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Ivy Ransm the Vampire

Current as of.. July 25th, 2003 SubChara- Maj'eve Bolverker


Name- Oo Ransm oO Dice- 5d32
Character Name- Ivy Ransm HP- 55/55
Race- Vampire MP- 53/53
Alignment- Dark SP- 75/75
Faction- Freelance DpL- 3
Main Class- Amazon HPpL- 5
Sub Class- Heretic MPpL- 3
Rezzes Remaining- 3 SPpL- 5
Level- 5 Reg Numbers- TA Reg#:4413, AA Reg#:4451

Gold: 11,520 gps Xps (chara lv): 2371 Xps (magic lv): 4501
Psi?: Yes, Low Psi Power (-2 to rolls)(TP:18). Xps Till Next Chara Lvl: 130 Xps Till Next Magic Lvl: 500
Magic?: Yes, up to SPL3. Xps Useable: 935 Magic Level: 10

Weak Against: None Dodge +7
Strong Against: Any other than Holy, Death, Silver, & Fire Init +3
Immune To: None. Fire/Dark Magic rolls at +5
Absorbs: None. Fire/Dark Magic attacks +15
Reflects: None.

Illnesses, IAs:
None.
Equip Skills:
Equip Club Equip Dagger Equip Gauntlets Equip Knife Equip Rod Equip Scythe Equip Whip Equip Sword
Abilities:
Sunlight: For every minute IRL a Vampire is exposed to sunlight they are dealt 10 damage. Sunblock allows them a half hour reprieve, but death due to HP loss in this manner is non-rezzable.

Ivy does not possess the bloodlust of the average vampire.

Vampirism: To "sire" a new vampire, use the Bloodsuck ability. If it succeeds, roll a contest of wills, both you and the victim roll 1d50. If you suceed, the person falls into a coma-like trance, to reawaken the next night as a vampire. If you fail, it may not be attempted for another day afterwards.

Vampires are VERY loyal to those who sired them, almost like slaves. Sigoth, Magin, Dragons, Angels, and Demons may not be vamped. A vampire MAY impart one and ONLY one ability or spell it knows to the newly sired vampire if it wishes. Sired Vampires, however, will be weaker than regular vampires, at 4d dice status.

Note: Vampires who have been sired retain their old stats, now using the HPpL and MPpL,but different SPpL, and DpL of the Vampire race when leveling up.(Dice will be 4d,DpL of 4, and SPpL of 4)

Bloodsuck@55+
(melee)(drain 1d50 HP)
(Does not work on Magin or Sigoth, results in combustion of vampire)
Drains blood from one target. It does have to be from a target possessing blood,however.

HypnoticGaze@50+
(Psionic)(SPC:5)(1d4 turns)
Holds a target under the vampire's sway for 1d4 rounds, in which they cannot move, attack, or even do anything but just stand or sit there in a daze.

Identify@50+
(SPC:5)(special)
Use to identify the properties of any object/item.
The higher the roll,the better description.

ThrowStone@40+
(SPC:5)(earth)
(Damage varies:1-4d (depends on race dice)10)
Throws a stone at one target.

FirstAid@50+ (SPC:10)(healing)
Can heal even undead (dice) HP, or treat poisons as high as Strong classed.

Repair@63+
(SPC:15)(special)
Restores a broken weapon, although you have to
have some of the material its made of on hand.

TA Skill@50+
All thieves use this skill, after victim rolls perception. MUST HAVE A REG #!!
You must declare what is being used afterwards, like ~Steal Gold~, etc.

StealGold
(SPC:10)
Steal 1d100 gps from one target (if they have it)

StealItem
(SPC:12)
Steal target item from one target's inventory.

StealWeapon (SPC:13)
Steal target weapon from target's inventory.

StealArmor
(SPC:13)
Steal armor from target's inventory.

Disarm Traps@60+
Disarms target trap (you have to know its there first!)

AA@50+
You must have a reg#, as well as a valid contract on the target to use this.
(SPC:10)(Can only attempt on a person once a day)
Attempts to assassinate a target,following standard Windia AA rules
(See AAs for more details)

Transform: Bat@50+
(SPC:5)(special)
Costs 2 SP a turn/ 5 min to maintain. You turn into a small vampire bat, with 1d6 dmg claws, sonar@60+ (detects hidden passages and enemies)(SPC:10) and the bloodsuck attack. At Level 20 it changes to a large, human sized bat. This upgraded fiend has 1d115 dmg claws,and a 2d57+level firebreath attack (spits fireballs at one target)(fire)(SPC:58). Both forms can fly.

Transform: Wolf@50+
(SPC:8)(special)
Costs 4 Sp a turn to maintain. You turn into a large wolf with steel (or lower) piercing 1d65 claws, a 1d70 bite also steel piercing, and Howl@50+ (destroys stone obstacles, and can deliver a KO attempt to a target.)(SPC:38) At Level 20 it upgrades into a Cerebus form. The Cerebus can only be harmed like a vampire can, has 1d120 claws, 1d180 bite, and a tri-flame for 3d60+level fire damage. This thing can pierce anything titanium or lesser in Cerberus mode, and is quite fearsome to behold.

Magic
GeoMagic@55+(SPL1-2)
The Amazons can use basic geo magic.

Learnable skills:
Psionics@55+
Allows the use of Psionics.
XPLearn: 2000
Level: 2

Equip Bow
Character can now use bows in combat.
XPLearn:1000
Level:3

EquipScythe
Character can now use Scythes in battle!
XPLearn:1000
Level:4

DarkMagic@50+
(cannot be used/learned any until discovery of magic)
Target can use DarkMagic.. up to SPL3. (requires testing for magic)
XPLearn:1000
Level:5

SoulDrain@50+
(MPC:20)(1d45+level)(energy)
Drains HP from one target, if used on an undead, Heretic is drained instead!
XPLearn:400
Level:6

Smash@55+
(SPC:20)
Breaks the person's weapon, does not affect
unbreakable weapons and can be dodged.
XPLearn:1000
Level:6

Equip Sword
Character learns to use a sword in combat.
Xplearn:500
Level:6

Assassination+1
AA roll is +1,and victim perception is -1
XPLearn:1000
Level:8

Stealth@40+
(SPC:10)
The assassin is hidden from view, adding -1 to anyone's (including any target's) perception rolls. If he fails a perception he's spotted.If he attacks he has to re-roll the skill.
Lasts for 1 round/5 min.
XPLearn: 500
Level: 10
Xps: 350

CrossSlash@60+
(SPC:25)(Must have a bladed weapon)
Slashes the target twice for Dice+level+enhancer dmg
XPLearn:1000
Level:10

Transform: Mist@50+
(SPC:10)(special)
Costs 5 SP a turn to maintain. Takes the form of a cloud of mist, which may only be harmed by Psionics or Magic. The only attacks it can use are any Psionics it possesses, and a Dark Thunderbolt@55+, death element and 4d30 damage.(SPC:58)
XPLearn:2000
Level:20

Weapons:
Thorn Whip (silver)3(+25) Thorn whip made out of silver.(Worth:9000Gps)

Sharptooth:(Two-handed iron naginata sword) (4/+12) (Dark)
Many weapons become enchanted by unusual means..this weapon is one such example, affected by its overall environ. As it is used it begins to glow a dim red. On its third use, it lights up with a dark flame, and delivers the target in addition to damage a random disease. (1d6, 1-Flu,2-Vertigo,3-Mindrot,4-Pox,5-Blackend, 6-Cancer). This is not after, this is the moment it is used for the third time. The disease counts as status, and if dodged does nothing and the sword no longer glows. (This is per every third use). (Unstealable..any who try are afflicted with one of the diseases,no dodge. Only those immune to status possibly could steal it.)(Worth:25,000)

Armor:
(Cannot wear silver)

Goddess Mail:(1*/-15) Restores 1d20 HP a round, and absorbs Holy. May only be used by females. (Worth: 10,000 Gps)

Items:
Tornado Element (1): (lvl1)(wind)1d50)(Worth:: 5000 gps)
Thermal Blanket (1): Cures Frozen (Worth: 200gps)
FireCharm (1*)(Worth:10,000 Gps) All damage dealt to a target that is off ice element by the bearer is halved, HOWEVER, all fire damage the bearer deals to a target is INCREASED by half.
Blood Vial (small)(5): Restores 1d20 HP for a Vampire. (Worth:100 Gps)
SunBlock (1): (Worth: 100 gps)
H.Potion (1): Restores 1d50HP (Worth: 200 gps)
Orange Juice (1): Restores 1d10 SP (Worth: 200 gps)
Focus Band: Bearer has +10 to Psi and Magic rolls.(Worth:15,000 Gps)
Skull necklace: +5 to Dark Magic, +5 to IAs
A shiney metal necklace with a skull pendant, two rubies set in its eyes.(Worth:5000)

Dominion Cards:
#1:Straud (4) (Element:N)(PR:4)(Type:Monkey)(Worth:50gps)
#2:Fae Archers (1) (Element:W)(PR:4)(Type:Fae)(Worth:60gps)
#12:Cleric (2) (Element:L)(PR:4)(Type:Follower)(Worth:60gps)
#13:Probe (1) (Element:Psi)(PR:4)(Type:Tech)(Worth:200gps)
#17: Ivy Ransm (1) Element:N)(PR:5)(Type:Vampire(Worth:90gps)
#30:Windian Knights (1) (Element:N)(PR:6)(Type:Windian)(Worth:80gps)
#31:Dark One Lurkers (1) (Element:DK)(PR:6)(Type:Soldiers)(Worth:80gps)

Description: A tall pale skinned lady with sea green eyes, dark, long hair, and a smile that can lead you waltzing to your doom..even though she's not as evil as she looks.
History: Ivy was one of the few people that stayed behind during Last Battle, prefering to try and lead a quiet life. When the vampires were slowly moved to the brink of extinction, she fought alongside them, but eventually was pushed back to their current location in Erubus. In recent years, hearing of the murder of her friends Luke and Tuf, she has made her way back to the Pyrean continent, seeking revenge....