Damage and Effect. Anakaris also has a limited form of Gravity control, where he can manipulate gravity to an extent.

Anakaris only has two power-stunts he may execute with his gravity control. He may focus this Power internally to give himself a Gravitational Field, allowing him to ‘Pull’ or ‘Push’ virtually anything toward or away from himself at the listed intensities in a full surrounding range of 30-feet (3 Areas).

He may use this power in combination with his SX:150 ‘Strength’ to give him an additional AM:50, SN:60, or FR:70 points of Brute Strength for Melee Crushing or Pushing attacks. However, he may only combine his ‘Strength’ with this Gravitational Field in the next Game Round after he has made a successful ‘Hold’.


Mobility Enhancements: In Stone Titan Form Anakaris is ‘Slow’ for Map Mobility, but he has exceptional power and retains a great deal of body motion speed for Melee Battles.

- Run: 1 Area per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Sprint or Charge: 2 Areas Per Round, but cannot Sprint or Charge for 3 Rounds consecutively.
- Swim: He will sink like a ‘Rock’ but does not need breathable air.
- Climb / Crawl: 1 Area per round, but most structures cannot support his Mass and Weight.
- Jump or Leap: He cannot ‘Jump’ in Stone Form.
- Tunneling / Burrowing: 1 Area per Round through UN:100 Solid Mass without effort or FEAT Rolls.
- Tunneling / Burrowing: Increase to GL:125 / SX:150 / SY:200 with FEAT Rolls.





Humanoid Mummy Form:

Castlevania’s Anakaris (Mummy Form)

F: SN:60           | R: SP:45            | Race: Egyptian       | Nationality: Egyptian        |
A: IN:40           | I: AM:50            | Gender: Male         | Residence: Castlevania       |
S: AM:50           | P: UN:100           | Apparent Age: ????   | True Age: about 4000 y/o     |
E: UN:100          | L: VI:55            | Eye Color:  Brown    | Life Expectancy: Immortal    |
                   |                     | Hair Color: None     | Species: Spectral Creature   |
Health: 250 / 250  | Karma: 250 / 250    | Blood Type: ????     | Archetype: Scrapper/Blaster  |
                   |                     | Height: 7'1"         | Primary Set: Darkness Blast  |
Initiative: GL:125 | Experience: CL:1000 | Weight: 220 lbs      | Secondary Set: Dark Melee    |
Popularity: RM:30  | Appearance: MN:75   | Mass: 1 X 4 = 4      | Epic Set: Magic Mastery      |
Resources : IN:40  | Morality  : Villain |                      |                              |
Job Rank  : SP:45  | Conviction: SY:200  | ATTACK: AM:50        | DEFENSE: FR:70               |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
SX:150 [-1CS]      | SX:150 [+0CS]       | SX:150 [+0CS]        | SX:150 [-1CS]                |
                   |                     |                      |                              |

Known Powers: Anakaris’s 2nd Form, the Mummy Form, is reveled once his ‘Stone Titan Form’ is defeated by reducing his 410 Health down to Zero.

When the player(s) manage to defeat his Stone Titan Form, Anakaris’s bulky stone body will become dust and rubble, and crumble away reveling his Golden Egyptian coffin. The coffin will open and Anakaris’s Mummy Form will be on the loose.

Anakaris’s Mummy Form is much more nimble and agile than his Stone Titan Form. Plus, his Mummy Form has stronger and a wider array of attacks than his Stone Titan Form. However, his extreme Stone Armor is not in place.


Defensive Powers (Mummy Form): RM:30 plus [-3CS] to attack FEATS made against him. Anakaris’s Mummy Form is fairly rugged and should be considered as RM:30 Durability Material to most conventional Physical and Energy Attacks.

However, his major Defensive ability is that almost all of his body mass is considered as ‘Non-Critical’ tissues. He is a Skeleton wrapped in rags, Anakaris will only take damage from attacks that actually impact his skeleton. This is how he receives a [-3CS] Bonus Benefit to attacks made against him.

As well, he is virtually immune to ‘Kill / Stun / Slam’ Score attacks due to his limited ‘Hit-Box’ while in Mummy Form. This is already reflected in his ‘Endurance’ Rank, but Anakaris also receives a [+3CS] Bonus to resist ‘Kill / Stun / Slam’ Score attacks made against him.

Anakaris also still carries his ‘Immortality’ as listed above, and may use the Power as a form of ‘Regeneration’ to heal up damage and crippling effects. However, it functions with his 250 HP rather than the 410 HP of his Stone Titan Form.

Anakaris also has ‘Set’ resistance and armor to these various attacks in his Mummy Form.

- SZ:500 verse Magic, Eldrich, Arcain, Spectral, Holy, Evil, Vampirism, and Netherworld based Damages.
- SZ:350 verse Psychic, Illusionary, Sensory, Perception or Trickery based Psychic Attacks.
- SY:200 verse Acid, Corrosives, Venom, Biological, and similar Chemical based Attacks and Damages.
- SX:150 verse ‘Soft’ energy attacks such as Electrical, Magnetic, Light-Wave, Radiation and similar Attacks.


Weaponry, Equipment and Combat (Mummy Form):


Range Combat: AW:90 / PH:95 / UN:100 For Base Damage. While in Mummy Form, Anakaris may throw, hurl, or fire-off Magical Blasts of Ebon Darkness Energy (Dimensional / Magic / Eldrich) at various intensities with various effects.

These Blasts are normally utilized by unfurling his Mummy Wrappings to act as Prehensile Lashing Whips or Tentacles. He may also have these Blast attacks appear and strike similar to Giant Snakes.

- Used on his ‘Fighting’ [+3CS] at MN:75 ‘Skill’ in place of ‘Agility’ at a Range of 150 to 200-feet (15 to 20 Areas)
- Damage Types: Eldrich, Magic, Toxic, Venom, or virtually any form of elemental energy such as Fire or Ice.
- Effects: May act as Prehensile ‘Tentacles’ of IN:40 ‘Strength’ to Grasp, Grab, Snare or Grapple Targets.
- Base Damage: AW:90 / PH:95 / UN:100
- Charge-Up: He may ‘Charge-Up’ a blast for 1 to 3 Game Rounds (6 to 18 seconds) to hit with [+3CS] Damage.


Melee Combat: PH:95 / UN:100 / GL:125 For Base Damage. In Mummy Form, Anakaris will normally avoid ‘Melee’ Combat and revert to Range Tactics. However, he may use ‘Melee’ Tactics and receive [+1CS] to ALL effects, intensity, skill, and FEAT added to his ‘Ranged’ Battle abilities listed above. He may also send out a short ‘Pulse’ or ‘Bubble’ attack around himself in all directions at once at Melee Range.


Soul Drain: AW:90 / PH:95 / UN:100 For Base Damage and Effect. Anakaris also has a limited form of ‘Soul Vampirism’ where he can drain the life force directly from sentient Characters to restore his own 250 Health or Karma.

This Power requires 2 FEAT Rolls to execute; The 1st FEAT Roll is to determine the ‘To-Hit’ probability for bypassing various Defenses. The 2nd FEAT Roll determines Damage and Intensity of the Soul Drain Attack.

Used in place of his normal Range Attacks, Anakaris may Drain 25% / 50% / 75% of a Target Character’s remaining Health or Karma.

The Calculated Points are returned to either Anakaris’s HP or KP meter. He is unable to ‘Kill’ with this Power since he can only reduce the Target’s Health down to 1 remaining point.

However, this attack also has a debilitating ‘Stun’ effect of AW:90 / PH:95 / UN:100 intensity effecting either the Target Character’s ‘Endurance’ or ‘Psyche’.

- Used on his ‘Fighting’ [+3CS] at MN:75 ‘Skill’ in place of ‘Agility’ at a Range of 50 to 60-feet (5 to 6 Areas)
- Damage Type: Eldrich / Darkness / Dimensional and will normally bypass most types of Conventional ‘Armor’.


Mobility Enhancements: In Mummy Form Anakaris is very nimble on the map.

- Run: 4 Areas per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Swim: 4 Areas per Round: Will not become exhausted and does not need to Breath.
- Climb / Crawl: 4 Areas per Round: May grip and grasp virtually any texture surface.
- Sprint or Charge: 6 Areas Per Round, but will get exhausted in 10 Rounds of continuous Sprinting.
- Jump or Leap: 2 Areas per Round:
- Teleport: RM:30 FEAT covering 3 Area Spaces. He turns into intangible ‘Sand’ for 3 Rounds at a time.





Extraterrestrial Alien Form:

Castlevania’s Anakaris (Extraterrestrial Alien Form)

F: IN:40           | R: AS:80            | Race: ????           | Nationality: Egyptian        |
A: SN:60           | I: TR:85            | Gender: Male         | Residence: Castlevania       |
S: GD:10           | P: UN:100           | Apparent Age: ????   | True Age: about 4000 y/o     |
E: IN:40           | L: TR:85            | Eye Color:  Green    | Life Expectancy: Immortal    |
                   |                     | Hair Color: None     | Species: Spectral Creature   |
Health: 150 / 150  | Karma: 350 / 350    | Blood Type: ????     | Archetype: Controller        |
                   |                     | Height: 5'10"        | Primary Set: Darkness AOE    |
Initiative: GL:125 | Experience: CL:1000 | Weight: 120 lbs      | Secondary Set: Minions/Pets  |
Popularity: RM:30  | Appearance: MN:75   | Mass: 0 X 2 = 0      | Epic Set: Magic Mastery      |
Resources : IN:40  | Morality  : Evil    |                      |                              |
Job Rank  : SP:45  | Conviction: SZ:350  | ATTACK: FN:35        | DEFENSE: IN:40               |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
SX:150 [+0CS]      | SX:150 [+0CS]       | SX:150 [-1CS]        | SX:150 [+0CS]                |
                   |                     |                      |                              |

Known Powers: Anakaris’s 3rd Form, the Extraterrestrial Alien Form, is reveled once his ‘Mummy Form’ is defeated by reducing his 250 Health down to Zero.

When the player(s) manage to defeat his Mummy Form, Anakaris’s mummy wrapped skeleton will ignite into flames and the smoke will form into the slender, gray humanoid creature illustrated above.

Anakaris’s Alien Form is extremely nimble, acrobatic, and agile. His Alien Form does not utilize many direct attacks. Instead, Anakaris relies on mentally controlled ‘Pets’ and ‘Minions’ that do most of his fighting for him.


Defensive Powers (Alien Form): GD:10 plus [-2CS] to attack FEATS made against him. Anakaris’s Alien Form is fairly ‘rubbery’ and pliable, similar to a Snake. His body should be considered as GD:10 Durability Material to most conventional Physical and Energy Attacks.

Anakaris also still carries his ‘Immortality’ as listed above, and may use the Power as a form of ‘Regeneration’ to heal up damage and crippling effects. However, it functions with his 150 HP rather than the 250 HP of his Mummy Form.

Anakaris also has ‘Set’ resistance and armor to these various attacks in his Alien Form.

- SZ:500 verse Magic, Eldrich, Arcain, Spectral, Holy, Evil, Vampirism, and Netherworld based Damages.
- SZ:350 verse Psychic, Illusionary, Sensory, Perception or Trickery based Psychic Attacks.
- SY:200 verse Acid, Corrosives, Venom, Biological, and similar Chemical based Attacks and Damages.
- SX:150 verse ‘Soft’ energy attacks such as Electrical, Magnetic, Light-Wave, Radiation and similar Attacks.


Weaponry, Equipment and Combat (Alien Form):


Range Combat: IN:40 / AM:50 / SN:60 For Base Damage. While in Alien Form, Anakaris has lost a great deal of his solitary ‘Warrior’ strengths and must depend upon his Pets, Henchmen and Minions to deal his combative maneuvers.

Despite his weakened Alien Form, Anakaris may still attack and defend himself directly with his Ebon Magic to hurl, throw, and launch blasts of Dimensional Energies.

- Used on his ‘Fighting’ [+3CS] at VI:55 ‘Skill’ in place of ‘Agility’ at a Range of 50 to 80-feet (5 to 8 Areas)
- Damage Types: Eldrich, Magic, Toxic, Venom, or virtually any form of elemental energy such as Fire or Ice.
- Base Damage: IN:40 / AM:50 / SN:60
- Charge-Up: He may ‘Charge-Up’ a blast for 1 to 5 Game Rounds (6 to 30 seconds) to hit with [+5CS] Damage.


Mobility Enhancements: In Alien Form Anakaris is extremely nimble on the map.

- Run: 6 Areas per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Swim: 6 Areas per Round: Will not become exhausted and does not need to Breath.
- Climb / Crawl: 6 Areas per Round: May grip and grasp virtually any texture surface.
- Sprint or Charge: 8 Areas Per Round, but will get exhausted in 4 Rounds of continuous Sprinting.
- Jump or Leap: 4 Areas per Round:
- Teleport: AM:50 FEAT covering 4 Area Spaces. He turns into a thin ‘Lazor’ beam of Light.


Summon Pets, Henchmen, and Minions: MN:75. While in Alien Form, Anakaris may summon various creatures from the Netherworld to do his combative bidding for him. These creatures are guided by their own willpower, but are 100% loyal to Anakaris and carry out his orders to the best of their capability.

These creatures are also fearless, intelligent, and completely willing to give their lives in service to Anakaris; especially since they know they will merely re-materialize in the Spectral Realm and can be re-summoned into our Earthly Coil at his whim.

Anakaris has a mastery over a wide range of Spectral Life Forms, which are comparable to various Animals. To summon these creatures requires a little bit of prep time and configuration on behalf of the Player; all based on the MN:75 Power Rank.

The Player (or GM) must make three MN:75 FEAT Rolls to determine various configurations of the ‘Pets’.

- FEAT Roll 1: Determines the amount of time it takes for these Summoned Animals to manifest into our Realm.
3 Rounds / 2 Rounds / 1 Round

- FEAT Roll 2: Determines how many Animals are manifested at once for that FEAT Roll.
3 Animals / 5 Animals / 7 Animals

- FEAT Roll 3: Determines what Animals are manifested and summoned into our Realm of Existence.

Dice Rolls:

- 01 to 02: Rats, Mice, or similar ‘Small’ Animals.
- 03 to 11: Common House Cats, Rabbits, Snakes, Small Dogs, Hawks, and other Birds of Prey, etc.
- 12 to 20: Moderate Predator Animals such as Pythons, Pumas, Panthers, Leopards, Wolves, Dogs, Baboons, etc.
- 21 to 35: Large Predator Animals such as Alligators, Lions, Tigers, Apes, Small Bears, etc.
- 36 to 50: Large Bovine Animals such as Bulls, Elk, Horses, etc.
- 51 to 68: Flying or Water Bound Animals such as Birds, Bats, Fish, Dolphins, Seals, etc.
- 69 to 85: Flying or Water Bound Animals such as Birds, Bats, Fish, Dolphins, Seals, etc.
- 86 to 91: Large Pachyderm Animals such as an Elephant, Hippo, or Large Rhino with IN:40+ Strength.
- 92 to 99: Massive Pachyderm Animals such as an Elephant, Hippo, or Large Rhino with AM:50+ Strength.
- Natural 100: Massive Predator Animals such as Kodak Bears or Polar Bears.

Rat or Mouse     | Cat or Rabbit   | Big Cat (Lion)  | Gorilla         | Horse/Elk/Bull  |
                 |                 |                 |                 |                 |
F: DE:01         | F: TY:06        | F: IN:40        | F: SP:45        | F: TY:06        |
A: FB:02         | A: TY:06        | A: RM:30        | A: EX:20        | A: GD:10        |
S: DE:01         | S: FB:02        | S: EX:20        | S: IM:25        | S: RM:30        |
E: FB:02         | E: FB:02        | E: RM:30        | E: RM:35        | E: IN:40        |
R: TY:05         | R: TY:05        | R: TY:05        | R: TY:05        | R: TY:05        |
I: EX:20         | I: EX:20        | I: EX:20        | I: EX:20        | I: EX:20        |
P: GD:10         | P: GD:10        | P: GD:10        | P: GD:10        | P: GD:10        |
                 |                 |                 |                 |                 |
HP:  6 /  6      | HP:  16 /  16   | HP: 120 / 120   | HP: 125 / 125   | HP:  86 /  86   |
KP: 45 / 45      | KP:  45 /  45   | KP:  45 /  45   | KP:  45 /  45   | KP:  45 /  45   |
                 |                 |                 |                 |                 |
Special Feature  |Special Feature  |Special Feature  |Special Feature  |Special Feature  |
                 |                 |                 |                 |                 |
Small:           |Small and Fast:  |Lethal Melee     |Lethal Melee     |Hyper Running    |
[-9CS] to Hit    |[-3CS] to Hit    |RM:30 Damage     |RM:30 Damage     |IN:40. 40 MPH    |
                 |                 |                 |                 |                 |
Climb / Burrow   |Melee Attack     |20 to 30 Foot    |Climb / Melee    |Melee / Charge   |
EX:20            |GD:10 Damage     |Leaping / Pounce |GD:10            |RM:30 Damage     |
                 |                 |                 |                 |                 |

__________________________________________________________________________________________


Bat (Fruit Bat)  | Chimpanzee      | Killer Whale    | Elephant        | Kodak/Polar Bear|
                 |                 |                 |                 |                 |
F: FB:02         | F: GD:10        | F: RM:30        | F: SP:45        | F: IN:40        |
A: PR:04         | A: IM:25        | A: RM:30        | A: GD:10        | A: EX:20        |
S: DE:01         | S: EC:15        | S: IN:40        | S: SP:45        | S: RM:30        |
E: FB:02         | E: GD:10        | E: AM:50        | E: AM:50        | E: IN:40        |
R: TY:05         | R: TY:05        | R: TY:05        | R: TY:05        | R: TY:05        |
I: EX:20         | I: EX:20        | I: EX:20        | I: EX:20        | I: EX:20        |
P: GD:10         | P: GD:10        | P: GD:10        | P: GD:10        | P: GD:10        |
                 |                 |                 |                 |                 |
HP:  9 /  9      | HP:  60 /  60   | HP: 150 / 150   | HP: 150 / 150   | HP: 130 / 130   |
KP: 45 / 45      | KP:  45 /  45   | KP:  45 /  45   | KP:  45 /  45   | KP:  45 /  45   |
                 |                 |                 |                 |                 |
Special Feature  |Special Feature  |Special Feature  |Special Feature  |Special Feature  |
                 |                 |                 |                 |                 |
Small:           |Climb / Melee    |Flesh Armor      |Melee / Charge   |Lethal Melee     |
[-6CS] to Hit    |EX:20 Damage     |RM:30            |IN:40 Damage     |IN:40 Damage     |
                 |                 |                 |                 |                 |
True Flight      |Thrown Attacks   |Hyper Swimming   |Flesh Armor      |Flesh Armor      |
IM:25. 25 MPH    |IM:25 Effect     |IN:40. 40 MPH    |EX:20            |EC:15            |
                 |                 |                 |                 |                 |

Drop Item: The battle between the Player(s) and Anakaris will be a grueling and pain staking fight. Once Anakaris is defeated his Drop Item has a great deal of significance to the rest of the Castlevania Campaign.

Anakaris’s Drop Item is a Crystal Globe that is about the size of a base ball. The Players are able to summon forth the Beast of Necromancer located in the Chambers of Science Laboratory of Castlevania.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

[www.classicmarvelforever.com]



(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD
Re: TankerAce Characters
November 09, 2010 09:25AM
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What does the 'L' stand for that's under the RIP stats?
Re: TankerAce Characters
November 30, 2010 06:38PM
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Absolutely awesome write ups. I mean, wow!
Re: TankerAce Characters
December 06, 2010 09:59AM
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Castlevania’s Necromancer



Castlevania Appearances
- The Necromancer is often depicted in Castlevania Titles as the ‘Unrecognized Monster’ consisting of legions of dead bodies, zombies, or ‘Souls’. In short, the creature is a massive collection of individuals forced to fight as one.

Normally, The Necromancer monster is huge and occupies an entire stage of Castlevania. Typically, the creature’s limbs and appendages are also part of the Game’s environment.

The Necromancer’s Mythology is often difficult trace since virtually all cultures of documented Mythology have a similar ‘Beast’ marking the inevitable Apocalypse and the End of Time. For Castlevania, the Necromancer is often referred to as Christian Mythology and is considered as a direct creation and monstrosity of Lucifer (Satan).

Primary Abilities:

Castlevania’s Necromancer

F: SY:200          | R: DE:01            | Race: ????           | Nationality: ????            |
A: GD:10           | I: UN:100           | Gender: N/A          | Residence: Castlevania       |
S: SX:150          | P: SZ:500           | Apparent Age: ????   | True Age: Immortal           |
E: SX:150          | L: SY:200           | Eye Color:  Various  | Life Expectancy: Immortal    |
                   |                     | Hair Color: Various  | Species: Spectral Creature   |
Health: 510/ 51000 | Karma: 801 / 801    | Blood Type: ????     | Archetype: Incarnate         |
                   |                     | Height: 25'          | Primary Set: Magic Spells    |
Initiative: Sz:350 | Experience: CL:3000 | Weight: 500,000 lbs  | Secondary Set: Supa FASE     |
Popularity: DE:01  | Appearance: TR:85   | Mass: 20X10K = 200K  | Epic Set: Magic Mastery      |
Resources : DE:01  | Morality  : Demonic |                      |                              |
Job Rank  : AM:50  | Conviction: SZ:750  | ATTACK: CL:1000      | DEFENSE: GL:125              |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
Sz:350 [+2CS]      | Sz:350 [+2CS]       | SZ:500 [-1CS]        | Sz:350 [+1CS]                |
                   |                     |                      |                              |

Game Origin:

The Necromancer is usually a specialty Boss in many Castlevania Title Releases. The creature is often staged in the furthest and most remote areas of the game’s Titles. The Necromancer is usually not a critical key element to completing the Game of Castlevania, but if the Player chooses to complete the game to 100% capacity they normally have to face and defeat The Necromancer (or a Similar Beast).

The Necromancer is an extraordinarily difficult Boss Character of Castlevania. In the Digital Video Games the player often has to ‘Farm’ and ‘Grind’ and ‘Power-Level’ to even faze the creature. In other Castlevania Titles the player has to play until completion and then enter a special code to open The Necromancer’s special stage.

For this MSH-RPG conversation, The Necromancer’s special stage is below Anakaris’s underground pyramid. The Mummy’s crystal globe (Drop Item) will open the door to Castlevania’s Underground Science Laboratory.

Special Note: The GM should use a complex printed maze as a map, leading from Anakaris’s pyramid to the gates of Castlevania’s Science Laboratory. The maze map should be complex enough to confuse the player(s) and get them lost, until they figure out a method of back-tracking their steps.

For story plot purposes, Castlevania’s Science Laboratory should have a descriptive scenery relating to ‘Hell’ or any other ‘Dark Spectral Realm’ a person may imagine.

The Necromancer was first written-up as MSH-RPG Conversion Character in 1991, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray The Necromancer as able to face and defeat most high level ‘Super-Human’ Characters found in MSH-RPG.

The Necromancer was not randomly Rolled-Up on the MSH-RPG Character Creation Table due to its publications in the various Castlevania Game Titles. Its ‘Powers’ are considered High in overall capability and it is to be Role-Played as a powerful guardian staged in Castlevania’s Science Laboratory.

The Necromancer and Castlevania’s Science Laboratory is also a Gateway to ‘Hell’. The Necromancer is basically a massive creature staged at this gateway to ensnare the player(s) and take them into the depths of the under world.
(End of Game / EPIC FAILURE / Game Over)

Should the player(s) escape the clutches of The Necromancer they are considered as ‘Servants of Dracula’ who made a soul binding arrangement of servitude to ‘Satan’. An arrangement the Player(s) will regret, even if the Player(s) submit willingly in hopes of gaining Power.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, The Necromancer is basically impeding the Infiltrating Player(s) from progressing in the Game. The Necromancer is also a very powerful ‘Boss’ Character who holds a critical key or secret to defeating Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG, The Necromancer can take advantage of virtually any tactic or course of action the GM and Players can imagine. In Game Terms, two players should actually play The Necromancer.

Whenever the Player(s) navigate into The Necromancer’s immense maze of Castlevania’s Science Laboratory the beast will be found in its lair. The Necromancer is not freely lurking about in the Laboratory, but rather secured in its lair, producing hellish minions for Dracula and Castlevania.

In Game Terms, the GM wants the player(s) to go inside The Necromancer’s Lair since it is basically a huge trap, in which the player(s) are must fight their way out. The GM may implement any ‘Trap’ Room they can think of to serve as The Necromancer’s Lair.

The Necromancer should be Role-Played with an extreme sense of aggression once he is awakened to the player(s) presence inside its lair.


Known Powers: The Necromancer is an extremely powerful and immortal spectral creature derived from ‘Hell’. It became a semi-sudo servant of Dracula once Castlevania was built on top of gates of Hell.

People who come to face Castlevania and Dracula often have their quest cut short due to The Necromancer. In trade, Dracula feeds The Necromancer fresh Souls to populate ‘Hell’. And a hero’s Soul is very valuable in HELL!!!

In short, The Necromancer is basically Omnipotent; able to use ALL and ANY magical spells off its Psyche Rank (SZ:500). However, for the purpose of this Game Campaign The Necromancer is not completely Omnipotent.

In this Game Campaign, The Necromancer is immobile and cannot leave the confines of Castlevania. It has to stay located at the gates of ‘Hell’ and act as a threshold or Guardian of the Gateway.

Should the GM / Player(s) insist on using ‘Omnipotent’ Powers, outside the statistics listed, they will have to Roll a natural RED Reasoning FEAT (100) for The Necromancer to figure out how to cast a particular spell. Any other Dice Roll aside from a natural (100) is considered as a critical failure.

The Powers and Abilities listed in this Write-Up depict The Necromancer’s ‘Normal’ behavior and actions for this particular Game Campaign.


Immortality: SX:150. The Necromancer is an immortal creature who ages too slowly for humans to calculate and measure. The only way to ‘Kill’ it is by reducing its Health down to Zero Points. Only then should The Necromancer be considered as ‘Dead’ or ‘Defeated’. And even still it’s physical body may deteriorate and it may re-manifest upon the Earthly Coil at a later time.
(Normally, The Necromancer may re-manifest itself within several years)

For Gaming, The Necromancer may use this power as a form of magically controlled ‘Regeneration’ to restore its HP and maintain its existence in the Earthly Coil.

FEAT Rolled on the SX:150 Rank, The Necromancer may Recover its damaged HP in mass effect as long as it has at least 10 Health Points. However, this power has its limitations and it is unable to use this power during direct combat.

The Necromancer must not be in a hostile situation to FEAT Roll this Power. The Necromancer must be out of a Combative Situation for at least 1 full minute (10 Game Rounds) to Power FEAT this ability.

- BLUE: Total Failure, It must FEAT Roll again in the following Game Rounds.
- WHITE: The Necromancer Recovers 10% of its Current HP. (Crippling injuries are also healed).
- GREEN: The Necromancer Recovers 20% of its Current HP. (Crippling injuries are also healed).
- YELLOW: The Necromancer Recovers 30% of its Current HP. (Crippling injuries are also healed).
- RED: The Necromancer Recovers 40% of its Current HP. (Crippling injuries are also healed).
- 100 RED: The Necromancer Recovers 50% of its Current HP. (Crippling injuries are also healed).


Expanded Health: UN:100. The Necromancer has a total HP count of 51,000 Points. Yes, that is 51-Thousand total hit points. This acts as The Necromancer’s ‘Armor’ to ALL and ANY conventional attacks.

The Player(s) must reduce The Necromancer’s 51,000 Health down to Zero to defeat it.


Invulnerability: CL:1000. The Necromancer is virtually invulnerable to ALL and ANY effects placed upon it, such as Stun / Slam / Kill / KO Results and any other effects such as mental control, sensory depravation, vampirism, illness, magic alteration or any other effects which would otherwise alter The Necromancer’s normal Behavior.


Enhanced Senses: UN:100. The Necromancer may FEAT Roll its Sensory abilities to accommodate Any Environmental conditions at hand. As well, in the illustration above The Necromancer has 1000’s upon 1000’s of eyes and may ‘Sense’ or ‘See’ in directions at once with no penalties.


Weaponry and Combat:


Melee Combat: AM:50 / UN:100 / SX:150 For Base Damage. The Necromancer only has Tentacles to reach out and grab, grapple, strike, and otherwise Touch assailant Player(s) who have entered inside its Lair.

The Necromancer’s Tentacles may reach a full length of 30 to 40-feet (3 to 4 Areas) and attack with Blunt, Bladed, and Grapple Attacks. Based upon the FEAT Roll (Green / Yellow / RED) will determine how many tentacles The Necromancer used to make a particular Attack.

The Necromancer executes such attacks strictly on its ‘Fighting’ Rank and may attack up to 5 separate Targets simultaneously without penalty. For every 3 additional Targets over 5 The Necromancer will receive a [-1CS] penalty to it’s SY:200 ‘Fighting’ FEATs.

The idea being, if the Player(s) is within arm’s length of The Necromancer that Player IS going to get hit. Once the Player(s) has been successfully attacked the Necromancer will either use its Life Drain Power or try to pull the Player(s) closer to its main mass in attempts to ‘Eat’ the Player(s) and send them to ‘Hell’.


Life / Soul Drain: AM:50 / UN:100 / SX:150 For Base Damage. Once The Necromancer has a secure grip upon Player(s) it will attempt to Drain the Life Force of the Player(s).

Even though this Attack is ‘Magical’ it should be considered as a ‘Conventional’ Physical or Energy attack which may be resisted by virtually any form of ‘Armor’ or FEAT Rolled Defense. If this attack is successful it will Drain the Player(s) Health and Restore the Necromancer’s Health on a Point for Point basis.

The Necromancer can NOT kill with its Life Drain Power. Its Life Drain Power will always leave the Player(s) with 1 remaining Health Point. But the Necromancer may use any other means to further damage the Player(s).


Disturbing Shock and Awe: Player(s) Who come into touch contact with the Necromancer will need to Roll a Psyche FEAT to stay mentally and psychologically able to deal with the Necromancer.

- BLUE: Total Failure. Player goes into Mental Shock for 1 to 10 Game Rounds.
- WHITE: Player becomes Mentally Disturbed for 1 to 5 Game Rounds. [-2CS] to ALL FASE/RIP FEATS.
- GREEN: Player is good to go for 1 to 5 Game Rounds.
- YELLOW: Player is good to go for 5 to 10 Game Rounds.
- RED: Player is good to go unless Necromancer makes a Damaging Life Drain Attack.
- 100 RED: No Sweat…. Player has nullified the Shock and Awe Effect.


Minions and Henchmen: UN:100. The Necromancer may also ‘Drop’ minions and henchmen from its foul and disgusting mass of flesh to chase down and apprehend Players. These minions are equivalent to the Castlevania Zombies depicted above.

- BLUE: Total Failure, The Necromancer will not Drop any Minions or ‘Zombies’.
- WHITE: The Necromancer will Drop 1 Minion.
- GREEN: The Necromancer will Drop 3 Minions.
- YELLOW: The Necromancer will Drop 5 Minions.
- RED: The Necromancer will Drop 7 Minions.
- 100 RED: The Necromancer will Drop 10 Minions.


Mobility Enhancements: For the purpose of this Game Campaign the Necromancer is fairly much immobile and locked inside the confines of its Castlevania Stage or Area; secured over the gates of ‘Hell’. If the Necromancer is to be used in other Game Campaigns the massive creature hovers, levitates, or rolls at GD:10 Speed covering 1 Area Per Game Round.

Any other Travel or Transportation needs would be sufficed with long-range Teleportation used as a ‘Magic’ Spell on the Necromancer’s Psyche Rank (SZ:500)


Talents: Omni-Skill or None


Drop Items: The Castlevania Necromancer will ‘Drop’ Items and Trinkets based upon the Player Character’s ‘Luck’ Rank. The Luck Rank is a Combined Average of the RIP Ranks. (Karma Dived by 3)

- BLUE: Total Failure. No Drop Item.
- WHITE: Zombie Vail: used to Summon 5 Zombies as Teammates, one at time.
- GREEN: Arcane Vampire Killer Whip. Adds [+2SC] to Player’s base ability.
- YELLOW: Ring of Pales: Allows player to boost 1 FASE/RIP Rank by [+1CS]
- RED: Crown of Thorns: Allows Player to shot a Psyche Blast at Psyche Rank.
- 100 RED: Ring of Arcane. Gives CL:3000 Protection to Psyche Attacks.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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MOTÖRHEAD
Castlevania’s Succubus
December 13, 2010 02:27AM
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Castlevania’s Succubus



Castlevania Appearances
- The Succubus, originating from Sumerian Folklore and Mythology, has been a signature Character of the Castlevania Series since the game’s inception in the 1980’s. The Succubus is usually included as a ‘Secret Boss Character’ in most Castlevania titles.

Primary Abilities:

Castlevania’s Succubus

F: EX:20           | R: AM:50            | Race: ????           | Nationality: ????            |
A: IN:40           | I: UN:100           | Gender: Female       | Residence: Castlevania       |
S: GD:10           | P: SZ:500           | Apparent Age: ????   | True Age: Immortal           |
E: RM:30           | L: SY:200           | Eye Color:  Various  | Life Expectancy: Immortal    |
                   |                     | Hair Color: Various  | Species: Spectral Creature   |
Health: 100 / 100  | Karma: 850 / 850    | Blood Type: ????     | Archetype: Incarnate         |
                   |                     | Height: 5'8"         | Primary Set: Magic Mastery   |
Initiative: Sz:350 | Experience: CL:3000 | Weight: 115 lbs      | Secondary Set: Temptress     |
Popularity: MN:75  | Appearance: SX:150  | Mass: 0 X 0  = 0     | Epic Set: Seduction          |
Resources : AM:50  | Morality  : Demonic |                      |                              |
Job Rank  : AM:50  | Conviction: SZ:500  | ATTACK: Sz:350       | DEFENSE: IM:25               |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
Sz:350 [+0CS]      | Sz:350 [+0CS]       | Sz:350 [+0CS]        | Sz:350 [+0CS]                |
                   |                     |                      |                              |

Game Origin:

The Succubus is usually a specialty Boss Character in many Castlevania Title Releases. She is normally cast as a Magical and Demonic Creature who uses ‘Seduction’ and Sexuality has her primary weapon to subdue her victims. Like most Castlevania Titles, the Succubus must be reached by solving various puzzles, which are often rather difficult to achieve.

At first glance, most RPG player(s) will underestimate her prowess. As a GM or Player her Primary STATS are basically irrelevant as she relies vastly upon her ‘Magic’ and Powers. The Succubus also maintains and tends to Castlevania’s immense Library Keep. Over many thousands of years she has learned a great deal of Magic Lore and Spells.

Castlevania’s Library Keep is a secret plane of reality, which opens up once the Player(s) have defeated the Necromancer, and solve a puzzle to open a portal into her dimension. To solve the puzzle the Player(s) must still possess the 12-Drop Items they used to access Anakaris’s Pyramid, and at least 3 Items dropped from the Necromancer.

- At least One Magic Bone Wand, taken from a Castlevania Skeleton.
- At least One Manna Prism, taken from a Castlevania Ghost.
- At least One Anti-Vampirism Antidote, taken from a Castlevania Zombie.
- At least One Manna Prism Ring, taken from a Castlevania Knight.
- The broken Prison Shackles taken from the Castlevania Minotaur, or have the Minotaur as part of your Team.
- The three Magic Fairies from the Castlevania Cyclops.
- The Castlevania Cyclops’s singular eye (neatly pulled from his eye-socket).
- Medusa’s decapitated head.
- Medusa’s Shield taken from her Garden Temple.
- Medusa’s Gauntlet taken from her Garden Temple.
- Ring of Pales taken from The Necromancer.
- Ring of Arcane taken from The Necromancer.

These Drop Items must be placed around The Necromancer’s room. Once the items are properly lined up they will seal the Portal the Necromancer was guarding and shift it’s dimensional alignment from going to ‘Hell’ so that will transport the Player(s) to the Succubus’s stage. These items also become ‘Locked’ into the walls of Castlevania.

Like some of the other sector bosses of Castlevania, The Succubus operates as a component of a huge ‘Army’. She has authority over various Castlevania creatures within the Library Keep. These creatures act as her minions. The Succubus also carries a special key, item, or right of passage that reveals a critical secret or step to reaching Dracula.

Special Note: The GM should not reveal various secrets to the Player(s) as to ‘How’ to access The Succubus’s Library Keep. This part should be left up to the Player(s) to discover for themselves, unless they have a specific ‘Power’ that reveals such scenario secrets during game play.

Once The Succubus is defeated she will relinquish her secret clue, key, or item that allows the player(s) to move onward through Castlevania.
(Also, all the items that became ‘Locked’ into Castlevania’s walls, in the Necromancer Room, will be given back to the Players in a little pile)

The Succubus was first written-up as a MSH-RPG Conversion Character in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray The Succubus as able to face and defeat most moderate and high level ‘Super-Human’ Characters used in MSH-RPG.

The Succubus was not Randomly Rolled on the MSH-RPG Character Creation Table due to her publications in the various Castlevania Game Titles. Her ‘Powers’ are considered as generally ‘High’ in overall capability and she is to be Role-Played as a powerful guardian lurking about in Castlevania’s Library Keep.

Also, other Video Game themes and ideas were considered during The Succubus’s Write-Up. As an example, the Archetype Classes from ‘City of Heroes’ were considered as an assistance to accurately detail The Succubus’s conversion into MSH-RPG; placing her as a ‘Controller / Master-Mind’ combination Character.

In the Game ‘City of Heroes’ the ‘Controller’ and ‘Master-Mind’ Archetypes are Mage / Pet-Master based Characters who hold Strong Area of Effect Attacks and have control over various ‘Pets’ and ‘Minions’.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, The Succubus is basically impeding the Infiltrating Player(s) from progressing in the Game. The Succubus is also a very powerful ‘Boss’ Character who holds a critical key or secret to defeating Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG, The Succubus can take advantage of virtually any tactic or course of action the GM and Players can imagine. In Game Terms, two players should actually play The Succubus.

Whenever the Player(s) navigate into The Succubus’s immense Library the Player(s) must locate her and face her in single combat, as she is freely roaming about the Library.

The Succubus should be Role-Played with an extreme sense of Stealth, Evasion, Avoidance, and ‘Snare’ Tactics once she realizes the player(s) are inside her Library. She will attempt to isolate individual Player Members and ‘Seduce’ them into her servitude.

To defeat the Succubus her spells of Seduction must be broken. This will be further detailed in her Power Sets.


Known Powers: The Succubus is an extremely powerful and immortal spectral creature derived from the ‘Netherworld’ Realm. She is a semi-sudo servant of Dracula since she can usually Seduce and claim various ‘Heroes’ into her servitude.

In short, The Succubus is basically Omnipotent; able to use ALL and ANY magical spells off her Psyche Rank (SZ:500). However, for the purpose of this Game Campaign the Succubus is not completely omnipotent.

In this Game Campaign, The Succubus cannot leave the confines of Castlevania’s Library Keep. Her servitude to Dracula is to convert Infiltrating Players into Minions, Slaves and Henchmen to deal Dracula’s bidding.

Should the GM / Player(s) insist on using ‘Omnipotent’ Powers, outside the statistics listed, they will have to Roll a natural RED FEAT (100) for the Succubus to use one particular spell.

The Powers and Abilities listed in this Write-Up depict The Succubus’s Normal behavior and actions for this particular Game Campaign within the confines of Castlevania.


Immortality: SY:200. The Succubus is an immortal creature who ages too slowly for humans to calculate and measure. While she can be ‘Killed’ in a physical manner by reducing her Health Points to zero, she will re-manifest upon the Earthly Coil within minutes (1 to 10 Minutes) and begin her Rhine of Terror almost immediately.

The only way to ‘Defeat’ the Succubus is to break her ‘Spells of Seduction’ she has placed upon various Players. Each time a Player Character is Seduced and Broken Free of the Spell it will inflict 10-points of permanent damage to her Health Bracket; Thus, at 100 Health she must have her ‘Spells of Seduction’ broken 10 total times.

Even still, this is not considered as a ‘Permanent’ Defeat resulting in her ‘Death’. This Defeat simply means she has failed in her servitude to Dracula and she will relinquish her particular ‘Drop-Item’.
(Ring of Realms to Teleport about in Castlevania)

Special Note: The GM should not reveal various secrets to the Player(s) as to ‘How’ to defeat The Succubus. This part should be left up to the Player(s) to discover for themselves, unless they have a specific ‘Power’ that reveals such scenario secrets during game play.


Invulnerability: CL:1000. The Succubus is virtually invulnerable to ALL and ANY effects placed upon her, such as Stun / Slam / Kill / KO Results and any other effects such as mental control, sensory depravation, vampirism, illness, magic, alteration, or any other effects which would otherwise alter her normal behavior.

This is accomplished automatically via her ability to become ‘Smoke’ or ‘Fog’ and teleport away from a hostile situation should a Player’s Attack actually injure her. She does not wear ‘Armor’ or require ‘Regenerative’ abilities since she fully re-materialize into the Earthly Coil at Full Health and capacity.


Mobility Enhancements: For the purpose of this Game Campaign, the Succubus uses Levitation, Flight, and Teleportation at the SZ:500 Rank. However, she is limited to the confines of Castlevania.

Should she be used as a Character outside of the Castlevania Campaign her Map Mobility is listed as follows.

- Run: 4 Areas per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Sprint or Charge: 5 Areas Per Round. Will become exhausted in roughly 3 hours.
- Swim: The Succubus can Swim 2 Areas per Round and does not require breathable air.
- Climb / Crawl: 3 Area per Round and may cling to ANY and ALL textures or surfaces.
- Jump or Leap: 2 Areas (20-feet) per Game Round.
- True Flight / Levitation: 4 Areas per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Teleportation: Same mechanics as Flight, but may Recover 25 Health per Game Round while in Teleport.


Enhanced Senses: UN:100. The Succubus may FEAT Roll her Sensory abilities to accommodate Any Environmental conditions at hand.


Weaponry, Spells, and Combat:


Illusions: SX:150. (Self) The Succubus may take on virtually ANY form of creature she desires to enhance her Seductive Spells. She will not have that Creature’s FASE/RIP, Abilities, or Powers but she may use this ability to become sexually (or ‘Simply’) attractive to virtually any Living or Sentient entity of the known cosmos.


Combat: AM:50 / UN:100 / SX:150 For Base Effects and Damage. The Succubus is NOT a warrior type character running about bashing-up stuff with brute strength and lethal weapons. Instead, she will resort to Sexual Seduction by virtually any means of illusions and sensory or emotional stimulus to lure and subdue other Characters to become her personal ‘Slaves’ and ‘Puppets’.

This ability is Ranked upon her ‘Appearance’ and is considered as an ‘Automatic’ GREEN should other Characters simply look upon her, or otherwise sense her presence in the local vicinity. The Range of this Power is normally about 10-Areas (100-Feet)

Other Game Play mechanics are considered to this Power as it functions ‘Automatically’ with a GREEN intensity FEAT.

Should the Succubus make ‘Eye to Eye’ contact with her target she may FEAT Roll her ‘Seduction Spell’ to increase her Sexual Potency to a score of Yellow or RED.

At touch contact her Spell of Seduction should be calculated with [+4CS] reaching the CL:1000 column. However, overall strength, potency, effect, and intensity should be considered as AM:50 / UN:100 / SX:150.

Other abilities of her Seductive ‘Temptress’ Spell may be utilized through her voice in song or speech, and even in her odor with various chemical pheromones.

- Considered as an Automatic ‘Psyche’ Spell of AM:50 Potency at Visual Contact. Roughly 10-Areas (100-Feet)
- Used at the SX:150 Rank at Eye to Eye contact should she choose to reinforce the Spell with a Yellow or RED.
- She will gain [+4CS] to Reach CL:1000 Potency at Touch Contact.
- Her Spell effects and stimulates ALL the senses of any Living Creature. Robots with Sentient AI are also effected.
- The Character’s ‘Sexuality’ or Species is not a means of Defense, be they Heterosexual, Homosexual, or etc.
- Once She has made a successful ‘Spell’ upon a Character they will obey her every command to the best of their ability.
- She may seduce up to 10 Targets simultaneously. For every 3 Targets over 5 she will receive [-1CS] penalty.

If a Target Character does not break her Seduction Spell within 10-Game Rounds (1 Minute) that Character will become a ‘Permanent’ Servant to The Succubus, to deal her Bidding as a Loyal Slave and Pet with no further penalties or FEAT Rolls with the Succubus’s direct efforts.

The Spell of Seduction on that particular Character will be broken if The Succubus is Defeated by teammates. If the entire team becomes ‘Permanently’ Seduced…….
(Game Over / EPIC FAILURE)


Break Free Tactics:

- Characters of GD:10 and lesser ‘Psyche’ must be intervened by Teammates or Outside sources.
- Characters of EC:15 to IN:40 ‘Psyche’ must FEAT Roll a RED Score to Break-Free from her Spell.
- Characters of SP:45 to FR:70 ‘Psyche’ must FEAT Roll a Yellow Score to Break-Free from her Spell.
- Characters of MN:75 to UN:100 ‘Psyche’ must FEAT Roll a Green Score to Break-Free from her Spell.
- Characters of GL:125 to SX:150 ‘Psyche’ must FEAT Roll a White Score to Break-Free from her Spell.
- Characters of SY:200 and Higher ‘Psyche’ are normally unaffected unless The Succubus FEAT Rolls her efforts.


- Almost ANY conventional attack will hesitate her Spell, if the Character manages to thwart her initial Spell.
- BLUE: Total Failure. No Hesitation to her Spell.
- WHITE: Her Spell will not be effective on that Particular Character for 1 Game Round.
- GREEN: Her Spell will not be effective on that Particular Character for 1 to 5 Game Rounds.
- YELLOW: Her Spell will not be effective on that Particular Character for 5 to 10 Game Rounds.
- RED: Her Spell will not be effective on that Particular Character for 10 to 15 Game Rounds.
- 100 RED: Her Spell will not be effective on that Particular Character for 15 to 20 Game Rounds.


- This Power ‘May’ also be foiled by Teammates as they may envision different illusions and renditions of the Succubus, as she will attempt to key in on a specific Details, Visions, or ‘Sensing’ of individual Characters.


- Each time a Player Character manages to Break the Succubus’s Spell she will receive 10 Points of Health Damage that she may not Recover, unless the Player(s) break-off their assault for longer than 5 Game Rounds. Once the Player(s) stop their assault for longer than 5 Game Rounds (30-seconds) She will Recover ALL of her lost Health immediately in the 6th Game Round.

This ability will also function if the Succubus is able to stay out of direct and hostile ‘Combat’ for at least 5-Game Rounds. The basic idea is the Team of Characters must Fight the Succubus within the area of her ‘Seduction Spell’.


Talents:

- Seduction (Full) - Arts: Dance / Song / Performance - Stealth - Hypnotism - Emotion Control: Self - Navigation - General Survival - Spectral / Netherworld / Cosmic Awareness - Hunting / Tracking - Animal Handling - Medieval Weaponry - Leadership - Martial Arts ‘E’ for Environment / Evasive Maneuvering - Spatial Awareness - Any Language -


Drop Items: (The Ring of Realms) Once The Succubus is ‘Defeated’ she will relinquish her ‘Drop-Item’ which is a Magical Ring that allows the Player(s) to teleport to critical sectors of Castlevania that they have already visited.

To use the Ring and teleport to an already explored sector of Castlevania the Player(s) must make a natural RED Mental FEAT of any ‘RIP’ Rank.
(The Character’s Strongest RIP Rank)

Once this FEAT Roll is made that particular Character will become knowledgeable to ‘How’ the Ring is used. All other Characters involved in the campaign will be ignorant of the Ring’s capabilities, despite the strength levels of their RIP and Karma Ranks.

The particular Character who becomes aware of the Ring’s abilities will become compelled to place the Ring down on the ground and allow one-drop of their blood pass through the ring. Then the ring must be buried about 2 inches into the ground.

For every Player Character who places a drop of blood through the Ring a Dimensional Portal will sprout open from the ground where the Ring was buried. Characters who did not let their blood pass through the ring are unable to see or access this Dimensional Portal.

The Player(s) may pass through the Dimensional Portal to reach various sectors of Castlevania, which they have already visited. Green Psyche FEATs can change the Area of Arrival within the perimeters of Castlevania.

If the Campaign has been played in a linear fashion the Players have most likely visited the listed ‘Sectors’ of Castlevania.

- The Outer Forest of Castlevania. (The ‘Start’ of the Campaign. No Boss and filled with Castlevania Minions)
- The Outer Wall and Draw Bridge of Castlevania. (No Boss and filled with Skeletons and other Minions)
- The Main Court Yard of Castlevania. (No Boss and filled with Skeleton and other Minions)
- The Interior Chambers of Castlevania. (This Area branches off into The Key sectors of Castlevania)
- The Cathedral of Castlevania. (The Minotaur Boss and his various Minions)
- The Dungeon of Castlevania. (The Cyclops Boss and his various Minions)
- The Interior Gardens of Castlevania. (The Medusa Boss and her various Minions)
- The Catacombs of Castlevania. (The Anakaris Boss and his various Minions)
- The ‘Hell’ Science Labyrinth of Castlevania. (The Necromancer Boss and its various Minions)
- The Library Keep of Castlevania. (The Succubus Boss and her various Minions)

Once the Player(s) have chosen a distention they simply step through and Appear within the perimeters of Castlevania. Green Psyche FEATs can change the Area of Arrival within the perimeters of Castlevania.

Up to this point in the Game Campaign there are four more unexplored sectors of Castlevania.

- The Orlox Armory and Battle Quarters of Castlevania. (The Cerberus Boss and his various Werewolf Minions)
- The Undead Cemetery of Castlevania. (Joachim Armster and his various Dragon Minions)
- The Sacred Chapel of Castlevania. (The Carmilla Boss and her various Vampire Minions)
- The Clock Tower of Castlevania. (Issac the Devil Forge-Master and his various Vampire Minions)

The Ring may also be used for other FEATs of short-ranged Personal and ‘Combat’ Teleportation. However, only the Player Character who successfully figured out the Succubus’s Ring may wear and use the Ring in this manner.

That particular Player Character may Teleport in any direction without error up to 20-Areas (200-Feet) in Range on the UN:100 Rank. The Character can only carry his / her equipment and personal items.

For Non-Combat ‘Personal’ Teleportation a Green FEAT is considered as successful as a Yellow or RED FEAT. Lower dice rolls results in not even Teleporting.

With a ‘Combative’ Teleport the Character’s FEAT Roll of Green / Yellow / RED will determine the degree of success and should be considered as a ‘Fighting’ or ‘Agility’ FEAT for ‘Attack’ or ‘Defense’.

The Succubus will also Drop the Items that were used to access her Castlevania Stage; the Library Keep. These Items will be left in a pile and the Player(s) may reassign these Items to their Characters as they see fit.

- At least One Magic Bone Wand, taken from a Castlevania Skeleton.
- At least One Manna Prism, taken from a Castlevania Ghost.
- At least One Anti-Vampirism Antidote, taken from a Castlevania Zombie.
- At least One Manna Prism Ring, taken from a Castlevania Knight.
- The broken Prison Shackles taken from the Castlevania Minotaur, or have the Minotaur as part of your Team.
- The three Magic Fairies from the Castlevania Cyclops.
- The Castlevania Cyclops’s singular eye (neatly pulled from his eye-socket).
- Medusa’s decapitated head.
- Medusa’s Shield taken from her Garden Temple.
- Medusa’s Gauntlet taken from her Garden Temple.
- Ring of Pales taken from The Necromancer.
- Ring of Arcane taken from The Necromancer.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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MOTÖRHEAD
Castlevania’s Cerberus
January 04, 2011 10:58AM
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Castlevania’s Cerberus



Castlevania Appearances
- Cerberus, originating from Roman-Greek Mythology, has been a signature Character of the Castlevania Series since the game’s inception in the 1980’s. Cerberus is usually included as a ‘Main-Line Boss Character’ in most Castlevania titles. However, in some Castlevania titles the mammoth 3-headed beast has been cast as a ‘Secret Boss’.

Primary Abilities:

Castlevania’s Cerberus

F: SX:150          | R: RM:30            | Race: ????           | Nationality: ????            |
A: SN:60           | I: UN:100           | Gender: Male         | Residence: Castlevania       |
S: AW:90           | P: SZ:500           | Apparent Age: ????   | True Age: Immortal           |
E: UN:100          | L: SY:200           | Eye Color:  Various  | Life Expectancy: Immortal    |
                   |                     | Hair Color: Various  | Species: Spectral Creature   |
Health: 400/ 40000 | Karma: 830 / 830    | Blood Type: ????     | Archetype: Incarnate         |
                   |                     | Height: 15' 6"       | Primary Set: Supa FASE       |
Initiative: Sz:350 | Experience: CL:3000 | Weight: 10,000 lbs   | Secondary Set: Magic Blaster |
Popularity: IN:40  | Appearance: AM:50   | Mass: 9 X 200 = 1800 | Epic Set: Elemental Mastery  |
Resources : IN:40  | Morality  : Demonic |                      |                              |
Job Rank  : VI:55  | Conviction: SZ:500  | ATTACK: Sz:350       | DEFENSE: CL:1000             |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
Sz:350 [+1CS]      | Sz:350 [+1CS]       | Sz:350 [+1CS]        | Sz:350 [+1CS]                |
                   |                     |                      |                              |

Game Origin:

Cerberus is usually a Main Line Boss Character in many Castlevania Titles. Basically, the Player(s) of Castlevania will encounter Cerberus without special un-lockable game content. In some Castlevania titles Cerberus is sent out as a hunter on the lands of Castlevania in efforts to intercept and thwart the Player(s).

During combative engagements with Cerberus the Player(s) are unable to defeat Cerberus permanently. All the Player(s) can do is slow him down or cause him to run away, in which the beast will attack again at a later time or after particular events take place in the game of Castlevania.

Normally the beast creature Cerberus is cast as a Magical or Demonic Monster with various dog features and most predominately, three heads. His primary weapons are brute athleticism, bestial strength, and an incredibly vicious nature.

Like many Castlevania Titles, Cerberus can be reached by simply defeating a certain amount of Castlevania enemies and clearing various obstacles in a linear fashion. In this particular MSH-RPG Campaign the GM may “Release the Hound” at his / her whim; Allowing Cerberus to hunt down the Player(s) in the lands of Castlevania.

Also, consider the order these Castlevania Characters are listed in.

- Castlevania’s Skeleton Army
- Castlevania’s Ghost Army
- Castlevania’s Zombie Army (Golem is the Mini-Boss)
- Castlevania’s Calvary Knights (Demitri is the Mini-Boss)
- Castlevania’s Minotaur (First Main Boss)
- Castlevania’s Cyclops (Second Main Boss)
- Castlevania’s Medusa (Third Main Boss)
- Castlevania’s Anakaris or ‘Mummy’ (Forth Main Boss)
- Castlevania’s Necromancer (Fifth Main Boss)
- Castlevania’s Succubus (Sixth Main Boss)

If the GM plays this Castlevania Campaign in a linear fashion, and the Player(s) have reached and defeated The Necromancer; they basically just closed-up the ‘Gates of Hell’. In traditional Roman-Greek Mythology, Cerberus is the ‘Watch Dog’ over the ‘Gates of Hell’ and if a soul managed to escape the clutches of ‘Hell’ then Cerberus was released to hunt down that escaped person and bring them back to ‘Hell’………. (MAH HA HA HA)

Thus, the GM of the Campaign may “Release” Cerberus to hunt down the Player(s) at any given time, stage, or area of Castlevania. However, The Player(s) may be ‘coaxed’ to enter the Lair of Cerberus, The Orlox Armory and Battle Quarters of Castlevania.

If using a table Map, this ‘Stage’ of Castlevania should be in the center of the Castlevania grounds, several flights of stairs above The Necromancer’s secret Lair.

To access the Orlox Armory the Player(s) basically have to bash-in the Armory doors with brute force. This is a set of doors that are large enough for Cerberus to walk through.

Special Note: The GM should not reveal various secrets to the Player(s) as to ‘How’ to access The Orlox Armory. This part should be left up to the Player(s) to discover for themselves, unless they have a specific ‘Power’ that reveals such scenario secrets during game play. Up to this point in the Castlevania Campaign the Player(s) has probably not ‘Bashed-In’ a structure of Castlevania.

Once the Player(s) access the Orlox Armory the Battle between Cerberus and his minions is ‘ON’.

Cerberus was first written-up as a MSH-RPG Conversion Character in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray Cerberus as able to face and defeat most high level ‘Super-Human’ Characters used in MSH-RPG.

Cerberus was not Randomly Rolled on the MSH-RPG Character Creation Table due to his publications in the various Castlevania Game Titles. His ‘Powers’ are considered as generally ‘High’ in overall capability. Cerberus should be Role-Played with an extreme sense of aggression and hostility.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, Cerberus is basically impeding the Infiltrating Player(s) from progressing in the Game. Cerberus is also a very powerful ‘Boss’ Character who holds a critical key or secret to defeating Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG, Cerberus can take advantage of virtually any tactic or course of action the GM and Players can imagine. In Game Terms, two players should actually play Cerberus.

The main Behavioral difference with Cerberus, as compared to the other Castlevania Characters, is the GM may allow Cerberus to roam freely ANYWHERE on Castlevania Grounds. He is basically a hunting dog who patrols all areas of Castlevania.

When the Orlox Armory Doors are forced open, Cerberus will be alerted to the Player(s) location in Dracula’s immense Castle. Castlevania’s Orlox Armory is where Castlevania houses Dracula’s clan of loyal Werewolves.


Known Powers: Cerberus is an extremely powerful and immortal spectral creature derived from the ‘Netherworld’ Realm. He holds a complex role as a servant of Dracula (and ‘Hell’).

Cerberus is the Guardian Watch-Dog over Castlevania, as well as the Social Leader of the Werewolves who are loyal to Dracula and Castlevania.

In short, Cerberus is basically Omnipotent; able to use ALL and ANY magical spells off his Psyche Rank (SZ:500). However, for the purpose of this Game Campaign Cerberus is not completely omnipotent, and he must rely upon many conventional tactics.

In this Game Campaign, Cerberus’s Omnipotence is he cannot be ‘KILLED’ permanently. He can only be rendered as ‘OUT’ of play if the Player(s) manage to defeat him. Also, Cerberus cannot leave the confines of Castlevania.

Should the GM / Player(s) insist on using ‘Omnipotent’ Powers, outside the statistics listed, they will have to Roll a natural RED FEAT (100) for Cerberus to use one particular spell at SZ:500.

The Powers and Abilities listed in this Write-Up depict Cerberus in his Normal behavior and actions for this particular Game Campaign within the confines of Castlevania.


Immortality: SZ:500. Cerberus an immortal creature who ages too slowly for humans to calculate and measure. He simply cannot be ‘KILLED’ permanently and he will revive based upon his Regeneration Powers.

In defeat, Cerberus’s body will dissolve into Ash, Smoke, and Fog almost immediately. Then he will re-materialize in a new location within the perimeters of Castlevania. If the Character Cerberus is used in other Game Campaigns he will normally be sent back to the Netherworld (Hell) and may re-materialize virtually anywhere in the cosmos.


Expanded Health and ‘Armor’: UN:100. Cerberus is simply ‘Tough’. To represent his extreme ‘Toughness’ he is not given ‘Armor’ per say, but he is given 40,000 Heath Points.
(Yes… That’s 40 Thousand HP).

He will take damage from conventional Attacks, but basically his Flesh can reduce ALL and ANY damages by 90%. In effect, he only suffers a fraction of any Damages received, fairly much allowing his natural 400 Health to be as tough as 40,000 Points Total.

To temporarily ‘Defeat’ Cerberus the Player(s) have to reduce his 40,000 Health down to Zero. And even still, Cerberus is not permanently ‘Dead’.


Invulnerability: CL:1000. Cerberus is virtually invulnerable to ALL and ANY effects placed upon him, such as Stun / Slam / Kill / KO Results and any other effects such as mental control, illusions, sensory depravation, vampirism, illness, magic alteration, or any other effects which would otherwise alter his normal behavior.


Regeneration and Revival: UN:100. Cerberus has ‘Full-Fledged’ Regeneration where he can fully Recover and Re-grow from any remaining particles or Cells. He may reset his own broken bones and fully heal to 400 Health without medical attention or ill effect.

If particular parts of his body are Crippled, Removed or Decapitated he may FEAT Roll an ‘Endurance’ effort to regain full capability of that body part.

- Blue: Total Failure.
- White: Total Failure.
- Green: Instantly Regain 100 Health. Instantly Regain 25% of Any Crippled / Paralyzed / Decapitated Body Parts.
- Yellow: Instantly Regain 200 Health. Instantly Regain 50% of Any Crippled / Paralyzed / Decapitated Body Parts.
- RED: Instantly Regain 300 Health. Instantly Regain 75% of Any Crippled / Paralyzed / Decapitated Body Parts.
- 100 RED: Instantly Regain 400 Health. Instantly Regain 100% of Any Crippled / Paralyzed / Decapitated Body Parts.

(The GM may implement a simple 1% to 100% Probability Dice Roll for more accurate Regeneration Boosters)

Under normal conditions, Cerberus also recovers 10 Health Points per Game Round regardless of his activity. This Regeneration does NOT add towards his 40,000 HP, only his Natural 400 Health. Under normal MSH-RPG rules Cerberus can fully recover from Zero Health in four minutes (40 Game Rounds).

But at rest or otherwise in a ‘Non-Combative’ state he will fully regain his 40,000 Health in the following fifth minute. Full 40,000 HP Recovery in 5-minutes (50 Game Rounds). The idea to defeating Cerberus is to keep constant damage pressure on him to overwhelm his Regeneration. If he escapes from the Player(s) or otherwise manages to stay out of a combative situation for at least Five-Minutes he will fully regain all of his Health.


Mobility Enhancements: For the purpose of this Game Campaign, Cerberus uses traditional Run, Swim, Jump, and Bestial Athleticism to get around, based off his FASE Ranks. He’s a ‘FAST’ and nimble creature even though he is a huge behemoth.

If used in other Game Campaigns, Cerberus may also ‘Teleport’ through the Spectral Realm or Netherworld Coil to suffice for long range travel needs at the Rank of SZ:500.

- Run: 6 Areas per Game Round: (Areas in 10-Foot Grids) and will not become exhausted.
- Sprint or Charge: 10 Areas Per Game Round. Will become exhausted in roughly 10 hours of constant Sprinting.
- Swim: Cerberus can Swim 5 Areas per Round and does not require breathable air.
- Climb / Crawl: 4 Area per Round. Cerberus can only ‘Climb’ obstacles similar to a Dog’s normal capabilities.
- Tunneling / Burrowing: 1 Area per Game Round through MN:75 solid mass.
- Jump, Leap, or Pounce: 6 Areas (60-feet) per Round. This may be added to a running approach clearing 10-Areas.


Enhanced Senses: UN:100. Cerberus may FEAT Roll his Sensory abilities to accommodate Any Environmental conditions at hand.


Weaponry and Combat:


Melee Fighting: MN:75 / SY:200 / Sz:350 For Base Damage and Effects. Cerberus is a bloody, violent, vicious Fighting Machine able to deliver fatal (Edged / Bladed / Energy / Blunt / Eldrich) carnage to any targets that actually get close enough for melee battle.

While not formally ‘Trained’ in any Combat Arts, Cerberus’s natural instincts as an apex predator can match ANY and ALL known Melee Combat Arts of the Known Cosmos, covering M.Arts A B C D and E. To make matters more favorable to his base SX:150 ‘Skill’ is Cerberus does not receive ‘Automatic’ modifiers for tangling with other Characters [+3 Ranks] over his own ability. Basically, Cerberus can battle CL:5000+ opposition.

On top of his ability to fight and tango with virtually any entity of the Cosmos, Cerberus’s innate combat abilities can not be reduced or ‘De-Buffed’ up to the CL:1000 level.

Cerberus may also inflict multiple attacks in a single Game Round since he does have 3-Heads, however, his damage remains at MN:75 / SY:200 / Sz:350 based upon how many heads make a successful bite. Also, don’t forget that he does have Claws and uses them in unison with any given Attack or Defense FEAT.

Cerberus may also opt to FEAT Roll Charges / Tackles / Pounces and other complex battle maneuvers on his ‘Fighting’ Rank. A common tactic in his ‘Battle-Plan’ is to tackle a target and bury it’s head in the ground, thus suffocating his prey into submission.


Range Combat: AM:50 / FR:70 / AW:90 For Base Damage and Effects. Cerberus also has Ranged Attacks, which are similar to a ‘Dragon’.

Cerberus may launch off vitally any form of “Dragon’s Breath” covering virtually any Damage Types, such as Fire, Ice, Toxic, Acid, Kinetic Force, Electricity, Gravity, Darkness, Holy, Evil, or simple ‘Eldrich’ Fire that will simply inflict Damage regardless of Armor Type.

- FEAT Roll on ‘Fighting’ Rank if Targets are within 90-Feet in Range (9 Areas).
- FEAT Roll on ‘Agility’ Rank if Targets are beyond 90-Feet in Range, up to a full Range of 200-Feet (20 Areas).
- Area of Effect / Scatter Shots / Spread Blasts may cover 9-Area Grids or 3 X 3 X 3 Area Grids.
- Multiple Targets. Cerberus will lose [-1CS] to fire at each additional outside of 90-degrees in his line of sight.


Nullified Karma: SZ:500. When Cerberus makes a ‘Kill’ he will receive his victim’s Karma, regardless of their Karma Pool. As well, the Victim is also considered as a permanent resident of ‘Hell’ unless they had over 500 True Karma and are able to bargain with Maphisto (Satan / Lucifer / The Devil) and return to their natural Realm or Coil of existence.

Some Characters are also able to escape Damnation by other means, but this is extremely rare. If Cerberus is able to capture and ‘Kill’ an escapee of ‘Hell’ Cerberus will receive Triple the Karma Rewards.


Werewolf Minions: SX:150. Cerberus commands legions of Werewolves who are loyal to Lord Dracula and Castlevania. These Werewolves are similar in abilities and statistics reflected in Cornell’s Profile Page above.



Cerberus is normally accompanied by 5 to 10 Werewolves at any given time, and if situations get hectic Cerberus may summon more with a SX:150 FEAT Roll.

- Blue: Total Failure. Cerberus may try to Summon his Werewolf Minions in 5 to 10 Game Rounds.
- White: 1 Werewolf Minion is Summoned. Cerberus cannot FEAT Roll again unless 1 Werewolf is Defeated.
- Green: 2 Werewolf Minions are Summoned. Cerberus cannot FEAT Roll again unless 2 Werewolves are Defeated.
- Yellow: 4 Werewolf Minions are Summoned. Cerberus cannot FEAT Roll again unless 4 Werewolves are Defeated
- RED: 7 Werewolf Minions are Summoned. Cerberus cannot FEAT Roll again unless 7 Werewolves are Defeated
- 100 RED: 10 Werewolf Minions are Summoned. Cerberus cannot FEAT Roll again unless 10 Werewolves are Defeated


Talents:

None: Cerberus does not need ‘Talents’ to function in Game Mechanics. As well, his FEAT Rolls and Efforts cannot be ‘De-Buffed’ or reduced in effectiveness.

If Player(s) continue to argue a particular point in efforts to undermine the GM’s story line, the GM may execute ‘Clairvoyant Omnipotence’ where Cerberus is able to use ANY and ALL and EVERY magical spell known or created at the SZ:500 Rank.

The GM should refrain from using such ‘Power’ unless it’s determined absolutely necessary. The basic idea with Cerberus is he is roaming all over Castlevania, hunting down Player(s) to intercept them at various key areas the GM has in mind.

Since Cerberus cannot be defeated permanently, he can only be thwarted for a particular event, the GM should manage Cerberus as a ‘Thorn’ or ‘Pestilence’ against the Player(s).


Drop Items: When the Player(s) manage to defeat Cerberus they will be awarded Karma Points, at which they may be allowed to invest into their Character based upon the GM’s set House Rules for Karma Spending.

Usually, the bases of this Karma Investing is used to raise one FASE/RIP or Power by one full Rank. Or possibly gain a single ‘NEW’ Power at GD:10 intensity that will grow and develop. This is considered as a ‘Permanent’ upgrade to the Character, which is applicable to other Game Campaigns and should be Written into the Character’s permanent Profile and Concept.

Also, the Player(s) may use the Karma Reward to resurrect a Fallen Character back into the natural Earthly Coil of Existence. The freshly resurrected Character will normally ‘Re-Spawn’ at the Draw-Bridge of Castlevania in Full Health, Karma, and Capability.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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MOTÖRHEAD
Castlevania’s Golem and Demitri
January 17, 2011 05:01AM
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Castlevania’s Golem



Castlevania Appearances
- Golem, originating from Jewish Folklore and Mythology, has been a signature Character of the Castlevania Series since the game’s inception in the 1980’s. Golem is rarely a contiguous Character in the Castlevania series, since he is cast as a dim witted beast made entirely from inanimate materials or ‘Dead’ Flesh. Many Castlevania Titles have ‘Golem’ designed as the fabled and recognizable ‘Frankenstein’.

Primary Abilities:

Castlevania’s Golem

F: AW:90           | R: DE:01            | Race: ????           | Nationality: ????            |
A: GD:10           | I: TY:05            | Gender: ????         | Residence: Castlevania       |
S: UN:100          | P: UN:100           | Apparent Age: ????   | True Age: ????               |
E: UN:100          | L: FN:35            | Eye Color:  Various  | Life Expectancy: Immortal    |
                   |                     | Hair Color: Various  | Species: Animated Creature   |
Health: 300 / 3000 | Karma: 141 / 141    | Blood Type: ????     | Archetype: Undead Tank       |
                   |                     | Height: 17' 0"       | Primary Set: Super Strength  |
Initiative: AW:90  | Experience: TY:05   | Weight: 8,000 lbs    | Secondary Set: Toxic Mastery |
Popularity: EX:20  | Appearance: MN:75   | Mass: 11X 160 = 1760 | Epic Set: Electric Mastery   |
Resources : DE:01  | Conviction: AM:50   |                      |                              |
Job Rank  : DE:01  | Morality  : Chaotic | ATTACK: SN:60        | DEFENSE: CL:1000             |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
FN:35 [+0CS]       | RM:30 [+0CS]        | IN:40 [+1CS]         | IN:40 [+0CS]                 |
                   |                     |                      |                              |

Game Origin:

Golem is usually cast as a ‘Mini’ Boss Character in many Castlevania Titles. This basically means that he is staged at the beginning of a particular chapter of Castlevania in its linear game play. Or in some Castlevania titles he is a ‘Patroller’ much like Cerberus; Roaming about freely on the lands and corridors of Castlevania.

In many Castlevania Titles, Golem can be reached by simply defeating a certain amount of Castlevania enemies and clearing various obstacles in a linear fashion. In this particular MSH-RPG Campaign the GM may “Release the Beast” at their whim; Allowing Golem to hunt down the Player(s) in Castlevania.

During combative engagements with Golem the Player(s) are unable to defeat Golem permanently. All the Player(s) can do is slow him down or cause him to run away, in which he will attack again at a later time or after particular events take place in the game of Castlevania.

Normally, Golem is cast as a Behemoth Humanoid Monster of vast physical strength and extremely low intelligence. Golem is also typically portrayed as being assembled from dead-flesh, which has been re-animated back to life by an Arcane mixture of Magic and Science.

Golem is the ‘Mini’ Boss over the Zombie Army and his personal living quarters in Castlevania are in the Catacombs or Experimentation Laboratory of Castlevania.

Golem was first written-up as a MSH-RPG Conversion Character in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray Golem as able to face and defeat most high level ‘Super-Human’ Characters found in MSH-RPG.

Golem was not Randomly Rolled on the MSH-RPG Character Creation Table due to his publications in the various Castlevania Game Titles. His ‘Powers’ are considered as generally high in overall capability. Golem should be Role-Played with an extreme sense of aggression and hostility, but he is also extremely dim-witted and easily distracted.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, Golem is basically impeding the Infiltrating Player(s) from progressing in the Game. Golem is also a very powerful ‘Boss’ Character who holds a critical key or secret to defeating Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG, Golem may take advantage of virtually any tactic or course of action the GM and Player(s) can imagine. However, his intelligence (or Programming) is extremely low to prevent other Characters from controlling his mind. Golem has very limited memory and will forget details and events within a few moments.

The main behavioral difference with Golem, as compared to the other Castlevania Characters, is the GM may allow Golem to roam freely ANYWHERE on Castlevania Grounds.


Known Powers: Golem’s powers derive from him being an undead ‘Zombie’ creature who has been animated by Arcane Science and Mystical Wizardry.


Immortality: AM:50. Golem is considered as ‘Immortal’ since he is similar to an organic Robot. He has natural healing and regenerative properties, but for the most part he is similar to a machine that can be repaired by relatively any other Characters of PR:04 or better Reasoning.

As well, if Golem is rendered ‘DEAD’ with Zero Health Points he may revive himself ‘Automatically’ in 20 to 30 Game Rounds (2 to 3 Minutes). The only way to truly ‘Kill’ him is to pulverize his head and upper torso into liquid, or remove his internal organs and generators (Bio-mechanical Organs). And even still he is not ‘Permanently’ Dead since almost anyone can piece him back together.


Regeneration and Revival: UN:100. Golem has ‘Full-Fledged’ Regeneration where he can fully Recover, Re-grow, and Re-attach body parts as long as his head and upper torso are generally left intact after a severe injury. He may reset his own broken bones and dislocated joints with minimal effort or discomfort with an UN:100 FEAT.

However, his Regeneration functions similar to a Robot’s nanobot repair systems. He has to be exposed to recently deceased ‘Flesh’. He may ‘Absorb’ the Castlevania Zombies and Skeletons to repair his own damaged flesh. During such events Golem will add their Health directly to his own Health, up to his maximum of 300.

Golem may also re-attach any other flesh to his own body with an UN:100 FEAT. As an example; if his arm is severed off he will most likely try to replace his missing arm by ripping an arm off another Character. Golem also recovers 10 Health Points per Game Round regardless of his activity, allowing him Full Health recovery in about 3 to 4 minutes if he is rendered ‘Dead’ or ‘Defeated’.


Expanded Health and ‘Armor’: UN:100. Golem is simply ‘Tough’. To represent his extreme ‘Toughness’ he is not given ‘Armor’ per say, but he is given 3000 Heath Points.
(Yes… That’s 3 Thousand HP).

He will take damage from virtually all Attacks, but his flesh can reduce ALL and ANY damages. He only suffers a fraction of any Damages received, fairly much allowing his natural 300 Health to be as tough as 3000 Total Points.

To temporarily ‘Defeat’ Golem the Player(s) must reduce his 3000 Health down to Zero. And even still, Golem is not permanently ‘Dead’.

Golem may also withstand 1000 Points being removed from his extended 3000 HP without ill effects, such as Stuns, Slams, KO, etc. Notice his ‘Defense’ Rank at CL:1000. Golem may use this in place of his Endurance to resist combat inflicted injuries and effects.


Mobility Enhancements: Golem travels on foot like most other Characters.

- Run: 1 Area per Game Round: (Areas in 10-Foot Grids) and will not become exhausted.
- Sprint or Charge: 2 Areas Per Game Round. Will become exhausted in roughly 10 seconds of constant Sprinting.
- Swim: Golem can Swim 1 Area per Round and does not require breathable air.
- Climb / Crawl: 1/2 Area per Round. Golem can only ‘Climb’ moderate obstacles.
- Tunneling / Burrowing: 1/2 Area per Game Round through MN:75 grade solid mass.
- Jump, Leap, or Pounce: ummmm… not really worth mentioning; about 3 to 5 feet. Basically he can ‘Fall’ on you.


Enhanced Senses: TY:06. Golem may FEAT Roll his Sensory abilities to accommodate Any Environmental conditions at hand.


Weaponry and Combat:


Melee Combat and Fighting: VI:55 / MN:75 / UN:100 For Base Damage and Effects. Golem is a bloody, violent, vicious combatant able to deliver fatal carnage to any Player(s) that will actually engage with him in Melee Battle.

Golem also uses virtually any Melee Weapons he may get his hands on with outstanding impact. Any melee weapons he comes across may be used to inflict [+3CS] to his Base Damage and Effects, reaching FR:70 / AW:90 / SY:200 impact.

Naturally, such a weapon must be hearty enough to deal with Golem’s brute Strength and have a material durability of SY:200 or greater. Golem will normally use a heavy Chain-Mace or Massive Sledge-Hammer.


Ranged Combat: IN:40 / SN:60 / TR:85 For Base Damage and Effects. Golem can also use Ranged Attacks by hurling massive hunks of rock, ground, or virtually any other significant objects he can get his hands on.

Golem can only use such Range Attacks once every 3 Game Rounds; Basically 1 Round to find such objects, 1 more to heft it into a throwing position, and finally hurl it with some furious force behind it.

If no such objects are available to him, he can simply scoop-up a piece of ground and compress it into a dense boulder.

- FEAT Roll the entire Power Stunt on the ‘Fighting’ Rank at AW:90. (‘Find and Scoop’ is considered Automatic)
- Range: 50-Feet (5 Areas). Reduce impact by [-1CS] for every Area beyond 5 Areas.
- Area of Effect / Scatter Shots / Spread Blasts may cover 3-Area Grids.


Electric or Toxic Effects: IN:40 / SN:60 / TR:85 For Base Damage and Effects. Golem may charge-up any part of his body (or the surface of his skin) with an aura of Electricity or foul Toxic Radiation and use the Aura in various Power Stunts.

He is unable to use both Electricity and Toxic at the same time, and to swap from one mode to the other requires a Psyche FEAT (UN:100). The Aura is only functional with Melee Combat or ‘Touch’ contact. However, he can charge-up various hand held objects with his Electric or Toxic Aura.

- Blue: Total Failure. Electricity or Toxic Aura will not activate for 1 to 5 Game Rounds.
- White: Failure. Electricity or Toxic Aura will not activate and must be FEAT Rolled in the next Game Round.
- Green: Electric or Toxic Aura is Active with IN:40 intensity and potency. Will last for 10-Game Rounds.
- Yellow: Electric or Toxic Aura is Active with SN:60 intensity and potency. Will last for 5-Game Rounds.
- RED: Electric or Toxic Aura is Active with TR:85 intensity and potency. Will last for 1-Game Round.


Nullified Karma: UN:100. Golem’s actions are not morally tied to his ‘Karma’. He neither gains or loses Karma based on his actions. In Game Terms, his Karma registers as a ‘Robot’ and he is unable to use his Karma to boost his FEAT Rolls.


Talents:

None: Golem does not need ‘Talents’ to function in Game Mechanics. As well, his FEAT Rolls and Efforts cannot be ‘De-Buffed’ or reduced in effectiveness.


Drop Items: When the Player(s) manage to defeat Golem they will be awarded Karma Points, at which they may be allowed to invest into their Character based upon the GM’s set House Rules for Karma Investing.

Usually, the basis of this Karma Investing is used to raise one FASE/RIP or Power by one full Rank. Or possibly gain a single ‘NEW’ Power at GD:10 intensity that will grow and develop. This is considered as a ‘Permanent’ upgrade to the Player(s) Character, which is applicable to other Game Campaigns and should be Written into the Character’s permanent Profile and Concept.

Also, the Player(s) may use the Karma Reward to resurrect a Fallen Character back into the natural Earthly Coil of Existence. The freshly resurrected Character will normally ‘Re-Spawn’ at the Draw-Bridge of Castlevania in Full Health, Karma, and Capability.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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Castlevania’s Demitri



Castlevania Appearances
- Demitri, originating from German, British, French, Italian and American Revolutionary War Mythology, is generally not a signature Character of the Castlevania series. He is often mistaken as the ‘Headless Horseman’ in popular culture and literature; as well as in many Castlevania title releases.

Primary Abilities:

Castlevania’s Demitri

F: UN:100          | R: EX:20            | Race: ????           | Nationality: ????            |
A: IN:40           | I: AM:50            | Gender: Male         | Residence: Castlevania       |
S: FR:70           | P: SX:150           | Apparent Age: ????   | True Age: About 200 y/o      |
E: AW:90           | L: AS:80            | Eye Color:  Various  | Life Expectancy: Immortal    |
                   |                     | Hair Color: Various  | Species: Spectral Creature   |
Health: 300 / 300  | Karma: 300 / 300    | Blood Type: ????     | Archetype: Armor Tank-Knight |
                   |                     | Height: 12' 0"       | Primary Set: Athleticism     |
Initiative: GL:125 | Experience: SY:200  | Weight: 10,000 lbs   | Secondary Set: Melee Mastery |
Popularity: GD:10  | Appearance: MN:75   | Mass: 6 X 200 = 1200 | Epic Set: Darkness / Eldrich |
Resources : GD:10  | Conviction: GL:125  |                      |                              |
Job Rank  : EX:20  | Morality  : Evil    | ATTACK: MN:75        | DEFENSE: CL:1000             |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
FR:70 [+1CS]       | MN:75 [+0CS]        | MN:75 [+1CS]         | FR:70 [+0CS]                 |
                   |                     |                      |                              |

Game Origin:

Demitri, or the ‘Headless Horseman’ is usually cast as a ‘Mini’ Boss Character in some Castlevania Titles. This basically means that he is staged at the beginning of a particular chapter in Castlevania. Or in some Castlevania titles he is a ‘Patroller’ much like Cerberus and Golem; Roaming about freely on the grounds of Castlevania.

In many Castlevania Titles, Demitri can be reached by simply defeating a certain amount of Castlevania enemies and clearing various obstacles in a linear fashion. In this particular MSH-RPG Campaign the GM may “Release the Knight” at their whim; Allowing Demitri to hunt down the Player(s) in Castlevania.

During combative engagements with Demitri the Player(s) are unable to defeat Demitri permanently. All the Player(s) can do is slow him down or cause him to run away, in which he will attack again at a later time or after particular events take place in the game of Castlevania.

Normally, Demitri is cast as a Diabolical and Monstrous Knight of vast physical athleticism and extremely keen intelligence and cunning. Demitri is also typically portrayed as being a Headless Horseman, who has been resurrected back to life by evil and dark Magic.

Demitri is the ‘Mini’ Boss over the Calvary Knights and his personal living quarters are in the Abandoned Catacombs of Castlevania.

Demitri was first written-up as a MSH-RPG Conversion Character in 1990, along with Trevor Belmont as part of a Gaming Campaign. This Write-Up is intended to portray Demitri as able to face and defeat most high level ‘Super-Human’ Characters found in MSH-RPG.

Demitri was not Randomly Rolled on the MSH-RPG Character Creation Table due to his publications in the various Castlevania Game Titles. His ‘Powers’ are considered as generally high in overall capability. Demitri should be Role-Played with an extreme sense of aggression and hostility. He is also intelligent and extremely keen with various ‘Combat’ Arts and Talents.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, Demitri is basically impeding the Infiltrating Player(s) from progressing in the Game. Demitri is also a powerful ‘Boss’ Character who holds a critical key or secret to defeating Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG, Demitri may take advantage of virtually any tactic or course of action the GM and Player(s) can imagine. The main behavioral difference with Demitri, as compared to the other Castlevania Characters, is the GM may allow Demitri to roam freely ANYWHERE on Castlevania Grounds.


Known Powers: Demitri powers derive from him being a Spectral Creature who has been resurrected by Arcane Wizardry and Darkness Magic.


Immortality: UN:100. Demitri is ‘Immortal’ and ages too slowly for humans to measure and calculate.

Also, in the event that Demitri is actually ‘KILLED’ in Game Play his body will dissolve into burning ash and cinders, and he will re-manifest upon the Earthly coil of existence within 5 to 10 minutes.

Normally, Demitri will re-manifest back to life in a different location inside the perimeters of Castlevania. The GM may also have Demitri re-manifest at later times to pursue the Player(s)


Armor and Autonomy: SN:60. Demitri should be considered as having SN:60 True Invulnerability ‘Armor’ to ALL and ANY attacks inflicted upon him.

His base ‘Armor’ is derived from the Physical Materials of his Armored Knight Suit as well as his Spectral Energy body, which reinforces his ‘Armor’.

His SN:60 ‘Armor’ should be considered as a Base Default and Minimum Level of Armored Protection from ALL and ANY forms of Attack.

Demitri also has ‘Set’ invulnerability to various types of Attacks.

- UN:100 to Conventional Physical, Blunt, Bladed, Edged, and Kinetic based Attacks.
- MN:75 to Electrical, Magnetic, Radioactive, Acidic, Toxic, and other ‘Biological’ based attacks
- SX:150 to Temperature extremes of Hot and Cold, and Fire and Ice.
- SY:200 Invulnerability to Psychic, Illusionary, Sensory, Perception or Telepathic based Psychic Attacks.
- CL:1000 Invulnerability to Illness, Disease, Aging, Stress, Pain, Starvation, Suffocation, and similar ailments.

Demitri head does not contain any ‘Critical’ organs. Often, his knight’s helmet is hollow. His entire head is merely a cluster array of sensory input for vision, auditory, olfactory, and spectral radar senses. His central nervous system is located in his upper torso; encased inside a dense metallic skull, buried deep in his chest.

Demitri’s head can be removed or decapitated with zero penalties to his game play capability. Even without a head he will still retain his RIP, Karma, and sensory capabilities. In some combative events he will actually throw his head like a baseball.

He will often remove his own head in efforts of seeking out other suitable heads. He may re-attach virtually any head to his neck and shoulders. During such an event he will also gain that head’s various RIP, Karma, and sensory abilities added to his own.

Demitri has an internal and external skeleton, with his musculature attached to both skeletal systems. This allows Demitri to harbor a great deal of Physical Athleticism due to the enhanced leverage inside his body.

Demitri does not have an extensive digestive track or cardiovascular system. Instead, these internal organs are shrunk down in size and process Arcane, Spectral, Eldrich, and Darkness Magic energies.

When cleaved, Demitri does not bleed ‘Liquid’ blood. Instead a foul ‘Dust’ cloud is released that smells of Rotten Carrion. A Green Psyche FEAT is required to avoid violently vomiting for 1 to 10 Game Rounds.


Enhanced Senses: AM:50. Demitri may FEAT Roll his Sensory abilities to accommodate Any Environmental conditions at hand. He may re-attach virtually any head to his neck and shoulders. During such an event he will also gain that head’s various RIP, Karma, and sensory abilities added to his own.


Regeneration and Revival: AM:50. Demitri recovers lost Health and Endurance on the AM:50 level. He will regain 5 Health Points per Game Round, up to his maximum 300 Health, regardless of his activity and exertions.

He may not ‘Boost’ or Surge Heal himself, but in the event that he is rendered ‘Dead’ or ‘Defeated’ his corpse will begin to Regenerate back to life. This will usually take 50 to 100 Game Rounds (5 to 10 Minutes).

Demitri also has ‘Full-Fledged’ Regeneration where he can re-grow and re-attach critical body parts. He may also ‘Absorb’ or consume virtually any metals to repair his ‘Armor’. Demitri’s Armored Suit should be considered as part of his body.


Mobility Enhancements and FASE Increase: Demitri travels on foot with his FASE Ranks like most other Characters. However, he does have a simulated form of Super-Speed Running and Flight used for extensively long-range travel.

During Demitri’s long-range travels he may manifest an Armor Plated ‘Steed’ or ‘Horse’ capable of Super-Speed Running and ride this horse similar to a ‘Motor-Cycle’.

Manifesting and preparing his Steed requires 5 Game Rounds (30 Seconds) before he can ‘Take-Off’. Once Demitri un-mounts his horse the armored beast will immediately fade away into black dust and cinder smoke.

During Super-Speed Running (or Flight) Demitri is unable to engage into conventional ‘Combat’. He must slow down to moderate travel speeds to engage into conventional battle, or mounted ‘Horse-Back’ battle.

He suffers no penalties for ‘Road-Rage’ or Vehicular Combat with enemies who also have similar running abilities or travel powers.

Demitri and his Steed should be considered as a single unit, basically allowing him to increase his FASE and HP by [+3 Ranks] allowing him to have the following FASE.

- F: SY:200
- A: VI:55
- S: TR:85
- E: GL:125

- Health: 465


While on Horse-Back, Demitri’s attacks will normally incur [+3CS] more damage due to increased leverage.

Demitri Mounted on Horseback:

- Combative Running: 5 Areas per Round. (1 Area in 10-Foot Grids).
- Sprint or Charge: 8 Areas Per Round.
- Super-Speed Running: 15 to 25 Areas per Round. Roughly 80 to 120 MPH, such as a ‘Motor-Cycle’ or Vehicle.
- Ultra-Speed Running: About 200 to 220 MPH, such as Motor-Cycle. Accelerate to speed in 3 Game Rounds.
- Swim: 4 Areas Areas per Round. Surface Swimming only. The Horse will dissolve if totally submerged.
- Burrowing / Tunneling: 3 Area per Round through AM:50 Grade Solid Mass.
- Jump or Leap: 4 Areas (40-feet) per Game Round.
- Jump or Leap with Running Approach: upto 15 Areas (About 150-feet).

- Flight: Demitri may achieve AM:50 Air Speed and Aerobatics if he can hold a 200+ MPH ‘Bead’ over the land for approximately 30 to 40 seconds (5 to 6 Game Rounds).

His Horse’s body will ignite into Flame and Grow Pegasus Wings, thus Demitri can take to the air similar to an Airplane. Landing the Steed is much the same as Take-Off.

During Flight Demitri may achieve speeds of roughly 800 MPH (A little over Mach 1). Demitri may stay airborne for about 12 hours, and can only engage into Arial Combat such as a ‘Ace’ Dog-Fighter in a fixed wing aircraft.


Demitri’s Normal Mobility:

- Run: 4 Areas per Round: (1 Area in 10-Foot Grids) and will not become exhausted.
- Sprint or Charge: 5 Areas Per Round. Will become exhausted in roughly 9 minutes of continuous sprinting.
- Swim: 2 Areas Areas per Round. Demitri does not need oxygen and nullify submerged penalties.
- Burrowing / Tunneling: 1 Area per Round through AM:50 Grade Solid Mass.
- Climb / Crawl: 1 Area per Round and may cling to generally climbable textures and surfaces.
- Jump / Leap / Pounce: 2 Area (20-feet) per Game Round.


Weaponry and Combat:


Melee Combat and Fighting: VI:55 / MN:75 / SX:150 For Base Damage and Effects. Demitri is a bloody, violent, vicious combatant able to deliver fatal and lethal carnage to any Player(s) that will actually engage with him in Melee Battle.

On top of his ruthless violence, he is also formally trained in virtually all forms of Combat Arts, matching ANY and ALL Combat Talents imaginable. He may execute ‘ANY’ Combative Melee FEAT for offence or defense, and he may use virtually any weapons he may come across, even hi-tech guns, mounted cannons, large military vehicles… etc.

Hand held Ranged Weapons and Trajectory Powers are handled on his ‘Fighting’ not his ‘Agility’. This is to increase his probability of ‘Hit’ and induce more violent tactics from the Player(s) or GM.

Demitri also uses a very nasty Long Sword designed of SZ:500 Grade Materials. Demitri’s Sword is 10-feet long and the blade is nearly 1-foot wide. Every combative action with his sword should be considered as effecting an entire Area Grid.
(Areas measured in 10-Foot Grids or 10 X 10 X 10 Feet)

Demitri’s Sword may inflict damage that is [+4CS] over his Base Melee hitting Power, resulting in MN:75 / PH:95 / SY:200 Damage and Effect.

He may also Charge-up this Sword with ‘Darkness / Eldrich’ magic, allowing it to by-pass most forms of ‘Armor’ or ‘Intangibility’ defenses up to the SY:200 Rank.

Demitri’s Sword will dissolve into ash and smoke if it is taken away from him. It will re-materialize in his possession in the following 5 to 10 Game Rounds.


Ranged Combat: IN:40 / SN:60 / AS:80 For Base Damage and Effects.

Demitri uses Ranged Attacks on his ‘Fighting’ Rank (UN:100) Not his ‘Agility’. Do not argue the goddamned fuggen point since he gains [+12CS] to his ‘Agility’ reaching an UN:100 FEAT anyway.
(On the ‘Classic’ Table he gains [+3CS] still reaching an UN:100 FEAT)

Demitri may hurl, throw, fire, cast, launch, shoot, or simply send his Sword’s Darkness Magic into various trajectory and missal attacks.

- FEAT Roll on his UN:100 ‘Fighting’ or Boost ‘Agility’ to UN:100 for Ranged Trajectory and Missal attacks.
- Range: 200-Feet (20 Areas). Reduce Intensity by [-1CS] for every 5 Areas beyond 200-feet.
- Area of Effect / Scatter Shots / Spread Blasts / Explosive Missals may cover 2-Area Grids.


Demitri’s Battle Shield: CL:1000 to CL:3000. Demitri’s core Shield is a heavy-duty, thick plated battle Shield designed of CL:1000 Durability Grade Material. On top of that, when Demitri carries the Shield (Or any other common Shield he may come across) it is engulfed with Eldrich and Darkness Magic rendering it at CL:3000 Durability Material to ‘ALL’ and ‘ANY’ and ‘EVERY’ form of Damage of the cosmos or spectral realms.

Demitri may use the Shield to block ANY type of attack on his ‘Strength’ (FR:70) to withstand attacks of CL:3000 intensity.

- Blue: Auto Hit. His ‘Armor’ will take the Impact.
- White: Auto Hit. His ‘Armor’ will take the Impact, but Demitri is immune to Slam, Stun, KO, and KILL results.
- Green: withstand ANY attacks of SZ:500 intensity.
- Yellow: withstand ANY attacks of CL:1000 intensity.
- RED: withstand ANY attacks of CL:3000 intensity.

Life / Damage Drain: Demitri’s Shield also has a 20% probability to ‘Absorb’ any incoming attack damages and convert that Damage into ‘Health’ and recover his own HP.

This is handled on a secondary dice roll to his Normal Block FEAT with a single 10-Sided Dice landing on ‘0’ or ‘9’. The amount of Life / Damage (HP) Demitri gains is dependant upon his prior ‘Block’ FEAT.

- Blue: No Life / Damage Drain.
- White: 10% Life / Damage Drain. (Ranked Attack Damage X .1) or (Opponent’s Health X .1 in Melee Combat)
- Green: 25% Life / Damage Drain. (Ranked Attack Damage X .25) or (Opponent’s Health X .25 in Melee Combat)
- Yellow: 50% Life / Damage Drain. (Ranked Attack Damage X .5) or (Opponent’s Health X .5 in Melee Combat)
- RED: 75% Life / Damage Drain. (Ranked Attack Damage X .75) or (Opponent’s Health X .75 in Melee Combat)
- 100 RED: 75% Life / Damage Drain. No need to Roll the Single 10-Sided Dice for 20% probability.


Offensive Shield Battle Tactics: (Shield Charge) UN:100 / SY:200 / Sz:350 Damage and Effect.

Demitri may Power Stunt a Shield Charge in 2 manners.

- A Devastation Charge rolled on his Endurance evoking UN:100 / SY:200 / Sz:350 Lethal Damage.
- A Complex Charge of a Tackle, Pounce, Sword Strikes, etc. FEAT Rolled on his ‘Fighting’ with Normal ‘Melee’ impact. VI:55 / MN:75 / SX:150


Talents:

Total Combative Clairvoyance. Demitri has ALL and ANY and EVERY Combative Talent of the cosmos and spectral realms. In Game Terms he does not use ‘Talents’ to gain stackable [+CS]. He may simply use ANY combative Talents, both defensive and offensive, from his ‘Fighting’ Rank of UN:100 to represent his ‘Skill’.

Player(s) will abuse this ability and simply run all of Demitri’s FEATs at the UN:100 Rank. Thus, to use this Talent properly the Player(s) may only use this Talent in ‘Line of Sight’ Battle and Demitri must use Counter-Attacks and ‘Evasions’ for ALL defensive FEAT Rolls.


Drop Items: When the Player(s) manage to defeat Demitri, his primary ‘Drop Item’ is a smooth circular battle Shield made of CL:1000 Magic Metal Material. This item will become a ‘Unique’ Weapon (Power) to the Character who picks up the Shield. This Shield should be written into the Character’s permanent Profile Page.

The Shield can also gain ‘Magic’ or Spectral endowment, allowing the Character to gain ‘NEW’ Powers or enhance prior Powers based upon the Player(s) Karma Investing and the GM’s set House Rules for Karma Spending. At first the Shield will operate as a conventional Battle-Shield. Only it is extremely durable at CL:1000 Material.

To gain Demitri’s Shield as a ‘Drop Item’ is extremely rare. First the Player(s) must devise a ‘Luck’ Rank for their Character if they have not done so already. The ‘Luck’ Rank depicted in these Write-Ups is based upon the RIP Ranks averaged. (True Karma divided by 3).

Then the Player(s) must FEAT Roll their ‘Luck’ Ranks. (Normally the GM will Roll for the Players). The Player with highest ‘Luck’ FEAT will then roll an ‘Intuition’ or ‘Reasoning’ FEAT to find out if Demitri’s Drop Item is somewhere on his mammoth corpse.

And finally, the GM will roll another ‘Luck’ FEAT for the Player to discover if the Character received Demitri’s Shield as a ‘Drop Item’.

- Blue: a Sapphire Ring. Grants the Wearer to upgrade their ‘Endurance’ by [+1 Rank].
- White: Diamond Ring. Grants the Wearer to upgrade their ‘Agility’ or ‘Fighting’ by [+1 Rank].
- Green: Jade Green Ring. Imparts GD:10 Regeneration to the Wearer recovering 1 Health Point per Game Round.
- Yellow: Yellow Citrine Ring. Imparts EX:20 Invulnerability Armor (Magic Force Sheath) to the Wearer.
- RED: a Red Ruby Ring. Grants the Wearer to upgrade their ‘Strength’ or Attack ‘Damage’ by [+1 Rank].
- 100 RED: Demitri’s primary ‘Drop Item’…. His smooth circular battle Shield made of CL:1000 Magic Metal Material.

The Player / Character may only wear 1 of each Ring, totaling to 5 rings on 1 hand. As a GM hosting the Castlevania Game campaign the Player(s) will face Demitri multiple times.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost equals a 5-point rank bump, rather than a 10-point rank bump.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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MOTÖRHEAD
Castlevania’s Carmilla and Joachim
January 24, 2011 03:10PM
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Castlevania’s Carmilla



Castlevania Appearances
- Carmilla is one of the first ‘Female’ Vampire Characters to be portrayed in Gothic Fiction Literature. First published in 1872, by Author Joseph Sheridan Le Fanu, Carmilla is a character who seduces young women into the servitude of her Vampire Guild to become concubines for Dracula.

Later adaptations of the Character ‘Carmilla’ were portrayed in various Movies and Video Games, making the Character a Cult Icon of Popular Culture and Media.

Carmilla has had appearances in almost every Castlevania Title, but she was rarely cast as a Playable Figure. The Character ‘Carmilla’ has also gone by other various names and Demonic Female appearances.

Primary Abilities:

Castlevania’s Carmilla

F: SV:65           | R: SP:45            | Race: Caucasian      | Nationality: Romania         |
A: SP:45           | I: IN:40            | Gender: Female       | Residence: Castlevania       |
S: FN:35           | P: FR:70            | Apparent Age: 20's   | True Age: About 500 y/o      |
E: VI:55           | L: SP:45            | Eye Color:  Various  | Life Expectancy: Immortal    |
                   |                     | Hair Color: Black    | Species: True Blood Vampire  |
Health: 200 / 200  | Karma: 200 / 200    | Blood Type: ????     | Archetype: Stalker Scrapper  |
                   |                     | Height: 5' 8"        | Primary Set: Athleticism     |
Initiative: TR:85  | Experience: SZ:500  | Weight: 110 lbs      | Secondary Set: Melee Mastery |
Popularity: EX:20  | Appearance: MN:75   | Mass: 0 X 0 = 0      | Epic Set: Darkness Seduction |
Resources : RM:30  | Conviction: SX:150  |                      |                              |
Job Rank  : IN:40  | Morality  : Villain | ATTACK: TR:85        | DEFENSE: AM:50               |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
TR:85 [+0CS]       | TR:85 [+1CS]        | TR:85 [+0CS]         | AS:80 [+1CS]                 |
                   |                     |                      |                              |
Game Origin:

Carmilla’s Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion Character in 1990 as a primary antagonist to Trevor Belmont and his supporting Character Cast. Carmilla is considered as a contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Carmilla at the greatest potential of her career in thwarting the Belmont Clan.

Carmilla was not Randomly Rolled on the MSH Character Creation Table since she was generally considered as a Supernatural ‘Vampire’ harboring super-human athletic skills and a mastery over Seductive Magic. She is also a superb combatant while using violent brute force, athletic speed, and various weapons; primarily her Sword, Shield, and extendable Mace.

In many Castlevania Titles, Carmilla can be reached by simply defeating a certain amount of Castlevania enemies and clearing various obstacles in a linear fashion. Carmilla is a ‘Mini-Boss’ in this Castlevania Game Campaign. She is staged in the Sacred Chapel of Dracula’s Castlevania and once the Player(s) have breached her lair the GM may allow her to roam freely about the lands of Castlevania.

During combative engagements with Carmilla the Player(s) are unable to defeat her permanently. All the Player(s) can do is slow her down or cause her to run away, in which she will attack again at a later time or after particular events take place in the game of Castlevania.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, Carmilla is basically impeding the Infiltrating Player(s) from progressing in the Game. Carmilla is also a reasonably powerful ‘Mini-Boss’ who holds a critical key or secret to defeating Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG, Carmilla may take advantage of virtually any tactic or course of action the GM and Player(s) can imagine. The main behavioral difference with Carmilla, as compared to the other Castlevania Characters, is the GM may allow Carmilla to roam freely ANYWHERE on Castlevania Grounds once the Player(s) have breached her lair of the Sacred Chapel.

Another behavioral difference with Carmilla is she will consider joining forces with the Player(s) since she desires to confront Dracula and take a seat as his Bride to gain vast Power, both supernatural and in social authority. Since the Player(s) are unable to defeat Carmilla permanently she will revive from a defeat and be attracted to the Player(s) Power. Carmilla’s bloodlust for Power normally motivates her to make various decisions.

Upon her Defeat at the hands of the Player Character(s) she will try to negotiate a truce and offer herself as an ally and ‘Teammate’. It is the decision of the Player(s) to accept or deny her as a teammate.

However, If the Player(s) have taken on the Minotaur as a Teammate, Carmilla will gain an 80% probability of also becoming a ‘Teammate’ regardless of the Player(s) decision. This can only be over thrown if each Player Rolls an 80 or greater on a pair of Ten-Sided-Dice. If any one these Player FEAT Rolls are failed at 79 or less Carmilla will become a ‘Teammate’ to the Player(s) Quest.

If the Player(s) accept Carmilla as a teammate she will be a loyal comrade. However, she will be untrustworthy and should be played by the GM. The GM may have her attack the Player(s) after various events, such as Ruthlessly Killing various Castlevania Creatures or picking up various Castlevania Artifacts.

Her motives as a Character are to face Dracula in Single Combat and prove her Powers to Dracula, not to ‘Kill’ him. She will attempt to confront Dracula by taking sides with the Player(s). But her ultimate goal is to become Dracula’s Bride so she will gain more Power.

Some various events will also cause Carmilla to retaliate against her newly formed alliance, such as Player(s) conducting hostile actions against fellow ‘Vampires’. Other spectral — undead creatures, such as Werewolves, Zombies, etc, she could not care less about and she will attack them viciously with the Player(s).

Carmilla is also a ‘Guide’ Character who is familiar with the inner workings and lore of Castlevania. If she is part of the Player(s) Team her mere presence will give the Player(s) [+3CS] to various RIP and Karma FEATs. She may also inform the Player(s) of various hazards, strategies, and tactics to defeating various Castlevania Characters, as long as those Castlevania Characters are not ‘Vampires’.


Known Powers: Carmilla is a True-Blood Vampire. She was born as a Vampire and grew to embrace her Vampire Lineage. She has Supernatural Powers and Abilities far beyond the capacity of most Humans, and many ‘Super’ Humans.

On top of her Supernatural Vampire Power is she lusts for more ‘Power’ and pushes herself to gain more Power at every opportunity she can seize. In this Game Campaign she believes that her marriage to Lord Dracula will grant her greater Power, and the event will indeed grant her Greater Power. But she cannot ‘Kill’ Dracula since he will be the source of her extended Power.


Immortality: UN:100. Carmilla is ‘Immortal’ and ages too slowly for humans to measure and calculate.

Also, in the event that Carmilla is actually ‘KILLED’ in Game her body will dissolve into burning ash and cinders, and she will re-manifest upon the Earthly coil of existence within 10 to 20 minutes (100 to 200 Game Rounds).

The only way to Truly ‘Kill’ Carmilla is to expose her directly to Natural Sunlight. Reflecting Sunlight upon her is ineffective since she does not cast a reflection. She is also a ‘Day-walker’ in cloudy overcast or rainy weather.

Also, if she wears normal clothing over 100% of her body she will be protected. She has been able to conduct missions in broad daylight by wearing a full-body leather ‘Cat-Suit’ and a motor-cycle helmet with a mirrored face plate. If Carmilla is exposed to direct Natural Sunlight she will suffer 10 Health Points per Game Round until she can find some reasonable source of shade from exposure to the Sun.

Carmilla is entirely immune to other fabled weaknesses of the Vampire, such as; Holy Water, Religious Symbols and Trinkets, Wooden Spikes, Garlic, etc, etc. All these various attacks are all handled as regular attacks with no special effects.


Regeneration: UN:100. Carmilla’s primary defense to attacks and injuries is her Power over Regeneration. She will recover and heal 10 Health Points per Game Round regardless of her activity. This allows her to fully recover her 200 Health in about 20 Game Rounds (2 Minutes).

She also has ‘Full-Fledged’ Regeneration where she can Re-Grow and Re-Attach complex organs and tissues without medical attention. Fatal attacks to her Head and Upper-Torso can subdue her for longer periods of time. If her head is decapitated she may FEAT Roll her ‘Psyche’ (FR:70) to remotely control her headless body in an effort to Re-Attach her head.

Direct exposure to Natural Sunlight will nullify her Regenerative Powers on a 10-Point Scale.

- Broad Daylight between Dawn and Dusk: 10 Point Reduction to her Regeneration.
- Dawn / Dusk / Twilight Hour: 5 Point Reduction to her Regeneration.
- Night Hours: No Point Reduction to her Regeneration.
- Cloudy-Muggy Overcast: 2 Point Reduction to her Regeneration.
- Heavy Rain and Overcast: 1 Point Reduction to her Regeneration.


Vampirism: FR:70. Carmilla may convert ANY sentient living creature into a 2nd Generation Vampire (AKA a Converted Fledgling Vampire) with her bite or a transfusion of her Blood. Her Vampirism will also function with any other body fluid transferal, such as an open mouth kiss or sexual intercourse. However, she may voluntarily control her Vampirism in such events. With a transferal of Blood she does not have voluntarily control over her Vampirism.

But for Carmilla to actually convert another Character is rather difficult. Firstly, she does not use her Vampirism as a brutish weapon. She would rather seduce her prey and convert the other Character of his or her own willpower. Also, Carmilla’s mouth is not a brutish barrage of canine teeth and fangs.

Secondly, Carmilla only desires to convert certain individuals who impress her. Such Characters are often ‘Submissive’ in personality and are sexually attractive Females who Carmilla is able to retain her social influence over. Rarely would Carmilla convert a Male or Focused Female Character since such Characters are prone to fight and would eventually betray her.

Once Carmilla has bitten her prey, the potency of her Vampirism should be considered at the FR:70 Rank and must be purged by a Magic Spell or Medical Technology that can basically completely purify the victim’s blood. However, the process to become a Vampire takes some time.

Once bitten, the Victim Character will need to FEAT Roll their ‘Psyche’ or ‘Endurance’ (whichever is higher) to resist transforming into a Vampire. In Game Mechanics the Character will need to FEAT Roll against FR:70 intensity every 10 Game Rounds (Once every Minute).

If this ‘Psyche’ or ‘Endurance’ FEAT Roll is failed 10 of the Character’s Health or Karma Points become ‘Vampire’ Points. This process will continue every 10 Game Rounds (1 minute) until the Character’s entire Health and Karma brackets are entirely ‘Vampire’ Points.

If the bitten Character is willing to become a Vampire they still have to allow their Health and Karma Points to be converted at a rate of 1 HP or 1 KP per Game Round. This is a difficult process for the bitten Character as the sensation is that of ‘DEATH’ and the Character must ‘Force Fail’ a Psyche FEAT every 10 Game Rounds.


Bloodlust: FR:70. Unlike most Vampires, Carmilla does not need to drink Human Blood for sustenance. The Drinking of Blood simply allows her to maintain her current Powers (But not her FASE/RIP).

She only needs to drink about 1 pint of Human Blood per day to maintain her ‘Powers’ at their current capacity. And she may be completely deprived of Human Blood for approximately 5 weeks before her ‘Powers’ start to fade at a rate of 1 Intensity Point per Day. (Her FASE/RIP is not effected by Blood Starvation).

If Carmilla feeds heavily on Living Human Blood, consuming more than 1 Gallon of Living Blood per Day her Life Force and Powers will increase by [+1 Point] per Week, or Day, depending upon her increased intake. This is also cumulative to her ‘Earned’ Karma she may gain for conducting heinous activities to Noble, Heroic, and Angelic Characters.

Due to this Carmilla must be Role-Played by a set of ‘House Rules’ established by our Gaming Table where all the RPG Characters are part of 8 various Karma Pools.

- Angelic = 500 or Greater Karma
- Heroic = 300 or Greater Karma
- Noble = Any Karma Level.
- Neutral = Any Karma Level.
- Villain = Any Karma Level.
- Evil = 300 or Greater Karma
- Demonic = 500 or Greater Karma
- Chaotic = Any Karma Level. (This is a Special Karma Pool that operates similar Neutral Karma, not ‘Bad’ Karma)

When these House-Rules are applied to the Game Table ‘Good’ Guys earn Karma when they do ‘Bad’ Stuff to ‘Bad’ Guys, or vice-verse. The Characters normally Earn Karma that is equal to their defeated opponent’s True Karma.

Further Rules on these Karma Pools can be found in this Topic, under ‘Morality’.

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Also, Carmilla can not consume ‘Dead’ Blood or Synthesized Blood. When Carmilla feeds she requires Blood from her victim while the heart is still beating. This is because Carmilla is not truly drinking the person’s blood, but absorbing their life force through their blood. The blood (Liquid) will simply pass through her digestive track once she has absorbed the life energy from it.

Another manner of Carmilla consuming Blood (or Life Force) in a non-invasive manner is through sexual intercourse with Humans or other Vampires. She uses her abilities to seduce Male and Female partners, and her intent is usually not aimed at ‘Killing’. However, she does have many ‘Sex’ slaves in her servitude, which most are Converted Female Vampires and a few Males she has pummeled into submission.


Shape Shifting: UN:100. Carmilla may transform into a Bat, a Wolf, a herd of Snakes or a Cloud of Smoky Fog. Her abilities in Shape Shifting primarily augment her additional Mobility Powers so she may access difficult to reach locations.

Transformations take 1, 2, or 3 Game Rounds depending upon Green, Yellow, or RED scores. She may stay Shape Shifted in her animal forms for 10-minutes at a time (100 Game Rounds). For every minute beyond 10 minutes she will burn 1 Karma Point per minute.

Bat Form:
- True Flight of IN:40 Air Speed (About 40 to 50 MPH) and the ability to Boost to AS:80 in short bursts.
- Small and Difficult to Hit [-6CS] to any attacks directed at her while in Bat Form.
- Complete Darkness vision and senses while in Bat Form, uses a bat’s conventional ‘Sonar’ abilities.
- If Attacked during Bat Form Carmilla will immediately transform back into her humanoid form.

Wolf Form:
- Hyper Running of AS:80 Ground Speed, roughly 100 to 150 MPH without exhaustion.
- Increased Agility to MN:75 in Wolf Form. Fighting, Strength, and Endurance are each decrease by 15 Points.
- Heightened Senses allowing Tracking, Hunting, and Night Vision abilities at MN:75 Capacity.
- Extended water surface Swimming similar to her Hyper Running while in Wolf Form.

Snake Form:
- Becomes 50 individual snakes with each snake harboring 4 Health Points and straight DE:01 FASE.
- RIP Ranks are unaffected since the herd of snakes operates with a collective hive mind and perception.
- Complete and Total Wall Crawling on vertical and upside-down surfaces of virtually any texture.
- Complete submerged water mobility with no penalties.
- May pass through any opening of about 3-inches in diameter.
- Each Snake may deliver a GD:10 venomous bite or transfer her Vampirism at GD:10 effect and intensity.

Fog Form:
- True Flight of GD:10 Air Speed (About 10 MPH).
- Intangible to most Conventional Attacks and Injury.
- May Impede or Cloud her Opponent's Vision and Senses by [-5CS].
- May pass through any barriers that are not Air Tight or Air Sealed.
- While in Fog Form she may choke, gag, or suffocate others who Breath Air. She is roughly 1 full Area of Fog.


Mobility Enhancements: Carmilla normally travels on foot like most other Characters. Her Shape Shifting Forms allow her to have greater Map Mobility and Area Coverage.

- Run in Human Form: 4 Areas per Round. She will not get exhausted from continuous Running.
- Run or Swim in Wolf Form: 60 to 120 Areas per Round. She will not get exhausted in Wolf Form.
- Sprint in Human Form: 6 Areas per Round. She will get exhausted in about 5 Hours of continuous Sprinting.
- Swim in Human Form: 3 Area per Round. Carmilla does not need to breathe air.
- Swim in Snake Form: 5 Area per Round. Carmilla does not need to breathe air.
- Climb / Crawl: 2 Area per Round and may adhere to most Climbable Surfaces such as Rugged Rocks.
- Climb / Crawl in Snake Form: 3 Areas per Game Round and may adhere to any Texture Surface.
- Jump: 2 Areas (20 Feet) in a bound. Carmilla uses an apex Flip-Jump to clear the whole distance.
- Running Approach Jump: 4 Areas (40 Feet) in a bound.
- Fog Phasing: May pass through any barriers that are not Air Tight or Air Sealed.
- Fly in Bat Form: 30 Areas per Round. May boost to 60 Areas per Round once every 3 Game Rounds.
- Teleportation: MN:75 FEAT to Teleport 3 Areas (30 Feet). Often used with Complex Combative Moves, Actions, and Power Stunts.


Enhanced Senses: IN:40. Used directly from her Base ‘Intuition’ Rank, Carmilla may FEAT Roll her sensory perception to adjust her 5 Physical Senses to meet any environmental situation at hand.


Weaponry and Combat:


Seductive and Hypnotic Magic: SP:45 / SN:60 / MN:75. Carmilla uses her Seductive Magic on her ‘Appearance’ Rank (MN:75). She is extremely sexy and wickedly flamboyant with her entire persona. However, she cannot use illusions to alter her appearance or presence. Also, her Seductive Magic is only effective on ‘Humans’ or Characters who are sexually attracted to Humans.

Her Spell is considered as an ‘Automatic’ GREEN should other Characters simply look upon her, or otherwise sense her presence in the local vicinity. She is equally seductive to both Male and Female Characters regardless of sexual orientation. The Range of this Power is normally about 5-Areas (50-Feet).

Other Game Play mechanics are considered to this Power as it functions ‘Automatically’ with a GREEN intensity FEAT. Should Carmilla make ‘Eye to Eye’ contact with her target she may FEAT Roll her ‘Seduction Spell’ to increase her Sexual Potency to a score of Yellow or RED, while also increasing her base potency from SP:45 to SN:60 and onward to MN:75.

Other abilities of her Seductive Spell may be utilized through her voice in song or speech, dance and movement, and even with her odor and various chemical pheromones.

- Considered as an Automatic ‘Psyche’ Spell of SP:45 Potency at Visual Contact. Roughly 5-Areas (50-Feet)
- Used at the MN:75 Rank with Eye to Eye contact should she choose to reinforce the Spell with a Yellow or RED.
- Her Spell stimulates all 5 senses of any Human Based Character, Male or Female, regardless of sexual orientation.
- Once She has made a successful ‘Spell’ upon a Character they will obey her commands at [-2CS] to their ability.
- She may seduce up to 5 Targets simultaneously. For every Target over 5 Carmilla will receive [-1CS] penalty.

If a Target Character does not break her Seduction Spell within 10-Game Rounds (1 Minute) that Character will be completely infatuated and desire to have Carmilla change them into a fellow Vampire to become a ‘Permanent’ Servant and sex slave to her. The Spell of Seduction on a particular Character can be broken if Carmilla is attacked in any way shape of form.


Melee and Conventional Combat: IN:40 / SN:60 / TR:85 for base Damages and Effects. Despite her appearance as a delicate and feminine Female, and her very revealing attire, Carmilla is a powerful warrior harboring vast strength, speed, and skill.

She is experienced in virtually all forms of Conventional Combat equally matching any skills in the Unarmed Martial Arts of A, B, C, D, and E. However, she will favor the use of Lethal Weapons over unarmed battle.

If she is deprived of ‘Weapons’ her skill and style relies heavily upon striking based Martial Arts using Punches and Kicks, more so than Grappling Attacks. Carmilla is also extremely violent and cold-blooded in battle. She will favor ‘Fatal’ maneuvers.

Carmilla uses 4 Primary Weapons; Her Shield with a retractable Sword / Her extendable Mace / And standard unarmed combat tactics. Her Weapons amplify her base Damages and Effects as well as provide various tactical advantages for Conventional Combat.

All of her weapons are designed of Magically Enhanced materials giving them SY:200 Durability and ‘Nemesis’ effects to by-pass various Armor and Avoidance Defenses, such as ‘Turning into Smoke’. Basically, if her Weapons make contact with her intended Target, the Target ‘WILL’ take Damage up to UN:100 defense potency and Armor Penetration.

Carmilla may magically manifest her Unique Weapons at her whim. If the Weapons are removed from her possession they will dissolve into Ash and Black Smoke and be returned to her in 1, 2, or 3 Game Rounds based on a SV:65 FEAT Roll.

- The Shield: Block with SY:200 Strength and Capacity. The faceplate is covered with jagged Spikes and Jewels.
- ‘Fighting’ Shield Charge to inflict SN:60 Lethal Damage and hit up to 6 Multiple Targets within a 3-Area Grid.
- ‘Endurance’ Shield Charge to inflict VI:55 / MN:75 / UN:100 Lethal Damage to a single Target.
- Standard Shield ‘Swat’ or ‘Back-Hand’ to inflict IN:40 / SN:60 / TR:85 Damage with UN:100 Armor Piercing.

- Sword Strikes / Attacks inflict SP:45 / SV:65 / PH:90 Lethal Damage with SX:150 Armor Piercing.
- Multiple Hits allow her to execute up to 6 Combat Actions in 1 Game Round. Damage is divided among hits.

Her Mace has similar Damage Results as her Sword, but her Mace may be used to reach targets from 30-feet away by extending similar to a telescoping baton. She may also use her Mace as a Javelin, Bo-Staff, Pike, or Pole-Vault.


Other Magic Spells: RM:30. Carmilla may use virtually any magic spell or Power Stunt pertaining to the elemental generation of Ice / Fire / Kinetic Force / Darkness. Each of these masteries are operated at the RM:30 intensity level and may reach distances of about 30-feet (3-Area Grids) in range.

She uses these Spells on her Psyche Rank (FR:70) in place of the normal ‘Agility’ or ‘Fighting’ FEATs to determine the ‘To-Hit’ probability. She has mastered virtually all power stunts with her 4 elements; Ice / Fire / Kinetic Force / Darkness.

Various Spells:

- Trajectory Range Attacks at a range of 30-Feet (3 Areas).
- Explosive Scatter Shots or Area of Effect Attacks that fill a 3-Area Grid.
- Various containment fields or ensnaring traps.
- Life Drain and HP absorption Attacks (Darkness Only)


Talents:

Carmilla’s Talent Set does not give her stackable [+CS] to her FEAT Rolls since they are already listed in her various Power Sets and Primary Abilities. The Talent Set is simply listed to show what she genuinely excels at.

- Martial Arts Supremacy - Stealth - Archery / Ancient Weaponry - Infiltration - Resist Domination - General Survival - Animal Handling - Tracking - Emotion Control (Self) - Entrapment Escape - Spatial Awareness - Demonology / Magic Lore / Religious Doctrine - Navigation - Espionage - Seduction / Hypnotic - Multiple Languages: Roll a RED Reasoning FEAT to learn ANY Human Languages -


Drop Items: Carmilla, herself, as an ally is her Drop-Item when she is Defeated by the Player(s).

If the Player(s) accept Carmilla as a teammate she will be a loyal comrade. However, she will be untrustworthy and should be played by the GM. The GM may have her attack the Player(s) after various events, such as Ruthlessly Killing various Castlevania Creatures or picking up various Castlevania Artifacts.

Her motives as a Character is to face Dracula in Single Combat and prove her Powers to Dracula, not to ‘Kill’ him. She will attempt to confront Dracula by taking sides with the Player(s). But her ultimate goal is to become Dracula’s Bride so she will gain more Power herself.

Some various events will also cause Carmilla to retaliate against her newly formed alliance, such as Player(s) conducting hostile actions against fellow ‘Vampires’. Other spectral — undead creatures, such as Werewolves, Zombies, etc, she could not care less about and she will attack them viciously at the Player(s) side.

Carmilla is also a ‘Guide’ Character who is familiar with the inner workings and lore of Castlevania. If she is part of the Player(s) Team her mere presence will give the Player(s) [+3CS] to various RIP FEATs. She may also inform the Player(s) of various hazards, strategies, and tactics to defeating various Castlevania Characters, as long as those Castlevania Characters are not ‘Vampires’.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost is a 5-point rank, rather than a 10-point rank.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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Castlevania’s Joachim



Castlevania Appearances
- To Date, Joachim Armster has only made one appearance in the Lineage of Castlevania Video Games; “Lament of Innocence”. However, Joachim is the Character Persona of Dracula’s first transformed ‘Vampire’ Apprentice.

In Gothic / Horror Literature, Joachim Armster was a loyal apprentice to Lord Dracula. And Dracula eventually turned Joachim to the ‘Dark Side’. At first, Joachim indulged in his Vampire afflictions but after several 100 years Joachim became bitter with contempt toward Dracula.

Primary Abilities:

Castlevania’s Joachim (Telepathy and Telekinetic Mitigated FASE)

F: RM:30 (SX:150)  | R: AM:50            | Race: Caucasian      | Nationality: Romania         |
A: RM:30 (SX:150)  | I: SX:150           | Gender: Male         | Residence: Castlevania       |
S: GD:10 (SX:150)  | P: SY:200           | Apparent Age: 20's   | True Age: About 1000 y/o     |
E: RM:30 (SX:150)  | L: UN:100           | Eye Color:  Various  | Life Expectancy: Immortal    |
                   |                     | Hair Color: White    | Species: Converted Vampire   |
Health: 100 / 100  | Karma: 500 / 500    | Blood Type: ????     | Archetype: Stalker Scrapper  |
                   |                     | Height: 5' 8"        | Primary Set: Telekinesis     |
Initiative: SX:150 | Experience: CL:1000 | Weight: 150 lbs      | Secondary Set: Blade Mastery |
Popularity: FB:02  | Appearance: RM:30   | Mass: 0 X 0 = 0      | Epic Set: Darkness Telepathy |
Resources : AM:50  | Conviction: Sz:350  |                      |                              |
Job Rank  : AM:50  | Morality  : Demonic | ATTACK: SX:150       | DEFENSE: IM:25               |
                   |                     |                      |                              |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
SX:150 [+0CS]      | SX:150 [+0CS]       | SX:150 [+0CS]        | SX:150 [+0CS]                |
                   |                     |                      |                              |
Game Origin:

Joachim’s Castlevania Video Game Character was first Written-Up as a MSH-RPG Conversion Character in 2006 as a primary antagonist to Leon Belmont and his supporting Character Cast.

Joachim is considered as a contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. The Write-Up is intended to portray Joachim at the greatest potential of his lineage in thwarting the Belmont Clan and Battling Lord Dracula for World Dominance.

Joachim was not Randomly Rolled on the MSH Character Creation Table since he was generally considered as a spectral ‘Vampire-Wraith’ harboring vast Telekinetic and Telepathic abilities. His Physical Health and FASE Ranks are relatively irrelevant, but he should be considered as a Near Peak Pinnacle Human.

Joachim is also a superb combatant while using his Five Telekinetically Controlled Swords. These five swords levitate around Joachim’s body and he is able make various Ranged and Melee attacks while controlling the swords with his invisible telekinetic thoughts.

During combative engagements with Joachim the Player(s) are unable to defeat him permanently. All the Player(s) can do is slow him down or cause him to run away, in which he will attack again at a later time or after particular events take place in the game of Castlevania.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, Joachim is basically impeding the Infiltrating Player(s) from progressing in the Game. Joachim is also an extremely powerful ‘Mini-Boss’ who holds a critical key or secret to defeating Dracula, who is secure in Castlevania’s Lordship Tower.

Also, as part of a Table-Top RPG, Joachim may take advantage of virtually any tactic or course of action the GM and Player(s) can imagine. The main behavioral difference with Joachim, as compared to the other Castlevania Characters, is the GM may allow Joachim to roam freely ANYWHERE on Castlevania Grounds once the Player(s) have breached his lair in Castlevania’s Cemetery of Lament.


Known Powers: Joachim is an ancient and immortal Vampire, aging well into the 1000’s of years. Some Vampire experts would also classify Joachim as a Vampire Wraith. Over the term of his extensively long and hostile life he has developed his Vampire Powers into lethal forms of Telekinetic and Telepathic abilities.

Joachim can move objects and effect his environment with just his thoughts and mental energy alone. He has developed this ability to such an extent that he barely requires his flesh body (FASE). As an example, Joachim will normally levitate and fly rather than walk. In combat or hostilities his body appendages barely have any range of motion in his arms and legs, yet he flies, levitates, and hovers with tremendous speed, control, and accuracy.

In short, Joachim may execute virtually ANY Spell or FEAT imaginable with his SX:150 mastery over Telekinesis and Telepathy; simply making him ‘Omnipotent’ at the SX:150 Rank.

However, for this Game Campaign Joachim should not be Role-Played as though he is completely Omnipotent. This Write-Up is intended to portray Joachim as actually requiring some form of effort on his behalf.


Immortality: SX:150. Joachim is ‘Immortal’ and ages too slowly for humans to measure and calculate. In the event that Joachim is actually ‘KILLED’ in Game his body will dissolve into a black cloud of thick smoke and he will re-manifest upon the Earthly coil of existence within 5 to 10 minutes (50 to 100 Rounds).

The only way to Truly ‘Kill’ Joachim is to expose him directly to Natural Sunlight. Reflecting Sunlight upon him is ineffective since he does not cast a reflection. He is also a ‘Day-walker’ in cloudy overcast or rainy weather.

Also, if he wears normal clothing over 100% of his body he will be protected from the Sun’s Light. Joachim has been able to conduct missions in broad daylight by wearing a full-body suit and a helmet with a mirrored faceplate.

If Joachim is exposed to direct Natural Sunlight he will suffer 10 Health Points per Game Round until he can find a reasonable source of shade to protect himself from exposure to the Sun. However, Joachim’s total ‘Health’ also includes his Karma, giving him 600 Total Points where he can survive direct exposure to the Sun for 60 Game Rounds (6 Minutes). His first 100 ‘Health’ Points will burn off his Flesh Body and the remaining 500 ‘Health’ (Karma) will be his Dark Cloud ‘Ghost’ Form.

Joachim is entirely immune to other fabled weaknesses of the Vampire, such as; Holy Water, Religious Symbols and Trinkets, Wooden Spikes, Garlic, etc, etc. All these various attacks are all handled as regular attacks with no special effects.


Body of Solid Smoke: SX:150. Joachim has molecular density control over his body, allowing him to make his body as solid as a block of SX:150 Metal; or as soft and transparent as a cloud of ‘Smoke’.

He may use this power to automatically resist oncoming attacks at the MN:75 Rank by either brute ‘Armor’ resistance or allowing attacks to pass and phase through himself harmlessly.

By default, this acts as True-Invulnerability ‘Armor’ at the IN:40 and MN:75 Rank as a base minimum. Joachim may FEAT Roll this Power (SX:150) to increase his protective ‘Armor / Phasing’ by either making himself more dense or less dense.

- Blue: Total Failure, Joachim goofs up ‘BIG-TIME’ allowing his Health to be exposed with only IN:40 ‘Armor’.
- White: (No FEAT Effort) Failure, Joachim retains MN:75 True-Invulnerability ‘Armor’ to ALL and ANY attacks.
- Green: His ‘Armor / Phasing’ increases to AS:80 to ALL attacks for 15 to 20 Game Rounds.
- Yellow: His ‘Armor / Phasing’ increases to AW:90 to ALL attacks for 10 to 15 Game Rounds.
- RED: His ‘Armor / Phasing’ increases to UN:100 to ALL attacks for 5 to 10 Game Rounds.
- 100 RED: His ‘Armor / Phasing’ increases to SX:150 to ALL attacks for 1 to 5 Game Rounds.

He will be unable to FEAT Roll this Power consecutively again until his last ‘Spell’ has run its course.


Healing and Regeneration: SX:150. Joachim’s Regeneration is not ‘Automatic’. He must Power Stunt his ‘Body of Solid Smoke’ to restore his Damaged Health Points and Crippled Body Parts.

However, due to his ‘Body of Solid Smoke’ he is able to recover quickly from Lethal, Fatal, Decapitating, and Impaling injuries, reducing such attacks to mere ‘Stuns’ and ‘KO’ effects.

- Blue: Total Failure. No boost Healing.
- White: Recovers 15 Health instantly.
- Green: Recovers 30 Health instantly.
- Yellow: Recovers 45 Health instantly.
- RED: Recovers 60 Health instantly.
- 100 RED: Recovers 75 Health instantly.


Vampirism: UN:100. Joachim may convert ANY sentient living creature into a 2nd Generation Vampire (AKA a Converted Fledgling Vampire) with a transfusion of his body ‘Energy’ or Radiation.

Joachim may convert any living creature into a Vampire with extraordinary ease. All he has to do is become ‘Smoke’ and engulf the other Character within his fumes while burning 5 Karma and 5 Health Points into the other Character.

For the other Character to resist being converted into a Vampire they must have some form of Air-Tight protection, such as a Force Shield or Intricate Armor, or simply have an immunity to Vampirism Effects.

Joachim’s Vampirism infection is also much faster than most other Vampires. He is able to convert another Character’s Health and Karma Points at a rate of 5 Points per Game Round. And the Character must FEAT Roll both their Endurance and Psyche every Game Round against UN:100 Magical ‘Infection’ to simply hang on to those 5 Points of their Karma or Health.

Each time the Character Fails their Endurance or Psyche FEAT 5 Points of their Health or Karma will become ‘Vampire’ points until the Character is completely consumed by the infection, thus, creating a ‘Newly’ born and incarnated Vampire.

However, Joachim has a 99% probability of choosing to not convert other Characters into Vampires. Joachim is adamantly convinced that being an Immortal Vampire is a Curse since he cannot move onward with his immortality. Even though he completely ‘Evil’ with a total lack of moral fiber; He would rather simply ‘Kill’ his enemy in a mortal death match.


Bloodlust / Life Drain: AM:50 for base Intensity and Effects. Unlike most Vampires, Joachim does not need to drink Human Blood for sustenance. He has evolved beyond ‘Blood’ consumption and may simply ‘Drain’ the Health and Karma from other Characters with skin to skin contact.

To do so, Joachim must make a successful skin to skin ‘Touch’ with another living Character. This simple Touch will place an AM:50 Intensity Psyche ‘Stun’ on the other Character. Then he must FEAT Roll his ‘Life Drain’ Power to devour that Character’s life essence.

Joachim may consume 20, 50, or 80 Health Points (or Karma Points) per FEAT roll and add the points directly to his own Health or Karma up to his maximums. He may even Drain Karma Points to replenish his Health Points, or vice-verse.

This ‘Spell’ is considered as a ‘Psychic’ Attack and may be resisted on the Psyche Rank, similar to an Endurance FEAT. It can not be resisted with Conventional Physical Efforts once Joachim has ‘Touched’ the other Charter.


Mobility Enhancements: Joachim Levitates and Hovers about with uninhibited True-Flight, even though he can ‘Walk’ and get around in the traditional manner.

He may also Teleport to suffice for his long-range travel needs. He may reach virtually any location on Earth via Teleport at the SX:150 capacity. Both his Flight and Teleportation are handled at SX:150 for Speed, Acceleration, Accuracy, and FEAT.

For the most part Joachim’s map mobility and travel power is completely uninhibited. However, the GM and Player(s) will still need to use his basic ‘Mobility’ for various Game Mechanics.

He can cover 3 Areas per Game Round in any direction He chooses.

- Run / Jump / Fly / Swim / Climb / etc: 3 Areas per Round. Joachim simply Levitates about the Map.


Enhanced Senses: SX:150. Used directly from his Base ‘Intuition’ Rank, Joachim may FEAT Roll his sensory perception and adjust his Senses to meet any environmental situation at hand. Joachim also has Spectral and Netherworld Awareness, fairly much allowing him ANY forms of Extra Sensory Perception he may need.


Weaponry and Combat:


Telekinetic Swords: AM:50 / UN:100 / SX:150 for Base Damage and Effects. Joachim’s primary weapon is his Five Swords he has hovering about himself at all times. These Five Swords are carried by his Telekinetic ‘Force’ Power and he basically has them ‘Fly’ at targets to slice ‘n’ dice or hack ‘n’ slash with Bladed, Blunt, Edged, and ‘Darkness’ Eldrich Damage under his Telekinetic Control.

The Five Swords are simple conventional ‘Broad-Swords’ designed of AM:50 Durability Material. His Telekinetic Force Powers reinforce their durability to the SX:150 Caliber.

Should Joachim lose a Sword or have them broken he may replace and re-materialize the Swords with various materials in his local vicinity with an AM:50 FEAT Roll. It is very common that Joachim will shatter his Swords while making various Attacks and Maneuvers.

He uses his Five Telekinetically Controlled Swords at the SX:150 caliber to suffice for his combative FASE FEAT Rolls. Basically, he uses these Swords at the SX:150 Rank for all FEATs and Declared Actions.

The Five Swords will inflict AM:50 / UN:100 / SX:150 ‘Damage’ (Bladed / Energy / Force / Eldrich) based upon how many attacks each individual Sword may land on a given Target. Joachim may use ‘Rapid-Fire’ attacks or ‘Charge-Up’ a single Haymaker Strike.

In Game Mechanics he will still only incur AM:50 / UN:100 / SX:150 ‘Damage’.

- Used at SX:150 Rank for all FEATs
- Range and Trajectory ‘Missal’ attacks reach up to 20-feet (2 Areas)
- Scatter Blasts and Area of Effect attacks may effect all Targets in a 2 Area Grid
- Place the Five Swords into a ‘Star’ or ‘Pentagram’ pattern and use as a frontal battle shield of SZ:500.


Base Telekinetic Power: AM:50 Intensity with SX:150 FEAT Rolls. Joachim usually needs a physical object, vessel, tool, weapon, or device to enhance his Telekinetic Powers beyond AM:50 Intensity.

Otherwise, his Telekinetic Powers should be considered as ‘Kinetic-Force’ he may use for virtually any FEAT or Stunt imaginable at the AM:50 Caliber.


Telepathy: SX:150. Joachim can read the thoughts of other Characters with SX:150 Capability. But over his 1000+ years of life he simply has no need to read another Character’s thoughts as their plans and plots are simply irrelevant and futile chaotic psychobabble with no decisive resolve.

Instead, Joachim has focused his Telepathy into a simulated form of ‘Probability-Control’. This Power allows Joachim to Read his Dice-Rolls with the high number first, regardless of the set Table Rules to read a specific colored Dice as the 10’s Digit and the 1’s Digit.

Joachim has mastered this ability to such a degree that he simply ‘Will Not Fail’ a FEAT Roll if his Target is unaware of his presence in the local vicinity. This gives Joachim an ‘Automatic’ Green Score in such situations, and he would only Roll the Pair of 10-Sided-Dice to increase his Score from Green to Yellow or RED.


Talents:

Omnipotent Clairvoyance: Joachim does not need ‘Talents’ to function in Game Play. He may use his Telepathy and Telekinetic Powers to suffice for virtually any FEAT or Declared Action he may attempt at the SX:150 Rank.


Drop Items: Joachim’s Drop-Items are 5 Simple Silver Rings on worn on his left hand. Each time the Player(s) manage to defeat Joachim he will drop one of the Silver Rings.

Each Ring by itself is completely inert and holds no special abilities or powers. But, once all 5 Rings are worn together on a Player Character’s hand the Character will be endowed with 5 distinct Powers.

- Telekinetic ‘Force’ Generation and Manipulation at GD:10 Power Rank. May use Karma Investing to build it up.
- Telepathic Communications and Psyche Reading at GD:10 Power Rank. May use Karma Investing to build it up.
- Eldrich / Darkness Magic and Various Spells at GD:10 Power Rank. May use Karma Investing to build it up.
- Light / Holy Magic and Various Spells at GD:10 Power Rank. May use Karma Investing to build it up.
- A Cryptic Key to Opening Lord Dracula’s Lordship Tower.

IF Dracula is Defeated the Rings will dissolve and return with him into the depths of the Netherworld.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost is a 5-point rank, rather than a 10-point rank.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

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TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD
Castlevania’s Grim Reaper
January 25, 2011 03:17PM
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Castlevania’s Grim Reaper



Castlevania Appearances
- The Grim Reaper is possibly one of the most recognizable Figures of Gothic / Horror Fiction and Abstract Literature. The Grim Reaper is depicted as the very embodiment of ‘Death’. Usually the Grim Reaper has very consistent illustrations and characteristics, which are renowned worldwide as common knowledge.

Various depictions of the Grim Reaper have been artistically included into every single Title of the Castlevania Franchise. The Character’s persona and role changes depending upon the particular Castlevania Title, however, certain elements have been consistent in the heritage of Castlevania.

Primary Abilities:

Castlevania’s Grim Reaper

F: GL:125           | R: GL:125           | Race:   Variable     | Nationality:    ????         |
A: GL:125           | I: GL:125           | Gender: Variable     | Residence:     Castlevania   |
S: GL:125           | P: GL:125           | Apparent Age: N/A    | True Age:        Immortal    |
E: GL:125           | L: GL:125           | Eye Color:  Variable | Life Expectancy: Immortal    |
                    |                     | Hair Color: Variable | Species:   Spectral Anomaly  |
Health: 500 / 50K   | Karma: 500 / 500    | Blood Type: Variable | Archetype: Incarnate Entity  |
                    |                     | Height: Variable     | Primary Set:   Darkness      |
Initiative: SZ:500  | Experience: CL:5000 | Weight: Variable     | Secondary Set: Darkness      |
Popularity: CL:1000 | Appearance: UN:100  | Mass: 0 X 0 = 0      | Epic Set:      Darkness      |
Resources : N/A     | Conviction: CL:1000 |                      |                              |
Job Rank  : N/A     | Morality  : Neutral | ATTACK: SZ:500       | DEFENSE: GL:125              |
                    |                     |                      |                              |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
SZ:500 [+1CS]       | SZ:500 [+1CS]       | SZ:500 [+1CS]        | SZ:500 [+1CS]                |
                    |                     |                      |                              |
Game Origin:

Castlevania’s representation of the Grim Reaper was first Written-Up as a MSH-RPG Conversion Character in 1990 as a primary antagonist to the Belmont Clan and other Castlevania Characters. The Grim Reaper is considered as a contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. This Write-Up is intended to portray The Grim Reaper in the fictional world of Castlevania.

The Grim Reaper was not Randomly Rolled on the MSH Character Creation Table since the Character was generally considered as a Supernatural Incarnate Entity harboring vast Magical Powers over the cosmos and spectral realms, making the Entity nearly Omnipotent in every conceivable manner.

In the fictional world of Castlevania the Grim Reaper can be reached by simply playing the Game in a linear fashion. The Grim Reaper is often staged directly before or directly after the Player(s) Quest to defeat Dracula.

The Grim Reaper’s role as a Character Persona is in servitude to Dracula by a mutual pact to make Dracula entirely immortal. This pact between Dracula and The Grim Reaper allows The Reaper to keep Dracula immortal and employ him as an agent to help maintain the balance of Life and Death in the infinite cosmos and spectral reams.

In a simplified mannerism, Dracula is the Grim Reaper’s bus ticket into the Earthly Realm, in a very direct fashion.

During combative engagements with the Reaper the Player(s) are unable to defeat the Reaper permanently. All the Player(s) can do is slow the Reaper down or cause the Reaper to run away, in which he will be confronted again at a later time or after particular events take place in the game of Castlevania.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, the Reaper is basically impeding the Infiltrating Player(s) from progressing in the Game. The Reaper is also an extremely powerful ‘Boss-Character’ who holds a critical key or secret to defeating the game of Castlevania. In short, the Reaper is one of the final ‘Boss-Characters’ in the Game.

The Reaper is not an over zealous Character who is eager to jump into battle at a mere whim. While the Reaper is the harvester death his true role as a Cosmic Entity is that of balancing Life and Death in the infinite Cosmos and Spectral Realms.

The Reaper does not have the temperament to deal with individual mortals and their squabbling trifles. The Reaper is concerned with much, much, greater concerns of the Cosmos. However, Lord Dracula and Castlevania are part of the Reaper’s concerns since Castlevania may be used as a conduit between Earth’s Realm, the Spectral Realm, and the rest of the Infinite Cosmos.

This ‘Conduit’ allows the Reaper easier access to select Realms that would normally impede the Reaper’s progress in his functions as ‘DEATH’. Yes, even an entity as infinitely powerful and omnipotent as the Reaper has responsibilities to manage certain aspects of the Cosmos. And a ‘Short-Cut’ is often welcomed by such entities.

The Reaper will often overlook the Player Characters as insignificant until they become a threat of collapsing Castlevania and his ‘Conduit’ between worlds. While such an event may seem extraordinarily insignificant to the grand scheme of the universe, the Reaper relies on such establishments to help balance the entire Cosmos.

When Castlevania or Dracula comes into peril the Reaper will intervene to protect his investments and tools. The Reaper has also ‘Cashed-In’ on similar investments across the Cosmos. In such events the Reaper may release wide spread mayhem, chaos, and Death across entire Galaxies in efforts to re-establish balance in the Universe.

Also, in such events other Cosmic Entities will also become involved and intervene. Almost all these Cosmic Entities must take incarnate forms to handle situations in the mortal realms.


Known Powers: For the sake of simplicity, the Reaper is a completely ‘Omnipotent’ cosmic entity who may use ALL Spells, Powers, and Feats of the imagination. However, in this Write-Up the Reaper is at a rather pessimistic stage of his existence.

The Reaper basically takes on an incarnate form and descends into the mortal realms, where his True Power is greatly hampered. This Write-Up is intended portray the Reaper in that limited form. Otherwise the Reaper is completely ‘Omnipotent’ at the CL:5000 Rank.


Immortality: CL:5000. The Reaper is entirely immortal and does not age at all. The Reaper’s existence is infinite. However, his incarnate form can be ‘Killed’ which simply impedes the Reaper where he must re-manifest upon the Earthly Coil of existence.


Expanded Health: CL:1000. Instead of having a huge, complicated list of protective powers, armor, regeneration, or damage modifiers the Reaper simply has 50,000 Health Points to represent such powers.

Once these 50,000 Health Points have been depleted the Reaper may re-manifest upon the Earthly Coil in a matter of minutes, or hours, or days, or whatever. It is up to the Reaper to decide if Castlevania is worth the effort of saving or simply moving on to a different endeavor.


Immunity / Invulnerability: CL:1000. The Reaper is virtually invulnerable to ALL and ANY effects placed upon him, such as Stun / Slam / Kill / KO Results and any other effects such as mental control, illusions, sensory depravation, vampirism, illness, magic alteration, or any other effects which would otherwise alter his behavior.


Weaponry and Combat:


Four Horsemen of the Apocalypse: CL:1000 divided into Four manifestations (Blasts) of SY:250 power each. These are basically Cosmic / Eldrich / Energy Spells or Power FEATs the Reaper must use while in his incarnate form in the mortal realms.

Used at GL:125 Ability for FEAT Rolls, the Reaper my evoke GL:125 power blasts every single Game Round or he may ‘Charge-Up’ a blast to SY:250 intensity with 1 Game Round of concentration.

- Conquest: GL:125 to SY:250 Blasts of Psychic Control / Lightning / Gravity / Quantum Unified Energy.
- War: GL:125 to SY:250 Blasts of Fire / Ice / Kinetic Force / Bladed.
- Famine: GL:125 to SY:250 Blasts of Eldrich Aging / Toxins / Disease / De-Buffer.
- Death: GL:125 to SY:250 Blasts of Health Drain / Karma Drain / Darkness / Nemesis Energy.

The Reaper’s ‘Blasts’ may reach a full range of 100-feet (10 Areas) with Scatter Effects to cover 3 Area Grids while inside the confines of Castlevania. If this Character Profile Page is used outside of the Castlevania Campaign the Reaper’s range is considered as ‘Unlimited’ where he can basically blast a star out of the sky from 999,999,999,999 Ba-Jillion / Go-Zillion / Mo-Billion miles away.


Mobility Enhancements: GL:125. Flight and Teleportation.


Talents:

The Reaper does not need ‘Talents’ but for this Campaign Profile Page he may use ANY Talent imaginable at GL:125.


Drop Items: The Reaper will drop one Gold ‘Halo’ Ring each time the Player(s) reduce his Health Down to particular benchmarks in his 50,000 Health Points. This is measured in increments of 5000 Points.

Each time the Reaper’s Health takes 5000 Points of Damage the GM should Roll a single 10-Sided-Dice to randomly choose one of the Rings to Drop from the Reaper.

The Player(s) must decide how to distribute the Halo Rings among their Team of Characters or the GM may randomly select the Player(s) Characters.

When the Reaper’s Health is damaged to the values listed he will ‘Drop’ a Gold Halo Ring.

45,000
40,000
35,000
30,000
25,000
20,000
15,000
10,000
5,000
The Reaper is Defeated.

These ‘Halo’ Rings may be worn upon any part of the Player Character’s body since they will magically adjust to various sizes, such as a Crown, Finger Ring, Bracelet, Necklace, etc, etc.

However, once a Gold Ring is worn it will dissolve any other Castlevania Drop Items that were previously worn as ‘Jewelry’ to enhance Powers and Abilities.

- Halo of Ares: Character’s Fighting Rank increases by 50 Points or Becomes UN:100. (whichever is higher)
- Halo of Hermes: Character’s Agility Rank increases by 50 Points or Becomes UN:100. (whichever is higher)
- Halo of Hephaestus: Character’s Strength Rank increases by 50 Points or Becomes UN:100. (whichever is higher)
- Halo of Zeus: Character’s Endurance Rank increases by 50 Points or Becomes UN:100. (whichever is higher)
- Halo of Athena: Character’s Reasoning Rank increases by 50 Points or Becomes UN:100. (whichever is higher)
- Halo of Artemis: Character’s Intuition Rank increases by 50 Points or Becomes UN:100. (whichever is higher)
- Halo of Hades: Character’s Psyche Rank increases by 50 Points or Becomes UN:100. (whichever is higher)
- Halo of Eros: Increase each FASE/RIP by 10 Points. Health Gains 40 additional points / Karma Gains 30 additional points
- Halo of Poseidon: Character’s Health Point Bracket is Multiplied by 10 granting Expanded Health. FASE Ranks do not Increase.
- Halo of Dionysus: Character’s Karma Point Bracket is Multiplied by 10 granting Expanded Karma. RIP Ranks do not Increase.

These Gold Halo Rings are not permanent additions to the Player Character(s) and the Rings will dissolve in one hour (600 Game Rounds) once a Player Character wears them.

However, some of the Halo Ring’s Raw Power will stay with the Character and the specific FASE/RIP attribute the Halo Ring enhanced will be permanently upgraded by 20 Points.

With the Halo Ring of Eros the Characters entire FASE/RIP will increase by 5 Points, making a total of 20 Additional Health Points and 15 Additional Karma Points.

With the Halo Rings of Poseidon and Dionysus, the Character’s Health and Karma will permanently gain 30 Points each. The Player(s) must distribute the 30 HP and 30 KP among their FASE/RIP Ranks so their HP and KP match their FASE/RIP totals.

This should be written into the Character’s Profile as a ‘New’ Power or explanation of increased ability.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost is a 5-point rank, rather than a 10-point rank.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

[www.classicmarvelforever.com]






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Expanded MSH Table
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Edited 1 time(s). Last edit at 01/25/2011 03:27PM by TankerAce.
Castlevania’s Lord Dracula
February 03, 2011 02:26PM
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Castlevania’s Lord Dracula


Castlevania Appearances
- The entire Castlevania Franchise is based upon Lord Dracula and his immense Castle which acts as a very complex fortress that leads to other Realms and Dimensions of the infinite Cosmos.

Dracula has been attributed to many literary genres including vampire literature, horror fiction, gothic fiction, and invasion literature. Lord Dracula of Castlevania is based upon Bram Stoker's character in the novel of the same name, which was in turn most likely named for Vlad Dracula III of Wallachia.

Castlevania’s Lord Dracula draws some history from both, but instead of preying upon maidens Castlevania’s rendition of Dracula threatens entire Worlds and Realms with his armies. Castlevania’s Lord Dracula is also portrayed as the very embodiment of Evil.

However, Lord Dracula is capable of loving and compassionate relationships and despite their differences, Dracula is very fond of his son Alucard.

Primary Abilities:

Castlevania’s Lord Dracula

F: SX:167           | R: SX:166           | Race: Caucasian      | Nationality: Transylvania    |
A: SX:166           | I: SX:167           | Gender: Male         | Residence:   Castlevania     |
S: SX:166           | P: SX:167           | Apparent Age: 40's   | True Age: 3000 to 4000 y/o   |
E: SX:167           | L: SX:166           | Eye Color:  Red      | Life Expectancy: Immortal    |
                    |                     | Hair Color: White    | Species:   Spectral Anomaly  |
Health: 666 / 666   | Karma: 666 / 666    | Blood Type: ????     | Archetype: Incarnate Entity  |
                    |                     | Height: 7' 1"        | Primary Set: Demonic Sorcery |
Initiative: SZ:500  | Experience: CL:3000 | Weight: 250 lbs      | Secondary Set: Darkness      |
Popularity: CL:3000 | Appearance: SX:150  | Mass: 1 X 5 = 5      | Epic Set: Hell-Fire Sorcery  |
Resources : SX:150  | Conviction: SZ:500  |                      |                              |
Job Rank  : SZ:500  | Morality  : Demonic | ATTACK: Sz:350       | DEFENSE: SX:150              |
                    |                     |                      |                              |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:     | COMBAT STAMINA:              |
Sz:350 [+0CS]       | Sz:350 [+0CS]       | Sz:350 [+0CS]        | Sz:350 [+0CS]                |
                    |                     |                      |                              |

Game Origin:

Castlevania’s representation of Lord Dracula was first Written-Up as a MSH-RPG Conversion Character in 1990 as a primary antagonist to the Belmont Clan and other Castlevania Characters. Lord Dracula is considered as a contemporary Character meant to be Role-Played on TSR’s Expansion rules for MSH-RPG. This Write-Up is intended to portray Lord Dracula in the fictional world of Castlevania.

Lord Dracula was not Randomly Rolled on the MSH Character Creation Table since the Character was generally considered as a Supernatural Incarnate Entity harboring vast Magical Powers in the study of sorcery, making Lord Dracula nearly Omnipotent in every conceivable manner.

In the fictional world of Castlevania, Lord Dracula can be reached by simply playing the Game in a linear fashion. Lord Dracula is often staged directly before or directly after the Player(s) encounter with ‘Death’ or The Grim Reaper. Lord Dracula is normally staged in the Lordship Towers of Castlevania.

Lord Dracula’s role as a Character Persona revolves around World Dominance and re-writing all of humanity into his perception of Global Authority and Social Order. To do this task Lord Dracula uses his sorcery to raise the dead and build his immense Castlevania. The Castle itself becomes a sudo-living organism and eventually becomes strong enough to cast Lord Dracula’s influence worldwide.

Lord Dracula also has extensive relationships with the Cosmic Entities of Death, Eternity, and Maphisto (Satan / Lucifer). In many literary fiction novels, Lord Dracula is also portrayed as a Fallen Angel who incarnated into human form, and despite his divine conviction and heritage from heaven, Dracula becomes corrupted by humanity.


Game Play and Behavior: In the Digital Video Game releases of Castlevania, Lord Dracula is commonly the final ‘Boss’ and last stage of the Game. Upon defeating Lord Dracula the Game’s ending credits are normally presented.

In other Titles of Castlevania, the Player fights a ‘Fake’ Lord Dracula and by the very virtue of defeating the ‘Fake’ Lord Dracula the Player’s Character becomes Lord Dracula to rule over Castlevania with absolute authority.

And in some versions of Castlevania the Player(s) infiltrate to Lord Dracula’s lair and are soon informed that Lord Dracula was held as a prisoner inside Castlevania, and all the enemies the Player(s) defeated were in place to ensure Dracula could not escape. Thus, the Player(s) just released all Hell on Earth.

In final regards to the completion of Castlevania the themes are usually based upon ethical dilemmas and the duality of mankind’s moral behavior. Often the general theme of Castlevania is based around Humanity’s un-clairvoyant perceptions and their enviable self-destructive behavior.

During Castlevania Game Play, Lord Dracula is rather passive in his Castle, staying secure in his tower; almost allowing the Player(s) to reach his stage with relative ease. Then the Player(s) must engage into single combat with Lord Dracula.

During the final battles of Castlevania, Lord Dracula uses a wide array of sorcery spells and fairly much avoids direct and conventional battle strategies. Lord Dracula may also have multiple forms, which each form uses various battle methods.

With this version of Lord Dracula, he does not incarnate into multiple creatures and monstrosities. The Player(s) must simply defeat him. However, this task is rather difficult since Lord Dracula is virtually immune to all kinds of attacks.

By defeating Lord Dracula, his Castlevania will also fall and relinquish his magic and influence he held over the world. However, Lord Dracula will not be permanently ‘Defeated’ and will rise again. Often, Lord Dracula’s resurrection is assisted by various Priests in the Order of ‘Shaft’. The Priest of Shaft will normally desire to raise Dracula in efforts to purify Humanity.

Lord Dracula is also a servant of the Cosmic Entities. He bargained a pact of servitude to the Cosmic Entities for his Immortality and Power. Lord Dracula is to be Role-Played as serving the greater good of the Cosmos deemed fit by the Cosmic Entities. Normally, this incurs that Lord Dracula must purify the mortal realms. His goals are not to destroy ‘Life’ but force it into submission to the collective will of the Cosmic Entities.


Known Powers: For the sake of simplicity, Lord Dracula is completely ‘Omnipotent’ with his mastery over magical, cosmic, and spectral sorcery. He may use ALL Spells, Powers, and Feats of the imagination.

However, in this Write-Up Lord Dracula is unable to use Clairvoyant Omnipotence as a means to simply ‘Dominate’ every aspect of the Game. In this Character Profile Lord Dracula must be Role-Played as requiring effort and tactical guile to defend himself from assailants, and protect his Castlevania which greatly amplifies his influence over the World.

Lord Dracula basically takes on an incarnate human form and descends into the mortal realm, where his True Power is greatly hampered. This Write-Up is intended portray Lord Dracula in that limited form. Otherwise, Lord Dracula is completely ‘Omnipotent’ at the CL:1000 Rank.


Immortality: CL:5000. Lord Dracula is entirely immortal and does not age at all. While his existence was not conceived as entirely infinite, he was granted immortality by the cosmic entities.

Lord Dracula’s incarnate Earthly Form can be ‘Killed’ or ‘Defeated’, which simply impedes his goals of total influential, political, and social dominance over Humanity.


666 Health / 666 Karma: CL:1000. The Player(s) or GM may implement Lord Dracula’s passive defenses to attacks and injury in any conceivable manner of the imagination, such as Armor, Avoidance, or Instant Recovery of damaged Health Points.

In Game Mechanics this simply means ANY and ALL attacks that make contact with Lord Dracula will only inflict one (1) point of Damage to him regardless of intensity. He simply must be ‘Hit’ 1332 times. His Health and Karma are considered as a single unit.

An attack of CL:1000 or greater intensity will effect Lord Dracula as normal, nearly wiping him out of the Earthly Coil of Existence instantaneously.


Karma Regeneration: SY:200. Lord Dracula’s Karma Regenerates at a rate of 20 KP per Game Round; making his second ‘Meter of Health’ more difficult to damage and beat down.

Lord Dracula is also immune to other Karma Losses normally depicted in MSH-RPG Game Rules, such committing heinous crimes against the innocent. As well, Lord Dracula uses his Karma as his Magic Fuel to power his Demonic Ebon Sorcery Spells.


Immunity / Invulnerability: CL:1000. Lord Dracula is virtually invulnerable to ALL and ANY effects placed upon him, such as Stun / Slam / Kill / KO Results and any other effects such as mental control, illusions, sensory depravation, vampirism, illness, magic alteration, or any other effects which would otherwise alter his behavior.


Weaponry and Combat:


Demonic Ebon Sorcery: GD:10 to SZ:500. For this Game Campaign, Lord Dracula may use virtually ANY elemental Spell of the imagination. These Spells normally incur trajectory bolts, blasts, missals, or pulses of Fire, Ice, Electricity, Force, Energy, Toxic, Acid, Light, Gravity, Magnetism, Radiation, Temperature, Blunt, Bladed, and similar conventional Damage Types.

He may also use various magical elemental Spells, which inflict Damage Types of Dimensional, Ebon, Eldrich, Darkness, Holy, Evil, Ego, or simple ‘Nemesis’ attacks that will simply Damage an opponent. Lord Dracula’s Opponents still receive the benefits of their ‘Armor’ and other Passive Defenses, but Lord Dracula will inflict some Damage Impact regardless.

To use these Spells Lord Dracula must use 1 Karma Point to activate a spell at GD:10 intensity. He can then add more Karma Points to the Spell on a point for power basis; thus, 51 Karma will render an AM:50 intensity spell, or 101 Karma will render an UN:100 intensity spell.

For this Game Campaign, his overall power is limited to SZ:500 in which Lord Dracula would burn 501 Karma to execute such a Spell. If used outside of the this Game Campaign he would be limited to CL:1000.

The mechanics of Lord Dracula’s spells are also Range Dependant and are considered as ‘Area of Effect’ Attacks. Targets / Player(s) that are within 30-feet (3 Areas) of Lord Dracula will be hit by Lord Dracula’s Spells with an automatic GREEN Score, even without a FASE/RIP FEAT.

The only reason Lord Dracula would need to FEAT Roll a ‘To-Hit’ Probability (SX:150) with his Spells is if the Targets and Player(s) are beyond 30-feet of himself. Lord Dracula may still opt to FEAT Roll his Spells anyway to increase his automatic GREEN Score to Yellow or RED. If such a FEAT Roll is failed Lord Dracula still receives his automatic GREEN Score while the Target or Player(s) are within 30-feet of him.


Mobility Enhancements: SX:150. Flight and Teleportation. Normally, Lord Dracula will transform into a large bat or small dragon to achieve ‘Flight’. He may also use ‘Super-Speed’ Running in Wolf Form or various types of Teleportation, such as transforming into Fog or simply shooting to a location as a beam of Energy.


Talents:

Lord Dracula does not need ‘Talents’ for this Campaign Profile Page. He may use ANY Talent imaginable at the SX:150 Rank.


Special Note: All of these Castlevania Character Write-Ups are written while using the ‘Expanded’ Universal Table; where a [+1CS] boost is a 5-point rank, rather than a 10-point rank.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

[www.classicmarvelforever.com]






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TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

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